Bitmap Books

Monday, 17 August 2026

R-Type Dimension III Review (Switch)

It’s been a mixed bag to be an R-Type fan other the last few years. Dimension EX was a strong remix of the original two games but then R-Type Final 2 was a considerable letdown. It leaves fans stuck between wanting remakes of their favourite games and still holding out hope that something new will appear. We should say that we are deliberately reviewing this late. With this review coming after the second major patch for the game and after the developers vowed to address some of the many issues raised by fans.

R-Type Dimensions III takes the Super Nintendo game R-Type III: The Third Lightning and rebuilds it from scratch with new graphics. This is of course where all the controversy started. In rebuilding the game and adding the 3D graphics the hit boxes and enemy behaviour has been changed so much that an already crushingly difficult game was made ever tougher.

We always find it an odd choice for developers to rebuild games like shoot’em ups from scratch like this. It runs the risk of alienating previous fans as things have been changed in terms of the flow and is unlikely to attract new fans as they will want to experience the original. It’s even more bizarre in a sense as you can change the graphics back to the 2D pixel style of the original, except of course it isn’t. The game does look great though, in that respect you can’t fault the visual upgrade.

Where it gets a bit confusing is with things like the lack of quality-of-life features or other things you tend to associate with these sorts of releases. This may have redesigned assets from the ground up but in some sense, it would probably have been better to but an HD filter over the original and add in the usual rewind and save features. At least that would have kept the gameplay the same and probably avoided a lot of fan unrest. It’s certainly an argument for having the original game available on any of these remakes and upgrades in the future. What is here is an ‘infinite’ mode where no matter how many times you die you just keep going but there should be some middle ground between complete death and invincibility.

The game itself was always a tough one, and never the finest R-Type cut. It is the first in the series to allow players a small amount of customisation in the form of being able to pick from three different force units, each with their own attack styles. The level design is also strong enough to be worth revisiting, be warned though, it really throws you straight in at the deep end and new players will probably struggle to get off the first level for a significant amount of time.

In terms of the version we now have there have certainly been improvements. The hit boxes do seem a bit better now and the game certainly runs at a crazy speed and incredibly smoothly. The 3D graphics are still be a bit too busy at times though and it can be difficult to tell what is in the foreground or background and what is something that needs to be avoided.

Overall, it’s clear that the intentions with R Type Dimensions 3 were good, and the continued support by the development team to try and fix the issues is to be commended. That said, we still would have preferred to have access to the original game as it was. To not have access to that in some way just seems like a huge oversight. As it is, the game looks great but there are still some frustrating issues that stops it reaching the greatness of other games in the series.

Overall 6/10

Monday, 10 August 2026

City Hunter Review (Switch)

For many out there you probably have never heard of the City Hunter Manga. We first became aware of it via the Hong Kong movie featuring Jackie Chan. Even after this though we didn’t realise there was a host of other City Hunter material available and we certainly had no idea that there was an obscure Japanese game released on the PC Engine. Now, like many an obscure retro game before it, it is being brought to a wider audience with a slightly new coat of paint.

Like many action games of the time, City Hunter is a side scrolling mix of shooting and platforming. It has heavy arcade roots but is set out over three chapters. You can choose any chapter you wish but in all honesty they all play very similarly. You move left and right, enemies continually generate and you can also move up and down stairs or go through doors into new rooms. Some rooms will have quest items or people in to talk to. There are some slight variations where sometimes you have to avoid traps but on the whole, you are walking, shooting and looking at identical looking doors.

There are a few additions to the package but nothing that really makes it a must own. Theres a nicely presented representation of the original PC Engine box and a juke box. There are a few filter options and you can also play the original version of the game as well a the more refined one. It is a bit lite overall though and while all these things are nice to have it nots going to make the game essential unless you are already a fan.

Overall, this is going to have a very niche appeal when it comes to players deciding if it’s worth adding to their Switch library. For someone out there I’m sure this will be the easy access to an obscure Japanese game on an obscure console that they have been looking for. For the rest of us though there just isn’t enough here to really warrant the purchase. The game was never that amazing to begin with and this is just a slightly shinier version of that same average game.

Overall 5/10

Monday, 3 August 2026

Constance Review (Switch 2)

It was only a matter of time before some of the more interesting games that were bundled on Evercade cartridges started to find their way to other systems. And Biomechanical Toy is certainly one of those. A fairly obscure arcade release, it never received a home computer version, so this really is one for gamers looking to experience a little piece of cult arcade history.

In terms of how the game plays, the Amiga influence is very clear to see. It has the graphical look of all those weird Amiga platformers and also the slightly lose controls that tended to be the characteristic of any of these games not released on consoles. The levels are all set in a surreal sort of theme park/circus and your goal is simply to get to the end of each, blasting as much as you can.

In general, the game plays well. The main character is responsive and the weapons have a good weight to them. The levels are tough but its not as unfair as most arcade games of the time. It certainly seems like at some point there was an idea of porting this to home systems in terms of how it plays as there is a fairness and sort of balance to it. It’s still pretty tough though, just not in that way that most arcade games are designed to suck up all your money.

In terms of extra content there is n’t anything revolutionary here. You get the usual selection of filters and borders and some quality of life features such as being able to save and also rewind. The rewind is always useful as it stops the need for the constsnt reloading you would otherwise have to do. There is also a gallery included and you can listen to the games soundtrack via a jukebox mode. Some more info about tis development would have been welcomed as its so obscure but there’s enough here to peak the interest for a little while.

Overall, Biomechanical is a fun release and one that sits alongside some of the other weird and wonderful cult games nicely. We are always happy to see these more obscure games brought back into the light and the fact it’s a pretty decent one just makes it all the better. The usual reservations will apply for anyone who struggles with these older games but retro game fans and fans of arcades will love it.

Overall 7/10

Sunday, 26 July 2026

Biomechanical Toy Review (Switch)

It was only a matter of time before some of the more interesting games that were bundled on Evercade cartridges started to find their way to other systems. And Biomechanical Toy is certainly one of those. A fairly obscure arcade release, it never received a home computer version, so this really is one for gamers looking to experience a little piece of cult arcade history.

In terms of how the game plays, the Amiga influence is very clear to see. It has the graphical look of all those weird Amiga platformers and also the slightly lose controls that tended to be the characteristic of any of these games not released on consoles. The levels are all set in a surreal sort of theme park/circus and your goal is simply to get to the end of each, blasting as much as you can.

In general, the game plays well. The main character is responsive and the weapons have a good weight to them. The levels are tough but its not as unfair as most arcade games of the time. It certainly seems like at some point there was an idea of porting this to home systems in terms of how it plays as there is a fairness and sort of balance to it. It’s still pretty tough though, just not in that way that most arcade games are designed to suck up all your money.

In terms of extra content there isn’t anything revolutionary here. You get the usual selection of filters and borders and some quality of life features such as being able to save and also rewind. The rewind is always useful as it stops the need for the constant reloading you would otherwise have to do. There is also a gallery included and you can listen to the games soundtrack via a jukebox mode. Some more info about tis development would have been welcomed as its so obscure but there’s enough here to peak the interest for a little while.

Overall, Biomechanical is a fun release and one that sits alongside some of the other weird and wonderful cult games nicely. We are always happy to see these more obscure games brought back into the light and the fact it’s a pretty decent one just makes it all the better. The usual reservations will apply for anyone who struggles with these older games but retro game fans and fans of arcades will love it.

Overall 7/10

Monday, 20 July 2026

Bluey’s Quest for the Golden Pen

The original Bluey game worked pretty well at recreating one of the cartoon episodes in the form of a game, as well as throwing a lot of familiar moments and easter eggs into the mix. It was, in effect and interactive narrative with some mini games that did what it set out to. Quest for the Golden Pen veers more into traditional game territory, taking Bluey into a top-down adventure setting. It has a physical release as well which is nice to see after Sony’s recent announcement.

The story behind this is that players are exploring the world that Bluey and Bingo are drawing while a story is being told around a kitchen table. It’s an attempt to capture the imagination of the characters in a more tangible form. What this looks like in practice is a sort of Zelda-lite game where players wander around the different areas on everlasting fetch and item hunting quests.

There are different lands such as the starting meadow and the forest and each area has something to find such as sweets or goose food which requires a certain amount to be obtained before giving it to whichever characters wants it and then progressing on to the next. There are a host of puzzles to overcome along the way, nothing too taxing of course as this is primarily a kids game. Bluey also has access to a magic want which can be used to zap things. There isn’t really any combat here though and the characters don’t have health bars. The emphasis is very much on exploring and wandering around.

As well as the main things you are looking for there are also lots of other objects such as lady bugs and stones to find. If you don’t like fetch quests this really isn’t for you. Some levels have over two hundred items to pick up so be warned. Puzzles are mainly around things such as switches moving or hitting certain points with Bluey’s wand. Its simple stuff but there is a charm to the aesthetic and its certainly not a game that’s going to stress you. Despite its kid orientated nature though we did find that sometimes we could have used with a bit more guidance on where we were meant to go. You do get a map but its often unclear how you actually finish a level.

As you progress a few more items become available to use such as the birdie glider that lets you floar around and between each level you get a fun cut scene in the cartoon style explaining the set up for the next area. It certainly has some charm to it and the presentation is strong throughout. All that said, it really could use a bit more excitement at times as the environments aren’t interactive enough to make endless wandering fun in its own right.

Overall, It’s nice to see the effort has been put into creating a game around the Bluey license. Much like the first game, kids that like the cartoon should enjoy this. It is also good to the see that something else has been tried in terms of the game genre. However, it just isn’t that fun wandering around all the time. There is the makings of a really good adventure game here but even for kids this is just a bit basic.

Overall 6/10

Monday, 13 July 2026

Psyvariar 3 Review (Switch 2)

The Psyvariar franchise has been around for some time. The first time we encountered it was via the PS2 version where it was a fun, if not top tier shoot’em up with good potential for high scores. There was a sequel and then Psvariar Delta in 2018 which acted as a sort of remix/compilation, but this is the first new game in the franchise proper for a very long time.

In terms of presentation this is what you come to expect from your standard post 2010’s vertical scrolling shooter. The ship sits at the bottom of the screen, flies over 3D environment scaling below, avoids bullets and shoots things. The twist with Psyvariar though has always been about really pushing your hit box as close as you can in order to powerup and maximise you score. You must get the enemy bullets to skim you which continually boosts the bonus the pot. You can also spin you ship which makes it a bit slower but helps with the hit box and also changes the intensity of your own bullets.

Speaking of those 3D environments, Psyvariar 3 looks beautiful beneath the chaos. A lot of care an attention has gone into making the stages look as stunning as possible. Unfortunately, this is also a bit of a problem. The environments are so busy and fully constructed that it can be very difficult to judge incoming fire, enemy ships and even what is and isn’t an actual obstacle. This would be a major problem if it wasn’t for the fact you can go into the settings and change the brightness. Doing so helped to resolve the problem and it at least allows for the individual player to find something they are comfortable with.

The game contains a good amount of content for players to get stuck into. There are seven characters to choose from (including Cotton from that series as a guest), Arcade mode, Arrange mode (which allows upgrading to make the game easier), Caravan, Endless and Mission Modes (49 short challenges). It plays out over seven pretty large stages as well with the expected spectacular boss battles at the end of each. It’s a nice package for fans who really take to the game as there is always something to go to when you want to change things up a bit. It’s certainly not just a quick arcade style port. It also runs buttery smooth, even in handheld mode, something essential for games in this genre.

If there is a downside it's that the overall design aesthetic does seem a bit bland. If you think about the iconic games from the genre there will be bosses, ships and levels that instantly spring to mind. Who could forget pretty much all of Ikaruga for instance? But here, though everything works well, nothing really stands out to that degree. As a result this isn’t as essential as games like Radiant Silver Gun or some of Caves output. Instead, it becomes as must play for those that are really into the genre.

Overall, Psyvariar 3 is a well put together shoot’em up with a gimmick that makes it unique and keeps it separate from others in the genre. However, it’s not up there with the real top tier shoot'em ups. If you are into these types of games you’ll get a lot out of this. But we suspect most players will have a list of a fair few games to buy before they reach this.

Overall 7/10

Monday, 6 July 2026

Citzen Sleeper 2 Review (Switch 2)

 

The first Citizen Sleep was a resounding success, with its space styled cyber punk aesthetic and the mixture of rich storytelling and board game and RPG elements. In fact, it garnered a dedicated following and even had a card game version appearing. It’s not a massive surprise then to see a second game in the series.

There is no direct link to the story of the first game here. Continuity wise it is set a little later in the time period, but new players won’t feel left out if they start here first. To add to this, your character is a malfunctioning android who has no memory of anything either so it’s very much about discovering the world for the first time.

There are a handful of classes to choose from, and you can also upgrade skills and buffs as you get points from completing various missions and objectives. These then add modifiers to your dice or allow you do things like create rerolls or fix them should they become damaged.

The premise is simple, at the start of each cycle (or day) , you get a number of dice that are randomly generated with which to carry out actions. The higher the number of the dice mixed with your affinity for carrying out certain type of task will decide if you are likely to be successful at it. Once, you have used all your dice you can end the cycle and start again with a fresh set.

Of course, things are never that easy and there is normally some kind of cycle timer counting down to a major story event that you need to be aware of. Time is very much essential so resetting a day just because you have bad dice is never really an option. On top of this you need food and need to think about damage caused by stress to your body. There really are a whole host of things keeping you on the edge of anxiety and always watching the clock.

You’ll spend much of your time investigating around space stations or out on salvage operations. The interface is simple, pick the location to move to and then the options of what you can do will show up when you get there. There are options to work or find food, as well as hunt for clues or interact with the population. When you are off the station for salvage missions you need to also think about fuel and the amount of supplies you have with you. These missions are normally perilous as the hulks you try and get salvage from tend to breach and fall apart, just in case you needed yet another time clock to think about.

The initial goal is simply to stay one step ahead of the people chasing you. After that the mystery deepens and you’ll also encounter new characters and crew with their own skills and agendas to deal with. The human interaction element is key to the games philosophy as you will live or die by your network of crew. In this respect it’s important to think about how you are interacting as you’ll want as many options as possible as you venture on your space road trip.

Overall, Citizen Sleep 2 is a beautifully thought out and refined experience. It’s certainly tough but can be progressed through with careful thinking (and there are easier difficulty settings as well). It’s quite unique in its approach to the genre and still manages to stand out from the crowd. If you are looking for an immersive sci-fi adventure with a twist, then this comes highly recommended.

Overall 8/10

Monday, 29 June 2026

Super Scram Kitty Review (Switch)

 

After wooing us with the wonderfully named Floating Cloud God Saves the Pilgrims and The 2D Adventures of Rotating Octopus Character the mad cap humour of Dakko Dakko (now Kumogami) studios returned with the then Wii U exclusive Scram Kitty and his Buddy on Rails. Many years have passed and despite a quick return on the PSN Scram Kitty has been mostly silent until now, arriving in a remixed form and looking better than ever.

The plot is mad and sends us back to the 16-bit days of lunatic ideas. Basically, your cat sends you a message from the international space station saying super intelligent mice have taken over and you need to get up there and rescue all the cats and take it back from them. What this amounts to is jumping on your spinner and blasting, leaping and spinning your way around some top down puzzle/platform levels.

The puzzle elements are based around shooting switches, finding different weapons to destroy obstacles and simply working out how to make jumps to different rails. It’s nothing massively complex but when combined with the past paced gameplay and onslaught of enemies it’s more than enough to deal with.

The game draws a lot of influence from previous game Rotating Octopus but there are a ton of new ideas going on here. Working out the movement is key to success and your character controls in a fairly unique way. Your spinner is magnetic and attaches to any rail. You can move along the rails under your own steam but the only way you can reach another rail is to jump to it. What this means is that you need to use the rails carefully to get the right angles to jump and fire.

You will be attacked by various types of mice on your adventure and making sure you can actually hit them with your variety of weapons forms part of the crux of the game. Your character only fires directly in front of themselves so if you are on a side rail and they are coming at you from below you need to jump to a rail facing towards them in order to hit the pesky vermin. It starts out tricky but you soon get the hang of how it all works, and it adds to the puzzle elements of certain levels. 

The goal of each level is to rescue four cats and reach the exit door. You can just find the exit if you want but you’ll need cats to unlock levels as you go so replaying earlier stages is vital to progression. The four cats each have their own characteristics to be found. The lazy cat just sits by the exit and the lucky cat requires all the lucky pennies to be found in a level before appearing. The black cat requires a super tough mouse to be destroyed before it will come out and finally the scaredy cat, when picked up, will run off to somewhere else on the station and requires chasing around and capturing in a strict time limit.

Scram Kitty is a tough game and you’ll need both patience and perseverance to get through. You have an energy bar but once it’s gone you’ll have to start the level again from scratch. This includes finding cats, coins and weapons again or taking down the big bad mouse commanders. The levels are fairly compact but the amount of skill required from the player means dying near the end of a stage can be exasperating. 

The main problem with Scram Kitty from the Wii U version has now been removed. On The Wii U proverbial Scram would appear on screen to give advice. When this happened he pretty much took up the entire screen and this led to a number of deaths and missed jumps as we simply couldn’t see what was going on. Scram no longer does this. While this means you don’t get the advice it also makes for a much smoother experience overall.

Overall, Scram Kitty is still an excellent game. There’s a lot of invention and originality on show in terms of the games mechanics and we certainly haven’t played anything like this for years and there’s nothing else like it on the eshop. It says a lot that even now, this is a pretty essential purchase for anyone who wants an old school challenge mixed with some clever design.

Overall 8/10

 

Monday, 22 June 2026

Gobliiins Collection Review (Switch)

There’s obviously been a breakthrough in home computer emulation recently as we are getting more and more MS-DOS and Amiga games released for modern systems. While games like Turrican and the upcoming Apidya may be the obvious go to games for release we are pleased to see the often-overlooked Gobliiins franchise put together in a solid package.

The quirk of the games is that the number of I’s in the games title will tell you how many characters you will be controlling at once. The first game has three (Gobliiins), and then in a no doubt intentional move Gobliins 2 has two and then Goblins 3 has one. Game developers, eh?

There are five games here included, starting in 1991 and moving through to the 2023 revival. The sixth game is not here as we suspect that will get a separate release later. The complete soundtrack is also included and an excellent mini-series style documentary and gallery. It’s always nice to see game collections handled well and this had a lot of attention put into it.

The games themselves follow the standard point and click adventure template. Most of the time though you are restricted within a single scene, so the levels play out more like independent puzzles than a bigger, overarching world to wander around. This has the bonus of removing a lot of back tracking and carting around a ton of useless items with you everywhere you go. The games do play around with this as you go through the series but there is a general minimalist approach to aimless wandering.

Generally, the characters share an inventory and health bar. The characters also have different skills for the player to sue. This is most evident with the three goblins in the first game where one can pick up and use objects, one can punch things and the other casts spells. While there is a health bar, you can save the levels and ‘death’ just means a restart of the particular scene. As the levels are so compact this isn’t generally a massive issue.

Controls on the Switch has a virtual cursor on the screen that can be moved around via the left analogue stick. Other buttons are then used to shift through character selection and items. There are no touch screen controls which is a shame, but everything works well. You can also highlight interactive sections of each stage with one of the shoulder buttons. This really helps, especially with the earlier games as it can be hard to tell what’s an object and what is just background art.

All the games are good fun though. The 3D Goliiins 4 isn’t the best, but then every point and click game seems to have a misguided 3D entry in its series somewhere. The other four though are good enough across the board. The games never troubled the absolute pinnacles of the genre but they have left a legacy which as lasted over fifteen years which generally doesn’t happen if your games are awful.

Overall, the Gobliiins collection is a healthy dose of nostalgia done correctly. The first game is one we have a particular soft spot for and it’s an enjoyable series to work your way through. Its yet another slightly obscure retro game that we are more than happy to see again.

Overall 7/10

Monday, 15 June 2026

Soccer Kid Collection Review (Switch)

 

Once Soccer Kid appeared as the headline for one of the Evercade collections it was only a matter of time before it made its way onto the Switch. A semi successful attempt at creating a new mascot, the character that started on the Amiga went on to grace a host of platforms from the SNES to the Atari Jaguar and Playstation. What is a little disappointing is that only two versions of the game are included here.

What you have here is the most controllable version of the game – the Super Nintendo one, and the one with the all the cut scenes – the MS DOS version. So while that makes sense to some degree it begs the question of why call this a collection when so many other platforms have been overlooked?

That said, the little dude certainly has something of a cult following and it’s easy to see why. This can’t hide its Amiga platformer roots with the loose feeling controls, but the main gimmick helps to keep it above its peers. We are of course talking about the football that Soccer Kid uses as his main way of dispatching enemies. Control of it can be a little tricky to begin with but once you’ve worked out how the momentum of it works it’s a satisfying experience belting it at the many caricatured people that inhabit the levels.

While there are only two versions of the games here it doesn’t mean they have skimped on the general features. All the usual quality of life features such as rewind and saving are included along with screen filters and borders. You can even activate various cheat codes. There is a decent gallery as well with instruction manuals and materials from the other versions of the game not included. It’s actually far more than most of these collections have.

While the game plays a bit lose it is fun. There are a few frustrations like too many leaps of faith and not being able to properly look up or down. This seems like a minor thing until you release that if you really want to finish the game properly you are going to have to search for football cards that let you try and reclaim a piece of the missing world cup. Think of the chaos emeralds in Sonic and you aren’t too far off.

Overall, Soccer Kid is a fun game that we are glad getting some attention again. It’s release around the World Cup was somewhat inevitable and we really do love it when games a little more obscure are given the time to be ported. It’s not perfect by any means but there’s fun to be had here for those willing to master the controls.

Overall 6/10

Monday, 8 June 2026

Sektori Review (Switch 2)

While the landscape is currently filled with Metroidvanias and indie rogue-likes there was a time when twitch shooters were all the rage. Driven in part by the return to high score culture brought about by various online services, games like Mutant Storm and, most prominently, Geometry Wars developed a huge following. 

Sektori is a game heavily drawing on the Geometry Wars ethos and it does it so well that you might just start to forget about the shape-based blaster for a while. It does have serious pedigree behind it though as the developer used to work for the company responsible for Resogun. 

This is clearly a love letter to Bizarre Creations pinnacle game though, and the identity runs through it so strongly that changing a few shapes around would easily make this a direct sequel. As such, this is a crazy twin stick shooter that relies on its pumping techno soundtrack to keep adrenaline high. Too start with you are tied into the campaign mode, but other modes become available the more you play. 

The basic gameplay will be familiar to most. You control a ship, moving with one stick while blasting with the other. You can pick up power ups which move rewards up a scale, and you can then cash in on the one you want with speed ups being low down and things like shields and level wide strikes higher up. You must collect little triangles to fill you powerup meter (a mechanic used to multiply the score multiplier in Geometry Wars), and if you touch anything you die. You also only have one life so make sure to make it count. 

There is a unique trick in here as well with the player being able to do a sort of charging forward manoeuvre which creates a small explosion around where you end up. If this is down with the player landing on a particular icon it creates a much bigger explosion which can take out a host of enemies.

As you progress through the campaign the level will shift and change shape, creating barriers which raise from the floor. There are also boss fights with creations that take up most of the screen even early on. Your standard enemies are a host of neon shapes that form into things that dart towards you, move along fixed rails or turn into swirling snakes. This may well sound very familiar, the one Geometry Wars mechanic that isn’t here though is the black hole which does help create a little separation. 

Once you have played the campaign for a while you’ll start unlocking challenge modes. These are more score attack minded pursuits and seem to be the developer’s favourite modes from Geometry Wars 2. As you achieve a D rank score in each more challenges open up. These include things like gate mode where your weapons are disabled and you must destroy enemies by moving between exploding gates, Charge Mode where you only have the charge move and things like a boss rush and classic score attack modes. There’s certainly a lot here for players to get the most out of if they connect with the game. And it all works beautifully. 

Overall, Sektori is a stunning game. It looks and sounds amazing and plays incredibly well. While we can all wish for some kind of Geometry Wars collection or sequel this really is the next best thing. It’s so successful at what it does that in some ways it has really surpassed those games. Comparisons may be inevitable but the brilliance on display here means it is worth considering as something far more than just a love letter to an iconic franchise. 

Overall 9/10


Sunday, 31 May 2026

Space Hulk Ascension (Warhammer Classics) Review (PC)

A year after the first release this new version of Space Hulk looked to build on the foundations of the first game and bring the digital version of the franchise close to the realms of a turn based strategy game rather than a recreation of a table top board game and as such a host of new features have been implemented.

The maps for three new campaigns have now been designed from scratch and players get the choice of leading one of three Space Marine chapters into the decaying hulks. You can pick from the Ultra Marines, Blood Angels and Space Wolves with each chapter having a few different specialisms and skills.

As you progress through the campaigns your marines now level up and begin to gain access to different weapons and equipment. This gives a bit more of a tie to your marines and helps to differentiate them. Starting out with a basic Storm Bolter and Power Fist Combo you’ll soon have access to a range of weaponry which makes your load outs much more flexible. The Genestealer side of things has also been worked on with numerous variants now stalking the narrow corridors of the ships.

The game certainly seems a lot less clunky as well and turns have a better fluidity to them. Though hulking marines are never going to be zipping about the place it certainly moves along at a better pace than the original game and you never quite feel safe. Of course, you shouldn’t feel safe because this is a very difficult game. Even as an experienced player of the board game we found even getting though the initial missions difficult and one of two mistakes can easily end your mission.

That wouldn’t be so bad but there are two major issues which can stop the game being as fun and tactical as it should be. One is the lack of a tactical map which is perhaps the most crucial. The layout of levels is revealed as you explore the ship which is something that probably sounded like a good idea at the time. In reality, in this type of game you need to be able to work out well in advance where you need to place you Terminators. As they have such limited movement thinking up flexible tactics on the fly really isn’t a worthwhile option and wandering into a room only to find it contains a host of entry points for the enemy just doesn’t cut it.

The other issue is the general murk of the levels. It can be very hard to pick out basic features on the ships such as doors and air vents. The amount of times a Genestealer took out one of our marines from a space we didn’t even know about was infuriating and is something that really needs to be looked at. You can change the gamma levels to brighten things up but when you are looking at a dark map from almost a bird’s eye view it’s still very difficult to pick some things out. The command wheels on your Terminators are also very small. 

Overall, the game has certainly developed from the original but it has done some very good things while also introducing some bad things. We like the skill progression, the use of different chapters and the new maps. But we really could do without the murky levels and the fog of war which stops tight tactical planning - which in a game as tough as this is really needed.

Overall 7/10

The three Space Hulk DLC'sa re also included and can be read about in more detail here -





Sunday, 24 May 2026

Saint Slayer: Spear of Sacrilege Review (Switch)

One day Konami might get the hint that we need Castlevania games to come out a bit more often. At least we have Belmont’s Curse nearly upon us. During those long periods of drought, it seems indie developers have taken it upon themselves to try and fill the void. We have covered a fair few here and Saint Slayer in the next in line.

It’s curious that side scrolling, linear, Castlevania likes always stick to the 8-bit pixel look. You would think someone would take on the 16-bit era at some point. Saint Slayer is another that looks a lot like the first three NES Castlevania games. It follows a standard linear level structure and even has a little between level map just in case you still didn’t get the inspiration.

Luckily, it plays a bit less clunky than the 8-bit Castlevania games though. You are limited to the usual jump, attack and special attack options, but there are also a few Metroidvania elements thrown in as skills which you can acquire, such as a slide which is vital for taking you under traps at certain points. There’s also a little bit of a Duck Tales inspiration with our hero able to use his spear to pogo around on spikes.

That isn’t to say the game is easy though. It’s pretty damn tough, especially if you have no experience with the rhythm and flow of these types of things. If you are happily playing on your NES or Master System though, you’ll have a much better time of it.

The loose plot follows a farmer in seventeenth century Europe who needs to fight through twenty-one levels to stop a mad priest from stealing relics and summoning all sorts of gothic horrors. It has a weird tone which moves between wacky dialogue (and one scene where a donkey knocks you off a cliff), to straight up horror with starving prisoners, bodies hanging from the ceiling and rotten meat which makes you sick if eaten.

You can collect orbs which act as the in-game currency which can then be spent at the travelling merchant. Interestingly the orbs stay with you through multiple playthroughs. This means you could potentially farm them on the easier settings and then use them when moving up the difficulties. It adds a light consideration about if you should restart the game after death or use the various passwords to continue your progress – minus any upgrades of course.

Level design is generally strong, and bosses are well structured in the ‘learn the attack pattern’ kind of way. An early fight with a monster riding a donkey is a bit silly and frustrating as you must keep dropping boxes on its head, but most others work well. Some levels are too long though. Level eleven is set in a prison and after your hundredth death it really does begin to look samey and bland. Generally, though the layouts and look are varied.

Overall, Saint Slayer: Spear of Sacrilege does pretty much what it sets out to do. It’s a huge homage to a NES styled Castlevania game in that its mostly successful. The biggest thing though about pretty much all of these is they are never quite at the level of the games they are influenced by. While this is a fun diversion, it won’t keep you away from proper Dracula slaying for too long.

Overall 7/10

Sunday, 17 May 2026

Nine Sols Review (Switch 2)

Nine Sols came out a while ago but with the release of the physical version it seemed the perfect time to take another look at it. A 2D action platformer at heart it has some light Metroidvania elements and some of the most beautiful hand drawn graphics we’ve seen on the Switch. It attempts to merge Taoism with cyber punk, merging eastern philosophy with sci-fi.

It’s a complicated story to unravel but basically follows the idea that a virus wiped out an alien race, but they somehow managed to store their consciousness in a virtual reality system. If that’s not weird enough, to power the system innocent beings need to be sacrificed to it so their brains can be harvested for power. Or something like that.

Players control Yi, a sort of cybernetic creature that decides he doesn’t want his human friend to be sacrificed and sets out looking for the Nine Sols to defeat and harvest so that he can gain the codes to the Eternal Central Cauldron. Basically, you jump around beautiful levels and hit stuff with your sword, occasionally upgrading to a new skill and taking on awesome boss fights.

That’s doing the combat system a disservice though. Yes, you can bash stuff with your sword but there are also a lot more nuanced things you can also do. An early example of this is the deflection mechanic. If you successfully deflect an enemy blow, you can then dart past them, attach a bomb to them, charge it and then explode it. As you progress, you’ll gain more skills such as a dash, double jump and the ability to send a little robot out to get into places you can’t otherwise reach, a mechanic normally used for shutting down security systems and opening doors.

There’s also a cool grappling hook mechanic which lets you swing around the place, and you can of course wall jump and even run up certain surfaces. There’s certainly no shortage of ways to get around the beautifully stunning locations. It’s a good thing the game looks so great as well as it’s also pretty damn tough. Even early on enemies pack a punch so you’ll need to get to grips with the combat system quickly. If you die, you’ll need to go back and find your body to retrieve any lost experience as well.

Experience is important as there are various skill trees you can expand upon to boost your health and other stats. And in the style of Hollow Knight, you can equip talismans which add other changes and skills as well. When you get a good build together it’s certainly rewarding to go cutting through the enemies and at times, when it’s all flowing together perfectly you will feel like a complete bad ass.

Overall, Nine Sols is a really a very beautiful looking Souls game in terms of its approach to combat. Fans of Hollow Knight or any of the Sekiro games will soon feel at home, despite the bright colours and tech filled levels. It’s certainly rare to find a game with this much depth and such a clear design vision. It won’t be for everyone, but everyone should try it.

Overall 8/10

Monday, 11 May 2026

Warhammer Classics Round up (Steam)

Recently, a load of Warhammer games have been picked up and republished on Steam. We will be covering some in more detail in coming weeks. But here is a round up of one of the bundles that is available currently. It’s worth noting that almost of all of these are complete packages that include any DLC or extra content released.

Space Hulk and Space Hulk: Ascension

We have covered both Space Hulk and Ascension before a good few years ago. The first Space Hulk game does a pretty good job of recreating the board game experience. As a result, though it can feel slow and clunky in places. Ascension adds a bit more into the mix with the ability to level up your characters and having maps created from scratch. Both games are incredibly tough, but fans of the original game or Warhammer 40,000 are well served here. Just don’t expect anything too pacey.

Warhammer: Dark Omen and Warhammer: Shadow of the Horned Rat

Our first experience of both these games was with their release on the first PlayStation. You would have hoped that using a mouse would have brought a better control scheme, but they are extremely clunky with a very small window to view the actual battlefield from, as most of the screen is filled with the user interface. Yes, instead of using the mouse you must control the game with different on screen buttons. These were clearly developed with the console ports in mind. If you can get into them, they are tough and engrossing, but we really struggled and found the games far too frustrating to stay with for long. Still, if you want to take on hordes of Skaven or the Undead it certainly has some scale to it.

Warhammer: Mark of Chaos

Finally, proper mouse controls come to Warhammer. Many see this as the sort of precursor to Total Warhammer. It’s like the Lord of the Rings strategy games in terms of it using smaller groups of characters and telling its own story. There are campaigns from the Empire and Chaos sides with the DLC adding the Orcs and Goblins. Further races such as Dark Elves and Skaven can be played in multiplayer. It’s certainly not perfect but it’s a game we fought our way through on the Xbox 360 and loved, and naturally it plays a whole lot better here. It’s a lot of fun with a solid campaign and a decent enough multiplayer mode. A good progression from Shadow of the Horned Rat and Dark Omen and though it’s lost a bit in terms of looks it plays perfectly fine still. 

Final Liberation

This is the PC attempt at getting Warhammer 40K Epic into game form. The controls are pretty good and it’s easy to identify your troops and move them around. There is also a ton of units and things you can do with them. It is crazily tough though. Taking on the first mission on the easiest setting we found our Marines always missed their shots, while simple groups of Orks managed to destroy heavily armoured vehicles. Once you get the hang of it though it’s an engaging game that certainly deserves a second life.

Warhammer 40,000 Chaos Gate

Note, this is the older version of the game. The Games Workshop attempt at UFO: Enemy Unknown. Build your squad, equip them and then send them into different missions to take down imperial cultists and demons. It works well and there are a ton of customisations and weapon options available for tackling levels in different ways. You can even use terminator marines and other specialist categories like apothecaries and tech marines. It looks dated but plays well. It’s worth playing for fans and we can see people losing a good few hours of their lives to it.

Warhammer 40,000 Fire Warrior

Looked upon as a disappointment on release, Fire Warrior is a perfectly ok FPS game. Now the hype has died down it certainly has it charm (although it was certainly never going to be a Halo killer). You play as a lone Tau warrior trying to fight off the Space Marines and forces of Chaos. It plays well, has some impressive set pieces and runs at a decent pace. It certainly is never going to be a stone cold classic, but fans of the theme and genre will find a lot to like here.

Warhammer 40,000 Rites of War

It seems there is no genre or template untouched by Warhammer. While Chaos Gate took on the Enemy Unknown template, Rites of War goes down the turn based hexagonal grid route and draws inspiration from Panzer General. The game has players taking control of the Eldar as they first fight, then unite with imperial forces to fend off a Tyranid Hive fleet.

Like a lot of these games, it’s a mix of good and bad. The classic mechanics are addictive and work well but missions are overly repetitive and pestered by small annoyances. Enemies have a habit of running away and healing before you can finish them off and characters can only carry a single object, so if you get to the end of a mission with no troops left to pick up that vital artefact you can’t complete the mission. And no, you can’t drop other objects already picked up. All that said, the core of the game is good. If you are looking for something that’s a bit more of a slow burn approach to Warhammer, then this is well worth a look.

Man O’War Corsair

Corsair is pretty much the definition of being an overlooked gem, if it was an indie game at least. It’s certainly the Games Workshop game which had the most potential if it had continued to be updated. It’s basically a rip-roaring pirate adventure set in the Warhammer world. Not only can you fire on other ships at range but also board them and let crews fight it out on deck.

There’s certainly a lot to like but the game is unpolished and messy. A lot of the ports look the same, sea monsters descend into predictable attack patterns and while naval combat is fun, when you get up close it looks tired and feels clunky. If you are forgiving though there’s a lot of ambition here to admire.

There are a host of other games falling under the Warhammer Classics banner as well such as Blood Bowl 1 and 2 and Talisman. It’s great to see them all being given a second chance on Steam and we will certainly be looking to cover more 

Sunday, 3 May 2026

Space Hulk (Warhammer Classics) Review (PC)

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. 

Space Hulk had been adapted in video game form before this in two titles that tried to merge action with semi-turn based gameplay. Now we have a new version of the game which takes a different approach and tries to replicate the board game in a much more precise and faithful way.

At this point I feel it's fair to share with you all that we are pretty well acquainted with the board game and we like it a lot. It’s important to bring this up as it’s likely to have a fairly large bearing on if you are going to like this. It’s clear the developers had a specific target audience in mind and there are few concessions to people expecting something similar to the last couple of PC games. It's also almost fifteen years old now. 

Space Hulk is turn based and relies on dice rolls to carry out actions. At the start of each turn you can move your terminators and set them to guard or go into over watch to scan for enemy movement. At the end of the turn the Genestealers then do the same. Firing weapons and close combat is carried out on the role of dice which means that there is a certain random element to it. This can be frustrating when you are one dice roll away from the success or failure but sound strategy and careful planning does tend to weigh the odds in your favour.

You are going to have to plan you moves carefully as the terminators only have four action points and even turning to face a certain direction requires the use of them. The game is also pretty tough and on the normal setting it took a number of attempts to even get through the second tutorial level. A single mistake of movement can spell disaster in a mission stretching into an hour of more in length so it is advised to save often.

As such, the game plays out more like a slow and thoughtful game of chess than an all guns blazing space shooter, but it certainly draws you in. The presentation is basic and the first thing you’ll likely do is head to the menu to turn off the shoulder cameras and death animations. Your next step will be to set movement to the fastest setting or you’ll be playing this until the rapture. 

However, once you’ve got that simple top down/isometric view, the sound of the engines and the cries of victory or defeat coming from your marines it all starts to click and draw you in. It feels claustrophobic and dangerous and the fact a wrong move is so costly certainly adds buckets of tension and atmosphere. A cry of "Bolter Jammed" has never caused such terror.

The levels are mainly based on the original games maps and as such it brings a wonderful authenticity for anyone not wanting to pay the huge sum of money required to find a decent condition version of the table top game. There are a few weapons and tricks taken from the Deathwing and Genestealer expansions but we would have liked to see a bit more of this added to give some variety as the game progressed.

Multiplayer is also here and there is a hot seat option to allow players to take turns on the same device. It’s a little unwieldy for the Genestealer player but it does work once you get the hang of it. Weirdly, you have to play through the main campaign to unlock levels in multiplayer which is something the game could really have done without. It’s not as gratifying as it should be, which is a shame as this is one of the key features that should make the game a must have title.

What we have is an authentic Space Hulk table top experience with some rough presentation brought to life digitally. Many may be disappointed, but fans of the board game will find this really draws you in. Yes, there could be more options and it could look better but it’s solid and enjoyable and a highly competent strategy title. The rule set is also solid and if you want to recreate some table top fun or take on one tough turn based strategy then this is the game for you. Those looking for fast paced action should look to something else to get their kicks.

Overall 7/10

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