Spelunky has been around for quite a while in one form or another and it proved to be a decent move when it arrived on Xbox Live Arcade some time ago. It’s taken a while, but now the rock hard exploration game has made its way to the Switch
and shows it’s just as addictive now as it’s always been.
Monday, 8 November 2021
Spelunky Review (Switch)
Friday, 24 September 2021
Spelunky 2 Review (Switch)
So here we are. Almost ten years on from the first time that Spelunky made its way onto consoles and the sequel to one of the greatest indie games of all time is now here. Sequels to such high profile and iconic games often leave fans disappointed and you can’t get much more of a cult game than the first Spelunky. But somehow Spelunky 2 not only does not disappoint but also sparks all those glorious original Spelunky feelings once again.
For those that haven’t encountered the game before it’s a
rogue-lite platformer where your progress is measured in tiny steps as you inch
towards your adventuring goal. It’s possible to create a few permanent shortcuts
to later levels but aside from that you are starting out with the same
equipment on run one that you will be using on run one hundred.
In truth not an awful lot has changed with Spelunky 2. The
aim is the same as you guide your character to the door at the bottom of each
stage that sends them through to the next level while avoiding enemies and
traps. The tunnel system remains pretty much the same and you are still equipped
with the rope and bombs as before. The main change comes with the new environments
and enemies that you encounter along with more bosses to survive.
The original mines, jungle, Ice caves and temple setup has
now been replaced with more adventurous stages including lava filled volcanoes,
Japanese inspired water levels and Egyptian inspired temples. There are also
far more routes through the game with the final stage of each area leading to
at least two different routes. There are of course the huge amount of secret
areas and secrets still here that the original game was famous for as well. Stages
are also far more varied in terms of enemies and look than in the original.
The game has also had a general visual upgrade. You may well
not notice as it probably looks how you remember Spelunky did. But returning to
the original reveals the increased use of colour, clarity and sprite size which
shows the level of care and attention that has been put into it. One thing that
hasn’t changed is the difficulty. Spelunky 2 is tough, perhaps even more
difficult than the original and many players may well never see the later
stages. If you are going in be prepared for a serious challenge.
Overall, Spelunky 2 is a welcome return for a much loved
game. It’s more of the same but the levels and secrets are different enough
that both games have their own identity and the sequel doesn’t simply feel like
a re-tread. It’s also similar enough to the original to make hopping back and
forth between them a fairly natural experience without needing to learn a load
of different techniques or master a host of new skills. It’s a great achievement
that Spelunky 2 still feels as special as the first and means players can
happily buy both knowing a wealth of adventure options await them.
Overall 9/10
Monday, 24 May 2021
Velocity 2X Review (Nintendo Switch)
It seems like yesterday that a Playstation mini game by the name of Velocity caused a real stir on Sony’s machines. A Vita and PS3 native release followed and garnered even more wide spread praise. What followed was Velocity 2X delivering the promise of more intense action and the ability to control our hero Kai in platform levels. But does the game hold up in its move to the Switch?
Remembering back to Urban Strike and the gimmick of being
able to get out of the helicopter we initially were nervous about how this
would all play out. Needless to say we shouldn’t have worried as Futurlab have
certainly done a great job of merging two different genres together (even if
they don’t perhaps fit one-hundred percent seamlessly).
For the uninitiated, the original Velocity is a vertically
scrolling shooter with some puzzle elements thrown in. The sequel follows the
same format and also has the same set of mission styles. Critical urgency
missions need to be raced through as quickly as possible, rescue missions
require stranded SOS pods to be picked up and combat missions are heavy on the
blasting.
The game has also had a bit of a redesign and visual upgrade
from the original. What this boils down to is everything looks much more
detailed and colourful and there are lots of pretty neon effects and explosion
particles to keep you visually stimulated. The music remains of an excellent
quality as well and is the perfect accompaniment to the on screen action.
Futurlab certainly does know how to present its games and it really helps to
immerse players into the experience.
The ship also controls in pretty much the same way with new
abilities being unlocked as you progress. Soon you’ll be flinging bombs with
the analogue stick and teleporting all over the screen much like before and all
at a thousand miles-per-hour. Most of the later levels require intricate
placement of teleport pods which allow you to move back and forth around the
map as different switches are often required to be destroyed in numerical
order. This then removes force fields which would otherwise fry you to crisp.
The biggest change to the core formula is that you now need
to dock your ship and go after certain switches on foot. During these sections
you also need to collect energy crystals which are only found on the side
scrolling platform levels. Kai handles much like her ship does with the ability
to teleport and shoot much in the same way. You can also slide and sprint which
turns it into quite a large homage to Amiga games like Zool. Later you’ll get
the ability to throw teleport balls around which will be familiar to anyone who
has played Flashback.
It’s important to say that the platforming definitely has an
Amiga feel to it. Despite what you might get from the screen shots this is not
like a Metroid or Prince of Persia style of game. The levels are, like the
outside sections, built for speed and you’ll soon get to grips with the nature
of how to approach them.
Adding the on foot sections does make the levels somewhat
longer than in the original Velocity. Although you’ll soon be bounding through
near the three minute mark a couple of them held us up for over ten minutes.
When this happens the magic does begin to wear off a little as the true appeal
of the game is blitzing through everything at lightning speed. In short though,
the sections do work. They aren’t quite as glorious as the vertical space
action but they are an enjoyable and free flowing addition that manages to fit
into the core game.
There are also a few boss battles thrown in now for good measure.
Every now and then at the end of a level you’ll have to engage with a big enemy
ship filling the screen with bullets. It’s as close to bullet hell as Velocity
has ever got and it adds another dimension to the game. The encounters are
implemented well and are placed sparingly enough to never become tiresome.
The only real niggle we have is that you need to gain a
certain amount of experience to unlock each level. This isn’t an issue until
you get up into the forties but having to continually go back and improve
scores and times on earlier levels can grind the game to halt. When you have to
go and play five or six levels to unlock level 43 and then do it again for
level 44 and so on, it can get a bit tiresome. For a game based on fluidity and
speed it’s a rare oversight, especially when you consider that most gamers will
likely go straight back into the game after finishing it to beat their scores
anyway.
Overall, if you liked Velocity then you should like this as
well. It does pretty much everything right and provides just as big a buzz as
the original. It may not be as pure in terms of its focus but everything works
very well and it stands as one of the best and most unique action games on the
Switch. The original was one of the greatest indie games of the modern era and
this comes pretty damn close to it in just about every way.
Overall 8/10
Monday, 26 April 2021
Hotline Miami 2 Review (Switch)
The first Hotline Miami was a revelation. A mix of precision, speed and ultra-violence it pumped along to an incredible soundtrack that pulsed through your very veins as your balletic murder spree spread red pixels across the walls and corridors of intricately designed levels. It’s a lot to live up to and expectation for the sequel were always high. It had a somewhat mixed reception upon first release but how has it aged?
Unlike the original, the game now follows a number of different characters and stories as they make their way through the neon tinged world. It also jumps around in time to both before and after the events of the first game. There are dream sequences, drug fuelled sequences, some of it’s a movie – basically you’ll never really be sure what’s real and what isn’t and that’s part of the fun.
Throughout the game you’ll play as a grizzled detective, a soldier (who later becomes the shop owner in the first game), and a movie star losing his mind, a writer, a group of copycat masked killers and various goons. Most of them have something which distinguishes them from the crowd – such as the writer not killing people or the different masks that the ‘fans’ wear giving them different abilities. It’s a different system to that of the first game and as a result you may feel a little more restricted in the levels.
The characters are what set each level apart here as the design is somewhat different. Each level in the original game had something that made it stand out. You had the train arriving, or the car smashing through the wall of the disco. There’s even the level where the swat team charge in half way through. Unfortunately, there is nothing like that present here and after a while the levels do begin to blur together a bit. We can see what they have tried to do by turning things on their head with the approach and variety now dictated by whom you are playing but it does lose some of the magic.
Levels are also much less tight now. Many of them have wide open spaces to traverse and your ‘look’ command will often not see to the end. This is a real pain as a number of times we were killed by enemies we couldn’t see and had no real way of knowing were there. It turns many of the levels into more of a memory test which is something we really don’t like.
The new level layouts change the flow of the game as well. You need to take a much slower and more careful approach to your slaughter as you are never really sure what is up ahead. While this does raise tension levels it often just ends up being frustrating. The fact you pretty much have to carve a set route out of the enemies also doesn’t help this as you can end up repeating the same starting actions over and over again.
The levels also go on a bit longer in the main which is difficult when you are basically being asked to perfect run a killing spree of thirty plus goons. You do get used to it but much of the time we really weren’t having fun and that never happened with the original. There are also some bugs with objects and characters getting stuck in things and occasionally a level will start with the cursor stuck in the middle of the screen as well which makes moving around interesting to say the least.
When the game works it does do a great job of making you feel like some kind of super hero. When you’ve got the sequence of a level down and you know where the bad guys are you can cause some serious chain damage and come out feeling exhilarated. It’s moments like this that you realise how good the game can be – but there are far less of them than before.
There are also moments of crazy genius at work here. Picking the duck mask for instance gives you two on screen characters to deal with. One uses a chainsaw while the other uses a gun. It’s mad as you pile through cutting and blasting and feels wonderfully unhinged. The story arc and writing is also exceptional and once you work out what the hell is going on and how everything links up with the original you can only admire what’s been done here. The music is also exceptional and tracks set the scene perfectly for the levels they are attached to.
Overall, it is fair to say that no other game has caused us some many headaches when it has come down to working out how we feel about it. At times we loved it and at times we really despised it. It moved from a six to an eight and back even within the same level and at its core this is the issue – it’s not consistent with its quality. Sometimes it’s brilliant and sometimes it’s downright bad. Fans of the original will both love and hate it in a single play through but it does do a lot of things right. It’s a difficult one to score. It’s both a six and an eight so we’ll take the middle ground and call it a seven.
Overall 7/10
Tuesday, 3 November 2020
Hotline Miami Review (Switch)
Hotline Miami’s legacy has lasted long after initial release on the PC. A retro themed, neon trenched, blood bath, It has found favour with both gamers and critics alike. It now seems to be an ever present in the gaming world, moving from system to system as each new console releases. It has now arrived on the Nintendo Switch and is still as vibrant and frenetic to play as ever.
The game casts you in the role of Jacket. An unreliable narrator, we view the world through his eyes as he commits acts of horrific violence. Without giving too much away it’s clear from the start that something isn’t quite right and you will likely spend much of your play through trying to work out exactly what is real and what isn’t and what on earth is going on.
Our anti-hero is drawn to each new location via the answering machine in his apartment. Each night a new message is left detailing a location and time. This then leads into the next level where you must choose which mask to wear and go about causing chaos and mayhem.
Viewed from a top down perspective, the game has a highly unique visual aesthetic. It’s certainly retro styled and characters and levels are built to look like this in an old eight bit game. The colours used though are often vibrant and strong. This makes things like the constant flow of blood seem to stand out and highlights just how much damage you are doing. Indeed, we can’t recall when pixelated violence looked quite so painful and disturbing.
Along with the strong visuals comes an incredible soundtrack that keeps the adrenaline pumping throughout. The film ‘Drive’ is a heavy influence and the sound certainly seems to have taken inspiration from artists who had their music on the film. Kavinsky is the heaviest influence as the beats pump and pound away while the bullets fly and bones crack.
Indeed, if it ever came out that the game was based on the Drivers untold back story it wouldn’t really seem that surprising (minus the surrealism perhaps). Although it’s very hard to tell, it seems to us that the main character in Hotline Miami is also donning the iconic white scorpion jacket, but perhaps that’s just our imagination running away with us.
Of course, all the style in the world doesn’t mean a thing if the game doesn’t work. There’s no need to worry on that count as once you get used to how the control system works it becomes almost second nature. The ‘gimmick’ as such is to chain kills together for as long as possible. In order to do this you need to move quickly. Taking a single shot or hit will also kill you and require a restart of the current stage.
There are a vast array of weapons at your disposal to deal out the death and destruction. Guns are plentiful, but firing one will alert other enemies in the level to your presence and send them charging after you. It’s often better to use a bludgeoning weapon and sneak up on enemies before dispatching them. Simply punching also works but only stuns your opponent (see also - hitting with doors or throwing a weapon) and you will then need to spend a few seconds finishing your opponent off by smashing their head repeatedly against the ground.
To aid your progress are the different masks which can be worn throughout. Some you get for completing stages while others will need to be found hidden away in the levels. These all have different properties and allow you do things such as kill with punches or kill people by bashing them with doors. Finding a mask to fit your style is all important as you will want to return to completed stages to better your time, score and overall grade. It’s incredible how much better you become at the game as you progress and stages that took ages will soon turn into a race for the biggest kill combo. Levels also never become repetitive with the layouts offering up different types of scenario to play around in. There are also more than a fair few surprises to keep you on your toes as you progress.
Each stage is set out to test not only your reactions but also your puzzle solving skills. Often gunmen overlook corridors safely from behind windows or an enemy may be sitting down and thus hiding the weapon they carry. Working out the order to take out enemies is as vital as actually trying to kill them as one wrong move and it is all over. There are variables as well and enemies don’t always patrol in the same way or carry the same weapons upon restarting after death. This means you also need to be able to think on the move in order to make it through.
The games controls do take a bit of getting used to and feel awkward to start when using handheld mode as the Switch buttons are just that little bit too spaced apart when using multiple inputs at once. As you progress things do become second nature though,
The lock on control can also be a bit fiddly. It would have perhaps been better to lock onto the enemy who is nearest to you as you can often be left firing a gun at a character two rooms away rather than the three gangsters bearing down on you. We also found the lock on cursor to be very hard to see on the handheld screen and colour blind gamers will struggle even more. A number of times we had to unlock, and lock over and again to try and work out exactly who we had targeted. These are very small flaws though and there was nothing here that prevented us from making our way through the game.
A few (mostly colour blind related), niggles aside it is no over exaggeration
to say that this remains a master piece of game design. It’s hard but fair and
it always leaves you wanting one more go. Aesthetically perfect it has managed
to capture an ethos and moment in time and as such remains visually iconic. This
remains one of the most essential games to come out on any format and is
perfect for the handheld nature of the Switch.
9/10
Friday, 8 November 2019
Disgaea 4 Complete + Review (Switch)
Tuesday, 28 June 2016
Odin Sphere Leifthrasir Review (PS Vita)
Odin Sphere launched late into the life of the PS2 and along with GrimGrimoir brought a slice of 2D JRPG action to the Sony console. While GrimGrimoir focused more on strategy, Odin Sphere was the action title and offered up a mix of levelling up and bashing things that is now much more common.
Monday, 14 March 2016
Blazeblue Chronophantasma Extend Review (PC)
Over the years Blazblue has taken up the position of the hardcore alternative to Capcoms Street Fighter IV. Most of the characters require hours of dedication to get to grips with and the crazy plot that includes time travel, magic, science, civil wars and alternate worlds can baffle anyone. Now the series is back with the extended third chapter of the story.
Wednesday, 18 November 2015
SUPERBEAT:XONiC Review (PS Vita)
Colour Blind issues No
Review Code - Yes
Wednesday, 28 October 2015
PixelJunk Shooter Ultimate Review (PC)
A few years ago PixelJunk Shooter first appeared on the PS3. Still one of the best games on the Playstation network it is finally now available on the PC. The first game had already been released but now the team have and combined Shooter 1 and 2 and spruced it up a bit to create Pixeljunk Shooter Ultimate.
Monday, 26 October 2015
Blazblue Chronophantasma Extend Review (PS4/ PS Vita)
Over the years Blazblue has taken up the position of the hardcore alternative to Capcoms Street Fighter IV. Most of the characters require hours of dedication to get to grips with and the crazy plot that includes time travel, magic, science, civil wars and alternate worlds can baffle anyone. Now the series is back with it's PS4 debut and the extended version of the third chapter of the story.
On the Vita The story mode does need to be downloaded so make sure you have the space and bandwidth. That decision may seem strange but the fidelity of the Vita version to its big brother is such that it seems there may well have simply been no more room on the card of the physical versions to fit it. We would go as far as to say as this is the best looking Vita game and it's an outstanding achievement from the development team to get it onto the handheld like this. The only real issue is that the Vita controls can be tricky to use to execute the more complex moves.
Wednesday, 14 October 2015
Lost Dimension Review (PS Vita)
The world now faces total destruction... after being suddenly attacked from out of the blue with half of it being destroyed in an instant. An agent of the coming apocalypse appears issuing an ultimatum "kill me within 13 days or die". The only ones who are capable of stopping this are the 'gifted' - a group of teens with special powers who swiftly have the fate of the world thrust into their hands. In all honesty it sounds like the typical anime 'teens with super powers' trope but it really does manage to transcend that stereotype as not one character is over powered in any way - they are relatively normal humans that each have a gift. Their powers range from levitation, pyrokinesis, precognition, super strength and the ability to copy anyone else's abilities.