Save Point: September 2020

Welcome to September’s editorial post, a monthly progress report which rounds up all the happenings here at Later Levels in case you missed anything. With the evenings getting darker and the autumn now upon us, let’s have a quick recap of recent events.

Blog life
Followers:

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  • Posts:

  • Total published:   17 posts
  • Most popular:   The Longing: knowing shade
  • Most liked:   Gamers blog party: autumn 2020 invitation
  • Most discussed:   Gamers blog party: autumn 2020 invitation
  • My favourite:   The EGX-perience: games from past expos
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  • Best day:   Mondays
  • Other posts worth checking out:

  • Video Games To Play To Learn A New Skill by A Geek Girl’s Guide
  • The Interesting Case of Metal Gear Solid by Athena from AmbiGaming
  • That Time I Helped With AnimEvo by Frostilyte from Frostilyte Writes
  • Resident Evil Games: Ranked by Stephen from Honest Gamer
  • Mario’s Cement Factory is Concrete from Professional Moron
  • Thank to everyone who attended the autumn 2020 blog party and helped share 22 of the best posts from the blogging community on social media! I’ve always enjoyed running these events because they’re my way of showing my appreciation for all the support I’ve had here over the past few years; but I can’t deny it takes a lot of effort to manage them and my day-job at the same time. Because of this, I might need to think of a better way to handle them or perhaps a different event altogether for 2021.

    Speaking of events for next year, planning for GameBlast21 in February is now underway. This will be the seventh time I’ve taken part in the annual gaming marathon for SpecialEffect so we’re planning something big. Although I revealed a few details in Monday’s post, I don’t want to give too much away just yet – but what I will say is that the promise Pete made while live on Twitch, to wear a Pikachu costume if we hit our fundraising target, will be upheld. Keep your eyes peeled over the coming months for more details.

    We’ve streaming more regularly and publishing a weekly schedule again to get us in the right frame of mind for GameBlast, but we’re going to try and mix things up a bit by not only playing video games. A round-up of the physical rewards I’ve received from Kickstarter projects made me realise just how many escape-rooms-in-boxes I’ve been backing on the platform lately. An additional camera purchased for our streaming set-up now means we can play these on Twitch too, so come join us in chat if you’d like to help us solve the mysteries!

    Gaming life
    Games played:

  • Banjo-Kazooie
  • Chicken Police demo
  • Death Stranding
  • Draugen
  • Final Fantasy XIII
  • Harvester
  • Project Zero
  • Shadowrun
  • The Painscreek Killings
  • Several demos from PAX X EGX 2020
  • Several games for The EGX-perience stream
  • Games previewed and reviewed:

  • Chicken Police
  • Final Fantasy XIII
  • Ghost on the Shore
  • Rosewater
  • Satisfactory
  • The Painscreek Killings
  • Thanks to COVID-19, the gaming events we’d bought tickets for this year have now all been cancelled (sob). Some of the organisers didn’t let that stop them though and instead turned their expos digital. Although PAX X EGX this month was a good experience – and caused me to add a few more games to my wishlsit – I can’t deny that I missed the physical show. A round-up of the games I’ve discovered at EGX in previous years and a weekend stream of some these eased the pain a little.

    Finding was is perhaps my favourite title of 2020 helped too. I picked up The Painscreek Killings on a whim when it appeared in the Steam summer sale and ended up absolutely loving the way this detective story mimicked a real investigation. Continuing on the detective theme, I’ve not got my eye on Chicken Police too; if you haven’t yet seen this game or played the demo, I’d highly recommend doing so as soon as possible. I promise you won’t have seen anything else like it.

    My game-swaps with other bloggers are continuing and I’m still working my way through Final Fantasy XIII at the time of writing. I’m not sure Ellen from Ace Asunder has persuaded me to like turn-based combat with this one, but it has taught me that different games speak to different people for unique and special reasons. As for Pete, he’s still trying to improve his factory in Satisfactory. It’s the first release which has managed to drag his attention away from The Division 2 so I’m not complaining!

    Real life

    Some big news this month that I’m very excited to reveal: we became Auntie Kim and Uncle Pete! We’ve wanted to shout about this for a few weeks now but have been keeping it quite until it became official. My brother and sister-in-law recently adopted a gorgeous little boy and we can’t be happier for them because they’re going to be awesome parents. He may only be a year old but just you wait: as soon as he’s big enough to hold a controller, we’ll be teaching him the ways of the gamer.

    My stepson went back to school at the beginning of September after being on lockdown since March, and it’s a strange situation for all of us. On one hand it’s good to see him back with his friends and this has done wonders for his mental well-being; but on the other, we’re all rather worried about what’s going to happen. I hate to say it but it seems like it’s only a matter of time before we get the notification from the head about their being a case of the virus in his year. As Pete said the other day: what a weird world we live in nowadays.

    Coming up
    Events:

  • 01 October: Shadowun stream
  • 02 October: One Special Day for SpecialEffect
  • 15 October: Shadowun stream
  • 17 October: Monkey Island 30th anniversary stream
  • 21-26 October: Steam Ditial Tabletop Fest
  • 29 October: Shadowun stream
  • 31 October: Halloween 2020: Amnesia stream
  • Every Thursday: #BloggerTalk
  • Take a look at the Side-quests page for more!
  • Posts planned:

  • Sherlock Zones: my love for detective games
  • Why I don’t play early-access games
  • Did Project Zero frighten Pete?
  • ‘Scary’ games for people who don’t like horrors
  • A progress report on our journey towards GameBlast21
  • And now over to you guys: what have you been up to lately, and what have you got planned for the coming month? Is there anything the community can help with or get involved in? Let everybody know in the comments below so we can show our support. Thanks for reading!

    GameBlast21: it’s everyone’s turn to play

    How does playing video games for 24-hours straight sound to you? It’s certainly tiring and takes a whole load of stamina to make it through to the end, but it’s also a lot of fun. And doing it to support an amazing cause makes the experience even more memorable.

    This is what happens on a dedicated weekend in February every year for the GameBlast gaming marathon – the perfect way to do what we love and change the lives of others at the same time. Hundreds of gamers all over the UK come together to take part in extended gaming sessions to raise funds and awareness for SpecialEffect. Over £950,000 has been generously donated through the events so far and this money goes towards helping the charity continue their fantastic work.

    Haven’t heard of them before and aren’t sure what they do? To sum it up: this organisation believes it’s everyone’s turn to play video games. They put fun and inclusion back into the lives of people with physical disabilities by helping them to get involved, and use a range of technology such as modified controllers and eye-control software to find a way for individuals to play to the very best of their abilities. This not only brings families and friends together but has a profoundly positive impact on confidence and quality of life too.

    As explained in a post at the end of August, I’ve been involved with SpecialEffect since 2013 after meeting the team at the EGX expo. In the past seven years I’ve volunteered for the charity, helping on their stand at events across London and hosting presentations on their work, and have also taken part in GameBlast every February. Having the opportunity to see the equipment they use and meet some of the people they’ve helped has really made me see that video games are more than simply entertainment and can do a whole lot of good.

    I’ve had the pleasure of meeting Chase several times. His severe cerebral palsy means he couldn’t use a standard controller, but now he’s able to play with his friends thanks to a custom setup created by the charity. His mum Nikki said in an interview: “Particularly for disabled people, I think games are really important because someone who’s able-bodied can go and play golf, they can drive a car, they can do almost anything in real life. Chase isn’t going to have those same opportunities, so being able to play a game creates a level playing field.”

    Positive stories like this are the reason why I continue to support SpecialEffect, and why Pete and I decided to attempt our biggest challenge yet for GameBlast20 this year. Forget a straight-forward 24-hour marathon – this time we were going to play video games for at least an hour every day for 50-days and stream it all to the Later Levels’ Twitch channel. A total of 136 hours of gaming, hundreds of cups of coffee and support from the wonderful bloggers here within the community meant we were able to raise an awesome £600 for the charity.

    Later Levels, Kim, Pete, faces, smiling, GameBlast19, SpecialEffect, stream

    The question is now though: how on earth are we going to top that for GameBlast21 next February? It’s one I’ve been asking myself regularly this month as I usually start planning for the event around this time of year. Completing a 24-hour marathon is always a huge achievement and one we enjoy doing immensely, but we’ve aimed to push ourselves further each time. Can we come up with a new idea and would we even be willing to put ourselves through something as crazy as the 50-day challenge all over again?

    The answer is, of course, yes.

    Our plan for GameBlast21 is beginning taking shape and although I’m not going to reveal what it is just yet to keep you in suspense, I can promise you that it’s going to be big. You can expect plenty of video games, a dedicated tabletop-RPG, a Pikachu costume, mountains of Wotsits, a special guest and probably a few #KaraokePete songs from my other-half too. All of this will be encapsulated within several streams, along with an extended 24-hour session live on Twitch on the official weekend of 26-28 February 2021.

    From now until then, we’ll be bringing you monthly updates on how our road to GameBlast21 is going. Keep your eyes peeled for the end of October when we reveal the format for the next charity event and some of the surprises we’ve got in store for you! If GameBlast sounds like something you’d be interested in taking part in yourself, check out this year’s website for further information; this will be updated when registration opens, usually around the end of September.

    Also be sure to follow the official GameBlast account on Twitter for the latest announcements and take a look at the SpecialEffect website to find out more about the work they do. It’s time to help everybody get back in the game.

    Final Fantasy XIII: staying focused

    Over the past six months, I’ve had the pleasure of taking part in a few game-swaps with other bloggers. We’ll decide on a theme together, send each other a video game which matches the requirements, and then play the title received and share our thoughts on them.

    Luke from Hundstrasse sent me a copy of Whiplash for ‘bizarre retro titles’, a PlayStation 2 platformer which caused some controversy when it was released. Then followed all the cutscenes and craziness that came with Metal Gear Solid 2: Sons of Liberty after sharing ‘favourite series’ with Athena from AmbiGaming. The most recent game-swap is with Nathan from Gaming Omnivore, and Pete and I are currently playing through Banjo-Kazooie for ‘genres we’re not experienced with’.

    I’ve also been playing Final Fantasy XIII since the middle of August for a swap with Ellen from Ace Asunder. Anyone who knows this lovely lady will be aware just how much the title’s pink-haired protagonist means to her. In a post entitled Lightning Will Not Leave Me published on her blog last month, she wrote: “Lightning’s story taught me about myself, the person I know the least about, and that’s a precious gift I never thought a series of video games could give me.”

    It’s therefore easy to assume that the basis of our game-swap was ‘favourite games’ or maybe even ‘most-loved protagonists’, but it was something completely different. This collaboration was going to one which challenged us to play releases which make use of mechanics we don’t usually enjoy. I’ve never hidden how much I dislike turn-based combat, having written about the subject in the past and discussed it several times while streaming, and so I wasn’t surprised when a copy of FFXII appeared in my Steam library one day.

    So why don’t I like turn-based titles? My biggest problem is that it feels so far removed from what would really happen in a fight. When you come face-to-face with a huge monster, you’re not going to politely wait while it takes it’s turn to strike – you’re going to get stuck in and hit it with everything you’ve got to prevent the beast from doing damage to you at the start. There’s no way I could see myself saying, ‘Oh no, I couldn’t possibly attack you first, that would be far too selfish! After you, good sir.’

    This explains why I initially had some doubts about streaming Ellen’s gift. I knew how much this game and its follow-ups meant to my blogger-friend and so I was concerned I’d say or do something to spoil it for her. Would I be able to play it for long enough to be able to see what she found so special about it? Would that be what I needed to keep me going when the gameplay wasn’t to my taste or became tough? And would I even be able to pick up the mechanics in the first place, without throwing down the controller in frustration?

    Final Fantasy, Final Fantasy XIII, video game, female, Lightning Farron, pink hair

    I must admit that I don’t dislike the combat as much as I expected thanks to FFXIII’s Command Synergy Battle (CBS) system. Instead of controlling every character in your party and taking turns in a battle, the player focuses on the leader only and can perform actions as soon as the segments on their Active Dimension Battle (ADB) gauge is filled. Other party-members are controlled by the game’s artificial intelligence (AI) although you can switch between Paradigms to have them fulfil a different role.

    It also helps that Ellen agreed I could play on easy mode and I’m making use of the Auto-Battle feature. This selects commands automatically for the player during fights depending on factors such as the party’s health and the enemy you’re trying to beat. I can totally understand why experienced turn-based fans would avoid it at all costs because it does take away some of the more tactical elements of the game – but for a complete novice like me, I found it invaluable. I’m not sure I’d have had the patience to continue without it.

    The thing I don’t like though is the Battle Rating system, as I don’t feel the need to be graded on every single fight because all I care about it making it out alive and getting back to the gameplay. And I know it’s a fundamental part of turn-based RPGs but I don’t like having to keep switching between characters either. As I’ve written before, I much prefer sticking with one protagonist so I can get to know their backstory, personality and skills fully rather than having to jump between several of them.

    Pete and I have found that the people joining us on Twitch while we’re streaming FFXIII have been firmly in one of two camps: they either adore the game or it’s their least-favourite entry in the series. There doesn’t seem to be any in-between and the more frequent complaint is the game’s linearity. On one hand, I can see what they mean. You’re essentially travelling down a long corridor which is interspersed with fights at regular intervals and, although we’ve been told it opens up later on, we haven’t reached that point yet.

    Final Fantasy XIII, video game, battle, fight, Lightning

    Personally I don’t have a problem with this. Sometimes I like being able to sit back and enjoy the journey the developer wants to take me on, rather than having to deal with the pressure of choice. My issue is more with the number of battles in each corridor. I understand these are needed to gain Crystogen Points (CP) to level up your characters but the enemies are often the same in an area and it feels a little repetitive. Maybe I’d have a different opinion on this if the game was entirely an action RPG and used mechanics that come more natural to me.

    Speaking of the characters, I’m warming far more to the female protagonists than the male ones right now. Hope is growing on me a little since toughening up but at first, I groaned each time he appeared onscreen thanks to his downbeat nature (we renamed him ‘Mope’). I’m not sure I’m ever going to like Snow though. Anyone who calls themselves ‘The Hero’ has got to be an idiot and as Lightening says herself, he’s ‘arrogant and chummy from the get-go and thinks he’s everyone’s pal’.

    Playing FFXIII has taught me two things. The first lesson is that I can manage turn-based combat if I put my mind to it, even though I may not enjoy it anywhere near as much as other mechanics. The second and more important lesson is that it’s important to remember that everyone has a special game which is unique to them. We might not always understand their choices or see what they see in a certain title, but there’s something in it which spoke to them and possibly helped them through a tough time.

    For example, that game for me is Fable. It will always have a special place in my heart because it was the one which brought me back to gaming after stepping away from it for several years and I might not be here writing this post today if it wasn’t for Peter Molyneux’s project. But I’m well aware it’s very much a game of its time and feels awfully clunky to play nowadays, having picked it back up again myself after watching Athena play it on her stream. It therefore won’t be something that everybody enjoys or finds as special as I do.

    It’s therefore important to be aware of other opinions about a title and take them into account – but as discussed last month, it’s also vital to be honest when it comes to sharing your own views. You just need to make sure you explain your viewpoint so readers can understand where you’re coming from. Everyone is going to have their own perception of a game because of their unique backgrounds and experience, and that’s ok: the gaming world would be a pretty boring one if we all liked the same kind of releases.

    The great thing about game-swaps is that they’ve encouraged me to try genres I wouldn’t normally play. If it hadn’t been for these collaborations with other bloggers, I’d never have found out about the uproar caused by a weird release back in 2004; my feelings about the representation of certain characters in Hideo Kojima titles; or just how terrible my spacial awareness is when it comes to 3D-platformers. Every swap has been an experience which has broadened my gaming horizons and I’m grateful for that.

    I’m about 16 hours into FFXII and I’m going to keep playing for now. I don’t know whether I’m going to be able to finish it; at the time of writing, I’m a little stuck on a particular boss and have failed numerous times. But I’m going to keep trying for a few more sessions and see how I get on. To quote Lightning again: “We can win if we stay focused!”

    #BloggerTalk: 24 September 2020

    #BloggerTalk takes place over on Twitter from 21:00 to 22:00 GMT on Thursdays. Each week, everyone is invited to give their thoughts on a specific question connected to blogging, writing and the community so we can all learn from each other’s knowledge and experience.

    For more information about how #BloggerTalk came to be and its aims, check out this post and feel free to get in touch. Without further ado, let’s take a look at today’s question and get the conversation going:

    Do you regularly interact with your followers,
    through comments on your blog or on social media?


    If you’re a long-time blogger, perhaps you’d be willing to share some of your experience and help guide those who are new. And if you’ve just joined the community, welcome – you’re part of one of the best and most supportive groups out there. I look forward to seeing you on Twitter for #BloggerTalk.

    The Painscreek Killings: following the trail

    Many people found themselves turning to video games to help them through the COVID-19 lockdown. Whether to fill the extra hours, forget about what’s happening in the real world for a while or stay in touch with friends, gaming has been a gift over the past six months.

    Although I’ve been fortunate enough to continue working, doing so from home and not having to spend four hours commuting each day has meant longer evenings to dedicate to more games. I’ve now managed to finish 27 titles since April – way more than I’ve been able to get through in recent years. That’s not to say I’ve completely enjoyed that time though. As I wrote at the end of July, gaming was starting to feel like it was becoming another job and the stuff I was playing just wasn’t inspiring me.

    Thankfully, I recently found the game to pull me right out of that slump. It was one I’d had on my wishlist since July 2018 after it had appeared in my Steam recommendations one day, and then bought on a whim as part of this year’s summer sale purchases. My other-half and I decided to install it a few weeks ago when we were looking through my library for something to stream and realised we both fancied another detective title; and it has ended up being my favourite gaming experience of 2020 so far.

    The Painscreek Killings by EQ Studios takes place in 1997. As young journalist Janet Kelly, you’re sent by your editor to the abandoned town of Painscreek to investigate the mysterious circumstances surrounding the murder of businesswoman Vivian Roberts in 1995. You know you’ll find an interesting story to publish, based on the information released by the media, but what you don’t count on is just how many secrets the inhabitants of this place were hiding. There’s also the small fact that someone seems to want them to stay hidden.

    At the beginning you find yourself locked out of the town and your first task is to find a way in. Fortunately, the door to the Sheriff’s office is open and it would be silly not to have a snoop around. Your search a key to the padlocked gate preventing entering Painscreek, along with several documents which help set up the narrative in front of you: a newspaper article about Vivian’s death, another about suspect Scott Brooks, the murder report and the Sheriff’s diary. There’s also a handy flashlight and map to pick up.

    At this point the game feels like a walking simulator – but it goes beyond these mechanics by making the player think for themselves. The developer has tried to mimic real-world investigations so there are no hints or quest-markers to hold your hand. Instead, the story is told through items such as diaries, notes and other everyday objects, and you can explore wherever your investigations take you. We kept a pad and pen close during our playthrough so we could note the leads uncovered and follow up on each of these.

    The Painscreek Killings, video game, path, driveway, house, mansion, Roberts

    That’s not to say you’re stuck in Painscreek until you’ve uncovered all the evidence though. You can leave at any time by taking certain paths out of the town but your editor will still expect you to provide the name of the murderer, the weapon used to kill Vivian and a photograph for the front page. Depending on your actions, how far into the game you are and the choices you make for this final decision, you might be fired by your boss, receive letters from concerned citizens or worse: leave the real killer forever unmasked.

    But at no moment did we consider leaving early (although I almost did once by accident). Every lock opened, code cracked and document revealed was a breadcrumb leading us on in an investigation we wanted to see through to the end. The further we progressed, the more we uncovered about the individuals who lived in these now-abandoned houses until we realised just how tangled and deceptive their lives were. This was no longer a case of simply murder; it was far more complex than that.

    This made The Painscreek Killings an excellent game to play on stream. Everybody in chat joined in by discussing what each clue could possibly mean, the lead we should follow up on next and possible theories surrounding Vivian’s death. Shout-outs here to Will from Geek Sleep Rinse Repeat and Destiny (partner of Ian from Adventure Rules) for all their help, plus props to The_Ghost_Owl who came up with a theory about one particular plot point which ended up being spot on.

    There was only one negative point about the game, and I say this with my tongue firmly in cheek. At the start you find out that the town’s population has been steadily decreasing since the murder and that the location is going to be auctioned off very shortly. This explains why almost all the items in each house are packed into boxes – but why did everyone decide to leave their diaries out in the open for anyone to find? And if we were able to discover the clues and follow the trail to the killer, why couldn’t the police have done that back in 1995?

    Although we joked about this funny oversight, it didn’t bother us: the story was such a good one that it almost seemed insignificant when compared to how much we enjoyed the title. For three afternoons and around 16 hours of gameplay, we totally forgot about everything else. Even after we’d found out who the murderer was and submitted our findings to our editor, we jumped straight back in because there were a few leads we hadn’t yet followed up on and we wanted to uncover every single little secret that we could.

    Speaking of the ending, it was tense. I made a joke about my palms sweating because it felt as though the killer was watching me from a dark corner and then had to hand the controller over to Pete because I was so anxious. A few reviewers have said that the final section of the game is out-of-place with what comes before it but for me, it really worked. The level of tension has been building steadily throughout our investigation and it was fitting that it would reach such a climax.

    Forget the victim’s murder – the real crime here is that The Painscreek Killings hasn’t had more attention since its release in September 2017. I’d never heard about it before it appeared on my Steam recommendations back in summer last year and now I’m kicking myself for waiting for so long to get around to playing it. If you’re a fan of narrative-based titles, detective stories and solving mysterious cases, please do check this one out as soon as possible because you’re going to love it.

    I’m so pleased that EQ Studios are working on their next project. There’s no release date for Scene Investigators just yet but what has been revealed so far sounds great: it’s set in a near future where reported cases are downloaded in a construction room so they can be re-examined, and it’s your job as an investigator to analyse each scene and uncover the truth. The official website advises this is going to be a game for anyone who’s a fan of detective films, the true-crime genre and escape room puzzles.

    I’ll meet you at the crime scene.

    PAX X EGX 2020: a virtual round-up

    COVID-19 may have made it impossible to attend a physical EGX expo this year but that didn’t stop the organisers from putting on an event. From 12 to 20 September 2020, they joined forces with the PAX team to give us the opportunity to attend PAX X EGX online.

    The aim was to ‘transcend the physical aspects of gaming events’ and enable us all to ‘celebrate nine days of around-the-clock content with a worldwide community of gamers and no-one will judge you if you turn up in your pants’. I’m sorry to say that I didn’t take up that last suggestion, seeing as PAX X EGX took place during the same time as working at home and attending various conference calls. But I did some time to check out the website and see what was going on.

    The ‘show floor’ was essentially the hub of the event and from here, you could navigate your way around the ‘stands’. Clicking on a publisher or developer’s name took you to a page displaying a list of the titles being promoted and you could then dig deeper for trailers, screenshots and occasionally demos. Also available were sections for live streams including panel discussions, tournaments and interviews – and let’s not forget about the obligatory merchandise which seems to come with every expo.

    There were two main trends I noticed very quickly while scanning through the games on display. First was that that least one of the same words appeared in almost every other description: ‘unforgiving’, ‘platformer’, ‘roguelike’ or ‘Metroidvania’. Not great news for an adventure fan like me but it made sense when I thought about it in the context of the current state of the world. The lockdown seems to have encouraged many gamers to seek out more challenging titles to keep them occupied through all that extra time.

    The second trend I picked up on was how many of the games were currently available. This is something I’ve taken issue with during previous expos: some analysis before Rezzed in 2019 revealed that over 45% of the games due to be at there had already been displayed at the show since 2017 or could be purchased beforehand. It feels as though these events are changing from something where new studios and individual creators can share what they’re working on to events which are essentially a flashier version of the Steam storefront.

    That’s not to say I didn’t come across a few gems though. I wasn’t sure what I was going to make of Paradise Lost by PolyAmorous initially, because I don’t usually enjoy storylines involving the World Wars or Nazi Germany; but I got sucked into this post-apocalyptic adventure and added it to my wishlist immediately after playing the demo. Narrative puzzler Fire Tonight by Reptoid Games was added straight away after completing the preview too, because I loved the early 1990s vibe from the art-style and soundtrack.

    Perhaps the most intriguing title I came across was Finders, Keepers by Alex Francois. It’s a pixelated story about a hike through an ancient woodland told through a mobile phone dating app called fyndr/keepr – which sounds totally strange but really works, so I’m looking forward to finding out more. The Boy in the Book by a team of four people also piqued by interest; it tells the true story of the discovery of a lost diary hidden inside a Choose Your Own Adventure book and the attempt to unravel its many mysteries.

    Besides finding out about new games, the highlight of EGX for me is usually the developer sessions. The PAX X EGX organisers made sure that this was still a core element of their event despite it moving online, and livestreams took place continuously throughout the nine days. Unfortunately I didn’t get a chance to watch much of them while they were taking place thanks to those pesky conference calls mentioned above – but I’m hoping to be able to catch up on the videos this week and see what I missed.

    Although PAX X EGX was a good experience and I managed to add a few upcoming titles to my wishlist, I missed this year’s physical expo. The website said that it was designed to be ‘everything you love about your favourite gaming events, minus the queues, expensive food and the need to fork out on a hotel’ but the digital shows just can’t capture that buzz of being at a real expo. Hopefully the situation next year will be different, and I’ll be able to see some of you guys at EGX expo in the real world.

    Did you get a chance to check out any of the titles on display at PAX X EGX? If so, what are your recommendations?

    PAX X EGX 2020 photo gallery

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