Cyber Knights: Flashpoint review ...Middle East

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Cyber Knights: Flashpoint has some excellent nonsense scenario writing propping up mission design. In one early excursion, you remote activate 'defector tech' to convert an enemy agent over to your side, then have a turn to neutralise the neuro-toxin killswitch in their brain with injectors. The game is awash with this sort of campy, techy gangslang. My absolute favourite of these so far is 'chumbo' - apparently a much stupider, funnier, and therefore much better version of 2077's 'choomba'.

Similarly, Cyber Knights' script is pure cyberpunk American cheese singles; reliably tropey and enjoyably naff. And yet, I have spent the last week or so popcorn-bucket-deep in the game's drama. There's little as gripping as a good heist; the planning and personalities and stakes, the fated fumbles and slick improvisations. And, once it gets going, CK:F's grip is augmented. Hour one: "lol, chumbo". Hour three: "We've been made, chumbos! Go loud!".

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