Monday 22 July 2024

SCHiM Review (Switch)

It’s not often you get an original take these days. Most indie games have settled into the Rogue lite, Metroidvania, Soulslike mould or gone down the retro nostalgia route (or both), but SCHiM is actually trying to do something a bit different. It’s an arty, isometric platformer where you play a little shadow creature, separated from your human who needs to jump from shady spot to shady spot to find your way home.

The style of the game is the first thing that really draws you to it. It’s set out in a sort of clear, minimalist way with the environments mainly panted with a single colour and strong lines used for shapes and objects. This not only gives it a sort of ‘arty’ feel but also allows the shadows cast by the objects, people and creatures to be clearly seen as there is no clutter. It’s through these shadows that your little SCHiM creature must move in order to reach the goal at the end of each level. This is normally a bus or over vehicle which then takes it off to the next scene.

Levels start small and focused but soon get much bigger. This allows for some exploration to find hidden objects but can also be a bit frustrating as it can be unclear where you are meant to go at times. You can hold a trigger which will zoom over to show your next goal, but we found ourselves needing to this a little to often. Finding hidden objects helps other SCHiM creatures find their way home as well which is a nice touch.

The concept is simple. You need to jump from shadow to shadow and landing in direct light will see you die after a few seconds and revert to the nearest checkpoint. If there are connecting lines cast (such as lamp posts), you can zoom along these and as you progress, you’ll find things like telegraph lines cause you to bounce and objects such as signs and trampolines can be used to fling you around. You can also interact with objects to do things like turn lights on, change traffic lights and fly drones. It adds a distinct puzzle element which for the most part works well, although some checkpoints are a little too far away.

The jumping works for the most part but it can be difficult to judge where you are going to land. This can be frustrating as you don’t get much flexibility if you land outside of a shadow and when you are trying to jump from thin lines to other small areas it can prove clumsy. The isometric viewpoint doesn’t really help with this, and it can also be difficult to see where you are at times. You can rotate the play field around through some set angles, but we still found a few places where there just wasn’t an optimal line of sight. Generally though, everything works out fine.

Overall, SCHiM is a charming game that has a lot to offer to those looking for something a bit different. It’s certainly not as relaxing as it looks at first glance but there is a consistent logic to the game and a well thought out obstacle course of things for you get around on each level. It’s one of those games that is bound to be referred to as ‘charming’ in the weeks to come, and it is. But there's also a whole lot more here as well.

Overall 8/10

Monday 15 July 2024

Cobra Traingle Review (Switch/NES)


As far as we can tell there is very little in the way of plot that surrounds Cobra Triangle. For some reason there is a bloke in a boat who shoots things, but this is the NES, a more simple time when it was all about gameplay.

Developed by Rare, the game is set across a number of levels, each of which is different from the last. One level may have you simply racing to the finish, whilst another could involve removing mines, saving drowning people, jumping waterfalls, going through an assault course or even taking on a huge sea monster in a titanic life or death battle. Variety is definitely the name of the game and it's this that helps to excel the Cobra Triangle to greatness.

Graphically, this certainly isn't the prettiest of games. The boat is a triangle shape coloured in with two colours, the backgrounds fair little better, mainly consisting of blue for the water and green for the land. It's animated well with the boat tipping up at the back depending how fast you are going and boss monsters being suitably large and imposing.

Importantly though, everything moves along at a high rate and slowdown never once appears to ruin the gameplay. The biggest problem is flickering, which is apparent a little more than it should be, this is mainly because in certain areas there is so much on screen and it moves very quickly. Flickering aside, the game holds up pretty well.

The game may look a touch drab but the boat is superbly controllable and allows you to make near handbrake turns and other manoeuvres with ease. This is essential to the gameplay as the pace never lets up from start to finish. Furthermore, every level really feels like something fresh - meaning you never get bored of just doing the same thing over and over again and you look forward to seeing what the next level will bring. This element helps make it highly addictive.

Overall, Cobra Triangle is a stunning game. Graphically, it's certainly not amazing, but they do the job and it allows the gameplay to really shine. Upon release it was mostly ignored by the gaming public, mainly due to poor coverage from magazines - this is probably why it was never remade for the new consoles. In years to come it would be great to see a remake as this has all the style, and a lot more originality than most retro franchises. It stands as another example of why Rare were the hottest property around back in the gaming golden age.

9/10

Monday 8 July 2024

Rauniot Review (Steam)


Review by Thomas G.J. Sharpe

Finnish point n’ click Rauniot had me boycott it for so long, and so early that I wanted to uninstall it. I’m glad I didn’t, because once this throwback gets into its stride, there is something wholly compelling and unusual about it.

At once familiar and a bit off, this is a mutated bit of nostalgia. The game world reflected in it’s feel. There is some fun diegesis with menus and GUI that remind me of other effective retro-futurism-immersion like Alien: Isolation. For some mad reason, the next one that came up for me was Crusader: No Remorse (it is far prettier, no shade intended). Something about the perspective and the mid-late 90’s graphical smoothness. Rauniot hits notes of shareware slideshows on PC Gamer demo discs graphically, yet it’s whispered, violent world is more akin to S.T.A.L.K.E.R. or Disco Elysium. It is, however, no way near as garrulous as those two titles.

The pitch is you play as Aino searching for a companion on horseback. The world is a stalled 1970’s after an apocalyptic event. Some decent indicators that everything has gone to Hull in a handcart is the proliferation of dog food, the bleak and oppressive lack of trust, and a haunted, reverberant world. The protagonist is barely audible and spins an atmosphere more dissociative as Finnish is not a language my ears are lucky to hear very often. Whispering asides that brood and menace are the soup of the day.

The litmus test of any point n’ clicker is the puzzles. Immediately I feel into a trap of having to pixel hunt. An almost first encountered item eluded me for far too long, which gives our first pause; there are mild outline hints on rollover for items, but do not expected things to be pointed out with neon signs. Take this how thy wilt, I suppose. I personally would like items to be in places where I can guess where they may be through inference, not through clutter. Other puzzles are marred by gating each other but with little nudging. Again, we could enter the puzzle vs intelligence vs brootal-git-gud thing, and I wish to be above the left-right paradigm, don’t we all.

Where Rauniot shines is an uncompromising story of human interaction. The characters you meet as Aino, and her herself, are on the very edge, the absolute limit of their trust in anything. This is a love letter to staring over an interpersonal cliff and wondering if the thrill of descent is worth leaving others.

This world is packed to the grimy rafters with detail, and uncanny locations, that really sing this nearly old game vibe. The minor hiccups in puzzle design throughout, I can personally overlook due to the caustic writing, unnerving performances, and this thoroughly effective evocation of a bit of a lost point n’ click style. It should be noted there are modern quality of life touches, such as quick move and a sort of back-pack-y menu thing.

For those with a penchant for sadness, whispering, dog food and being worried about neighbours. A little mucky gem.

Overall 8/10

Monday 1 July 2024

Free Stars: The Ur-Quan Review (Steam)

 

Buckle up, as you are about to take a bold adventure through time and space to a land of OLD GAME. In this remastering (freemastering?) of Star Control 2, you can feel the anxiety of gaming in the past as a gamer of the present as you game a past-present game. Widely lauded, the Star Control titles from the start of the ’90s broke ground on many forms of games we still see crop up today. If you read about it, people mostly concoct a family tree to Mass Effect or Stellaris, but also things like Fallout. The strongest a-likeness I felt was one of the games of the century, Faster Than Light: FTL, and Highfleet. At the time of Star Control coming out, I was just too young for it. It would be over the subsequent couple of years that I’d discover point and click adventure games, that led me into the world of games proper. While I would soon enjoy being baffled by Elite 2 and played such sci-fi milestones as Pickle Wars (shareware), I never encountered Star Control. Now, this new resurfacing allows us all to experience a bit o’ history and hopefully a charming resuscitation of a classic IP.

I’ll warn you, this is a strange and uncompromising title that is, so I understand, a faithful porting. Be prepared to do a little research around its unexplained edges. I especially came to confusion over controls. Piloting a wayward research ship returning to Earth, your first encounter will most likely be with an Ur-Quan surveillance drone that approaches when you close in to the planet. Being briefly informed that humankind is now enslaved, and Earth is a sort of zoo-farm, and the space-caterpillar police were soon en-route. After connecting with a human slave to have an exposition dump, we are launched into a mission to rally allies and compatriots to the cause of galactic riddance of the insectoid overlords.

The Ur-Quan, and all the creatures and characters, are colourfully voiced in this version, with joyfully ludicrous animated portraits. These were roundly imitated by Fallout, among other games, to good effect. The voice-acting is kitsch and camp and adds a lovely Ed Wood vibe. The typefaces for each alien species remind me of when the Neil Gaiman Lucifer comics helped provide accents visually with a vivid range of evocative hand-made type. It would be worth entering this game with a wry smile rather than a po-face, especially when you experience these aliens. I remember the abject seriousness (and punishing consequences of failure) of the Star Trek games such as 25th Anniversary and Last Rites. This is not that, which was trying hard as it could to legitimise its game tie-ins. Ur-Quan feels more like the absurd bio-racer Vangers most of the time. Racing around different space-vehicular minigames for resource gathering, combat and traversal. This is an open-world survival game that has an alpine learning curve and, what feels like, 8-axis movement.

You can visit all sorts of planets, craft new ships, and primarily form relationships with the alien cultures. It plods along well, but simple mistakes are hard to recover from. I often found myself struggling to make ground on enemies, or turning at the wrong point and losing lots of progress (almost identical to the brutally gorgeous Highfleet, but for different reasons). It becomes a little repetitive, and I eventually ran out of steam, but for the time it endured, Ur-Quan was a wonderful experience, well ported. A lot of jaunts down Dos Box lane that I’ve had over the years resulted in games simply falling apart, or being themselves simply torturous to play. Enough has been smoothed, and some accessibility options are present in this “museum” piece that it is a worthwhile experience for curious gamers. It’s free, the hu-mans are not!

Overall 6/10

Monday 24 June 2024

The Darkside Detective Review (Steam)

Written by Thomas Sharpe

The memorable duo list is long, and while not philosophically as potent as Rosencrantz and Gildenstern, McQueen and Dooley in Darkside Detective are far funnier. I think you’re meant to find Rosencrantz and Gildenstern funny. Or maybe ribbingly meta. Or hilariously intertextual. But there’s more of the Morcombe and Wise in McQueen and Dooley, thankfully. Rosencrantz and Gildenstern are visually reminiscent of Hall and Oates, with their rakish flocculence, and this is arguably their only real source of humour.

There’s certainly more of Sam and Max with McQueen and Dooley, but without the American bombast. When, at the time of Indiana Jones and Sophia Hapgood in Fate of Atlantis, Lucasarts point and clicks never quite peaked the surreality of Sam and Max, and one could argue that McQueen and Dooley in Darkside Detective are a successful descendant. Especially in a vast landscape of over-zany (Edna and Harvey) and perhaps over-whimsical (Vella and Shay) duos that read more like a Joss Whedon script (largely interchangeable dialogue that could be attributed to any character).

Darkside Detective, with it’s allusions to a broad avenue of spooky pop-culture, delivers magic like Penn and Teller rather than Siegfried and Roy. Joyful, ironic and minimal animal abuse. The writers have managed to not just give textual homages at the rate of Pegg and Stevenson in Spaced, but incredibly gave it breathing room where others get bogged down in a referential mire. Maybe it’s just that Spooky Doorway’s silly humour lightens me rather than paws at me, much like the comparable yet different results of Reeves and Mortimer when set next to the at times cringingly try-hard Fielding and Barratt. A similar result is the products of collaborations between Pratchett and Gaiman, who maddeningly make something less playful and fun than Adams and Lloyd, with their Meaning of Liff, a true philosophical benchmark.

The puzzles and gameplay of Darkside are balanced and largely amusing, rather than the travails of Rincewind and Luggage in the egregious Discworld point and click, which is notoriously left-field. Nico and George from Broken Sword were left in the dust by contrast, despite that excruciating goat puzzle in the first game. The big and blocky pixels are a reverse of Jake and Dinos Chapman, subsuming the player in a just-rich-enough visual style to evoke nostalgia and playful simplicity in good measure. Crucially, Darkside Detective tries much less hard than the painful conceit of this missive, and is one of the funniest games I’ve played in years.

Overall 10/10

Monday 17 June 2024

Storyblock: The King Review (Switch)

There’s no shortage of puzzle games on the Switch so games need something new to standout. Storyblocks came with promises of an engaging story and alternating paths, so we were keen to pick It up. Sadly, the reality it somewhat less exciting.

The basic concept of Storyblocks is that you need to build paths from one area to another. You are presented with sort of floating islands and then need to use all the allotted path pieces to take you to another one. This advances the story to the next section.

The puzzle part comes from the fact you need to use all your allocated pieces before you can proceed. So, if you can connect from island to island with ten tiles but have been given twelve then you need to think about the shape you need to make. Some levels also have multiple routes you can go which will give you different bits of the story to read. Unfortunately, the puzzling isn’t particularly gripping.

The problem is that this is really all there is. The basic premise of the game never changes or evolves and it’s pretty light in the first place. There’re no special tiles and nothing really changes in terms of the game relating to terrain or the type of route you take. Even some animation relating to your character traveling around and facing the various challenges presented in the story would have helped.

It’s also not helped by how difficult it is to place tiles at times. Angles can be difficult to gauge and some kind of locking on feature would have really been helpful. There’s also no touch screen support either, so don’t expect to be placing things by hand.

Overall, Storyblocks: the King is a nice idea but it’s so incredibly under cooked that it’s hard to get engaged with. There are so many things that could and should have been done to improve the experience and what we have seems like a tech demo rather than a full game. Hopefully, a more fleshed out version of this concept will come later as there’s certainly some potential here.

Overall 4/10

Monday 10 June 2024

Warhammer 40,000: Dakka Squadron Flyboyz Edition Review (Switch)

 

Warhammer games have really struggled to establish themselves on consoles despite a rich and huge source material to draw upon. There are some excellent RTS games, such as Dawn of War on the PC, but most have struggled to really capture the feel of the universe. The Switch has had several games in the past with Shootas, Blood and Teef and Boltgun already available, but none really capturing the spirit of the board games. Dakka Squadron is taking a different approach and hoping to exploit a gap in market with dogfighting.

Daka Squadron follows the Orks as they fight each other for control of various war-torn planets. You’ll be taking to the sky in various bolted together scrap heaps that probably shouldn’t be anywhere near the air and blasting your way around arenas against turrets other planes and ground vehicles. It’s a fairly arcade based take with some minor customisation available and the tone is very much comedic and slap stick.

One thing the game does right is the controlling of the plane. The flying and combat are pretty smooth in terms of the planes themselves. It’s easy to lock on to targets and planes respond quickly and consistently. The only real problem is that there’s a weird framerate issue that seems to make the plane never really fly visually smoothly. Instead, the camera always seems to be juddering in and out slightly with can kill the impression of speed.

Visuals wise, everything is fine for the most part. You can’t always tell what you are shooting, especially in handheld mode, but the targeting circles are bright and clear, and targets give off numbered damage when attacks connect. So, you’ll always know if you are hitting something or not. The game could have benefited from a bit of Switch optimisation though as there’s a lot of data on the screen and most of it is very small. The text also suffers from this but most of the game is also voiced.

We did encounter a weird bug which happened a few times which loaded levels far too dark. Unless it’s a very poorly implemented day/night feature we don’t know about it seemed very much like the lighting just didn’t load at times which made levels impossible to see and navigate. A reload solved the issue any time we had it though.

Overall, Daka Squadron is undoubtedly rough around the edges but it’s also a weirdly good amount of knock about fun. It’s a bit juddery, there’s some bugs and the arenas are a bit enclosed, but the feeling of flying is pretty decent, and the planes are fun to control. It’s not something that’s likely to hold your attention for long periods of time but certainly worth ten minutes of zooming around from time to time.

Overall 6/10

 

 

 

Monday 3 June 2024

From Ants To Zombies Review

 

As much as we love the Bitmap Visual Compendium and Box Art books, it’s always nice when one of their more investigative releases appear. In the past we have had a host of great volumes such as The Games That Weren’t, A Gremlin in the Works and A Secret History of Mac Gaming, which aimed to make us all instant experts on overlooked areas of video game history. From Antz to Zombies falls more into this latter category as it aims to take us through the origins and thematic of everything horror, while unearthing a fair few overlooked gems along the way.

As we’ve come to expect the cover art for the book looks absolutely gorgeous. Adorned with various ghosts and beasties, it perfectly captures the feel of early creature features. The pages inside are no different with chibi pixelated monsters used to decorate pages and a good mix of screen shots and text. The consistent and thoughtful colour palette used is also well judged to fit the mood while keeping text easily visible.

Contents wise, the book is exhaustive. There are of course too many horror games for everything to be covered but you are getting over six hundred and sixty pages of curated coverage here. This covers pretty much every system from the Atari 2600 to modern day consoles (Or Atari to ZX Spectrum if you want to keep with the alphabet theme).

With such a wide area to cover the author has taken a creative approach to cataloguing all these games. Instead of by year or system, titles are categorised by their monsters. As a result, you get sections such as ‘Terror of the Abyss’ and ‘Dark Forests’ to go with the more conventional ‘Survival Horror’ tag. It’s an entertaining and effective way of linking games together while also retaining the fun B movie style the book nails perfectly.  

The writing itself is of an exceptionally high standard. The Book opens with an incredibly in depth look at the notion of horror as a genre generally, tracing it back to its origins in film and literature and then goes on to relate that in terms of how it applies to video games. It’s quite a theoretical approach but one we found fascinating, and we couldn’t help but think how useful this book would be for anyone studying game design or even horror as a genre generally.

When moving to the games themselves, the same standard of writing is present, but it changes tack to focus on what within the games acts to trigger the feelings of dread within us and how the mechanics of the games work to further help put this across. As a result, it’s an incredibly interesting read which will likely draw you in even if you have just come to flick through and look at the screen shots or use it as reference material for game hunting.

Overall, Antz to Zombies is a real highlight of the excellent Bitmap books catalogue. We always like it when someone brings a new idea and a new approach to the books and this one feels like something fresh and fun. It’s definitely up there with the constantly sought after Point and Click and JRPG Books and is pretty much essential for anyone interested in video games.


Store link  - https://www.bitmapbooks.com/products/from-ants-to-zombies-six-decades-of-video-game-horror

*Picture from the Bitmap Books Website

Monday 27 May 2024

Planet of Lana Review (Switch)

 Written by Thomas G.J. Sharpe

Thankfully, this is not a terrifying vision of an entire global sphere populated by Lana Del Ray clones that sing interminably, this is another cinematic platformer, and a darn good one at that! Much of the early coverage of Planet of Lana focussed on the visuals, drawing slightly basic comparisons to Studio Ghibli. While this comparison is correct in level of finish, the three-and-a-bit hours I spent with the game belie an interesting style of its own, no less beautiful, and a brilliant blend of puzzle, platform, and story.

This short, but well-formed, adventure starts in the titular Lana’s village. A coastal accretion of shacks and huts, with a population living out quiet lives. You learn the controls following your sister around and discover a sad family history. Then, in timely fashion, robo-aliens start piling through the atmosphere and do a kidnap job on everyone, which the nimble Lana is able to evade. These charmingly designed robots leave Lana alone, save for a small black cat-like creature called Mui. This is Limbo and Abe’s Oddysee for fans of Journey in a Wind-Waker colour palette. I dunno, the comparisons are still slightly non-functional. I was reminded of Brothers, obliquely, with the twin dynamics of tragic-adventure and co-operative puzzles. Lana and Mui work together to traverse the landscape, tame wildlife, and trash robot invader plans.

Some shots are just for show. The camera pulls out as you chase Mui down, wider and wider, until there’s a boulder crammed in a leafy canyon. There’s a tree sticking out of the top. It’s just for effect, played slow and careful. Lana trudges across a desert, despondent and defeated, everything lost (but a set up for an exhilarating reversal before the climax). Wishfully Studios have crafted something that has less vicious edge than its most obvious ancestors, Limbo and Inside. There was a longing, or hope against hope, that came to me from the sublime Spiritfarer. Lana is just capable enough, but there is a lonely and dangerous quality to the game. In this is my only real gripe, that many of the puzzles were a frustratingly tightly timed series of actions. If you failed to pull it off, there was a little long to get back into it, and often some setting up or pre-positioning that became real old, real fast if you’re stuck. This is certainly a personal problem, as I have such low patience, and such I am not docking too many points off Planet of Lana. Most puzzle or platform players will find this fine to accommodate.

Of particular note is the music. The score is so deftly handled that there is a real built sense from the small, yet bustling village, the peace of a forest gravesite, and quiet childhood games, to the soaring chase scenes, tense stealth sections, and eventual sci-fi battle grandeur. The compositions are linked with recurring motifs and themes, perfectly placed. There’s horns and bleeps and pads and all sorts. Just a real joy to experience.

Planet of Lana lasts around three to four hours (I was closer to four, but after looking playtime up, most did it around three, so I just suck) and is a taut experience that blends the best of this genre together. Between its presentation and its gameplay, there is huge value in a small package. Its core strength is this brevity, as the formula would not, in this reviewer’s opinion, have lasted to five hours. The push-me-pull-you, stelf-jump-stelf pattern is deployed for the right amount of time to engage us in a well-crafted adventure story, and no more. Knowing when to stop is a real virtue in games. Wishfully have made something special, intimate, yet grand, that seems to fit in your pocket.

Overall 8/10

Monday 20 May 2024

PC Engine: The Box Art Collection Review

 

We’ve covered a number of Bitmap Books visual compendiums before but this the first time we’ve had the chance to look at one of the box art collections. There’s a couple more of these available as at present with both the Gameboy and Super Famicom represented but with the PC Engine not widely available over here it seemed like a far more interesting place to start.

The physical book itself is of unsurprisingly excellent quality. This is always the case with the Bitmap books we’ve looked at and it’s pleasing to see it continue. Paper is heavy and the front and back hard covers are manufactured well. The colours throughout the book are consistent and printed well, meaning each page looks as good as the last. The colour selection is also excellent and well thought out so that it complements the box art on each page.

Across 372 pages you get a well written foreword, a detailed history of the console and an interview with collector Lee Thacker. After that it’s pages and pages of glorious box art, screen shots and descriptions of the games. What is particularly interesting about this book is that it’s not likely to be as nostalgic for most who lived through the SNES Vs. Mega Drive days but if anything, it makes the games even more interesting.

Each page of box art follows the same layout. You get the cover shot of the game, a selection of smaller screen shots underneath and then an explanation of the game followed by a short breakdown of how the artwork is set out. You also get information such as the year the game released, developer and the type of PC Engine game it was such as CD or card. It’s everything you need to set you off on a journey looking for hundreds of games you’ve probably not played before. There’s a very handy index at back which helpfully lists every title covered as well to aid in this process.

As most of the book is full of the box art you aren’t getting the level of history and analysis present in some of Bitmaps other books but then it’s pretty clear from the title what the aim is. What is clear though is that every single game has been given the respect and care it deserves. With books like this it’s vital to spark a curiosity in the reader and in that respect, it can’t really do anything more. Just try to keep off eBay for a few days after reading it at least.

Overall, the PC Engine: Box Art Collection is a great new addition to Bitmap Books already impressive lineup. In many ways it’s the perfect console to pick as it will draw in a crowd who will likely be looking to discover something new. The start of the book gives enough background to give you an understanding of the systems place and the presentation of everything else is consistently excellent. In terms of the box art and visual compendium releases from Bitmap, this is undoubtedly one of the best and highly recommended.

 

Store link - https://www.bitmapbooks.com/collections/all-books/products/pc-engine-the-box-art-collection

*Picture from Bitmap Books website.

Monday 13 May 2024

Contra: Operation Galuga Review (Switch)

It’s been a very long time since we’ve had a decent Contra game on any system. Contra 4 on the DS was ok but had its issues and before that you are looking at Contra: Shattered Soldier on the PS2 which was solid enough. However, because of the awesome Konami Contra collection already available on multiple formats any new game in the series really has its work cut out. Operation Galuga at least gives it an honourable try.

It’s important to note we are reviewing Contra after it has received a few key updates. We’ve noted reviews saying the framerate is choppy and highlighting a number of other performance issues. In our experience these seem to have been ironed out. Even playing in handheld mode we didn’t notice any juddering, slowdown or framerate drops. Everything in terms of performance now seems to be absolutely fine.

The game follows the standard Contra template of side scrolling blaster action. Most of the levels see you starting at the left of the level and charging through, continually blasting everything in your path. You’ll ascend and descend as well and occasionally ride bikes or other vehicles but basically you run, blast, and jump and try not to die.

There are a few difficult settings to help with staying alive with players able to turn the series trademark one hit kill system into a more forgiving life bar. Even with players able to take more than one hit the game is crushingly difficult. Further help can be gained by using credits gathered in game to add extra lives and abilities but expect death to be a common occurrence. Just make sure to keep an eye out of weapon pick ups along the way as your standard blaster is basically useless. 

The biggest problem with any Contra game outside of the 16-bit eras has been the level design and it’s fair to say that Operation Galuga starts slowly. Indeed, we were a bit bored over the first few levels but then things really begin to kick in. An excellent level set on a moving train, followed by a level where the player is under constant harassment while trying to hang from platforms, begins to conjure memories of the glory days of Super Contra and Hard Cops, in moments at least.

The game has various modes of play with a story mode backed up by an arcade and a challenge mode. The story is pretty much nonsense and the plot made little impact on us but it acts a fun way to unlock new characters which can then be used in the other modes. Each of the characters also have a special move such as a dash or grappling hook, as well as using weapons in slightly different ways so there is a point to playing through and unlocking things as it's far more than just a change in character skin.

While Contra: Operation Galuga, is certainly the best Contra game since the classic period it still can’t really hold a candle either the Super Nintendo or Mega Drive versions of game. That of course would be fine, except that both of those games are available on the Switch in the Konami collection. There’s also Blazing Chrome to consider which plays off the nostalgic elements of the series almost perfectly, and arguably better than this.

If you’ve played and blasted through the collection, then this certainly warms up into a decent blaster of a game. It’s great fun in parts and some of the levels are really well designed, it's just not a classic. Fans shouldn’t be disappointed though once they get through the early stages.

Overall 8/10

Monday 6 May 2024

El Shaddai: Ascension of the Metatron Review (Switch)

 Written by Thomas G.J Sharpe

Wise-crackin’ angels vaguely playing out a mangle of lesser-known Judeo-Christian texts? Sursum corda! You got it! And somehow, wherever I looked for information on El Shaddai, it was sprinkled in the risky words “cult classic”. Sadly, I simply do not see it.

This is pitched as a third-person action game (feat. Mild platforming) with some other bold claims than it’s cultish-classicism; “deeply artistic”, “outstanding aesthetics” and “exceptional setting”. Shaddai is proud of its design, and in a way, it probably still stands out after 10 years. It is “unique”, but I find it hard to apply “artistic” in the way I feel that the marketing wants me to feel about it. Stylistic might be better; it is an interesting blend of crisp, heavenly brightness with piercing colours that provide a jarring, otherworldliness, or even between-worldliness to it. In this way, Shaddai puts a lot of burden on the visual adornments to hook us in.

But it falls apart as soon as you squint past the divine rendering and play the game after a run of bargain-basement story-telling cinematics (these pop up constantly throughout the game, never once being interesting, tense, moving, funny or any such thing). You play as Enoch (quick search… ancestor of Noah… wrote a bunch of guff about demons and monsters to make ancient people (and the modern day credulous) terrified of everything) who is writing a bunch of stuff out in a bunch of books and is led by Lucifer (who has a cell-phone which he uses to smart-talk Yahweh on) to defeat seven fallen angels who have confused reality on Earth. Or something.

And I mean, or something. Because, despite the interest I personally have in the development of superstitious cults, like Christianity, this is not a compelling interpretation. Primarily, as the player never once cares about the fate of Enoch himself. He is devoid of sympathy and interest, there is no character arc to speak of. His struggles against amusingly designed enemies and bosses with his divine weapon-stick (looks like that awful company Tesla designed a Bat’Leth) are without risk. Not just in a narrative, conceptual sense either. The combat is, at best, functional. There is little to no development beyond a couple of mild combos. If you consider that Bayonetta was released two years prior to this, it really shows its weaknesses.

On the more positive side, yes, this is an interestingly designed game, and the mixture of 2D platforming into the 3rd person action is a nice idea. It never quite translates, however, going no deeper than mild changes of perspective and settings, thinking aesthetic abstraction is enough to win the day. It simply is not enough for me. For a game to not excite me that has as it’s primary game loop as hack-n-slash action, is shocking. Again, I just do not see the appeal. Neither fantastic enough, thrilling enough to inspire anything in me more than a resounding, Godly, meh.

Overall 6/10

Monday 29 April 2024

Teenage Mutant Ninja Turtles: Wrath of the Mutants Review (Switch)

 

We’ve been having a bit of a Teenage Mutant Ninja Turtles renaissance lately with the collection of retro games and Shredders Revenge already released on the Switch. With that in mind it’s not a huge shock that another game featuring the green pizza eaters is making the jump. However, It is perhaps a surprise that it’s 2017’s arcade game ‘Wrath of the Mutants’ that’s next on the list.

Wrath of the Mutants is being released both physically and digitally and has had a few additions added to it but don’t go in expecting anything near the level of Shredder’s Revenge. This is a true arcade coin guzzler at heart which can be completed in around an hour, even with the additional content. What you get are six levels and some extra bosses to fight your way through with up to four players. Co-op is restricted to local play as well so you’ll all need to be in the same room.

Aside from the backgrounds the levels aren’t massively different in terms of how they play out. Each has a couple of unique enemies, but you’ll mainly be bashing foot soldiers and mousers by bashing the attack button. Controls are limited with a jump and attack button and players occasionally able to launch a special move which acts like a smart bomb. There’s a host of objects to throw around as well but stages do feel a bit empty. You can also pick up a character token which summons a support character who pretty much acts as another way to clear the screen.

Each stage has a few big bosses to deal with from the rogues gallery, so expect Beebob and Rocksteady along with some of the less well known gang such as Tiger Claw. They are all handled pretty much the same though. Bash away, get to distance then ‘jump’ when the on-screen prompt flashes. It’s certainly a game that you need to play in small sections as even with the limited stages it gets repetitive quickly.

Unfortunately, unless you specifically have an affinity for this particular version of Turtles, it’s hard to see players getting much out of it. The other two Switch releases have much more longevity and general personality than this. If this was bundled with something else, it would be a fun distraction but on its own struggles to justify its price tag. Of course, if you enjoyed this in the arcades then you won’t be let down but away from that it’s hard to see why you would pick this over any of the other games already available.

Overall 5/10

Monday 22 April 2024

Lunar Lander Beyond Review (Switch)

It’s been great how Atari have been using their back catalogue lately. We’ve had collections, reimaginings and some interesting new attempts at franchises. Lunar Lander Beyond takes the original, inertia, based gameplay and expands it into a more fully fledged, story based, title with cut scenes and missions.

The first thing to say is that the cut scenes are beautiful. They look like a space cartoon and there’s a lot of them, so some serious effort has been put into the presentation here. It gives the game a similar vibe to one of our favourites – Velocity. The general presentation has been given a more modern feel as well. You get a galaxy map to show your progress and a clear list of missions in each area. Supporting information such as how to get different grades is also included.

There’s more variety on offer as well as players can pick from different pilots and ships. A few are available to begin with but most need to be unlocked by rescuing or finding them within missions. The pilots in particular are quite different in terms of their buffs, so consideration is needed from players.

When in the game players have three separate bars to think about. You have your ships health, fuel and finally a stress meter for the pilot. If any of the bars run out completely it’s mission over. It means as well as picking up credits you are also always on the look out for health, fuel and sanity drops as well. Of course, you generally have a ticking clock to fight as well so there’s a lot going on.

The stress meter is the most interesting as your pilot will start to hallucinate if it gets too high. This we cause screen glitches and random surreal stuff to appear. It also means that your pilot will need to get medical attention after a while, and you’ll need to use somebody else while they undergo therapy. It’s an interesting layer to the game that adds something different.

It’s likely that you’ll need a bit of practice to get the hang of the controls. In theory they are simple, with a thrust button and some added gadgets like stabilisers and boosters. In reality though, the inertia and gravity-based gameplay is an uncommon game mechanic and we struggled to do anything to begin with. Slowly though, you begin to understand how to move the ship around effectively and then you’ll start to make real progress through the missions.

The missions themselves generally involve getting the ship from one point to another. But occasionally you’ll do something else such as having to intercept falling meteors to protect a settlement. The maze-like levels are excellent though so it never really becomes an issue in terms of repetition. The biggest barrier players will face is how tough it is as you’ll really need to put the time into learning the finer points of piloting the ship to progress far.

Overall, Lunar Lander Beyond is an excellent reimagining of the classic game. It seems basic on the surface but there’s a ton of depth once you get into it. There’s a whole host of upgrades and things to play around with and it looks and sound great. But it will also cause a lot of frustration as it requires time and patience to get the best out of it. If you are up for a challenge, then it comes highly recommended.

Overall 8/10

Monday 15 April 2024

Cybertrash STATYX Review (Switch)

 

Although it’s been having somewhat of a renaissance recently, the cyber punk sub-genre is still very much under used when it comes to video games. Therefore, anything which looks remotely like it fits into that category is something we often take an interest in. So, with just a screen shot of the title we were drawn to Cybertrash, an action platformer with light RPG elements.

The game deals with a world where ‘The Corporation’ controls the populace by kidnapping and implanting mod chips into troublemakers. Robots are used to keep people under control and the industrial and natural world have completely separated. You take control of Jenet, one of the people trying to escape from the clutches of the evil overseers.

You start out in a sort of reconditioning facility and are lead on various missions by your handler. These are all basically the same. You make your way through a level, blasting robots and finding the exit. As you destroy, you’ll level up and can then raise some of your base stats such as how high you jump and how accurate your weapons are. There are also crates that can be hacked to offer up new guns and credits that can be spent on ammo.

Unfortunately, each of the levels looks quite samey with the same tiles sets and boxes used. Enemies are also quite similar throughout, and while you get new robots to fight against, there’s no huge distinction in terms of tying certain foes to certain environments. This does mean that the game lacks a bit of personality and begins to look generic after a while. When you compare it to something like Huntdown, where every level is crafted to look at certain way, and you can really feel difference.

To get around the levels you have a basic move set of jumping and sliding. You also perform a high jump after a slide. This is an interesting idea but in practice we found it quite unreliable. There didn’t seem to be any particular logic to how the slide into a high jump worked. While this was fine on longer stretches of the level, there are times when you have to leap from quite small boxes and this often meant we fell down to lower parts of the stage repeatedly which soon became tiresome.

Something else which also quickly becomes dull is the incessant dialogue between levels. The story part of the game moves at a near snails’ pace and will often see you just hitting the button to skip through as quickly as possible. This isn’t helped by any story scene where you need to walk around the facility, as you move incredibly slowly and there’s no run button. This aspect of the game could really have done with streamlining.

The weapons you get are excellent though. There’s a decent variety of guns to try out and each one has a solid and appropriate feel to it. The shotgun in particular really feels like it packs a punch. The boss fights are also great fun. Sometimes they can be a little easy if you have certain weapons set ups, but they were a continual highlight throughout our playthrough.

Overall, Cyber Trash is an interesting but flawed game. Initially, the levels are really good fun and allow you to blast away at robots with some cool weapons. But nothing really changes as you progress in terms of action, look or enemies. The feeling of repetition started to set in way too early and while the game remains fun, when you add this to the frustrations from jumping and some scarce checkpoints it all becomes a bit of a struggle to stick with. Still, there are some nice ideas on display here and it’s certainly not a bad game, just a bit of an uninspired one.

Overall 5/10

Monday 8 April 2024

Top Racer Classic Collection Review (Switch)

We love QUByte Interactive at Retro 101. There are so many retro games out there that could be lost to history but QUByte have picked out some really interesting ones to release on the Switch. In the past we’ve had SNES games the First Samurai and Legend, and Risky Woods on the Megadrive, along with a host of others. These games might not be massively well known but they are solid and interesting titles that deserve to be kept alive. The Top Racer games also fall into this category.

When the games released on the SNES in Europe they were known as Top Gear but we can assume there’s probably a licensing issue with that name now, so they have reverted back to their original Japanese titles. The collection contains Top Racer 1 and 2, Top Racer 3000 and a sort of Rom hack crossover with Horizon Chase Turbo called Top Racer Crossroads which is the first game with different cars.

What really helps the collection is that the three main games are different enough from each other to feel unique. There are similarities of course, all of the game display in a sort of fake 3D POV with the camera positioned just behind the car and they all take in race locations from around the world (and galaxy in 3000’s case). Your stye of play also won’t need to alter dramatically between them, but there is enough in terms of look and details to give you a choice to make each time you come to the collection.

The first Top Gear uses a split screen display with your car at the top and either the computer or a second player on the bottom. There’s no way to set this so you only have the top screen so get used to looking at half the Switch screen when playing in handheld mode. Once you get used to it though it’s totally fine. Speaking of getting used to things, just remember the frame rate on the SNES is not perhaps what you remember it to be. There is a sense of speed throughout the games but sometimes it does get a bit jerky. Top Gear 2 and 3000 give you a full screen to race around and each ups the graphics considerably, although they also change style, so each game retains its own look and charm.

There are a few options that players can use with the usual filters here if you want to smooth out pixels and you can play around with the screen size and even stretch it wide screen if you want to. This of course simultaneously fills the Switch screen and creates one of the most distorted pictures ever. Remember, the SNES is not a wide screen machine after all. The games themselves have their own graphical flourishes at times with certain weather conditions like rain and snow and the tracks themselves are well designed and remarkably varied throughout.

There are a few other basic extras as well like achievements and an image gallery for the three games. You can also redeem codes which may suggest future skins for cars. Theres meant to be an online mode as well, but we couldn’t find any games on the server. Whether that’s down to it not working properly or not many people playing the game it’s difficult to tell. Either way we couldn’t get a game.

Overall, the Top Racer Collection is great for people like us. We have played the original games on original hardware and aren’t particularly bothered about upgrades in terms of how the games look and play. We also love the fact that games like this are being released on the Switch. If you are like us, you’ll probably love these games as much as you ever did as they do hold up. If you are a newcomer to the series, it may be better to go to the spiritual successor Horizon Chase Turbo.

Overall 7/10

Monday 1 April 2024

Star Wars: Dark Forces Review (Switch)

 

There was a time when Star Wars games were few and far between. Recently though, we’ve had a glut of them coming to the Switch. Jedi Knight two and three have already made their way onto the system and now the origin of the series has been given a new coat of paint and sent out into the world. What is most significant here is that aside from a poor PS1 conversion there hasn’t really been a way to play Dark Forces outside of the PC.

Dark Forces is very much in the vein of the first-person shooters of the time. That being it’s basically Doom with a Star Wars graphic set on it. Levels require a lot of searching for switches and key cards and work like mazes. There are of course a significant number of Storm Troopers to blast while you are searching around, and all the appropriate sound effects are in place to make it as Star Wars centric as possible.

Simply labelling Dark Forces as a Doom clone is not entirely accurate though. Doom very much kept everything on a level, while Dark Forces levels move up and down a lot and this adds a much welcomed sense of scale. You can also jump which occasionally results in some awkward and terrifying platform sections. These sections are made all the more nerve raking by the fact you can’t save inside of the levels. On the standard difficulty setting you are issued three lives. More can be picked up but if you lose them all then it’s right back to the start. That’s something you are going to want to avoid as well as some of these levels are huge.

It's interesting that with all the new additions, the graphical upgrade, the slick frame rate that you still can’t save. We understand why but what would have been very helpful would have been to at least put a quick save feature in. The levels are so large, complex and labyrinthine that some will likely take new players well over an hour to complete. With this in mind it seems a strange oversight.

The most helpful addition to the game is without doubt the gyro aiming. Unlike games like Doom, you do need to be fairly accurate when shooting. It isn’t just enemies but switches and traps that need blasting, so being able to move the target smoothly and in small measures is an absolute must that makes things much more enjoyable.

It’s difficult to know how newcomers will gel with Dark Forces. If you are a fan of first-person shooters and have blasted your way through Doom and Quake without much trouble then chances are that Dark Forces will be right up your street. It’s not as slick as the Quake games but there is certainly more here worth playing than just a chunk of Star Wars nostalgia.

Overall, Star Wars: Dark Forces is a solid first-person shooter that has been restored and brought up to date as best as it possibly could be. All the upgrades and additions are welcome and add to the experience in a positive way. The bones of the game remain very much entrenched in the era the game was released though. This is very much still a retro experience that you are going to need to be either a hardcore FPS fan or a pretty big Star Wars one to fully enjoy. We’re very glad to see games like this from the Star Wars back catalogue reappear with so much love taken to restore them and can only hope Jedi Knight and a few more are going to appear soon.

Overall 8/10

Monday 25 March 2024

qomp2 Review (Switch)

 

Atari’s recent decision to mine its back catalogue shows no signs of abating, but as the quality has been excellent it’s not exactly a bad thing. This week’s classic franchise given a twist, is of all things, Pong. This really does take the ‘spiritual successor’ tag and stretch is considerably but if you’ve ever wondered what would happen if the ball from Pong broke free from the confines of its two paddles, then this is the game for you.

The control system is remarkably simple. The ball bounces around the screen and you have the option of pressing A to change its direction by 90 degrees or holding the shoulder button to charge up a super boost that can break through certain blocks. That’s it, the ball bounces around under its own inertia continually and aside from being affected by various environmental situations, like water, its basically a case of keeping it from hitting hazards.

There are thirty levels spread across four worlds with each new world adding new elements into the mix. It’s starts out quite simply by just giving you spikes to avoid but you’ll soon encounter locked doors and breakable blocks, creatures that chase you around levels and of course good old fashioned lasers and electric hazards. Things escalate quickly here and in order to beat the game you’ll likely need to avoid throwing your switch against a wall more than once. The symbols that turn your ball into a game of snake are particularly brutal. 

To counteract the frustration, each of the levels is fairly compact and also have a decent number of checkpoints in them. This means its rare that defeating something challenging doesn’t bring you to the end or at least the safety of the next save. There are also some interesting boss fights here which are designed well and are a lot of fun to take on.

The look of the game mimics the minimalist style of its source material by keeping the black and white colour scheme of the original Pong for most of the game. It’s not all without colour though as various hazards and blocks add dashes of blue and red here and there. In a further nod to the past the screen normally presents itself in a sort of semi-fish eye viewpoint mimicking televisions of old.

Overall, qomp2 is another example of Atari finding yet more gold in its continual cycle of its back catalogue reworking. It is incredibly hard later on, but everything works well. The controls are simple and effective and as frustrating as it is, every death is the players fault. Some sections will have you really thinking about the inertia of the ball to get through but it always remains consistent to it's own rules. This is a clever and surprising twist on a basic formula and one that works excellently.

Overall 8/10

 

 

Wednesday 20 March 2024

Geometry Survivor Review (Switch)

This is an odd one. A long time ago now there was an awesome twin stick shooter by the name of Geometry Wars. It started life as a mini game in Project Gotham Racing 2 and then found a bigger audience via Xbox Live Arcade. There have been several sequels across all platforms, but sadly none of these have reached the Switch yet. Despite the name and look of this game it is not part of that franchise but that doesn’t mean it should simply be ignored.

Geometry Survivor is the latest in an ever-growing sub-genre which mixes twin stick shooting and Rouge-lite elements, the auto shooter. The most famous of this current indie darling genre is Vampire Survivors but you can tell already several hundred more are about to burst through the Steam dam and flood the console marketplaces.

Despite not being part of the Geometry Wars franchise, it certainly looks the part. The same pulsing neon surges around the screen and squares, rectangles and just about every other shape emerges from the play field and charges at you. The sense of speed and chaos isn’t quite there but by the time the countdown is into the last five minutes or so the screen will be continually full of shapes flowing around.

The game works by giving you twenty minutes to survive a continual onslaught of shapes as you move around a rectangular playing field. As you move you will auto fire at the incoming enemies. Collecting exp from dead shapes levels you up which grants new weapons such as back holes that suck shapes in and a host of other creative offensive options. These can then be upgraded so they fire more often and further. There’s a host of different pick ups as well and you can only carry six in one run so getting a good balance is essential for success.

As well as experience you can also pick up credits which can be used to unlock permanent upgrades from the main menu or different ships which carry their own quirks and characteristics. We found collecting enough credits to do anything useful took a long time though so unless you are really planning to put the hours in, you’ll likely not see much of the benefits of this approach.

Overall, despite its seeming simplicity we did find ourselves drawn to the game due to the fact in handles well and the weapons and upgrades are logical and behave in a consistent way. However, there isn’t really anything here that’s going to really hook you and keep you coming back repeatedly. Runs are also hampered a bit by the fact the first ten minutes or so soon become dull. It’s certainly not a bad game, just one unlikely to drag people away from Vampire Survivors.

Overall 6/10

Monday 18 March 2024

Llmasoft: The Jeff Minter Story Review (Switch)

 

When Digital Eclipse first announced its plan to release interactive documentaries it seemed like an interesting prospect. The first release in the series looked at Karateka and one of the main issues we had was the lack of games included. We are glad to see that isn’t the case this time around and we can’t think of a better company to look at for this kind of release.

Jeff Minter already has a presence on the Switch due to Atari’s recent strategy of utilising its back catalogue to release new games. Tempest 4000 and Akka Arrh are both examples of Minters work, and we’d recommend both if you get with the psychedelic style on display here.

The documentary elements of this are exhaustive. Spanning from 1981 to 1994, there are numerous videos, spec documents, pictures, concept art and inputs from Minter himself. It’s all arranged into four separate timelines and easy to move through. The interviews with Minter are a particular highlight with him always coming across with great insight and in an entertaining way.

All these elements combined will give you an excellent understanding of how everything came together through this period. The few games not playable on the collection through these periods are also lightly touched upon but it would have been nice to have a bit more about some of them even if they aren’t available to play.

There are a lot of games here though, and they cross many classic systems from Atari 8-bit, C64, Vic-20 to the Atari St and Atari Jaguar. Multiple versions of each game are also present so in terms of what is here its exhaustive. A lot of the games are also great. If you are into retro games and if you’ve not played Grid Runner or Attack of the Mutant Camels, then you are in for a treat. It’s nice to have some of the games that weren’t as well received as well so you can get a full overview if Minter’s back catalogue. Just get ready for a lot of weirdness and Llamas.

There’s a visually enhanced exclusive version of Gridrunner  included as well which is based on the C64 version of the game. This will be one of the main reasons for fans to pick up the collection and plays as crazily as the original. This coupled with the fact Tempest 2000 is here gives you more than enough to play even if you can’t get on with some of the earlier games.

Tempest 2000 itself brings up a slight issue though. People who are likely to buy this will no doubt also be interested in the Atari 50 collection. Tempest 2000 is also on that and this potentially takes away one of the main reason to get this. Having the Gridrunner upgrade here along with some of Jeff’s over classics is awesome, but we felt it could have done with at least one more big exclusive. Something super obscure like Tempest 3000 would have made this utterly essential, no matter how difficult it may have been to get working properly.

It's difficult with collections like this not to look to omissions even when there is such a sizable chunk of Minters back catalogue here to play. The biggest omission is of course the fact that the documentary stops at 1994. This means all of Minters later games aren’t included which is a real shame. Adding a Space Giraffe or later releases of Grid Runner would have really rounded the collection off perfectly. There’s also a lack of certain licensed games such as Defender 2000 on the Jaguar. But there is a lot of stuff here, so we are being picky.

Overall, This collection does an excellent job of getting across the work of Minter and it’s a joy to dive into and explore. Omissions aside, you’ve got one of the best games ever in Tempest 2000, and a great upgrade to Gridrunner backed with some excellent retro classics. The archive materials are flawless, and we can’t think of anyone more worthy than Minter to have been given this sort of treatment. Essential for retro gaming fans, but it still could have been even more.

Overall 8/10

Monday 11 March 2024

Lords of Exile Review (Switch)

 

There have been a lot of indie games over the years that have used Castlevania for their inspiration. However, most of these have taken the Metroidvania route rather than the more linear level-based approach. Set over eight stages, Lords of Exile is very much in the platform hack and slash category and is clearly influenced by the 8-bit Castlevania games and other titles of the time such as Ninja Gaiden.

In terms of how the game looks everything is absolutely spot on. This could easily fit in with the NES Castlevania games in terms of style and even the music fits the part. Luckily it plays a bit more fluidly though with you character feeling a whole lot better than an 8-bit Belmont. The only issue with controls we had was the double jump which seemed a bit temperamental and inconsistent to get working at times which led to a few unexpected deaths.

Of course, when you are taking influence from some of the toughest games to have ever existed the game you make is also going to be on the difficult side. For the most part Lords of Exile walks the line between difficulty and frustration well. Levels are tough but they aren’t impossible. That is until you reach the final stage. Here things tip over too far into the impossible side of things. One section in particular with instant death spikes on the ceiling was simply not fun. Everything else though is pitched really well, with the checkpoint system keeping frustrations at a minimum.

Each of the eight stages is varied visually and you’ll take in all manner of swamps and cursed places on your quest. After each stage is completed, you’ll take on a new ability of some kind. Some of these are simply buffs such as adding more throwing objects or damage while overs offer new abilities like the double jump or adding in a shadow creature to summon. Adding in the new elements keeps things fresh as you know you’ll have something new to play around with when you get to the next stage. These abilities don’t open new areas though as progression through stages is completely linear.

Each stage also ends with a suitably epic boss fight. Initially daunting, once you work out the pattern these can normally be downed with some suitable button mashing and appropriate use of throwing objects. But they prove to be interesting obstacles to overcome and some of their design is quite clever.

Overall, Lords of Exile is a solid homage to the Castlevania and Ninja Gaiden games of old. As with all these sorts of games this is aimed at a particular niche audience, but it does everything it can to make sure that it hits the mark. Seven of the eight stages are excellent with only the final one being unbalanced in terms of the fairness to death ratio. With a little bit more polish this would be really excellent. As it is it’s still very good and well worth checking out if you are busy working your way through the better 8-bit inspired games out there.

Overall 8/10

Monday 4 March 2024

A Void Hope Review (Switch)

 

It’s been a while since we last had a game from Elden Pixels. Their previous output has been excellent, and we’ve covered all of it. They are most well known for the two Alwa games, while also publishing the excellent Cathedral and retro inspired Kraino Origins. Their latest game is a platform puzzle game with a heavy emphasis on narrative set in a collapsed city blighted by a strange plague.

The player takes control of a couple as they look for a cure and try to decipher between reality and distorted memories. You start out by playing the husband who has seemingly been infected by the mysterious plague. His part of the story is to search the city for memories as he tries to keep hold of his mind. Halfway through it switches to the wife who is searching for a cure. There isn’t any ability difference between the two but it’s a story beat that works well.

In terms of how the game plays this is very much on the narrative side of narrative puzzle games. It’s a 2D platform game but the challenge involved is minimal. Players move around self-contained levels looking for items, exits and computer terminals. Early on you also pick up a sort of phase gun thing which can be used to shoot switches and defend against infected creatures. But aside from box pushing and switch shooting there isn’t much else involved in the gameplay but it does the job well enough.

Speaking of the infected, they are there to present small obstacles and little else. As you traverse the world, people within the levels will sometimes phase into some kind of monster. These can be shambling shadow people, dog creatures that are much faster or a sort of flying bat thing. There is a random element here as people can change into any of the creatures and it’s not always the same people that turn. You never get more than one creature on a screen though. Of course, if they touch you its back to the last checkpoint.

The infected creatures form one of the biggest stylistic issues we had with the game. While the game looks beautiful with its pixel art style, there is a lack of reaction from inhabitants we found a bit jarring. Most screens have numerous citizens doing various things. Some are sick but others are just standing around eating sandwiches or reading papers. As such you would think when a creature appears they would react in some way, but they don’t, they just continue to stand there. Now, this could be part of the whole ‘is this a memory or dream’ thing but we really could have done with a little more immersion in this area.

As a game we did find A Void Hope didn’t really grab us in the way that we expected. There are just too many elements that need a bit more punch to them. Neither the platforming or puzzles are particularly engaging, and the combat is completely functional. There’s a snake like mini game as well which kicks in when you access a computer terminal but it’s awkward and not particularly fun. As a narrative experience though, it’s effective and tells a good story so if you know what you are getting into there’s a lot to be taken away from the game.

Overall, it’s nice to see Elden Pixels going in a slightly different direction with this project. As a story driven title it works quite effectively but as a game it’s not as accomplished as their other output. We are glad we played it and the story itself is excellent. If the studio can tie this sort of narrative to a stronger gameplay loop then they’ll really have something.

Overall 7/10

 

Monday 26 February 2024

Arzette: The Jewel of Faramore Review (Switch)

 

Games inspired by titles from the past is hardly a new thing, especially on the Switch. But It’s quite hard to recall a game which actively tries to play on the unique nostalgia created by the CD-i, and more specifically the two Legend of Zelda games that were notoriously released on the system. Needless to say, this is for a niche audience but then that niche audience is us so let’s not complain. It even starts with the same sort of CD Logo.

For those too young to remember, the CD-i was a machine developed by Phillips and was notorious for having a rubbish controller and an awful lot of FMV filled games. Quality wasn’t generally high through the catalogue, but the system certainly has its fans and some games, such as Burn Cycle remain high points. It also had four Nintendo games licensed to it. A weird Mario hybrid called Hotel Mario, (which is referenced here in mini games) and three Zelda games (2 side on and one top down). Arzette, is an attempt to recreate the two side on Zelda games.

The story follows a fairly generic path of an evil big bad by the name of Demon King, Daimur threatening the kingdom. The heroic princess Arzette then must go and light some magical beacons, reform a magical triangle and destroy the menace once and for all. There are objects to pick up along the way, which adds a very light Metroidvania element, and upgrades to your health and weapons as well. It’s basically the 2D Zelda games without the license. It’ll take around four hours to finish and you’ll need a good memory to avoid backtracking through levels when you acquire something to get through whatever the next barrier is. At least each individual level is short so even if you go through each one searching it won’t outstay its welcome.

Visually, the game looks gorgeous in exactly the way it’s meant to. The sprites and backdrops perfectly recreate the feel of the CD-i games (no one ever accused them of being ugly after all). It also recreates the terrible cartoon/FMV sequences to an absolute tee. Only this time the weird voicing and look of the characters is being done ironically. Perhaps the most impressive thing though is this even sounds like a CD-i game. There’s something about how the samples work that has obviously been really developed and has been nailed perfectly.

Though it looks and sounds the part we are happy to say that it plays much better than it would have done on the Phillips system. If you want to understand some of the torture you can actually go and buy a replica controller for this game but save yourself the morbid curiosity and just use the Switch options instead. It’s also a lot more stable than the titles it draws influence from. The two Zelda games were full of constantly spawning enemies and relentless awkward combat. Here enemies stay dead while you are on the screen and if you do die, you’ll respawn at a decently spaced checkpoint.

Arzette plays well though, with your character highly responsive in the way you would hope for from this sort of action platform game. There’s a good tempo to levels as well and a nice balance between difficulty and progression. You can set the game to easy mode as well which offers up more health drops and lessens damage, but we found the default setting was a good, sweet spot.

Overall, Arzettte: The Jewel of Faramore is the reminder of a very specific type of retro gaming that we never really knew we needed. On its own merit it’s a solid and well-meaning animated platform adventure. If you get into the unique nostalgia, it’ll elevate it even more. We found ourselves pretty obsessed with it for its moderate run time. It’s a fun and unique game that’s well worth playing through and now we really want the developers to somehow remake the original Zelda games.

Overall 8/10

Monday 19 February 2024

Lil' Guardsman Review (Switch)

 

A good few years ago we reviewed a game by the name of Papers Please, which put players in the role of a check point operator with an ever-increasing number of tools at their disposal to judge who to let through. Lil’ Guardsman follows the same sort of scenario; all be it in a much more light-hearted and fantasy-based way.

The story follows the daughter of a guardsman who is asked by her father to take over the position as he needs to go out and bet on a local goblin ball game. With each passing day Lil finds herself operating the post again for various reasons and making judgments about who should be allowed into the kingdom.

Throughout the day creatures arrive and you’ll need to use your various tools and judgment to decide what their intentions are. You have five main tools – an X-ray machine, a whip, truth spray, metal detector and a decoder ring. The tools are all powered by crystals though so choosing what to use and when is key to getting all the information you need. You can also confiscate items from people which can then be used later and a phone where you can ring up a number of the kingdoms important residents to get advice.

To add challenge, each day comes with a host of rules and edicts to adhere to. These may range from simple things such as saying ‘no goblins today’ to more complex warnings about people in disguise or revolutionaries trying to make their way through. It all works remarkably well, and you never feel too overwhelmed.

The slightly undercooked part of the game comes in the form of a time machine which you acquire early on. Its basic use is to allow you to rewind time if you get something fatally wrong. This does remove serious threat from the game, but it works as a story focused point and click adventure with each person acting as an individual puzzle to solve so it’s not going to hinder your enjoyment. You can also go back and start the game from the beginning of each day as well if you want to really hunt for the maximum rating for each level.

Speaking of the rating, it is a bit confusing to start with how you get the best score for each person. We assumed it was making the correct decision as quickly as possible by using the least tools but often that is not the case. Much of the time you get a higher score from finding out the most information. At the end of each day, you’ll then get a summary of how you did and what each person went on to do once they had made their way into the kingdom.

Occasionally you’ll also get to wander around when you have finished your shift and visit various other locations. There isn’t much to do at these apart from speak to people but it’s a welcome change of pace and allows you to catch up with a few of characters you have allowed in, as well as understanding what’s going on in the kingdom as the story continues to unfold.

Overall, Lil’ Guardsman is a fun, if slightly light weight, take on the point and click genre. There are still ideas left to explore for this sort of check point sub-genre and much of the game works very well. There are a few moments when it becomes a bit of a drag and a bit more guidance from the start about score would be welcome, but this is a well put together game that is full of charm and it’s hard to see anyone really disliking.

Overall 8/10