Conflicts of war have always been a very good focus for creating unbridled games of action without the need for an overworked narrative. Major conflicts, especially the Second World War, have generally been exploited. This confrontation has been very recurrent, because it is a turning point between the “traditional” war and the modern war, which has always given it a wide range of weapons and military equipment. We have examples in CoD or Battlefield, even in a format more similar to the one we are going to analyze today, Rising Storm.

That does not mean that other wars, both later and earlier, are not a good breeding ground for developing shooters or action games in general. We have seen a multitude of FPS based on modern warfare, with less or more success. Of those we have not seen so many have been from the Great War, or the First World War, it is true that some incursions have been made but never with too much acceptance. We assume that it is the popular conception of the type of war that was, slowly and without much progress, based mostly on a long trench war. It is not wrong, it is true that for the most part it was a war of position, but no war begins or ends still, there were several stages in which it was won and lost ground on both sides, which could be a good breeding ground to create different styles of play, and on which the aforementioned incursions have been based. Tannenberg is one of those attempts, developed by M2H and Blackmill Studios, is an independent expansion of Verdun, an FPS of this same studio that has enjoyed some success. It is a first-person shooter, which revolves around his multiplayer proposal, and is available on Steam.

Not too massive

Not too massive…

Create a multi-tasking FPS that works always in difficulty, you have to have a fairly important active player base, that’s what a multiplayer is based on. We can say that yes, Verdun was a success and was played quite a bit, Tannenberg has a little problem in this respect. It has been in Early Access just over a year and has come out of this format less than a month ago, we could say it should be at its best, however our experience has mostly been battling bots, there were only about 5 players each time we entered a battle. This is not a good sign since each map contains about 64 players.

This may be due to several factors. Early Access does not usually attract much because you never know how long it will be in that category and often bring many changes, as well as not too optimal performance. It may be that your Early Access exit has been camouflaged by the number of games and ads that have been going on lately. Or it may simply be because Tannenberg has shortcomings that have not even attracted the player base he had in Verdun.

As we have already detailed, shooters often need movement, action and variety, so other conflicts of war are often preferred. This does not mean that the Great War had no variety in its weaponry, was more limited, most were the first attempts than we would later see in World War II or were too heavy to move them comfortably on the battlefield. This is one of the biggest problems that Tannenberg has, we got good resources about the game from, since all the arsenal we can handle are, for the most part, bolt rifles, pistols and any weapon capable of opening skulls in a trench (shovels included), apart from the position machine guns, but as its name indicates they are fixed and cannot be moved.


This denotes a serious lack of equipment, since there is not much difference between rifles, except that some of them have to be completely unloaded before reloading, and pistols unless they are revolvers or semi-automatic also have no difference. There aren’t even telescopic sightings for rifles. In the end all classes are similar by the weapons they carry, which also do not change the damage, the pistols kill with two shots, or one in the head, and the rifles where they hit, kill. This could have been arranged if some kind of machine guns could be carried behind their backs to put them in the best place, be able to make use of mortars, implement armored cars of the time (slow tin cans and with precarious weaponry), key elements that would give more game and variety to an FPS in which there is hardly personalization or difference.

As we have said there are different classes in the armies

a total of 6 different platoons each with their historical uniform and within each 4 classes: Sergeant, soldier, support and Grenadier. Apart from the fact that the sergeant can call air support and that the support recharges ammunition, and some benefits when it comes to weapon stability or conquer a point faster, it doesn’t change much between types of soldier. It has a very simple progression system, we will win race points (in some way unspecified) with which we will be able to unlock other weapons combinations for our classes, always among the few equipment options we have. This whole system does not give Tannenberg many possibilities and most of them will be aesthetic changes between the platoons, comfort pointing better or counting on hand-to-hand grenades or weapons. The fact that it is very hardcore, we die blinking, gives it a very precise immersive touch, but in turn takes away possibilities from strategies such as assaulting a trench sword in hand.

Feel like an expendable soldier (im)

We can’t complain about immersion, that’s for sure. Tannenberg takes great care of that aspect, both with the uniforms of the platoons and with the sounds of the battlefield, you really feel like your head is going to blow if you look down the trench. Explosions, propeller planes flying over, gunfire everywhere, the effect of suppression fire, etc. mapping is brutal at the very least, battlefields with hills, many checkpoints with trenches, weapons of position… All placed at the most strategic points of the battle. The maps are entirely based on Real areas and offer a wide variety, using the Eastern Front between Germans and Russians.

Certainly from the little bad graphic section you can say, improved, but worked for the kind of game that is. The scenarios, uniforms and even weapons are detailed at a high level and are true to the historical moment. Tannenberg takes great care of this section, which is also well optimised and does not slow down the technical part at all, which is appreciated. Next to the sound effects is the best you have to offer us.

three game modes

Tannenberg has three game modes: Conquest, elimination by teams and all against everyone. Three basic modes, in the first we will have to move forward and capture strategic zones, the second is a direct confrontation between two large teams and in the third we will be alone in the face of danger. One thing that is missing is some campaign format (although you end up playing against bots most of the time), but especially some kind of tutorial that allows us to try certain things or just get to the controls. Counting on certain mechanics such as gas attacks, for which you have to wear gas masks, or make use, as Sergeant, of communications equipment and many other mechanics, which would be more quickly assimilated with this kind of way.


Tannenberg is a title devoid of real content that makes people hook up to their multiplayer. It lacks customization, progress and Variety which is, at gameplay level, what will keep us fighting hours and hours on the battlefield. This care at the graphic and sound level, has a fantastic immersion and detail, but it is crushed by the total lack of players. This makes every detail go into the background, because after all we are playing a multiplayer and what we want is to feel the thrill of being better than the rest (and killing people by shovels).

In an effort to persist in the calendar of what is now its eighth year, Nintendo 3DS continues its work as a drag car, a survivor based on reruns. On the platforms, first it was Poochy & Yoshi’s Wooly World, then came Captain Toad -also on Switch- and now it is the turn of More Kirby in the Kingdom of the threads, which surely was the test ground for the first. It was 2010 and Wii was beginning to give its last throes, although there was still room for experimentation. Because that’s what Kirby knows for a while .

In the friendly spirit of graceful welcome that all their games have, you also perceive a persistence in innovating, in trying new things. Here that translates not only aesthetically, through a world of cloth and thread that falls in love from the first blink, but also through a character who no longer absorbs his enemies as is usually the case; Now he disarms them and unties them. And, believe me, for someone accustomed to the adventures of the iconic creation of Masahiro Sakurai, we are talking about a considerable break. That Kirby does not aspire is like Mario does not jump .

Kingdom of Threads

More Kirby in the Kingdom of the threads is, honoring the adverb that heads his name, an adaptation with additions to the original formula . Now our protagonist can transform and make use of new powers (throwing bombs, using the wind, brandishing a sword, etc.) that add variety to the set, although they do not end up taking advantage of the fact that they are not part of the original design. They are a plus, a power-up that is never necessary to follow, and it shows when you see that the set works more balanced when you handle Kirby ‘bareback’.

But it is not a novelty that comes alone, it is also accompanied by two additional modes , similar to those we can find in Star Allies. In one we handle Meta Knight in a circuit that encourages us to get gems and eliminate enemies, in another we jump with Dedede in an obstacle course trying to get the best score. As an interlude or stop in the story mode, they are additions that work well, but do not give for more, nor do they pretend.

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The Ghost Mode – Chicha

Chicha for those who defend face more challenging shmup franchise because there, this time as shown by reinventing every level in their ‘ Ghost Mode’ . Theirs in this variant is to survive until the end while you pursue an imp who always reappears although defeat. At the same time, Kirby happens to have five blocks of life, which shakes the formula a little more and gives you that extra spicy sauce that is never over.

However, everything continues to be garnishes to a raw material that was already well greased nine years ago. Kirby’s Epic Yarn dazzled with a classic exploration through different themed worlds, with their secret collectables, their hidden screens and their final bosses. That is still there. In that sense, we are facing one of the most vindicating Kirby of the decade , both for its approach to the genre fleeing from its usual recipe -then return to Dream Land to return to the path- as for its more than obvious legacy in Yoshi’s Wooly World and the imminent Crafted World, which undoubtedly drink from its aesthetic originality, changing the fabric for the cardboard.

Kirby’s in 3D

Sadly, the arrival to 3DS comes with cuts that do not do justice to the original Wii . Here the cooperative is lost, crucial if we consider the potential of the title as a family game, and the decline in the scale of resolution also suffers. The thread, the fabric and the cotton require a screen greater than that of 3DS, and although the game of 2010 did not arrive in high resolution, it was easier to appreciate and enjoy the details. Little can do the news to make up for it, although they appreciate it, because in the end this jump to the portable makes this Kirby a more intimate game, less showy, and that weighs when it is clear that screaming calls for a bigger stage.

Although the sensible and deserved thing would have been a rerun at Switch , it is worth getting back this great work of Good Feel with the supervision of HAL. Returning to the kingdom of the threads after almost a decade serves to corroborate that this is a game that, within the classic, knew how to bring interesting ideas and dress them in a style that made school, which lasted. Today, both their discovery and their reunion are justified, and it is always better that the opportunity exists than it is wasted. Although here is a little second, once you get into the game you forget. In the end this is still a Kirby, and our friend never disappoints.

Fall of Light is a dark and difficult isometric action title that does something curious: that ICO and Dark Souls come together. There are video games that take one or two things from the playable system, from the lore or from the way of presenting the challenges of Miyazaki’s work. In the case of Fall of Light, almost, almost, it seems an attempt to adapt the title to a new perspective of the game . What contributes is that we take a girl from the hand that sheds light, having her always carry us in our adventure.

Fall of Light has not been developed by a large studio, it is the work of a very small team that shows great affection for the work of From Software. The match point of the Lore of this adventure is practically identical, they even refer to the age of darkness as the age of men. Here there are no bonfires in which we are resurrected, but the idea of ​​Salt and Sanctuary to reappear in the altars in which we have prayed. With each death, the enemies are resurrected and the lady dies, becomes ashes. She works like the bunch of souls that we drop in Dark Souls when we die, we have to bring her back to life.

The Concept: The girl and a warrior

The concept of combining a girl and a warrior, an element to protect with an element that defends, is not a bad idea; In fact, it is original and risky. To make this combination demands a sovereign care at the time of proposing mechanics, dynamics, design of scenarios and combat rhythms. Unfortunately, perhaps because it is a small development study, the battles are not well resolved.

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The Dark Souls

The fun of Dark Souls and Bloodborne is that the difficulty of situations is equal to the quality and possibilities of our interactions; this is not fulfilled in Fall of Light: the actions have a strange delay, there are not enough weapon options to configure our build and rolling is not satisfactory, nor is it covered. Good blame for this is an isometric perspective too far from the player that prevents us from calculating well the range of our weapon, if we really have the shield raised or where we will land after rolling.

With a mechanical basis that does not honor the very difficult situations that the game poses, what we are left with is its artistic section and the tribute that is made to Miyazaki with this game. The story also works interestingly. With Fall of Light, the idea of ​​adding an NPC that accompanies us, that is weak and that adds more difficulty to the experience remains on the table. The problem is that this requires a tremendous effort in the development of situations that are generated to take advantage of it and that is not at all well developed here.