Space Hulk started life as a table top board game where heavily armoured Terminator marines from the Warhammer 40,000 universe, pitted themselves against the multi-clawed Genestealers aboard massive drifting freighters known as ‘Hulks’. The tight corridors meant it turned into a battle of the strong and slow versus the quick and deadly.
Sunday, 3 May 2026
Space Hulk (Warhammer Classics) Review (PC)
Monday, 27 April 2026
Blue Prince Review (Switch)
It’s unusual for us to come across something unique, we’ve been around a while and played a lot of games. Blue Prince, combines a number of different elements to achieve that, mixing parts from visual novels, rogue likes, puzzle games and a good helping of a big old mystery.
The story goes that you have inherited the estate of your
uncle. Or at least you will do if you can do something that no one else has –
find the elusive room 46. But far from being a simple mystery you need to do
this with the knowledge that at the end of every day all the rooms in the
mansion will reset. There is a lot of lore in here as well about the games
setting and why everything is so mysterious, but we’ll let players figure that
out as it is drip fed through the various books and letters that you find along
the way.
There are a lot of different elements to balance as you go
about your investigation. The most pressing of these is the number of steps you
have. Each room you enter knocks one step off your total of fifty. Once you run
out the day ends and the rooms reset. As well as these you need to manage gems,
keys and coins. Keys open locked doors and chests, gems are needed to draft
certain rooms and coins can be used to purchase various things along the way. All
these need to be found in the various rooms along with other items such as a
magnifying glass, hammer or shovel.
Players have a blueprint which acts as a grid with which to
draft their rooms. The initial sort of goal is to reach the ante chamber which is
nine squares up at the top. It’s not a simple of that of course as you will
soon find out. When you open a door, you are presented with three rooms which
you can draw. Some may require gems to draft, and all will have different exit
doors or other special features. You’ll soon learn as well that there are different
colours for the rooms which denote different things.
Red rooms for instance, normally have some kind of negative
effect such reducing your steps or removing your ability to see what you are
drafting. Green rooms in contrast normally contain dig spot or other goodies.
There are also bedrooms to help you restore some of your steps, hallways and
shops of various kinds where you can get items, keys or food.
Away from these rooms there are rooms with specific puzzles
or special qualities. The security room allow for the manipulation of cameras
and security doors, while working out the boiler puzzle will then allow you to
pump power through the house. There are also rooms like the lab and the
observatory which can give you permanent upgrades. Gradually, as you progress,
you’ll learn what it the most important to you and unlock a few permanent upgrades
and areas along the way.
For what is effectively a game where you wander around and
solve the occasional puzzles it’s remarkable how engaging the game is. The
balancing of all the elements and trying not to put yourself into a dead end
with you Tetris style rooms works very well. Add in the uncovering of the law
and the gradual realisation of how different rooms work means you always feel
like something new is happening each playthrough.
There are a few issues to think about though. The most pressing
of these is the constant reliance on colour with the puzzles. If you have any
form of colour blindness you are going to really struggle with this. There’s several
puzzles which use six or seven colours of similar shades and sometime we had no
idea what we were even looking at. We did get round it with a guide but
otherwise we would have had no idea what was going on.
Also, you can get a number of runs were not that much seems
to progress. The game could do with giving you a bit more in terms of keeping
the progression loop going and give a bit more in terms of rewards when you
solve a puzzle you’ve been working on for days. The biggest issue though is
that a lot comes down to luck. You can stack the deck in your favour but
sometimes you simply won’t get the room you need drafted for what you are
trying to do in that run. All that said, we did keep going back again and again
to it.
Overall, Blue Prince is a refreshing, interesting and
original game. All the individual elements may be small, but when they are
brought together it has created a high quality adventure game that will keep
you curious and wanting to venture back in for one more go. It’s not perfect
but its about as close to as we have seen for a fair while.
Overall 8/10
Monday, 20 April 2026
Ghost Master Resurrection Review (Switch)
There was a time when strategy games of a certain type were pretty much limited to the PC due to the mouse controls. Games like Dungeon Keeper, Evil Genius and Ghost Master all provided level based, objective driven goals which normally required some building and trap setting. The last time we played Ghost Master was around 2003 so it’s been a fair while since we tried any spook-themed strategy.
The first thing to say is don’t expect much from a visual
point of view. The game is pretty much just the original with sharper images.
If you can imagine the sims with ghosts, you are close to the mark. But levels
are clear and you can see what’s going on so it’s not something that really
effects the way the game plays.
The structure of the game sees you picking a location
(normally based on a horror film or other haunting stereotype), then picking
from a team of ghosts and heading into achieve whatever the objectives are. As
you progress you unlock more ghosts, each of which have different powers and
skills. More can be rescued from the within the levels by achieving certain
goals as well – breaking a glass jar holding a floating brain for instance.
Generally, the objective is to try and scare people out of locations,
but this does get mixed up quite a lot. One level has you trying to get
characters to finish the summoning of a demon, while another requires you to
get the people roaming the house to uncover the various dead bodies hidden
within it. This is all done by possessing various objects and areas.
This requires some forward thinking as certain ghosts can only
be bound to certain things so you need to have a team capable of doing the job.
There is an auto select option for those not sure though. If you are going to
need to attract people to a certain area you are going to need a ghost that can
make noise for instance, or if you need to knock something down, you’ll need a
ghost that can control wind or create tremors.
Scaring everyone is always entertaining but it can be
frustrating at times to get characters exactly where you need them. Especially,
if you want them to try and complete a specific task. Some of the trapped
ghosts are also obscure puzzles as well that require a real knowledge of ghost
powers. Generally, though the game is forgiving enough for anything not to be
too big a problem once you get used to it.
In terms of the games transition to the Switch, it has
worked well. It’s not the most complex game of its type in terms of mouse
controls as you are generally attaching ghosts to specific, non-moving points
and the movable cursors does a good enough job at this. The camera is a bit of
a pain, but then it always was and it’s easy enough to move up and down the
levels of a building with the press of a button. We also found we could play
the game perfectly well in handheld mode without squinting to see what was
going on, something a lot of these types of games suffer from on the Switch. One
thing we are little surprised by though is there are no mouse controls or touch
screen on the Switch 2 version.
Overall, Ghost Master remains the game it always was. It’s
fun and silly with some good core strategy backing it up. But it can also be a
bit fiddly and frustrating at times. If it’s a game, you remember playing or
you are a fan of this genre then it’s well worth revisiting as it does hold up.
But it always had some faults, and little has been done in this remaster to
address those.
Overall 7/10
Saturday, 11 April 2026
The Last Ninja Collection + Bonus Games Review (Switch)
Of all the collections we thought might make their way to the Switch, we didn’t have a Last Ninja collection at the top of our likelihood list. With the prevalence of C64 releases on the Evercade that seemed like a far more likely destination. We are however delighted to see one of the most iconic franchises of the 8-bit computer era find its way to a new audience.
One-time British powerhouse, System 3 has been pretty quiet
for a long time. We had a Putty Squad release a long time ago and Constructor,
but this is by far their most high-profile release for decades. Even then, it
took a Kickstarter campaign to finally get the franchise over the line in some
form. In terms of context of why a Ninja game was out on the C64, it can help
to remember that the West was absolutely obsessed with Kung Fu and Eastern culture
back in the 80’s, with martial arts movies prevalent at video rental shops.
What you get included here is The Last Ninja one, two and
three and the Last Ninja Remix with the C64, Amiga and ZX Spectrum versions of
the relevant titles. As well this Internation Karate and IK+ are added in as
bonus games along with the easily forgettable Bangkok Knights.
There’s no hiding that anyone new to these games is going
have a steep learning curve to go through. The games are difficult and the
controls and isometric viewpoint will take some time to adjust to. The basic
layout of all three games is similar. You explore a level, pick up weapons and
key objects and then progress to the next. But you can leave key items behind
and then find you can’t progress later such as the glove in the first game
which is needed to pick up a poisoned rose later, or the shuriken’s in the
second game.
There are also traps and puzzle elements to overcome and the
river and swamp jumping sections were infuriating even in the 80’s. All that
said, the first two games are stone cold classics and when it clicks, they still
offer a unique experience. The Last Ninja 3 isn’t as strong sadly and the emphasis
on almost constant combat makes things very frustrating.
Which brings us to the added quality of life features. Or
lack of them. There is no rewind function which is the biggest shame as that
would have really made these games accessible, and no way to implement any kind
of cheat codes. There is a save function. But each game can only have one game
saved and there is also no quick save and load option, meaning you have to quit
and then reload when you want to load again. Why we couldn’t just have a load
option in-game I don’t know. That said, the screen transition very quickly so we
didn’t find it to be a major issue and we were loading a lot. It’s strange
though as the Steam version seems to have one.
The other disappointment is the extras. It seems clear the
museum text is pretty much all identical for each game with a few words (such
as the platform) changed. That’s a real missed opportunity as getting a real
insight into some of these titles would have been great.
We are somewhat surprised that IK+ doesn’t get a bigger
billing on this collection as it was arguably as iconic as the Ninja games back
in the day. Here you have three combatants on a single screen trying to score
points to win a round of karate. As these are 8-bit computer games, controls
are based around a one button joystick configuration. In this case, you hold a
button then press a direction to break out different moves. It actually works
really well, and no matter which version you are playing it’s a great high score
chasing games.
We found that the Last Ninja games where best played in
their C64 guise. This makes sense as this was originally the main platform for
games. The ZX Spectrum version of Last Ninja 2 is also remarkably playable. We
found the Amiga versions, although they look a lot better, to be far less
playable. And if anything, the extra graphical detail made the environments more
difficult to traverse and objects more difficult to find.
Overall, we are just really happy that this collection exists
at all. These are games that really should be preserved with Last Ninja 1 and 2
and IK+ being among some of the most iconic games the British games industry
has ever produced. Yes, there could be more here in terms of the quality of
life and museum features, but we can hope for that in an update. We just hope
that this gives System 3 some latitude to get other release out the door, we
would love to see a Putty or James Pond Collection in the future also.
Overall 7/10
Monday, 6 April 2026
The Rogue Prince of Persia Review (Switch 2)
We didn’t have a Dead Cells inspired Prince of Persia rogue-like game on our prediction list but now it’s here we are certainly glad it exists. The team responsible for some of the Dead Cells DLC are behind the wheel here and while it is clear what the template is, it also does enough to stand out. It released digitally a while ago, but with the physical release on the horizon we decided to take a deeper look.
The story is that the kingdom is under siege from the Hun.
The Prince is knocked out during a battle on the outskirts of the city and
awakens three days later to find the city besieged. He now must make his way
through to the inner palace to save the day. It follows the same sort of format
as Dead Cells does. You enter an area, are allotted a standard weapon, a tool
and an upgrade from the unlocked roster and then search for an exit to the next
realm. There is normally more than one route you can discover to add some variety,
and more can be added as you discover maps and information in your adventure.
There is a stronger story element than Dead Cells though. As
you discover clues and information, you’ll get little mini quests to complete to
further the plot. These are normally things like finding out who has been
kidnapped or locating certain items, but they add another layer to the game and
the gradual unravelling of events is entertaining. There are also NPC’s to talk
to and some will return to the Oasis to offer services and more plot specific points.
Away from this it’s the standard structure of push forward as far as you can,
unlock as many permanent upgrades as possible and rinse and repeat until you
win the day.
The pace of the game is also much faster than Dead Cells. The
sense of inertia and momentum we now associate with the Prince of Persia has
been captured beautifully. There are a whole host of zooms, walls run, wall
jumps and other moves that keep the Prince bouncing around the levels, and the combat
fits perfectly into the pace as well as you dodge and flip around. It’s clear a
lot of thought and feedback has gone into getting this just right and it makes
each run a fluid joy. As a result, the game is also far more platform heavy
than Dead Cells to the point of being Super Meat Boy like with its traps and
contraptions at times.
The ‘Sands of Time’ reversal mechanic is tied into the
narrative this time by the fact that when the Prince dies, he reverses back to
awakening in the starting Oasis. Only, any people he has rescued or story
points he discovers return with him. You can’t rewind time when you make a mistake
though, a good choice as that would clash with the genre conventions.
The look of the game is closer to the long-forgotten cell
shaded Prince of Persia which came after the ‘Sands’ trilogy. It gives it a
story book aesthetic which works well and allows for clear definition on the
screen. We are also very grateful to see a host of colour-blind options that
can be set - something Dead Cells really needed when we first played it. As a result,
it means frustration is kept to your own limits of your skill set rather than
things you can’t see on the screen.
Overall, The Rogue Prince of Persia has been put together
very well. This may seem like a strange source of a Rogue-like title but it in
practice it works perfectly. There’s even an argument to be had here about it
being better than the Metroidvania version of the Prince we got not so long
ago. We are slightly surprised it wasn’t a piece of extended Dead Cells DLC,
but it’s certainly been fleshed out into a rewarding and fun game. It’s very
much worth playing if you are a fan of Dead Cells or Prince of Persia.
Overall 8/10
Monday, 30 March 2026
Planet of Lana II: Children of the Leaf Review (Switch)
We were a little surprised to see Planet of Lana receive a sequel. The charming first game is one of the most beautiful looking and sounding indie platformers out there, but it felt like one of those flashes in the pan moments of genius and it’s not exactly like cinematic platformers are that prevalent.
The second game, somehow, looks even more beautiful and
continues the story of Lana and her weird pet Mui as they adventure across the
planet of Novo. It’s set two years after the events of the first game (which is
deftly recapped) and shows how the various tribes and factions have taken to
the now discovered technologies scavenged in the aftermath of the first.
Lana has a host of new ways to move around, with faster
movement, sliding and things like wall jumps and the ability to swim now in
place. As a result, movement is much more fluid than the original, but the platforming
sections or also a bit more fiendish as well. The heart of the game though is
about solving puzzles. Early on, Lana will normally be given requests from
settlers and then head off to find something. This acts as a good introduction to
her new skills while showing off the gorgeous visuals and setting up a healthy chunk
of world building.
Almost all puzzles require you to use the two characters in
partnership with each other. Mui can manipulate technology and pass control on
to other animals. So, most puzzles fall into a pattern of working out how to
get Mui to a point they can take control of something, then working out where
that goes and then getting Lana to race to the new location. An early example
of this is where Lana needs to retrieve a particular piece of seaweed from underwater.
It requires getting Mui into a shallow pool of fish, then getting the fish
through a dangerous area using its ink special skill and then getting Lana to
clear a path and then trap a predatory fish before her air runes out.
It’s quite different from the original game in terms of how
it plays out. In the first game you were normally hiding or running away from
technological monstrosities. And while that is still the case in places, this
is much more about using the different animals and interacting with the
population. The game feels much more alive as a result.
With most puzzles having a clear timing element it means
players need to be precise and agile to get through as well. Controls are slick
and precise though, so frustration rarely comes from a clunky input. The game
is also exceptionally well checkpointed, so when you do die there are no long sections
to retrace. We also found the game was far less frustrating than the original
with regards to its puzzle design with it being clear most of the time what we
had to do.
Planet of Lana is a beautiful game, but the sequel is off
the charts. From the villages to mountain tops and the technological
encampments it all looks astounding. The score that goes with everything is
also exceptional, really breathing life into the locations. Progress is
rewarded with visual highlight after highlight, and it really does keep players
pushing through the game. The art design here is akin to something studio
Ghibli would be proud off, it’s simply breathtaking.
Overall, Planet of Lana II manages to somehow be even better
than the original. Every aspect has been improved, and the original was already
an exceptional game. The sharpening of Lana’s movement is a delight, and the
majesty of how the game looks makes it irresistible. It might just be a touch
short for a few people but then its still longer than the original. It’s hard
to see anyone not liking this. It comes highly recommended.
Overall 9/10
Monday, 23 March 2026
Sands of Aura Review (Switch)
While the top down and ismoteric dungeon crawling genre has been an ever present on platforms like Steam, the Switch has seen far fewer titles make it over to the platform. Of course, there is the giant of Diablo and a few games such as Moonlighter but overall it’s all Rogue-likes and Metroidvania’s that dominate the indie sales of the eshops. Sands of Aura it a solid and content filled attempt to change that.
The game is an open world adventure where most of the world
is buried beneath a huge sea of sand. Players spend most of their time delving
beneath the sand in dungeons, looking for ancient relics with the overall goal
of restoring life to the world. The dungeons are dark and complex with well-designed
layouts that wind around labyrinthine like. They are perhaps a little too dark
at times though as we kept falling off the edge of things we couldn’t see.
You don’t spend the whole time in the dark though as there
are numerous settlements and islands above the ground to explore as well and
players can take sand ships to sail around the sand ocean looking for new areas
to explore. While you do have quests, you can explore fairly freely as long as
you can stay alive.
There’s a certain Dark Souls feel to the game as well. It’s
certainly not as crushing as the Souls series, but the linking level designs,
combat pace and the fact you drop all your money when you die certainly show
the rootes winding through this. It did make us wonder what a full isometric Dark
Souls game might look like.
There’s certainly a lot for players to get involved with here
as well. Your inventory is detailed and upgrading is the only real way to improve
weapons and armour. You don’t pick up new weapons as such, but instead different
parts such as pommels or blades and then forge them together to create upgrades
and imbue special qualities. This goes for armour as well and you’ll find you
are always collecting things, sometimes to the point that you aren’t really
sure what you hard earned junk collection is useful for.
Combat is solid as well with a good range of moves and
options. You have your standard light and heavy attacks along with rolls and
dodges and both a shield and parry system. Add in special attacks and spells
and you’ll find there are a range of options for players to think about in how
they approach the bashing of enemies.
The only real issue with the game is that it’s quite ugly to
look at. Its indie routes are very much on show above ground where we had a lot
of noticeable pop in and there is a real blandness to colours and textures. A
lot of the time you don’t notice this as the camera stays fairly close, but
when you are looking out over the sand sea or in certain positions things
really show their lack of details. This isn’t a massive issue due to how
engaging the game can be, but if you find yourself repeating difficult sections
it can quickly become dull and doesn’t help with getting lost in the maze like
levels.
Overall, Sands of Aura is an engaging and deep game that if
you dig into it will keep you engaged for the hours and hours it will take you
to complete it. It does take engagement from the player to get the most out of it
though and you’ll need to spend a good few hours getting used to how everything
works. It’s the sort of games that Souls and Diablo fans should get on well
with and just accessible enough for those not so hardcore to enjoy it as well.
Overall 7/10
Monday, 16 March 2026
The Prisoning: Fletcher's Quest Review (Switch)
Here at Retro 101 we are huge fans of Elden Pixels and everything they put out. The Alwa games remain among our favourite indie games, and we have reviewed and rated the company’s entire output. We even had the good fortune to be able to review the physical NES copy of Alwa’s Awakening when it released some years ago. With that in mind we are always looking forward to a new release and The Prisoning doesn’t disappoint.
The concept of the game is that a developer is working
through one of his nightmares and fighting off all those pesky inner demons. Along
the way you’ll encounter a cast of very meta characters and there are lots of
jokes and quips about the development and publishing process. In terms of the
game design, what this amounts to is a platform adventure game with some
Metroidvania elements. But one that plays more like an Amiga or old DOS
platformer than what we are perhaps used to today.
Graphically, the game matches the Amiga aesthetic as well. It’s
not a million miles away from something like Rick Dangerous or the original
Duke Nukem platformers. It matches Elden Pixels general approach to the look of
their games, although this is closer to a Void Hope than the purposely NES and
SNES looking Alwa’s games.
The game plays out over one large level with multiple checkpoints
throughout. These take the form of a sort of bar kiosk were every time you die
you recycle through the vending machine nearby. Death is a near constant as you
can only take two hits before expiring. Even that must be earned as right at
the start of the game you are naked and unarmed, meaning you have a few tough
sections to get through before the game opens up to you and you get your
clothes and handy pistol.
The two-hit mechanic also makes boss fight pretty tough as
you’ll need to pretty much perfect them to win. Even taking on a weird
mechanical horse thing early on proved a tough obstacle as it was filled with
attacks seemingly impossible avoid (until we learned the pattern), with and a
health bar that stretched across the screen.
Collision detection is also a tiny bit lose which doesn’t
help. Several times we found ourselves losing a hit when we were convinced we
had avoided an attack. There’s nothing here that derails the experience, but it
certainly can be frustrating at times as the game has a pretty high difficult.
Generally, though, the controls are pretty tight and
responsive. Your character moves around at a crazy pace so zipping about from
checkpoint to check point is quick and fun. Jumping and attacking is also precise,
so everything is satisfying and enjoyable. You can warp from vending machine to
vending machine as well which adds even more pace to the game. We can see this
becoming a popular speedrun among indie games for sure.
Being in the Metroidvania mould you of course start to
unlock new abilities as you progress such as a double jump and a slide which makes
you invincible for a second or so. This in turn opens new areas to explore.
Early on for instance you’ll find your new double jump allows access to a UFO
which then takes flight into a short side scroller shooter phase before
crashing into a new location.
Despite how many of these games we have played in the past
we did find that the approach that The Prisoning took kept things fresh and
pacey. It goes to show how slight changes to approach can keep things
interesting and having this slightly closer to games like Switchblade in terms
of style certainly helps it.
Overall, The Prisoning is another fun title from Elden Pixel
that shows the studios unique humour and its ability to take tried and tested
genres and add their own twist to them. This game may not have the same impact
as Alwa’s Legacy on the wider market but it deserves to. For retro gamers or
those who find humour in the subject matter this is an easy purchase.
Overall 8/10
Monday, 2 February 2026
Street Racer Collection Review (Switch)
I don’t think it’s a secret that we do love a QUByte collection here at Retro 101. As long time SNES collectors it’s great to see some of the more obscure titles out there being given a second life and we’ve been hoping Street Racer would get a release for quite some time. Indeed, back in the day there was a semi-sensible argument to be had that it might even be better than Mario Kart.
This collection may seem a bit strange as there was only one
game in the franchise, but it becomes more coherent when you realise Street
Racer was quite different depending on the system you played it on. Here we
have the SNES, Mega Drive, Gameboy and DOS versions of the game with their
various quirks and alterations.
We’ll start by saying that the Gameboy version is only here
from a curiosity point of view and you’ll likely spend a few minutes with it as
it’s not great. A bigger shame is that the package omits the PS1 and Saturn
versions of the game. They are most closely aligned to the DOS version but much
tighter in their controls so it seems an odd choice unless there were emulation
issues, but then there’s no shortage of either consoles games on the Switch
currently.
The most well-known version of Street Racer is the original,
SNES version from 1994. It was most notable for allowing four player split-screen
via the multiplayer adapter. Something that’s seems crazy now when you think
just how crushed the image would look and how small TVs were at the time.
Still, it’s a crazy cross between street fighter (there’s even a sumo wrestler
driver), and kart racing with a host of colourful characters in crazy, Wacky
Races style vehicles.
Each character has a front and rear attack that can be
deployed whenever you like and they can also punch to the left or right. Karts
have health bars which when depleted see you really slow down. The only on
track collectibles are stars, which can give bonus race points and turbo picks
ups. The structure is like Mario kart in that you engage in a series of races
across themed courses in different cups. You can get bonus points for punching,
lapping opponents or a few other things though which means even if you finish
down the pack you can stay competitive. One thing we will say though is the
controls feel a tad lose compared to the Evercade version, which is odd.
The one real issue is that the tracks are really short. This
is evened out by races having a higher lap count, but it can be almost impossible
to get yourself to the front of the pack if you have a bad start as a race can
fly by in under a minute. It will be a lot for new players to take as it’s very
fast and frantic, far more so than other kart games. The SNES version at least
gets to utilise its mode 7 to make tracks seem as dynamic as 16-bit consoles
will allow.
As well as the standard racing there are two fun bonus modes
included. There’s the rumble where all the cars are in an arena and you need to
knock them off the edges, and a soccer mode where you are trying to score
goals. Both games work surprisingly well and are good distractions.
The Mega Drive version by contrast doesn’t hold up as well.
The lack of the Mode 7 magic means you get quite generic tracks which all seem
to blend after a while as they snake away into the distance. It all feels a bit
dull and samey, a real shame as the game still moves at a frenetic pace. Much
like the Gameboy version it seems unlikely you’ll spend much time with this.
The DOS version at least brings something different to the collection.
The game looks and plays quite a bit different with tracks designed to look
more cartoon like and races taking a steadier pace. There are also a few collectibles
and picks ups you can use. It reminded us of a slower Wacky Races than the
chaotic SNES game, but it is something you’ll likely go back to a few times.
Overall, while we personally are happy to see one of our
favourite games from the past revitalised there are a few problems here. The
price of £17.99 is way over making it an impulse purchase and seems a strange price
point for an obscure title. Also, missing the PS1 and Saturn versions is a real
shame as if you are putting together a collection like this it now feels
incomplete for the hardcore fan. That said, the SNES and DOS versions are fun,
so if you can overcome the price and lack of completeness then there’s a lot to
play with here.
Overall 7/10
Monday, 26 January 2026
Blood: Refreshed Supply (Switch)
We are fully aware that Retro 101 is in danger of becoming a Nightdive Studio review site. It seems there is a new revival almost every week. But then we can’t argue with either the quality (most of the time), or the fact that a studio is bringing so many classic FPS games from yesteryear to a new audience. The latest of these is the obscure Blood, which originally came out on the PC in 1997.
Blood is a gothic
horror themed game that is set out stylistically across the 1920’s 30’s and 40’s.
You play as Caleb who is set on taking revenge against his former master and
will need to blast through a host of cultists and demons to gain his vengeance.
The weapons here are
not your standard fare such as flare guns and pitch forks. Most have secondary uses (unique for the time),
and there’s even a powerup that lets you dual wield. The flare gun is a particularly
satisfying weapon as once you have hit a target they will then burst into
flames a few seconds later. Theya re all pretty brutal though.
One thing to say
about the game is it’s incredibly difficult. We struggled to get off the first
level for quite a while and that was with quick saves. There is little ammunition
around for guns and even the most basic of enemies can take down your health
very quickly. Enemies with projectiles are also deadly accurate, even on the
default difficulty settings. This means the game can be a bit stop and go,
sometimes you’ll be tearing around at super speed, while others you’ll keep
getting cut down by the same annoying cult member you can’t see. There are
plenty of settings to paly around with if it all gets too much.
As always with Nightdive
releases this is a pretty complete package. The expansions for the original
game have been included along with a new episode and even a host of unreleased
levels can be found and played in the archive section. Multiplayer is also here
and previously removed graphical flourishes such as weather effects have been
added back in. As usual, there has been a lot of care and attention spent on
this.
Blood is not a game
we’ve played before, but it has a cool retro horror vibe and a unique
atmosphere which sets it apart from most of the other FPS’s we can think of. It’s
somewhere between Hexen and Doom but somehow much crazier than either. It could
well be one of the most overlooked and underrated games of the genre as it brings
a lot of innovations and fresh ideas.
Overall, this is
another excellent remaster of an obscure game from Nightdive. It’s hard to see
this selling massively, which is a shame. The lack of awareness or big name
associated with the game may well see people skip it but it’s an entertaining
spin on the genre. Anyone who has been steadily making their way through the continual
FPS output should certainly check this out and for anyone out who has fond
memories of it back in the 90’s, this won’t let you down. It just might be a
bit tougher than you remember.
Overall 7/10
Monday, 19 January 2026
Dave the Diver Review (Switch 2)
Originality is a lost art in the realm of video games. But just when you think you’ve seen it all someone will invent a game where you must evolve fruit into a watermelon. This has little to do with Dave the Diver, but if I told you this was a procedural generated rogue-like with a gear building and management element I bet you’d think you had seen it all before. But wonderfully, you haven’t. Even with all these tried and tested components Dave the Diver is actually original…enough.
Split
between two main game types our hero, Dave, searches the depths of the nearby
‘Blue Hole’ by day and tends to the needs of customers at the local rundown
sushi restaurant at night. The diving section see Dave catching fish for the
restaurant and taking on fetch quests for items which have manged to find
themselves in the deep. As the game progresses, you’ll need to continually
upgrade your gear to reach lower depths, breath for longer and fight off larger
and larger aquatic creatures.
At night
any fish caught can be turned into treats to serve at the sushi restaurant.
After setting a menu customers will come in and Dave is required to run around
serving drinks and delivering food which is continually dispensed from the
chef. As time progresses, you’ll get ever more tasks to attend to such as
clearing away bowls and grating wasabi with the overall goal being to get the
restaurant as popular as possible. It’s kind of like if someone mixed Root Beer
Tapper with Theme Park.
You also
have a mobile phone which continually updates with new apps providing you with
more and more to manage. You’ll need to keep up the social media promotion for
the restaurant, check emails for requests, answer scientific queries, develop
weapons, and gear and hire staff. Life at a small restaurant was never going to
be easy after all.
It’s a good
thing then that every aspect of the game works and remains fun throughout. The
short but chaotic bursts of the restaurant are a perfect juxtaposition with the
more tranquil and longer diving sections. While the continued upgrading of gear
and unlocks move at a pace that means there is always something new to do or
slightly further to explore without it seeming completely overwhelming or
becoming stagnant.
It helps
that the game looks joyfully lovely. The Blue Hole is a gorgeous place to
explore and even though it’s procedurally generated for each dive it still
conforms to a sort of logic that means it’s both memorable and mysterious at
the same time. There’s a wide range of fish swimming around and various sizes
of creatures to capture, kill or simply avoid with the biggest sharks acting as
unofficial bosses and gear check points. The above water sections are as
equally full of life in their own way with characters all having their quirky
charms and the customisable restaurant fitting the setting and overall tone
well.
Overall,
Dave the Diver is a welcome addition to the Switch library. The fact it has had
the attention spent on it to optimise it for the Switch 2 also speaks volumes
about the development team. Everything it sets out to do it achieves pretty
much perfectly. All the different aspects of it blend to produce a wonderfully
quirky and fun adventure for players to undertake. It remains as essential on
the Switch 2 as it did on the original and the steady stream of DLC means there’s
a lot of life left in this one.
Overall
9/10
Monday, 12 January 2026
System Shock Review (Switch 2)
It was only a month or so ago that we looked at the System Shock 2 Remaster on the original Switch. Where that added some quality-of-life features and some HD filters it was still pretty much the same game. This remake of System Shock is a much more fully rounded reimagining from the ground up and a very different beast.
We’ll admit to not having played the original game before,
or indeed, the System Shock remake on any other systems. In that respect we can’t
comment on how this looks and runs compared to a PS5, but then you would
imagine it doesn’t look as pretty by the very nature of the console. We are
also aware that upon initial release the game was reported to have numerous
problems regarding its framerate and some graphical quirks. Even up to a few
weeks ago there were plenty of videos out there showing quite considerable
stutters.
However, from what we can tell, a large amount of these
issues seem to have been solved. We’ve not put the game through a framerate checker,
but it is fair to say nothing as dramatic as what has been circulating around
has happened during play. Apart from some very brief stutters when loading, the
game seems to run in a much more stable way. It is certainly playable and at no
point did something happen performance wise that effected gameplay and much of
the time we played it in handheld mode.
The only bug we did encounter is the widely reported textures
issue. Basically, the first time you load up the game it doesn’t load in all
the textures, so you are left with a mix of HD assets and pixelated mush. Details
such as numbers on keypads and text for instance are just a pixelated mess. After
reloading a save though the issue has never repeated itself.
Now the game appears to be in a stable and playable state it
certainly makes it easier to see what the fuss is about. You are a hacker
placed onto the Citadel orbital station and charged with bringing down the Ai
security system that has started to take control. Failure to do so will see the
stations mining lasers used to destroy all of earths capital cities as the Ai
SHODAN tries to establish itself as a god. The game plays out as a mix of first
person shooting and adventure and there are light RPG elements in place as well
which allow you to augment your character and take different approaches to playing.
The real strength of System Shock is the setting and
atmosphere. The station is a winding mass of labyrinthian tunnels and hatches.
Some of which twist and turn into huge areas, meaning you aren’t simply moving
from small room to room. It’s easy to get lost or wander into areas you aren’t
prepared for but that’s kind of the point of the thing. You do have map to help
you and there is a certain amount of logical progression from gathering
keycards and activating bridges and doors. We certainly didn’t find ourselves
with no clue where to go as there was always somewhere new to explore.
It's certainly not a fast paced game and you’ll find edging
around slowly and quietly to be a much more successful approach to exploration.
The station is filled with mutated monsters and security cameras, and you take
heavy damage from combat, so it is always vital to be properly prepared for what’s
around the corner. Weapons and ammunition can be hard to come by as well so
there is always the tension of potentially being overwhelmed by what lies
ahead. System Shock certainly hasn’t left its survival horror routes behind.
The story mostly unfolds through audio logs from the crew
that you pick up while exploring. As well as giving passwords and combination
codes, they also highlight the desperation of the few surviving crew as the
fast decent of the station is brought to light. You can certainly see how the
DNA of the game went on to heavily influence the Bioshock series. There is also
a host of junk and all manner of other items to pick up as well so it pays to
search every area, even it does mean spending some time organising your
inventory and converting junk into the in-game currency.
Overall, the System Shock remake is an incredibly tense and
effective survival horror game. The performance may not be up to the PC or PS5
versions but its certainly running in a good enough state to enjoy now on the
Switch 2. It kept us captivated and engaged throughout and there was nothing performance
wise that broke that immersion. If you are a fan then it seems safe to get this
now, it’s an experience unlike any other.
Overall 8/10











