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Showing posts with label Elden Pixels. Show all posts
Showing posts with label Elden Pixels. Show all posts

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, 4 March 2024

A Void Hope Review (Switch)

 

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

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

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

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

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

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

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

Overall 7/10

 

Monday, 3 April 2023

Kraino Origins Review (Switch)


The releases of 8-bit styled platform games for new systems show no sign of abating with Kraino Origins the latest to join the ranks. A level based, action platformer it see’s you take control of a scythe wielding skeleton who must make his way across eight levels, defeating undead themed enemies and bosses along the way. 

Our initial impressions were that this reminded us a lot of indie darling Shovel Knight. The graphic style and look are very similar, especially the Spectre Knight story. Some of the mechanics are the same as well with players able to bounce off enemies by striking downward with the scythe and losing a percentage of gold when they die which hangs in the air waiting to be recollected. But in terms of actual level design and overall content this is more hardcore, and action based. 

It's not the longest of games with only eight levels to complete (and eight additional challenge levels), but each is fairly long and individual enough to stop repetition setting in. Levels include burning towns, sewers and an active volcano and continually introduce new obstacles and enemies to overcome. The stages are tough, but checkpoints are plentiful so most players will progress if they stick at it. Bosses are also a highlight with each starting out daunting but beatable once you learn their attack patterns. 

Controls are crisp and responsive, which is vital for a game as challenging as this, and each time you die you’ll learn something to better prepare you for the next time. There are also various upgrades to your health and magic weapons that you can find along your journey to help you out. One troupe we could have really done without though is the ‘fight all the bosses again in a row’ thing that most retro games of this type used to throw at you back on the NES. It was never good and when it reared its head in level 7 it was very much unwelcome. 

Overall, Kraino is a great looking, fun game that is worth checking out for people who can’t get enough of that retro aesthetic. It doesn’t really do anything new or innovative and it’s not as polished or epic as something like Shovel Knight but for a short platform adventure to play on the move it fits the Switch perfectly fine. There are also foundations here to build on as everything works well, it just needs a bit more of it and a few more new ideas. The developer is clearly one to keep an eye on though. 

Overall 7/10


Wednesday, 23 November 2022

Alwa's Awakening and Cathedral Cart Review (Evercade)

This is the second two cartridge game to come to the Evercade after the mix of Xenocrisis and Tanglewood. Considering that one worked out well it shows that with the right games the Evercade fan base are more than willing to buy in to carts with fewer games on. It certainly helps that both these games are published by Elden Pixels, purveyor of some of the finest retro themed fun out there.

The first title, Alwa’s Awakening is both a wonderful game and a wonderful achievement. It fits perfectly on the NES while also being modern and forward thinking in its design and play mechanics. There’s little doubt that if this had been released in the days of Nintendo’s flagship system then it would be sitting easily in the all the top 10 NES games lists across the internet. But it’s not just living off a nostalgic kick either as it can also go toe to toe with the many other Metroidvania titles out there and stand above most of them. Turning Alwa’s Awakening into a NES game was the best thing that ever happened to it as it really seems to have found its home now and having it accessible via the Evercade is a perfect match.

Alwa’s Awakening is basically a 2D Metroidvania adventure spread over a single interconnecting world. Our hero, Zoe, explores the region picking up spells and other magical objects which in turn then let’s her have access to more areas to explore. Zoe must enter dungeons, defeat boss monsters and then, of course, take on the big bad to save the land. You know how it goes.

Each region and area are easily identified and different looking and how the game has managed to be squeezed down into the limitations of a NES cartridge is absolutely astounding. Even walls of bricks or different woodland areas are distinctive from one another which really helps to keep the player engaged - and also works as a handy navigational aid.

Zoe has a handful of things to help her along the way which act as puzzle solving tools and weapons. As well as her standard staff which she can use to just bash things with there are three spells available which can be upgraded as you go. The first one you will find is the magic block which you can conjure to use to activate switches or give yourself a boost for jumping. Later you can also make it waterproof so that it can be used to travel across rivers.

Cathedral has the honour of being the first native Evercade game. This is a real milestone as it opens the door for other indie games and even exclusives to make their way to the system. It’s a magically realised adventure game filled with a feeling of mystery, joy and the urge to push ever onward that many players may not have felt for a very long time. It encapsulates what made 8-bit adventure games so good while also ironing out many of the issues that they were often hindered with. There’s also no noticeable difference between this and other versions of the game that we could see.

We love a good romp through titles like Wizards and Warriors and Battle of Olympus but Cathedral does it better. There may be hundreds of Metroidvania games out there but hardly any of them can hope to be as accomplished as this. It’s a classic and the new indie standard in the genre. It also manages to rocket to the top of the Evercade best games list effortlessly.

You start the game inside the mysterious old Cathedral of the games title with little understanding of what’s going on or what your mission is. Shortly after this you will escape and head to a nearby town. The town’s folk will help to fill you in on the games law and from there you undertake a vast adventure to defeat a particularly big bad in the best traditions of magic and fantasy.

The game throws you early on in terms of how it plays. Initially, we were pretty convinced what we had unearthed was effectively Shovel Knight the Metroidvania. The art style is similar and our hero knight can even do the Duck Tales bounce with his sword. The longer we played though the more we realised the game was very much its own beast and one that seems more influenced by Rare’s Wizards and Warriors trilogy on the NES (but much smoother in terms of how it plays).

It’s also fair to say that it took a few hours to get into. To begin with we found it difficult to judge the edges of platforms and the general inertia of the knight which had us falling to our death over and over. There are also some pretty heavy colour blind issues surrounding health bars and some on screen objects. But after finding a few items and giving the game some time everything simply clicked into place and all our initial problems just faded away.

Overall, these two games are more than worthy of sharing a cart together. If the system can keep putting out quality titles like this and making them more accessible then it might have really found a niche it can mine for years to come.

Game Rankings - 

Alwa’s Awakening 5/5

Cathedral 5/5


Monday, 20 June 2022

Alwa's Awakening Review (NES)

So here we are in 2022 and a new NES game has just been released. Truly it is a time of wonder. Alwa’s Awakening has been around for a fair while now and we’ve covered the Switch version of the sequel Alwa’s Legacy, which we really enjoyed. When it was announced that the first game was getting the NES ‘demake’ treatment it had us interested. What we weren’t expecting was the NES version of the game would actually be bigger than the original and end up being the definitive way to play it.

Alwa’s Awakening is basically a 2D Metroidvania adventure spread over a single interconnecting world. Our hero, Zoe, explores the region picking up spells and other magical objects which in turn then let’s her have access to more areas to explore. Zoe must enter dungeons, defeat boss monsters and then, of course, take on the big bad to save the land. You know how it goes.

It’s helpful then that the game is incredibly vibrant, imaginative and designed beautifully. We came away thinking we had never really had an adventure quite like this and if you go back to the NES days there would indeed be very little to compare it to. Battle for Olympus, Faxanda possibly or the 2D Zelda but this is undoubtedly better than both of those games.

Each region and area are easily identified and different looking and how the game has managed to be squeezed down into the limitations of a NES cartridge is absolutely astounding. Even walls of bricks or different woodland areas are distinctive from one another which really helps to keep the player engaged - and also works as a handy navigational aid.

All this would mean nothing though if the game didn’t handle well and we are happy to say that it plays like a dream. Zoe, is perfect to control. There’s no sluggishness or lose feeling that some NES games have. There is also a distinct lack of all those NES tropes such as slowdown and flickering, and Alwa can get pretty busy at times. It’s remarkable.

Zoe has a handful of things to help her along the way which act as puzzle solving tools and weapons. As well as her standard staff which she can use to just bash things with there are three spells available which can be upgraded as you go. The first one you will find is the magic block which you can conjure to use to activate switches or give yourself a boost for jumping. Later you can also make it waterproof so that it can be used to travel across rivers.

Next is the bubble which allows Zoe to float upwards for a while and can later be upgraded to last for much longer. Last is the lighting bolt which is a more offensive based spell but can also be used to open certain doors. There are other objects as well such as your handy map and upgrades to your magic but for the most part it’s using the three core spells that will progress you through the game and some of the puzzle rooms require all three to be used in quick succession.

We found progress to be fairly steady as well. There are plenty of save points and the general difficult is challenging without be completely hardcore. There were certainly a few bottle neck points where we kept dying repeatedly but overall there shouldn’t be much here that overly frustrates you – especially if you are used to NES games. Obviously, if you are playing digitally you also have the save state option and the game holds up well enough if you are playing this way to still be challenging and enjoyable.

Overall, Alwa’s Awakening is both a wonderful game and a wonderful achievement. It fits perfectly on the NES while also being modern and forward thinking in its design and play mechanics. There’s little doubt that if this had been released in the days of Nintendo’s flagship system then it would be sitting easily in the all the top 10 NES games lists across the internet. But it’s not just living off a nostalgic kick either as it can also go toe to toe with the many other Metroidvania titles out there and stand above most of them. It could turn out that turning Alwa’s Awakening into a NES game is the best thing that ever happened to it as it really seems to have found its home now. But no matter what format you can find it on you should be playing it as it’s pretty much flawless.

Overall 10/10

We were lucky enough to play the game both on the original NES cartridge as well as digitally thanks to Elden Pixels and Retro Bit.  

Monday, 15 March 2021

Alwa's Legacy Review (Switch)

A few years ago Elden Pixels released a great NES inspired Metroidvania adventure called Alwa’s Awakening. The 8-bit aesthetic was one of the best recreations around and the game itself played much better than the most of the NES games is was inspired by. Unfortunately, it seems to have been overlooked by a large portion of gamers. Alwa’s Legacy is the sequel and sees the series move from its 8-bit roots to embrace the extra colours and processing power of the 16-bit era.

Setting any game in what many consider to be the golden age of gaming is a brave move. But Elden Pixels have proved with Alwa’s Awakening that they know exactly how to make something that both feels legitimate to the time and has an overall quality that is apparent in every aspect of the game. With that in mind we already knew that Legacy was going to be an adventure worth our time.

The game pretty much follows the same layout as its predecessor. You play Zoe again who needs to adventure around the world, picking up abilities as she goes and finding a host of magical stones in order to beat an evil big bad. You know how these things go, the plot is not overly deep or original but the characters are nice and real focus is in the adventure rather than the story.

So it’s lucky that the actual adventuring aspect of the game is excellent. Zoe herself controls well and the general flow of progression is satisfying. There were a few occasions where we got stuck for a while but a look at the map and some quiet reflection soon gave us some leads and off we went once more. It is worth noting though that sometimes patience is key with Legacy as there is little in the way of hand holding with regards to your next objective. Villagers will offer advice but even that can lead you to some dead ends.

On one particulate occasion we had just trekked around to get a key to enter a dark catacomb only to then be told we needed a light source. No problem, we had been given a hint to a location and off we went. The only thing was when we got there the guy we had been told about didn’t have any further information and the head scratching began.

Still, if you are going to be stuck wandering around a world it’s nice that this one looks so lovely. The 16-bit style has been well implemented meaning there is a consistent thematic look but also that each area has some of its own characteristics which stop things becoming monotonous. It’s also really nice to see one of these games that embraces a bright colour palette. Everything else that comes out at the minute seems to be trying to out ‘Dark Souls’ itself in the levels of gloom it can put on screen. This is nicely complimented by some great music that may well spark a few retro memories of their own – especially in the castle.

Alwa’s Legacy does do things a little different to your standard Metroidvania in that a lot of your abilities are gained fairly early on. Yes, you will be picking things up that allow you to run across spikes or breathe under water but your main three spells are with you for much of the game. In order to get around and solve puzzles Zoe can create a block, a floating bubble or a bolt of lightning.

These three can also be combined in a few ways and the real core of the game is about using these mechanics together to hit switches or get through obstacles. The skills can be upgraded by collecting orbs from around the world but apart from making unbreakable bubbles much of the game is traversable without doing this.

Overall, Alwa’s Legacy is a beautifully designed follow up to Alwa’s Awakening. Its expands and develops on ideas and concepts present in the first game while also presenting a different enough experience to make revisiting the original feel worthwhile. There’s not a bad element in Legacy with everything coming together in an assured and nostalgically comforting way to produce a game that thrives on the spirit of adventure and fun. There’s an absolute deluge of this type of game around at the minute but Legacy has a look and feel that really does make it stand out from the crowd.

Overall 8/10

Monday, 22 February 2021

Cathedral Review (Switch)

 
Another day and another pixel art styled Metroidvania appears from an up and coming indie development team. There are so many of these types of games now that it’s becoming difficult to stand out from the crowd (You also have to wonder why Konami hasn’t sub-contracted out to one of these studios to make a new Castlevania game but we digress). Cathedral is the next in this long line to stake a claim for your attention. The thing is, after this one, developers are going to have to try an awful lot harder because Cathedral is a bit special.

You start the game inside the mysterious old Cathedral of the games title with little understanding of what’s going on or what your mission is. Shortly after this you will escape and head to a nearby town. The town’s folk will help to fill you in on the games law and from there you undertake a vast adventure to defeat a particularly big bad in the best traditions of magic and fantasy.

The game throws you early on in terms of how it plays. Initially, we were pretty convinced what we had unearthed was effectively Shovel Knight the Metroidvania. The art style is similar and our hero knight can even do the Duck Tales bounce with his sword. The longer we played though the more we realised the game was very much its own beast and one that seems more influenced by Rare’s Wizards and Warriors trilogy on the NES (but much smoother in terms of how it plays).

It’s also fair to say that it took a few hours to get into. To begin with we found it difficult to judge the edges of platforms and the general inertia of the knight which had us falling to our death over and over. There are also some pretty heavy colour blind issues surrounding health bars and some on screen objects. But after finding a few items and giving the game some time everything simply clicked into place and all our initial problems just faded away.

When we said the game was vast we meant it. It clocks in somewhere between twenty and thirty hours to beat depending on just how much exploration you are doing to get all the extra items. It’s a good thing then that the many locations feel unique and different both in terms of design and look and each begs to be explored in full.

Traversing between locations can be a bit of a pain if you take a wrong turn but there are a number of teleport points around to make things quicker. That said, there were a fair few times we got a decent way through an area only to be blocked from progression because we didn’t have a particular item and then needed to trek all the way back. There are frequent save points in place as well which is handy as the game can be tough and repeating certain sequences of rooms over and over when you just want to get back somewhere can be frustrating.

Minor issues aside, there is something magical about Cathedral. It’s the first game in a very long time where the world seemed to contain a genuine sense of wonder and mystery to it. It calls back perfectly to the adventure games of the 8-bit generation where hidden objects and rooms where packed into every corner. The locations are so beautifully created and diverse as well that it means you are always driven to keep going and uncover one more mystery.

Enemies, bosses and environmental hazards are also wonderfully varied throughout. There are some repeating creatures but generally there is always something new to take on and even enemies that are graphically similar often act in different ways depending on your location. Puzzles are also varied and range from stopping poisonous waterfalls to moving platforms in order to keep progressing. Before long you'll also aquire a spirit helper called 'Soul' who can be used to move the odd block around for you. 

Bosses come in all shapes and sizes from small but relentless gargoyles to huge floating eyes and each falls into the challenging but beatable category. We rarely found our progress blocked for too long as though we may have died a lot there was always the feeling that we would get the beastie in our next encounter. 

Another minor quibble here is that sometimes bosses are a few rooms away from save points which adds some unnecessary trudging around. A slightly odd design choice related to this is that your knight doesn’t spawn with full health (unless you buy upgrades), but there are often healing statues near the save points. This means if you are dying often you fall into a monotonous cycle of respawning, going to heal then trudging back to the monster to try again.

Overall, Cathedral is a magical realised adventure game. We have highlighted some small issues in design but the vast majority of your time spent with the game will bring about a feeling of mystery, joy and the urge to push ever onward that many players may not have felt for a very long time. It encapsulates what made 8-bit adventure games so good while also ironing out many of the issues that they were often hindered with. We love a good romp through titles like Wizards and Warriors and Battle of Olympus but Cathedral does it better. There may be hundreds of Metroidvania games out there but hardly any of them can hope to be as accomplished as this. It’s a classic and the new indie standard in the genre.

Overall 9/10