Thursday, 23 May 2019

Asylum Reviews: Dauntless [Xbox One].

Dauntless is a new Free-to-Play game by Phoenix Labs and easily rivals lots of the higher tier AAA games that follow the same purpose. Dauntless feels like paid release, and aside from optional extras such as the Elite Track of the Hunt Pass (similar to Fortnite's Battle Pass) and cosmetic items, there's no need to pay at all.

Previously available only on PC, with an Open Beta running prior to Console Launch and the release of Season 5: Hidden Blades, we were granted early access to be able to feel the world of Dauntless before it was available for general release. A slight hiccup in merging for console launch meant that all players who'd been given access via console had accounts wiped and characters erased, so we had to start again on release.

Upgradeable characters allow you to stand out among the crowd in Ramsgate. With transmog options and dyes to further customize your character to have them looking as you desire. Skins can be altered to look like others using the transmog option, giving you the ability to utilize the traits of one set of armour, whilst having the appearance of another.  You can alter your appearance at any time from the trader in Ramsgate, giving you the ability to try out new looks without the fear of forever impacting your character.  

Enemies, known as Behemoths, are varied and range through different elements with inventive designs. You come across Neutral Enemies to begin with, which have an equal difficulty across all elemental types of weapons. As different enemies are hunted and items gathered, these can be used to create elemental weapons which will have a significant boost against enemies of opposite types. Fire based enemies such as Embermanes are weak to weapons created from Boreus parts, and vice versa.

A wide variety of weapons can be forged and upgraded, from swords to guns to hammers and pikes, each with stunning appearances and abilities based on the materials used to create them. Try out all of the weapons instead of sticking to your usual option, as some of them definitely took me by surprise!

You can play alone in private servers, allowing you to go one on one in a hunt against Behemoths of your choosing. You can play with a party allowing friends to be in the same server with you, scaling enemies' difficulty with the number of players up against it, to a maximum of four. You can also do an open hunt which will gather party members via matchmaking, and will spread the Hunt Rewards between you.

The only issues we have really come up against have been long server queues sometimes reaching up to 80000 waiting to log in at the same time, probably to be expected for such a popular game at launch, especially when cross play has been enabled from Console Launch.

In the end we decided to give Dauntless the Collecting Asylum rating of 7.5/10.

Have you tried out Dauntless yet? What did you think of it?
Let us know in the comments below!

- V x

Wednesday, 22 May 2019

Asylum Reviews: Holy Potatoes! A Weapon Shop?! [Switch].

Originally on PC and mobile, Holy Potatoes!  A Weapon Shop?! is also now available on Nintendo Switch, and is a fun little game to pass the time.

It's a simulation based game where you, a walking talking potato, run your own little business making and selling weapons such as axes and blades. To begin with, you have a measly share in the company, but as you improve and get the shop more well known, and expand into new territories, you'll find yourself running a fairly successful wee business in no time.

Over 200 weapons are craftable (and therefore sellable) to your potato customers. A variety of different blacksmiths are available to hire in your shop also to assist with things and increase the production of items.

Within your shop, you can also have your very own potato dog which you can name. I played an old MMORPG years ago, and I had a pet husky in it that I called Baby Potato, so it seemed only fitting to commemorate my first real companion in a game to what it actually is... A wee tottie.

Sometimes you have quick little tasks like the one above which can be funny little pop culture references (such as one about Link/Zelda). Making the right choice gives a positive outcome, and whilst I've not gotten a choice wrong yet, I'm tempted to do it just to see what happens!

The art style is cute and fun, and the gameplay is interesting and has an addictive quality that really evokes it's past as a PC/mobile game. Mechanics work well and it kept us interested for the most part. DLC in the form of short quests with Greek Mythological themes kept things fresh, and piqued my interest (being a lover of that genre/theme myself) and added some extra content whilst still keeping the overall cost down, as together the base game and DLC aren't far more than a tenner depending on platform.

In the end, we decided to give Holy Potatoes! A Weapon Shop?! the Collecting Asylum rating of 7/10.

Have you played it? What did you think of it?
Let us know in the comments below!

- V x

Monday, 20 May 2019

Asylum Reviews: Woodle Tree Adventures [Xbox One].

Woodle Tree Adventures is a cutesy platformer created by Fabio Ferrara/Chubby Pixel. Worlds are simplistic and childlike and at first this gives the game a certain charm, but glitchy mechanics and frustrating camera angles make things turn sour quite quickly.

You play as a small tree stump, tasked with retrieving fairy tears to restore peace to the land. All you have on your quest is a backpack; to store all of the berries you can collect along the way (which are very reminiscent of the Wumpa Fruits from Crash), and a leaf. This leaf is automatically upgradeable, with its abilities increasing after certain milestones of berries have been collected. 

Controls feel quite loose, and unforgiving camera angles frequently resulted in my misjudging a jump and falling off the map. There's no death mechanic in Woodle Tree Adventures, you simply just respawn at an earlier part of the level with no penalties, aside from the frustration of having to get back to were you were.

Waterfall type pillars allow you to reach higher levels of the map, but these can be finicky, often causing you to lose momentum and drop through the bottom instead of floating to the top as expected. Having to redo sections of the game where these are involved after falling off the map (particularly when it's because of these that you'd fallen in the first place) can be a frustrating and tiring experience. 

It's an easy game to complete, being capable in just a few short hours and all achievements/trophies being unlockable through simple fruit collecting and completing levels/unlocking leaf upgrades, which will just naturally come as you progress through the game.

Aside from wanting to nab all of the achievements quickly and netting a full 1000 gamerscore, nothing really had me fully invested in the game or wanting to spend extended periods playing it. It's more of a game that I'd recommend to achievement hunters than for someone to truly get hooked playing. Kids might have more fun with its simple style, but the issues may cause them to get bored fast.

In the end, we decided to give Woodle Tree Adventures the Collecting Asylum rating of 4/10.

Have you played it? What did you think of it?
Let us know in the comments below!

- V x

Wednesday, 15 May 2019

Asylum Reviews: A Plague Tale: Innocence [Xbox One].

Asobo Studio's A Plague Tale: Innocence is a morbid story of children having to deal with the horrifying after-effects of the plague, and the swarms of rats who caused it. Set in 14th century France you play as Amicia, daughter of Lord Robert de Rune. The game starts with the two of you walking through trees with your faithful dog, Lion, when he chases after a boar. Shortly after, you lose sight of him and upon tracking down the boar - which has now been almost completely devoured - you see your dog wounded. This is where you are first introduced to the rats as they suddenly drag Lion deep underground, but you have no idea the extent of their power just yet. From promo materials and trailers, we know that the duo we follow is not Amicia and her father, no, it is Amicia and her younger brother, Hugo.

You haven't spent much time with your brother throughout his life. He has been hidden away, under the watch of your mother Beatrice, due to illness. In light of the current circumstances, your father orders you to go speak with your mother, where we are introduced to Hugo. The relationship between brother and sister is distant, almost like strangers, but as expected for how they've been separated for almost their entire lives.

As the game progresses, the relationship between Amicia and Hugo grows. Initially, dragging him through plague-ridden villages when he wants to explore (as most five-year-olds would), Amicia is frustrated and sees him as nothing more than a brat that is going to get them both killed, but this changes as time goes by and she becomes almost motherly towards him. Being an only child, I missed the sibling bond/rivalry/all out war that is an ever changing theme in households, but having two kids of my own (reversed in age/gender order to the kids here), and seeing how they switch from being sworn enemies to best of friends and back again, the way Amicia and Hugo interact feels genuine.

For the most part you play as Amicia whilst holding Hugo's hand, walking with and guiding him along the way which can make some sections of the game feel quite slow in comparison to other free-er segments of running or not having Hugo by your side. There are puzzles that sometimes require actions to be given to Hugo, or other secondary characters, to mix things up a little bit and require a bit of fore-thought as to how your actions will affect things. Using a bunch of different ammunition types you'll learn new ways to defeat enemies. Supplies can be found throughout levels, but often increase in amount near to where enemies will be so you can be sure that a bunch of enemies will either be just around the corner, or will come out of a building in front of you if you find a bag of rocks and other supplies such as alcohol or sulphur conspicuously placed when you enter a new area.

Enemies in the game come in two main forms... the Inquisition, and the rats. A single blow from any of the Inquisition will kill Amicia, reverting you to the last checkpoint unless you have a Somnum, a type of ammo that can silently knock enemies out, but can also be used as a last ditch attempt at survival if an enemy is about to kill you.

Being smart about conserving ammo and not making more to keep you with a full stash at any given moment is something I wished I had known at first. As soon as I was coming across materials, I'd craft ammo to keep a full stock but this unfortunately impacted my ability to fully upgrade my Sling and my Equipment. Also, not having upgraded pockets meant that if materials were found on the ground, I was wasting potential supplies by always picking up instantly to craft. If I had only space for 1 more rock, a bag of 3 rocks would still be picked up, but with only 1 rock added to my inventory. I kicked myself for this a couple of times, after realising I was short by 1 item to upgrade something and cursing myself for all of the recently picked up items or recently (unnecessarily) crafted ammo.

The titular Innocence can be seen in Hugo, though its a wonder he has any left by the end of the game after all that he has seen and done. The game is memorable, with an interesting story and emotional moments throughout. Character deaths impacted me more than expected, with one particular death really feeling like a punch in the gut after feeling a bond with them.

Overall, I really enjoyed A Plague Tale: Innocence with only a few minor gripes: a couple of glitchy moments, that there's slow loading times for each chapter, and that death animations were quite samey, with most of my deaths having the same action of an Inquisition member knocking me down followed by a downward swing of their weapon before it cuts to black; or by the rats engulfing Amicia, bringing her down as she reaches her left arm up before collapsing fully into the rats. Granted, the rats are terrifying and completely swarm you the way cartoon piranhas shred around a hand as it is plunged into water. 

In the end, we decided to give A Plague Tale: Innocence the Collecting Asylum rating of 7/10. The higher price point (currently £44.99 on Xbox Store, although cheaper to buy physical in a few places) might turn a lot of people away, but I'd really recommend you to give it a go, even if you wait for it to drop in price a little.

Have you played it? What did you think of it?
Let us know in the comments below!

- V x

Tuesday, 14 May 2019

Asylum Reviews: Fade to Silence [Xbox One].

Black Forest Games' new release, Fade to Silence, is a brutal  survival game set in a post-apocalyptic open-world. You play as Ash, a survivor who sets up base camp with his daughter, Alice, where you can bring other survivors to join you. Two game modes are available to you from the get-go, the standard permadeath Survival experience and a toned-down, more relaxed Creative mode. Sadly, achievements are not able to be earned in Creative but learning the ropes in Creative can be a good thing before doing a Survival run. So it is entirely up to you which option you go for.

Surviving takes a whole lot of stuff in Fade to Silence, adding a panicky realness to your journey. You'll need to keep an eye on your health and stamina meters, as well as keeping your energy levels, hunger and temperature in check. Sometimes this is all easier said than done, particularly if you're caught out unprepared for whatever the wilderness throws at you.

The harsh weather will often prove to be your biggest enemy, requiring you to keep warm in the wintery climate. Bear this in mind before you set out from camp, be that to capture outposts or hunt for food. There's a repetitiveness to most of what you'll find yourself doing when expanding across the map. Outposts were fine the first few times - it's a fairly commonplace practise now so seeing it pop up in everything can be quite taxing and takes a lot of the fun and intrigue away.

Movement can feel slow at times, with combat having a sluggish pace, compounded by framerate drops. This unfortunately sucks a lot of the fun out of fighting. Enemies consist of creatures possessed by an entity known as the Inner Voice. You need to clear out these creatures from all of the areas, whilst scavenging for supplies to stock and improve your camp. Firewood is the main thing you will be out hunting for, as this is necessary to keep the fires burning and your temperature up.

You can take people out from your camp to serve some assistance, such as by collecting chopped firewood to keep a decent supply, however do so at your own risk as they can be killed. Having more survivors helps when building up your base camp, so you definitely want to avoid getting them killed unnecessarily. Each survivor has their own set of skills that will allow you to judge what they would be best suited to, but for the most part I found that I'd rather just leave them all behind to ensure their safety. As the game progresses, and your camp grows, characters will start to interact with you more, giving you a little bit more information into who they are and what's been going on with them.

Overall, Fade to Silence felt more of a chore to play than an exciting game I looked forward to getting back to. The interesting and dynamic weather system was great, and there's definitely a good foundation here but the game just was not fleshed out enough for our liking, especially given the myriad of other survival games out there. A lacklustre story further impacted our enjoyment, and left us wishing that more had been included.

In the end, we decided to give Fade to Silence the Collecting Asylum rating of 5/10.

Have you played it? What did you think of it?
Let us know in the comments below!

- V x

Thursday, 9 May 2019

Asylum Reviews: Blazing Beaks [Switch].

Life is changed drastically when the world of beaks is invaded by a variety of monsters. In Blazing Beaks - a new twin-stick rogue-lite from developers Applava, you must choose from the strongest heroes available, who have been selected to go up against the monsters.

Eight characters, all of which are birds in some way, shape or form, are available to pick between with varying weapons and abilities being made available. There's a duck, a platypus, a parrot, a penguin and more, each with their own starting weapon and individual stats. In Tournament Mode, all characters begin with the same standard settings and weapons, to allow for fairness when going up against your friends.

Tournament Mode allows you to play with up to three friends in a local multiplayer tournament, going head to head with them to see who emerges victorious. It's a fun addition to the game, and something I wish more rogue-lites would incorporate to allow you a break from run after run.

Custom characters can be designed and made available for the community to use, which is a nice inclusion as it gives you the freedom to design a character exactly as you like, or download someone else's custom build if you're looking for something new to try out.

Randomised levels, with enemy placement and loot drops being fresh each time helps to avoid some of the repetitiveness that can plague these kinds of game. As well as weapon/loot drops, you'll find items such as Artifacts which prey on your greed, doing more to be a hindrance to your run, but this can spur you on further and makes you take a little second to hesitate about any items you choose to take. One thing I found interesting was that as you progress through levels, there's no option for backtracking, with previously accessed rooms being closed up after exit, meaning that you might have three doors to choose from in one room, and then only one in the next room you progress to, but you could have potentially missed some good items in either of the two other room strands.

Game modes vary from the standard Story mode when in Tournament Mode, with available play styles ranging from Deathwatch, a free for all mode where it's everyone for themselves, to One Gun mode where everyone uses the same randomly selected weapon each round.

Art style is cute and plays well on the retro theme. Characters contrast well against the background so you rarely struggle to pinpoint yourself in a room, even when there's a lot going on. Bosses are well designed and interesting, as are each of the player characters you can choose from.

Overall, we really enjoyed Blazing Beaks, but felt that it lacked a bit of the pull that other similar games have that has had us coming back to them for months on end. 

In the end, we decided to give Blazing Beaks the Collecting Asylum rating of 7.5/10.

Have you played Blazing Beaks yet? What did you think of it?
Let us know in the comments below!

- V x

Wednesday, 8 May 2019

Asylum Reviews: Shakedown: Hawaii [Switch].

Something we've been super excited about for a long time is the recently released Shakedown: Hawaii, from Vblank Entertainment - who created another fantastic retro-styled game, Retro City Rampage, which was released back in late 2012/early 2013, depending on where in the world you are, and became a bit of a cult classic. We loved RCR, even buying numerous copies (from the PS4 physical release, to MS-DOS floppy disk physical releases - one of each colour *cough*).

This time round, we've moved from 8-bit to 16-bit, and you play as this guy below, whose views on business practises and how he should make money are obviously pretty twisted, and a tongue-in-cheek parody of the real world of big businesses. He's spent the past twenty years of his life living off the earnings from his book, and only now is realising how bad things have gotten after leaving the company in other people's hands while he swanned off to do whatever he liked.

Back when Retro City Rampage was still early in production, Brian Provinciano's project drew heavy inspiration from the GTA series, with him even planning the game title to be Grand Theftendo. This works with Shakedown also, as it takes me right down Nostalgia Lane with its appearance. 

The world feels alive, with pedestrians taking selfies across the map and diving out of the way of your vehicle when you cut too close. Visuals are gorgeous with the 16-bit style being an advancement from RCR's 8-bit art-style. We wonder what the next game from Brian will look like!

Purchasing properties is one of the staple actions in Shakedown. With over 400 buildings to purchase and upgrade, each increasing your income through means such as rent, you'll soon be taking over the whole land. The more you buy, the more you earn, allowing you to buy more and the cycle continues. It really reminds me of games like AdVenture Capitalist with this, in that click to earn sense. It's quite an addictive process, building up your collection of properties as you see the profits rolling in.

And of course, the name of the game itself: Shakedown: Hawaii. You can shakedown businesses by busting in and completing a variety of objectives. This may be by scaring customers or dealing with gang members. There's around 80 business just waiting for you to shakedown, giving you another revenue stream in the form of protection money.

Gameplay can sometimes feel quite repetitive, as the actions you perform are fairly similar across the board; it can be good to remember to alternate between different tasks, from buying properties to spending some time working on missions, to completing challenges and aiming for a high score by mowing down pedestrians and taking out the cops.

Overall, we really enjoyed our time with Shakedown: Hawaii, and would recommend most people to pick it up, especially if you're looking for a game that keeps you entertained, without needing a great deal of concentration or difficulty. Let me tell you, after a lot of bullet-hells and rogue-lites lately, this was a thoroughly enjoyed and welcome break.

In the end, we decided to give Shakedown: Hawaii the Collecting Asylum rating of 8/10.

Have you played it yet? What did you think of it?
Let us know in the comments below!

- V x

Tuesday, 7 May 2019

Asylum Reviews: Black Paradox [Xbox One].

Developed by Fantastico Studios and published by Digerati Distribution, Black Paradox is a new pixel-art, rogue-lite, side-scrolling shoot 'em up with a fantastic Synth-Wave soundtrack. Like a lot of rogue-lites, Black Paradox describes itself as "fast-paced". Yeah, you can call it that if you like, but instead I'll call it what it really is... an insanely quick bullet-hell nightmare. Now, that's not to say that the game itself is a nightmare in a derogatory way, no. It's a nightmare in that you will die. A lot. You'll die quicker than you thought possible, repeatedly.

You play as the titular Black Paradox, a bounty hunter with the ability to manipulate the energy within a black hole and use that to travel through time. To succeed in your quest you must go up against an evil organisation known as the Hellraisers and defeat all seven of their bosses. Levels are procedurally generated, and whilst the enemies are the same each time, they are dispersed throughout the level in a randomised order, keeping things fresh each run.

The bright 80's styling is something I'm usually always happy to see in games and this is no exception. The glowing neon bullets contrast well against the darker sky backgrounds which makes things really pretty to look at, and it makes projectiles much easier to see; a bonus if you find you're in a tight spot. Additionally, you're in a DeLorean!

Weapon drops, as with most games in this vein, can entirely make or break your run. You can hold two weapons at a time, switching between them easily, and swapping them out after defeating bosses (and gaining some power ups in the process). It's common to see yourself start a run and get hit with a shitty gun or two and dying super fast, or land a great gun at the start and find yourself gliding through the game with ease.

Gameplay is fast, and feels responsive. Health is displayed in the top-left, alowing you to monitor your status, with the small blue bar above it serving as a pointer for when your special ability is functional. This special ability allows you to summon an additional ship, titled Black Paradox, to do further damage against the enemy.

Things can feel fairly repetitive due to the enemies being pretty samey, and with the standard rogue-lite formula being followed, you might find yourself feeling bored at times.

In the end, we decided to give Black Paradox the Collecting Asylum rating of 7/10. 

Have you played it yet? What did you think of it?
Let us know in the comments below!

- V x

Monday, 6 May 2019

Asylum Reviews: Mortal Kombat 11 [Xbox One].

I have a weird relationship with Mortal Kombat games. The wide selection of moves that are available to you, and the varying degrees of difficulty in successfully using them means that the ability to learn and master them is there. I enjoy practising these moves over and over, improving ever so slightly each time I pull one off. I'll go over the tutorials with such intense scrutiny, ensuring that I figure out how to achieve the moves to add them to my skill-set. I slowly but surely get better at the range of moves at my disposal. I don't quite *master* them, but I do alright. Maybe this is the game that I'll finally defeat Allan at, I think to myself. I still boast of my win against him at Injustice when it was playable at Gamescom a few years back (something I've probably referred to numerous times on here, so I apologise!), as he is just such a natural at games that I rarely beat him. Sadly (for me), he's just as good at this as everything else, so once again I'm struggling!

Before starting the Story of MK11, I worked my way through all of the tutorials available to me, and despite my usual play-style of "forget everything you know and just button mash" when it came to the main story, I actually managed to successfully manage a lot of the moves from memory. Thankfully, as always, within the pause screen there are a couple of hints towards common moves, as well as the ability to open up the moves list and tag up to 10 moves to have them appear on screen as a reminder. This can be particularly helpful if you struggle to remember the order of buttons in a combo.

Animation is spectacular, with characters looking better than they ever have before. The difference in quality even since Mortal Kombat X is startling. Fine details in characters' faces, hair that actually looks like hair (particularly the female characters, as this is something a lot of games struggle with), and even lighting reflecting on characters faces naturally. There's also a great level of emotion shown from the characters, from sassy eyebrow races when making sarcastic remarks, the slight turning of the corners of the mouth whilst snarling at enemies, and the look of pain in their eyes during sad moments. 

Cutscenes are gorgeous, further enhanced by the fantastic lighting. This, along with the rich colours and shedloads of detail make it seem almost movie-like in appearance. The story itself is deep too, following the characters in a time-travel plot where past versions of the characters have been brought to the present by Kronika. The whole spiel from movies where past versions can't be allowed to see you is totally tossed aside, with both timelines' characters not only knowing of the others' presence, but teaming up or fighting against them also.

I really enjoyed seeing the interactions between past and present versions of the characters. Seeing the differences in how they have turned out, either via their actions or alliances (eg, Liu Kang) or simply through growing up, such as Johnny Cage. There's a moment of tension between both timelines' Johnny Cage, with past him stating that he'll "tap that at the earliest opportunity" upon finding out that he'll later marry Sonya Blade. Present Johnny has clearly come a long way from his previous mindset, and knowing Sonya to be the love of his life - and mother of his child, Cassie - takes great offence to his past self's disrespectful, womanising ways.

Seeing this evolution in characters and how knowing either what they were like before, or who they grow to be affects them and the choices they make. Characters are affected by their past self's actions further, in the sense that if the past self is killed, that will also wipe out the present version, as well as children (in the case of Sonya, Johnny or Jax). This is warned to certain characters during cutscenes, and makes you worry not only for the characters themselves, but also what other consequences could occur. A little nod to the impact is when past Johnny's cheek is grazed by a bullet and current Johnny gains a scar in that location. It's a cool, but worrying reminder of just how tied these characters are to their earlier selves. It's also endearing to see past versions of characters interact with their children, who are of similar ages to themselves at this point. It's an interesting dynamic, learning about and speaking with their now grown up children whom in their own timelines are still nowhere near existing yet.

Fighting is fast and fun, with cinematics flowing into and setting up battles nicely. MK11 has improved its fighting system a great deal from the previous generations, with the special meter being tweaked and simplified to allow easier use of special moves. X-Ray moves, implemented in MK/MKX are gone, having been replaced with Fatal Blows. These can be activated when your health is almost gone, giving you a hopeful, yet desperate attempt for success. Tapping A (on Xbox) when hits land can increase the damage done - with a small crushed skull appearing below the enemy's health bar if successful - up to a maximum of three times. Similarly, when an enemy is using their Fatal Blow on you, doing the same can help to reduce the damage taken, this time denoted by a small shield under your own health bar.

MK11 has brought the return of the Klassic Towers, as well as some time-sensitive towers known as the Towers of Time. These towers can be played manually, or by using AI characters that you can personalise using unlocked skins, gear and custom loadouts. At first this was something I'd expected to not really use, after all, you want to play the game yourself, right? However, I actually really enjoy watching the AI battles. One thing I did find odd was that achievements (and presumably trophies, too) can be unlocked using the AI characters. For example, there are achievements for using two different Fatalities with each character, and these can be unlocked by your AI pulling off these moves even if you haven't done it yourself. I'm not complaining, since it makes getting all of the achievements a little easier, but it was definitely something I was surprised to see when the first one popped.

In-game currency is made up mostly of koins, gained through winning fights, completing tutorials and finishing towers. These can be spent in the Krypt, a large area accessible through the main menu that is filled with chests to unlock via varying amounts of koins; the more expensive ones being more likely to produce character skins, and other better items. Other items that can be unlocked range from concept art to materials for use in the Forge. There are also chests that require the use of hearts to open, which are gained by ending fights with Fatalities. And lastly, chests that use souls.

We have ran into a few bugs in our time playing MK11, including one that made stats revert back to zero - definitely panic inducing - and a pop up warning that my save was corrupted, resolved by just exiting the game and restarting. Some of the tutorials seemed to not register when completing the required move also, meaning it took a combination of 50+ attempts and sheer luck to clear our way through these.

In the end, we decide to give MK11 the Collecting Asylum rating of 8.5/10.

Have you played Mortal Kombat 11? What do you think of it?
Let us know in  the comments below!

- V x

Asylum Unboxing: My Friend Pedro Special Reserve Edition [Switch].

It was my birthday yesterday! I got a few new goodies that I can’t wait to unbox and share with you all, but first of all - I’ve still to s...