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Showing posts with label PS Vita. Show all posts
Showing posts with label PS Vita. Show all posts

Monday, 8 November 2021

Spelunky Review (Switch)

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.

The game has a very simple premise. You need to guide your explorer deeper and deeper into a cave while collecting treasure. The twist comes when you realise that each time you enter the cave the levels generate randomly. This means you never know what obstacles you are going to come up against. Unlike most games with randomly generated levels, here it actually works.

Starting in the cave world, every four levels completed will see you move onto new areas with new hazards and enemies. These include jungles, ice caves, temples and a host of secret areas such as hell itself. Each area also has random events that can occur such as the dead rising from the grave or large areas of open water. This helps keep things varied and fresh as you continually die and have to re-negotiate the levels.

While moving from one area to the next you will also come across the tunnel man. Meeting him three times and giving up the equipment or money he asks for will see a short cut opened to that area of the cave. This helps to ease the frustration of having to make your way through levels you have already beaten but comes at the cost of having your run not admissible to the score board. 

To start with Spelunky can be a frustrating and unforgiving game but the more you play the more it will get its hooks into you. It takes time but eventually you will learn to take obstacles one at a time and become ever more cautious as you delve deeper and deeper. To help you in your quest you have a number of different items at your disposal. 

You start out with ropes which can be fired to create safe routes to climb up and down and bombs which to clear path ways. There are a whole host of other objects available as well. Things such as jetpacks, climbing gloves and freeze guns can be purchases from shop keepers in exchange for the gold and gems you’ve found. Placement is random so you’re never quite sure what you are going to get.

As you get more and more used to the way you have to approach the game you’ll soon find yourself racing through the levels but it never becomes easy. You are always only one slip away from death and even the most experienced of adventurers can be easily caught out with a miss timed jump or careless fall. Some of our attempts lasted only a few seconds before death while others became slow and careful pursuits as we tried to get the last item needed to the tunnel man to open a shortcut. It all adds to the fun and Spelunky is tactile enough to be played with whichever approach you wish.

Overall, while it’s fair to say that Spelunky isn’t for the feint hearted it is undeniably an excellent game. Gamers who are like the ‘Rogue-like’ format will be in exploration heaven here. The ability to play on the Vita is also a match made in heaven (though graphics can be a little small at times). If you’re up for a tough and rewarding platformer then Spelunky is the game for you. Even against tough competition it’s clear it’s a cut above other games of its type.

Overall 9/10

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)


We are big fans of the Disgaea series at Retro 101 and have been more than happy to dive into the ‘complete’ versions of the games as they arrive on the Switch. Disgaea 4 always had a lot of personality so we were excited to have a reason to return to it once more.

This time around the plot revolves around a Prinny trainer by the name of Valvatorez, a once powerful tyrant who has renounced much of his power based on a promise he made many centuries ago. A noble demon, he never breaks a promise and when a group of Prinnies are taken away by the government for execution he leaps into action to save them. Why you ask? Because he promised them some sardines for tea and they were taken before they could eat them. Yes. Really.

Of course as things progress it gets much more complex than that and before you know it you’re on a mission to overthrow the powers that be with a bunch of rag tag companions, failed demons and several Prinnies. It’s possibly the maddest plot yet and it’s beautifully written and funny throughout with a lot of fourth wall breaking, several of the characters believing they are the main hero and one thinking they are the end of game boss.

Imortanly, the game is easy to see on the Switch screen. Graphics are smooth and while that removes the pixel style of previous games it certainly helps out with knowing what is going on. You can also pan and zoom around the battlefield easily which gives you all the angles you need.

The standard systems are still in place so if you’ve played Disgaea before you’ll know what to expect. There were new systems introduced here as well such as tower combat given more flexibility and monsters being able to morph together to create bigger monsters or turn into special weapons for human characters. You can also place special buildings on a game board then place characters around them to gain special effects such as gaining experience from the head of that building. The more levels you complete the bigger the board gets and the more buildings you can place (after senate approval of course).

While it’s not too tricky to pick up for fans of the series it’s not massively newcomer friendly. With a fair few systems added to what was already there it means there is a huge wealth of stuff to take in. There is a very short tutorial section but you’ll have to do a lot of playing around to see how things work if you want to really get into the meat of the game.

The levels don’t exactly ease you in gently either. While enemies are generally of a manageable level the layout and design of stages is somewhat advanced. Very early on we were taking on intricate patterns of Geo Symbols which in previous games haven’t appeared until quite some way into the game. By world three we were already facing strings of snipers and archers placed out of reach on panels that allowed double shots and health recovery.

There are certainly very few levels where you just rock up with your squad and hit the enemy until they disappear. This isn’t of course a bad thing but we can certainly see how it might be too much for newcomers. While we’re on the subject there really needs to be a colour blind filter implemented in some way as well. Having so many different Geo Symbol colours is fine but it’s impossible to identify what panel is what when it gets so crowded with different colours and characters.

Small issues aside this is a highlight of the Disgaea series. It has the more flexible difficulty curve of Disgaea 2 while having a sense of humour and quality characters that rival the original game. If number crunching, levelling and bizarre characters are your thing then there isn’t anything out there better than this. It’s certainly going to last a very long time as well with all the additional content included. If you aren’t shouting SARDINES! Within a week of play we’ll be amazed.

Overall 9/10

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.

Odin Sphere has always been a classic but now it is far more accessible to a wider audience with this remake. This is mainly down to the changes made to the combat system which makes it more fluid and brings it closer to systems found in Muramasa: Rebirth – another gorgeous looking 2D game remade for the Vita. Veterans of the game need not fear though as you can play the original version of the game also (although sadly not with the extra lovely visual overhaul).

Speaking of the visuals they are stunning. The game always looked good but the crisp Vita screen makes everything sing and sparkle in a way that hints at magic beneath the surface of the world just waiting to be released. Characters are highly detailed while lighting and glow effects illuminate beautifully illustrated backgrounds. The story is one of magic and fantasy and the world fits it perfectly.

The structure of the game has you taking control of a number of characters as a story of prophecy and armageddon is told via a girl reading a book. You start with Gwendolyn, Valkyrie daughter of the king and switch to four other characters as you progress. You’ll be with each character for a large period of time though so don’t expect to be switching around every few chapters. It’s very much a case of finishing one story before moving onto the next. It can also be quite jarring after you’ve spent six to eight hours with someone to move to the next character that has a completely different fighting style.

As the different stories are told the protagonists will often clash with each other. This eventually leads to a final book where players must pitch the right characters against the right enemy in order to achieve the ‘happy’ ending and also reveal a final hidden text.

The structure of the game is fairly straight forward. You move to an area and then progress through a series of linked 2D arenas. Some contain battles while others will have rest spaces, treasure or simply be pretty to look at as you run through. Each location is ended with a boss fight and normally has a few smaller bosses along the way as well. You can also explore away from the main areas to find extra items and skills. Skills can then be further leveled up through points gathered from enemies and ‘Phozons’ that are released by butterflies, certain plants and dead monsters.

Aside from bashing things your main focus is on food. You can plant seeds and grow fruit and also collect ingredients to have cooked into meals by wandering chefs for you. Each time you eat you not only recover health but also slightly boost you maximum hit points and also get experience to level up. This makes the eating part of the game key to progressing as without constantly munching you may find yourself too weak for later levels.  There is also an alchemy system at work which lets you mix potions with collected ingredients.

It’s a wonderfully characterful game and there certainly isn’t much out there like it. The high fantasy story isn’t anything particularly knew but it is an interesting tale with a number of decent twists that should keep you occupied through the many hours of gameplay. The change in systems really helps the game to flow and while it certainly seemed to make the game easier that is no bad thing as the original was one of the toughest games we’ve ever played with progress constantly stopped by leveling walls, awkward combat and super powered enemies. We loved it but we certainly won’t be loading up the classic version of the game any time soon when we have this absolute joy to play with.

Overall, Odin Sphere Leifthrasir is a perfect fit for the Vita. It sits very nicely alongside Muramasa and Dragon’s Crown as a combat heavy RPG while also being an all-round better experience than both of them. The new approach to the combat and revitalised visuals make it feel fresh and relevant and it’s about as essential as any Vita game has been for a very long time. It’s deep, satisfying and gorgeous. It always was a classic and certainly still is.

Overall 9/10

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.

Chronophantasma takes place after the first two games and follows the characters as they move to the ruins of Ikaruga in search of the next magical McGuffin. We aren’t going to try and some up what’s happened so far or what's next as it’ll only confuse everyone. Just know that bad things are going to happen and some people want it to and others don’t. There is of course a puppet master behind the scenes as well trying to put everything into place.

This isn’t an easy game to get into for newcomers to the series. There’s a ton of things to take in and trying to tie up the story will take a serious investment. There’s a helpful ‘Teach Me Miss Litchi’ section which recaps the lore and events but the handy summation of the first two games from vampire Rachel Alucard will set you up nicely. 

The game comes jam packed with different game modes and there’s almost limitless hours that can be put into it. Aside from the Arcade and survival modes there is Abyss mode which has your character working their way through ever increasingly difficult maps containing opponents set at different computer AI levels. There is also the Blazblue version of score attack which pits you against some of the hardest encounters known to man for bragging rights and a host of other things. There’s even a manga to get through called Remix Heart which follows Mai Natsume at the military academy. 

The story mode continues in the style of the vanilla version of Chronophantasma with three main branches that need to be completed with characters aligned to different factions in each. There are also sections featuring the new characters which came as DLC in the last version of the game. There is still too much talking and not enough fighting to start but once it gets going it’s a good tale and enjoyable, especially for fans of the series. The wealth of training modes also return with everything you need to teach you the basic mechanics and then take you into ridiculous depth with your chosen characters. 

The original cast have been rebalanced and in some cases retooled with moves and special moves and this is still a bone of contention for some fans. Jin is the most notably different with the range and speed of certain moves changed and the removal of his mass-hitting spam everything quickly with the sword move (much to the relief of everyone who uses other characters). Things soon begin to click again but we got absolutely hammered just diving into arcade mode and then wondering why nothing was working.

The previously new characters are now joined by those available as downloadable content to give an impressive cast of fighters. The previous version of the game was hardly light on content and now it is bursting at the seams.

The game holds true with its previous changes such as the implementation of the 'Overdrive' meter which replaces the ‘Gold Burst’ move. When activated this it allows for more damaging distortion drive techniques as well as stopping the match timer. The lower your health, the longer the effect lasts. Guards have also been changed but the drive is still the new big thing and players will have to drastically change their game plan in close matches.

The main thing is that after you get to grips with the changes everything flows as beautifully as before. This is still one of the most spectacularly intense fighting games on the market and this version of the game is a very strong showing in an ever increasingly crowded genre. 

Overall, Blazblue Chronophantasma Extend is a must for anyone who is into their fighting games and this is right up there with anything in the genre. Fans will be desperate to see the new additions to the story but anyone who’s up for a challenge will appreciate what the game has to offer as well. It may not be the easiest title to get into but once you do there is little else out there as rewarding or satisfying.

Overall 9/10

Wednesday, 18 November 2015

SUPERBEAT:XONiC Review (PS Vita)


You wait for one rhythm action game to come along and then a whole load arrive at once. We hadn’t really been following SUPERBEAT particularly closely but we really should have. While Persona 4: Dancing All Night was great fun and offered plenty of fan service this is one of the best rhythm action games we’ve ever played.

There’s no plot here just buckets of rhythm action goodness with presentation of the highest quality. As soon as you start the game up the screen pulses and fizzes with music and excitement that lets you know this is something good. There’s a sharp and edgy design to it which is not unlike the Wipeout games and it fits perfectly.

The game itself has notes flying out at you from the middle of the screen. You need to hit the corresponding top, middle or bottom button on the left or right of the screen or you can also use the touch controls. There are notes that need to be held and the L and R buttons come into play as well. You even have to use the analogue sticks for certain notes that snake up and down (again, you can use touch controls if you prefer). It’s full on and certainly keeps you on your toes.

There are 4 trax and 6 trax variations which let you use different amounts of notes in each song (with the 4 trax variant only putting notes at the top and bottom of the play area for instance). Here you have to complete three songs in a row to try and achieve the best score. As you level up by completing songs you unlock more difficulties which adds more note variants and also opens up missions in the world tour mode.

The World Tour mode has you travel around famous clubs taking on specific song based missions. Normally these consist of not missing at certain number of notes or keeping your combo at a certain number. They also ramp up the intensity even more by doing things like moving you much closer into the play area so you need almost instant reactions to hit the notes. World tour is not for the casual player and even the second set of club missions had us beaten for longer than we feel comfortable admitting.

As you level up from completing songs and missions you will unlock a host of new sounds, tracks and icons. The sounds can be set as the noise which comes in when you hit a note while the DJ icons add special powers like extra health or experience. The only criticism we have comes from the striking notes sound. Some of the songs really don’t sound right when you’ve got the sound set on things like a snare drum. It’s a rare miss step and we found setting the sound to hand claps pretty much worked with everything. You can also turn the sounds off completely.

The musical selection on offer is also excellent. There aren’t any hits as such but just about every genre of music is represented and we can’t think of another game where Hardcore sits next to Latin Samba. Most of the songs are very good as well and there’s a host of music from games like Guilty Gear and BlazBlue thrown in for good measure.

Overall, SUPERBEAT:XONiC is a stunning rhythm action game. It’s tough, but for fans of the genre this is up there with the best of them. It’s perfect for the Vita as well and you just keep unlocking new things every time you play and tt left us with an excited grin on our face every time. It’s a breath of fresh air and an amazing injection of adrenaline for Vita owners that in our mind is an essential purchase.

Overall 9/10

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.

The plot, such as it is, has you sent in to rescue your crew mates after mysterious goings on while mining on the planet of Apoxus Prime. To do this you have to fly your craft around tight underground caverns while using water, lava and magnetic black liquids to your advantage. It’s reminiscent of Thrust with its inertia and gravity based gameplay but your craft will stay still if left alone. You also won’t die from hitting walls (which is a good thing or it would have been nigh on impossible).

The game is a 2D styled shooter where you manoeuvre your ship around a section of an enclosed map. Normally you will have to get water to turn lava to rock or lava to melt ice or some other combination of dropping one liquid onto another. You’re doing this because you need to get to and rescue all the lost crew members in each area. If too many of them die you have to start the level again. It’s wonderfully inventive and a whole lot of fun and there are hidden areas and diamonds to collect along the way as well.

The level design is nigh on perfect throughout the game and the difficulty curve is just about right. The huge boss monsters found at the end of each world may cause some frustration but they provide tense and heroic showdowns of David and Goliath proportions and once you work them out shouldn’t take too long to get past. The difficulty level ramps up considerably once you enter the second part of the game (Shooter 2), but it’s all still achievable.

Shooter Ultimate is now split into six main areas each consisting of five levels. There are the initial outer rocky areas, the ice caves and then the mine. After the mine something happens which we won’t spoil but you’ll be dealing with a host of new gases and liquids.  Each individual level is split into sections which require everyone to be rescued before a bulk head opens to the next.  Each has its own tricks and traps and will keep you on your toes throughout. If it gets too much you can always call a friend in for co-op action.

You’ll also need to think quickly as the game has a wonderful way of getting you to forget what you’ve just learnt. For instance, for the first area you are trying to keep away from lava (overheating causes you to crash), but then in the ice caves you’ll come across an inversion suit which makes lava cool you down and water heat you up.

It’s a game that keeps throwing new ideas and things at you to keep you interested. The water suit and lava suit are just the start and you’ll soon be switching around and dealing with freezing lakes and clouds of gas as well as the usual lava and water. The key thing is that everything stays fun and creative throughout. Once you’ve completed the game you’ll probably want to dive back in to further explore the levels and find all the missing diamonds and any crew you missed along the way. There’s even a hidden level to try and unlock and online combat.

PixelJunk Shooter is a game we’re still playing on the PS3 to this day. The fact a whole new audience can now pick it up is great and this really is one of the best games of its type. Q-Games have crafted something special here and the years have done nothing to diminish its appeal. With PixelJunk Shooter 2 included as well it becomes an essential purchase for PC owners. We’ll be playing it through for yet another time and we would recommend everyone else do the same.

This was always going to be a certified hit with us as long as nothing had gone wrong in the conversion and from our experience this offers all the fun of the original. PC gamers really need to play this as it’s simply a masterfully executed, great little game packed with more invention and ideas than most massive AAA releases can even come close to.

Overall 9/10

 

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.

Chronophantasma takes place after the first two games and follows the characters as they move to the ruins of Ikaruga in search of the next magical McGuffin. We aren’t going to try and some up what’s happened so far or what's next as it’ll only confuse everyone. Just know that bad things are going to happen and some people want it to and others don’t. There is of course a puppet master behind the scenes as well trying to put everything into place.

This isn’t an easy game to get into for newcomers to the series. There’s a ton of things to take in and trying to tie up the story will take a serious investment. There’s a helpful ‘Teach Me Miss Litchi’ section which recaps the lore and events but the handy summation of the first two games from vampire Rachel Alucard will set you up nicely.

The game comes jam packed with different game modes and there’s almost limitless hours that can be put into it. Aside from the Arcade and survival modes there is Abyss mode which has your character working their way through ever increasingly difficult maps containing opponents set at different computer AI levels. There is also the Blazblue version of score attack which pits you against some of the hardest encounters known to man for bragging rights and a host of other things. There’s even a manga to get through called Remix Heart which follows Mai Natsume at the military academy.

The story mode continues in the style of the vanilla version of Chronophantasma with three main branches that need to be completed with characters aligned to different factions in each. There are also sections featuring the new characters which came as DLC in the last version of the game. There is still too much talking and not enough fighting to start but once it gets going it’s a good tale and enjoyable, especially for fans of the series. The wealth of training modes also return with everything you need to teach you the basic mechanics and then take you into ridiculous depth with your chosen characters. 

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.

The original cast have been rebalanced and in some cases retooled with moves and special moves and this is still a bone of contention for some fans. Jin is the most notably different with the range and speed of certain moves changed and the removal of his mass-hitting spam everything quickly with the sword move (much to the relief of everyone who uses other characters). Things soon begin to click again but we got absolutely hammered just diving into arcade mode and then wondering why nothing was working.

The previously new characters are now joined by those available as downloadable content to give an impressive cast of fighters. The previous version of the game was hardly light on content and now it is bursting at the seams.

The game holds true with its previous changes such as the implementation of the 'Overdrive' meter which replaces the ‘Gold Burst’ move. When activated this it allows for more damaging distortion drive techniques as well as stopping the match timer. The lower your health, the longer the effect lasts. Guards have also been changed but the drive is still the new big thing and players will have to drastically change their game plan in close matches.

The main thing is that after you get to grips with the changes everything flows as beautifully as before. This is still one of the most spectacularly intense fighting games on the market and this version of the game is a very strong showing in an ever increasingly crowded genre.

Overall, Blazblue Chronophantasma Extend is a must for anyone who is into their fighting games and this is right up there with anything on the PS4. Fans will be desperate to see the new additions to the story but anyone who’s up for a challenge will appreciate what the game has to offer as well. It may not be the easiest title to get into but once you do there is little else out there as rewarding or satisfying.

Overall 9/10

Wednesday, 14 October 2015

Lost Dimension Review (PS Vita)

Written by Natalie Houghton

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.

You awake at the bottom of a tower, with no memories of how you got there... the only thing that you do know is that 11 other supposed comrades surround you and that you must climb to the top of the tower and stop the man otherwise known as 'the end' from firing his arsenal of nukes and destroying the rest of the world. Sounds simple, right? Wrong... the caveat is that there are traitors amongst your ranks.

Overall, this serves as the primary plot device and I have to admit that the traitor system is quite innovative and the way in which you have to sniff out the traitors is engaging but not impossible - the main character, Sho has the premonition ability and he can also hear other team member's most private and deepest thoughts, by utilising this and diving into the inner depths of a character's psyche. This means he can figure out who the traitor is and influence the rest of the team on who they should vote for in one of the many judgement rounds that you are besieged with at the end of each floor. 

This involves the team voting for one of them to effectively be killed off where they will be erased from this world, dissolving into absolute nothingness, leaving behind only their 'will' - a usable item, so for example if your healer turns out to be the traitor and you vaporise them, then one of the other characters can equip their ‘will’ and use their abilities so you won't be without healing for the rest of the game. Interspersed throughout the dungeon climbing, it is possible to bolster the trust of each team member by raising their camaraderie level as you talk with them and learn more about their situation, the way they feel about things and what they plan to do in the future (if they survive.. that is).

The plot had me hooked. Who is 'the end'? Why is he doing this? And who is the traitor this round? I hurriedly played the game until its conclusion as I so desperately wanted to know... only to find out that it does require a couple of play-throughs to reveal the true ending. Second play-throughs are much easier however, as you carry across your already existing camaraderie and you are automatically given gift exp so you can start with some abilities.
Lost Dimension itself is half a visual novel and half a tactical RPG. From a visual novel standpoint, the animation is rendered in a way which makes it appear almost 3D, it is sublimely crisp and clear and the transitions between each character are smooth although the dialogue can be slightly jarring at times when you start losing characters.

The other main half of the game is the tactical battles, they are simple in appearance but are quite challenging as they have a tendency to occasionally throw you straight into the deep end. The battles are taken in turns between your team of 6 and however many enemies are present. Your team can each move within a set radius of their original starting point, if any enemies are in range they can then attack - but beware the enemies will usually retaliate with a counter-attack if they can. The main tactic that you'll need to both equally utilise and beware of in order to win is the assist mechanic where any characters that are within range of each other will assist their ally in their attack.  For example: If Sho attacks an enemy and two other characters are nearby, not only will Sho attack the enemy - but his two allies will as well. This can lead to some incredibly powerful combos that will allow you to pound the enemy into oblivion. 

Sound during the battles is superb and I thought that the song which played during the final boss battle was quite pleasing as well as being motivational - I'd definitely want to put it on my MP3 player. There is no Japanese voice over available, although the English voice acting is not too bad for once. There are a few slightly strange quirks with this though. for example one of the characters speaks with a fake English accent which is slightly odd as she can't seem to work out if she's pretending to be in the middle of a Victorian tea party or in the east end of London "Care for some tea, mate?". She speaks like this because she thinks it sounds cute which is a bit hmm... I'll just scratch my non-existent beard on that one.

Overall, this is an excellent tactical J-RPG let down only by a slightly anti-climactic ending. But it still has its charms and is well worth playing so go on... get lost in another dimension!

8/10

Wednesday, 22 July 2015

Hyperdimension Neptunia Re;Birth3: V Generation Review (PS Vita)


Written by Natalie Houghton

This is the best Hyperdimenson Neptunia game out there so far  - there I've said it. If this is your particular poison then run out to the front lines and grab a copy and prepare to Nep your way into oblivion for what may seem like the 100th time this year. 

Hyperdimension Neptunia Re;Birth3: V Generation starts with a firm boot to the head where all of the Goddesses (CPU's) are attempting to rid themselves of Neptune by beating her to a pulp so that they can take over Gamindustri once and for all. This inadvertently starts off a chain reaction which leads to Neptune being sucked into a portal and then falling hilariously face first into a 1980's tinted version of Gamindustri. 

After a dose of re-orientation to this new and seemingly outdated land (but not before helping Neptune acquire her transformational powers again), it is determined that in order to return Neptune to her own dimension, she must raise the shares of Neptunia sufficiently enough so that a portal can be opened and in any Neptunia game this can only mean one thing: an epic quest fest. 

In the mean time, she plays along with the CPU's of this alternate world and gradually re-discovers her old friends as well as making some new ones. Enter Plutia - a welcome addition to the cast who initially starts off as the only CPU for Planeptune. At the onset she comes across as being a complete and utter airhead. However, in her HDD form her personality does a complete switch and she turns into the sadomasochist otherwise known as 'Sadie' - this helps to create some of the most amusing scenes in the game. 

The whole premise is to essentially get Neptune home and in one piece whilst traversing the console wars of the 80's and 90's, battling monsters and avoiding the evil machinations of the Seven Sages who will do almost anything to try and eliminate the CPU's and control Gamindustri themselves. Along the way there is also a multitude of quests to complete, dungeons to explore, special monsters to smash, items to gather and plans to unveil.

Characters level up in the usual way, although they can also have their skills and stats enhanced by effectively upgrading themselves with plans that can be found. Plans apply not only to characters but to almost everything in the game, dungeons can be changed, weapons and items discovered and monsters strengthened or weakened. So it's imperative that you utilise plans effectively. 

The lily system also makes a return - characters who fight together will eventually find true love together. Maybe not quite... but they will both become stronger if they are coupled together, one in the front and one in the rear - seriously! The higher each character's lily rank the more abilities they will each gain when in one another's sweet embrace.  

Most of the previous game mechanics are left intact or are very similar - Stella's dungeon (a roguelike mini-game that consists of Stella endlessly climbing a huge tower in search of loot) also makes a return. Combo skills are the basic attacks that are utilised in battle and they can also be heavily customised to your specific tastes or elemental preference. Gradually you'll unlock more slots which can result in some quite impressive combo moves. The usual ream of skills is also present along with a wide array of challenges that increase character stats and unlock various upgrades the more that are completed. 

In order to combat the EXE drive abuse that was the optimum strategy for the last game, HDD mode is now tied to the amount of SP that you have. SP is restored by hitting monsters and whilst this is good in theory, the rush attacks give you a lot more SP than any other kind of attack so a lot of the time, you'll simply be hammering rush attacks and then unleashing either your special moves or EXE drive. This means it has simply swapped one unbalanced tactic for another. Bosses or stronger mobs do at least require some more thought as you have to break their armour down first. The battle system, whilst good could easily have been a bit deeper and tactical.

The dungeons are typical Neptunia fare and I've no doubt that you'll have seen a few of them already if you've played any game in this series before and this is where the game falls down slightly with re-used dungeons, monsters, textures and music all beginning to seem a bit too familiar with most of them having been almost copied and pasted from the 2nd game. Graphically, the colour palette is energetic and as vivid as usual and all of the models do look quite sharp on the PS Vita with absolutely no slowdown experienced. 

Overall, the dialogue is quite interesting and the characters know how to poke fun at themselves and the game industry as a whole. However, they are in desperate need of an editor as the cut-scenes are overly long and often tend to have a bit too much pointless waffle included. There are indeed many subtle nods to the console wars throughout various eras and the differences between them. 

The soundtrack has quite a light hearted upbeat tempo which suits the game quite well (as it is after all intended to be an adventure that doesn't take itself too seriously). For all intents and purposes, given that the characters are almost 100% clichés and the plot is filled with a ton of video game references and cultural in-jokes I shouldn't have liked this... but as always and once again, it turned out to be quite a juicy guilty pleasure.  

Overall 7/10

Wednesday, 24 June 2015

Hyperdimension Neptunia U: Action Unleashed Review (PS Vita)


Written by Natalie Houghton

This is the latest in a barrage of Hyperdimension Neptunia games that have all been released in a flurry this year. Departing from the usual JRPG format of the previous games, this is a spin off which presents itself in the form of a Musou type action game. The general idea behind the Hyperdimenson games is quite pleasing, however the execution often lets them down. This spin off though is cut from an entirely different cloth, given that it's not developed by the usual creator of these games and is instead developed by Tamsoft who have already established themselves in this genre.

Following suit, all of the main characters who have been available in the previous games are available to play here, including the CPU's (Personified console goddesses) themselves (Neptune & Co) as well as their younger sisters; the CPU candidates (Nepgear & Co). Follow them around the parody filled world of Gamindustri as they embark on a raucous romp where they endeavour to complete all of the quests dealt to them and bash as many monsters on the head as is goddessly possible. They are joined on their adventures by two new playable characters - the journalists Dengekiko and Famitsu who will report on their every move. 

Essentially this is a 'Gotta smash 'em all' type game akin to Dynasty Warriors. To progress in the game our heroines must complete quests - which in all fairness are quite linear. The methodology is as follows: 1. Pick a quest 2. Note the requirements for completion 3. Begin thrashing around like a fish on acid 4. Kick ass! 5. Rinse and repeat. 

The repertoire of quests does not really change that much. There are a few 'special' quests that supposedly have different clear requirements but they aren't really that hard to figure out or that different from the main quests themselves. More variety in the quests would definitely not go amiss.  

Depending on your perspective you'll either love or hate the damage feature of the game which involves half the characters clothes magically flying off and becoming tattered. The result of which is that they therefore expose themselves to the world - exactly the same as in Senran Kagura games. This franchise is no stranger to having slightly ecchi (pervy), tendencies and the dialogue even pokes fun at itself and points out this fact. Love it or hate it though, this fan service is there to stay until you manage to unlock an unbreakable costume later in the game. 

There are a total of 10 characters to pick, each with their own unique weapons and fighting styles, each character has a normal attack and a strong attack which you can mix & match to create various combos with. There are also a couple of special attacks that require SP to use - these can be used to temporarily clear a large number of mobs. As you slaughter enemies, the EXE drive gauge will fill, once it is full enough, the characters have the option to transform into HDD mode which is essentially a stronger version of themselves that resembles the dragoon mode from the Legend of Dragoon (if anyone actually remembers that...). Whilst in this mode, there are a couple of special skills that can be executed which will pretty much mutilate everything in sight.

You can fight solo or play with two characters - the more two characters fight together the higher their lily rank will become, this will unlock special bonuses such as increased EXP gains and eventually a double team combo which is guaranteed to wash away anything that stands in their way - go nakama power!

The combat is fast and fluid with excellent optimisation for the PS Vita, the frame rate is top notch and the cel shaded style works really well along with all of the colours being astoundingly eye popping on the OLED screen. The characters and the art in general are incredibly well drawn and a pure pleasure to look at. The level design itself is fairly generic though, there's a forest level, an ice level and the classic lava level as well as a few levels that pay homage to older games such as Mario Bros and Tetris.

Character stat increases, new weapons and accessories are handled in a slightly different way to normal, whilst characters do level up in the usual way, acquiring upgrades is done by accessing the medal collection. Upon defeating enemies, some of them drop medals. Once a certain amount of medals have been collected you can then unlock stat increases as well as gaining new equipment. This means that you have to keep fighting in order to unlock everything. 

The plot is fairly thin and is more of a background distraction than anything else, it loosely manages to take the characters and general story forward and whilst at times, the banter between characters is interesting and slightly amusing there are other times where it totally misses the mark. The crux of this is that you don’t really care about the plot at all! Both characters Dengekiko and Famitsu are attempting to get the scoop on each of the girls' antics and in order to get these stories, quests need to be completed... and written about, THAT.IS.IT!

The English voice acting is dubious at best and half of the characters virtually sound the same, the Japanese is a notch above and comes as the recommended choice. My only real gripe is that some of the characters dialogue is overly cutesy. The general soundtrack on the other hand blew me away, I really did want to listen to it as I fought my way through endless hordes of slimes, animated flowers and cubes. Like the looks of the game itself, the wide array of tunes on display here is nothing but a joy to listen to. 

The two extra modes which are unlocked after beating Chapter 3 don't really add any further depth to the game. Both the Gamindustri Gauntlet where you can create your own 10 fighter tournaments and battle it out until the end is much more dull than it sounds and the same goes for the Neptral Tower which involves climbing a long tower filled with randomly changing enemies.

Overall, this is an attractive and amusing game that is pleasing on the eye as well as the ear that is great for a fun quick blast in the middle of the day, during your commute or simply whenever you feel like it. It would get repetitive quickly if it were on a console but it suits the nature of time-limited handheld gaming perfectly. If you are a fan of the genre and like crazy button bashing over the top combo-creating anime style games then it is definitely worth a go. It isn't the best game ever but by no means is it the worst either. 

Score: 6/10