Dragon Ball Legends (Mobile)

Written by Jack Holden-Rhodes

Calling all Dragon Ball fans!

Have you heard?!

There’s a new game in town, and its not for console or PC, WHAAATT?

Yeah, that’s right, there is a little game called Dragon Ball Legends available on mobile and it has been the reason I’ve neglected my console!

So just over a month ago, Dragon Ball Legends became available to download all over the world to your mobile. This simple game which you could play one handed whilst you practiced your father-son Kamehameha has taken over my life. With the introduction of a new character and a new story, this has been the game I’ve been grinding away at for the last 40 days.

I won’t dive into the story too much, but it’s a nice touch. A fresh visit to the Dragon Ball universe – Collecting other characters to play as, the main character of the story is a brand spanking new character called “Shallot”. The gameplay is simple yet effective, having “art cards” to use as attacks, you have to battle your way through villains from just about every single story from Dragon Ball history, and there’s more to follow! Each time you complete a story, you have the option to go back and further complete it to collect rare medals to use in store. They can be used for things like extra zeni, or souls to boost your characters strength – Characters are currently maxed out at level 1000 with 3 different stages of boosts – level 1-300, 300-600 and 600-1000.

Micro-tractions are present in the game, but in no way are you forced to use them. You have an energy limit of 10, which replenishes quickly throughout the day. There is the option to use your Chrono Crystals to gain all 10 energy faster, however, these are much preferred to be used towards your summons.

What’s “summons” you say? Well if you’ve played Dragon Ball Dokkan Battle, you’ll understand how it works.  You can collect Chrono crystal and use them to summon new characters to play as, but unlike Dokkan Battle, when you summon the same character more than once, they stack so that your character becomes more powerful! You can collect the crystals through playing the main story, playing through the events that are updated every 10 – 20 days or (you guessed it) you can purchase them on the online store (WHICH I HAVE DONE MYSELF BECAUSE I NEED THAT DAMN SPARKING TRUNKS!) –

There are 3 different types of character you can summon, you have the Hero, the basic most common characters to summon. Extreme characters, which are a little rarer, more powerful characters. Then you have the Sparking characters, which have a smaller drop rate compared to the others. Again, sparking characters are more powerful and have sometimes have awesome ultimate attacks which are extra to the ones you already get. The characters have different element types too. You have Red, Green, Yellow, Purple and Blue. Each have their weaknesses against the elements. Red beats Yellow, Yellow beats Purple, Purple beats Green, Green beats Blue and Blue beats Red.

Unlike Dokkan Battle, you have a PVP mode. Choose your 6 strongest fighters and have them duke it out online against opponents all over the world! You can only choose 3 fighters to fight at a time, but if you choose the correct combination of characters you’ll have the upper hand. Just like I’ve already spoken about, picking elements different to your opponents will give you that advantage. But being that they’re 6 characters and only 3 spots, it can be a guessing game to which character elements you’ll be up against!

There’s a massive amount I haven’t included in this mini review, due to spoilers, etc, but I hope from what I’ve wrote, you’ll be already downloading!

If you want to test your skills against me, my Legends I.D. is 9166769256 

Croc: Legend of the Gobbos (PS1)


Written by Megan Williams

‘Croc: Legend of the Gobbos’ is a platforming game that was released for the Playstation 1, Sega Saturn and Microsoft Windows in 1997 and was developed by Argonaut Software and published by Fox Interactive. In the game you play as Croc, an anthropomorphic crocodile, who is raised by fluffy orange creatures called Gobbos. After the main villain, Baron Dante, kidnaps the Gobbos, Croc is sent on an adventure to rescue them. The game’s map layout works in the same way as ‘Crash Bandicoot 1’ where you travel across three main islands (and a secret 4th island) playing through each level, all the while collecting the Gobbos.

This was a game that I got for Christmas one year and, like ‘Crash Bandicoot 1’, a game that I played quite a lot throughout my childhood till now. Not as much as the Crash games but close enough and I loved this game. However, replaying it as an adult is very different to playing it as a child as I can now see all of its imperfections…

But, let’s start with the positives first: the visuals are colourful and vibrant, and each level layout is unique and beautiful. The levels are very simple too regardless of the length. This means that the game is not only good for beginners, but it’s also a good time-waster and one that doesn’t require too much concentration. However, my favourite aspect of the game is the soundtrack. Each melody sounds different and uses a variety of instruments, whilst being able to blend in perfectly with each level environment. Plus each track is catchy and memorable.

As an example, here’s the main menu music:

Unfortunately, the camera and controls aren’t always responsive, which can make the simplest task very frustrating. As well as this, the collecting of the Gobbos isn’t compulsory. In every level, there are six of the creatures to collect, but the player can progress to each stage without hitting this target. This overall does give the game less meaning (because they’re portrayed as a crucial part of progressing), and the fourth island at the very end is completely pointless, because you’re not collecting anything within them.

Overall, this game has a great soundtrack, beautiful visuals and a cute main character. However, when you think about it, ‘Croc: Legend of the Gobbos’ doesn’t have much point to it, as the collecting of his friends isn’t required to progress through the game. Plus, the camera and controls aren’t always responsive, which can make for a frustrating, and sometimes, tedious playthrough. Despite this, I still find myself playing this over and over and it’s probably due to nostalgia, or due to the fact that it’s a good game to pass the time with.

Megan’s Rating:


Stormy Ascent – Crash Bandicoot DLC


Written by Megan Williams

A month after ‘Crash Bandicoot: The N. Sane Trilogy’ was released on Playstation 4, developers Vicarious Visions attended San Diego Comic Con and announced the game’s first DLC: The ‘Stormy Ascent’ level for Crash Bandicoot 1.

‘Stormy Ascent’ is an advanced version of a level in the first Crash game (‘Slippery Climb’). However, the original developers, Naughty Dog, decided to take the level out of the original game due to its difficulty. They did leave the level hidden in the disc though, which meant that players were able to access it via a gaming code or software. And, now, it’s been made available without any usage of gaming software!

And….it’s F**KING difficult!

Now, is it the most difficult level in the whole game? No, that award (thanks to the tweaked controls) goes to ‘The High Road’, where I lost around 40 lives just to get the gem; I lost 20 lives and it took me an hour and a half to get a gem in ‘The Stormy Ascent’. So, not as difficult, but pretty close. I found the completely new bonus level more difficult than the main level itself.

During my first completed playthrough, I found the level a lot of fun and challenging. It mostly consisted of me going ‘Ohhh, I get it!’ as this level gives you differently timed platforming so the player can never get too familiar with the patterns that it offers. The lack of lives and checkpoints also add to the difficulty. Oddly enough, the tweaked controls work really well for this level, meaning each death (unfortunately!) can’t be blamed on anyone other than the player.

So, a fun but difficult challenge…and then we get to the time trial mode.


I’ll be completely honest: I’ve never even gotten close to beating even the easiest time trial as it seems nearly impossible. For anyone who has beaten it, well done!

If you’ve been a long-time Crash Bandicoot player, or you just want a new challenge then I would definitely recommend this.

Crash Bandicoot N. Sane Trilogy (PS4)


Written by Megan Williams

The ‘Crash Bandicoot’ remaster has now been released on the Xbox One and the Nintendo Switch. So, to celebrate this, I thought I’d revisit the games on the Playstation 4.

‘Crash Bandicoot: The N. Sane Trilogy’ is a remaster of the original ‘Crash Bandicoot’ trilogy that came out on the Playstation 1 from 1996-1998, and has been developed (from the ground up) by Vicarious Visions (who developed the Crash Gameboy Advance games).

I am a huge fan of Crash Bandicoot: This was the very first console game I ever played, and I played it constantly throughout my childhood and well into adulthood (I even have a Crash Bandicoot tattoo!). Because I’m such a huge fan, I was excited but a little nervous about the remaster and whether Vicarious Visions would be able to revive a franchise that sadly died out back in 2008.

The game sold out very quickly when it was released on the Playstation 4 at the end of June last year, with physical copies being out of stock for the next few weeks after its launch. As you could probably guess from that, the remaster is fantastic! The updated visuals look beautiful and the music tracks sound awesome against the updated settings. The intro cut scenes also look great with the new and improved graphics, with most of the original voice cast reprising their roles in each game.

As well as just updating the games, Vicarious Visions have added some extra features: two new levels (the previously-removed level Stormy Ascent and a new level Future Tense), plus the time trails from the third game now also appear in the first and second games. This makes for a new and interesting challenge, as this wasn’t originally featured in the first two games. They’ve also made Coco Bandicoot a completely playable character in all three games, which gave each level a new perspective. Although, Coco seems to control better than her crazy brother Crash.

And now for the negatives!

And, honestly, there aren’t that many: The controls have been made to be more precise. However, they do appear quite sluggish and slow, making Crash/Coco feel like a brick. For the second and third games, these type of controls work quite well and it’s a case of getting used to them if you’re used to the original controls. However, with the first game, these controls make the easiest of levels seem nearly impossible (I’ve never rage quit over the games, but this was nearly a first for me!). The last negative point I have are the loading times, which take way too long for all three games.

There are more positives than negatives to this trilogy and it’s obvious Vicarious Visions are all fans of the original games: the trilogy has fixed any issues that fans had with the original trilogy. A couple of new features have also been added, making it somewhat refreshing despite the source material being over 20 years old. Overall, you’ll enjoy ‘The N. Sane Trilogy’ whether you’re a fan of the original games or you’re going into the Crash games for the first time.

Megan’s Rating:


Remembering Killzone 2


Written by Andrew Brooker

I’m going to try and right an injustice. A game has been forgotten to the annals of time and I fear that it may never get the recognition it deserves.

But I think I’ve found the perfect time to either introduce you to, or remind you of, one of the greatest games to grace the PlayStation 3. I am, of course, talking about Guerrilla Games’ ‘Killzone 2’.

A little over a year ago, the Amsterdam based developer finally unveiled their first open-world role-playing game to the world. ‘Horizon: Zero Dawn’ was a revelation amongst Playstation gamers and its post-post-apocalyptic setting not only gave players an enormous open world to immerse themselves in; but it gave us a story that had a lore deep enough to give ‘Lord of the Rings’ a run for its money. The tale of Aloy and her journey from tribal outsider to saviour of the world via battles with enormous robotic dinosaurs and deep underground exploration resonated with everyone that played it. It’s beautiful vistas prompted many – myself included – to spend an unhealthy amount of time hanging around on cliff edges taking shots of the landscapes and making full use of the games photo mode.

However, eight years prior to Horizon’s release, Guerrilla released the sequel to their thoroughly average 2004 science-fiction shooter, ‘Killzone’.

Back in the day, or at least, back in ‘04; ‘Killzone’ was lost in a sea of ground-breaking shooters. ‘Far Cry’, ‘Half Life 2’ and ‘Doom 3’ all towered over the franchise starter. The developer tried to bring a World War 2 inspired story to a future war; giving us multiple characters to play as and a grimy world to play around in. Reasonable reviews that praised the aesthetic but beat the gameplay to a pulp meant that the game that some called “Sony’s ‘Halo’ killer” was sadly, quickly forgotten and with less that a million total sales, that should have been all she wrote.

A few years later, PlayStation and Guerrilla took the world by storm with their announcement of ‘Killzone 2’. It wasn’t a highly anticipated title by any means; the battle between the ISA and the universe’s best space Nazis – The Helghast – had barely been a blip on your average players’ radar. No, what got people excited was the graphical fidelity promised by the announcement trailer. It was the early days of the PlayStation 3 and people needed a reason to get excited for the new generation of consoles.

Sadly, as has become all too common nowadays, it was all a smoke and mirrors act. As gameplay footage of ‘Killzone 2’ found its way into the wild as the release date neared; we soon realised that what we had been sold was not what we were getting. Excitement became resentment and all the positive press and word of mouth couldn’t save ‘Killzone 2’ from mediocre sales numbers release week.

But those of us that had our ears to the ground and were desperate to see our PlayStations worked as hard as they could took a risk. We wanted in on the continued story of the Helghast’s battle for supremacy over the ISA and we were rewarded in the best way.


If you can get over the fact that you weren’t playing the game demonstrated in the year previous – let’s be honest, if you’ve played ‘Watch Dogs’, you could get over it – you were dragged into a universe that was as beautiful as it was terrifying. With a world built to feel like the worst, most inhumane moments of your favourite Vietnam war movies; ‘Killzone 2’ made every scene, every set piece and every battle feel threatening. You felt like a soldier, weighed down by kit and unable to run for cover at a split seconds notice. You needed to run in and get the job done, but one wrong move could be your last; taking cover behind the wrong pillar or peeking out for a pot shot at the wrong time could have punishing consequences. Every round you fired from your standard issue ISA M82 rifle gave you a kick and holding down the trigger would leave you spraying into the sky as the recoil got the better of you. It was a sense of realism that brought you crashing back to the ground every time you took a hit. It was the glorious thud of your armour barely keeping you alive that left players unable to drop their controllers.

Add to that a superb voice cast, and ‘Killzone 2’ genuinely had it all. Brian Cox was pulled in to reprise his role from the first ‘Killzone’ as the ruthless leader of the Helghast, Scolar Visari. His speech over the opening cutscene sets the tone for the upcoming twelve hours as he channels an encyclopedia’s worth of dictators and terrifies the toughest of players. Returning too – although in a different role – is the superb Sean Pertwee. The brutal and bloodthirsty Colonel Mael Radec has, for eight years, been my favourite video game antagonist. His over-the-top bad guy is almost a caricature of all those goose-stepping German colonels that throw out a maniacal monologue before slaughtering everyone. It is quite the performance and is a joy to experience over and over again. Radec also serves as the game’s final boss; frustration is the order of the day as this wave based final battle – which easily took an hour on higher difficulties – was the perfect way to end this chapter of the ‘Killzone’ legacy.

Finally, and I promise this will be brief, you can’t talk about ‘Killzone 2’ without talking about Warzone – the franchise’s online multiplayer mode.

Just as brutal and frenetic as the single player campaign, a great game in Warzone would see two teams in a death filled tug of war capturing points and upping the body count that was tough to rival anywhere else online. A poor game in the Warzone would see you punished for your inability to work as part of a team or aim straight. Much like the campaign, your heavy body would find itself a target for random acts of violence from the team that was ready to tear bits off of you and barbecue you for daring to step into their arena.

A learning curve that needed a stair lift to tackle, the Warzone was where I lost months of my life. Playing as hard on day one as I was on the day Sony closed down the servers in March this year. I made enemies, I made friends, and I made a lot of enemies. But there will never be an online arena that can compare to ‘Killzone 2’s’ Warzone. I still have nightmares about those tight corridors on Radec Academy.

But here’s the point. ‘Killzone 2’ is one of those games that everyone that played it, loved. But simply not enough people played it. It sold well enough to give us another sequel during the PS3 generation, as well as becoming a flagship franchise across both the PlayStation 4 and the Vita. Nevertheless, the second entry in this epic sci-fi saga always felt under-played and truly under- appreciated. Those of us that got our boots into the Helghan dirt have all got war stories to share with those that didn’t, but far too many never experienced this heavenly hell. And that is a crying shame.

Do you have any fond memories of ‘Killzone 2’ you want to share? Be sure to tweet us – @JUMPCUT_PLAY

Introducing JUMPCUT PLAY!

We’re excited to announce we’ll soon be launching of our brand new video game orientated adventure – JUMPCUT PLAY.

PLAY joins the growing list exciting ventures here at JUMPCUT ONLINE, which currently includes JUMPCUT PRODUCTIONS and COMICS.

Our hope with this new venture is to create an online community across multiple platforms to bring together our friends, followers and readers. We’ll be organising game nights, streaming on Twitch, and more in the near future – and we would love as many of you as possible to get involved and join us! We’ve watched the film community grow and grow on Twitter, and we’d love to expand on this and enter new territory with familiar (and new) faces!

As well as building up a community, our awesome team will be creating new content, including reviews of some of their favourite games and franchises, think pieces, and we’ll be sharing the latest news and trailers from the world of video games. Our focus with this will be for our team, and guest contributors, to write about the games they love, no matter when they were released!

We’ll also be looking for new people to contribute to PLAY, either by becoming partners or maybe even joining the team! If you’re interested in writing for us, or would like to enquire what being a partner would entail, please do get in touch with us at JUMPCUT.PLAY@gmail.com and we can discuss further.

Various members of our team will also be streaming from time to time over on our brand new Twitch channel, giving our team a chance to show off their favourite games, as well as giving you a chance to engage with us in a whole new way. Some of our team already have their on Twitch/YouTube channels, so we’ll be sharing links for their streams when they’re live!

Need another team member? Want help with an achievement or trophy? Or just looking for a party to chat in?

JUMPCUT PLAY now has a PS4 Community, Xbox Club, and Steam Group which anyone is invited to join and use to squad up or just chat in! Just search ‘JUMPCUT PLAY‘ on your platform of choice and we’re sure you’ll spot our bright yellow logo! We’ll also be using these the create events and game nights, which every one welcome to join and participate in!

We’re excited for where we can go with PLAY and the new opportunities it will bring. We’re open to hearing your ideas and suggestions, so please feel free to email us and let’s talk!

Be sure to follow us on our new social media accounts to keep up to date with us: Facebook / Twitter