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Showing posts with label Wii U. Show all posts
Showing posts with label Wii U. Show all posts

Monday, 16 January 2023

Guacamelee! Super Turbo Championship Edition Review (Nintendo Switch)

After having success with Mutant Blobs Attack, Drinkbox Studios reurned with this Mexican wrestling themed Metroid style platform adventure. Those who lack imagination may not see the obvious potential of this mix of styles but it helps to create a unique take on a genre now dominated by identikit Samus and the Castlevania clones.

Starting out as a Mexican villager named Juan, players are soon caught up in a strange tale of the supernatural when a long dead Mexican wrestler tricks the devil into turning him into a chicken. He then returns to merge the real and super natural worlds together. Killed while trying to save the girl he loves, Juan is resurrected thanks to a magical luchadore mask and heads off to rescue the girl and save the world.

Graphically, the game does a good job of putting across the Mexican theme with a heavy Cinco de Mayo influence giving it its own unique and macabre atmosphere. The villages look straight out of a western and are coloured to look sun scorched and dirty in the way they do in all the best Western movies. There are also numerous references for gamers to find with our favourite being the 'missing' poster on one building featuring a picture of Manny from Grim Fandango. As you explore the world an enthusiastic mariachi band plays over the adventure, though it might have been nice if they had learned a few more songs. It all ends up creating a world that feels vibrant and new and is likely to draw players in quickly.

In classic Metroid style our hero starts out with only a handful of moves and then gradually acquires more as he progresses. These moves can then be used to access more areas and continue the quest. Most of these are given out by breaking statues placed around the world (which themselves reference Metroid). Most are standard things such as granting a double jump or the ability to break a certain colour block. The one which raised the biggest smile was when we were granted the power to turn into a chicken. In effect this grants the same power as the morph ball in Metroid, but that never allowed you to peck enemies to death.

You are also granted the ability to shift between the real and supernatural realms at will. This becomes an intricate part to solving problems as pillars may exist in one realm but not the other. Things like water can also often turn to lava in one of the realms and the switching offers up some satisfyingly complex puzzles to negotiate.

Away from the platforming the other big focus of the game is the combat. Our hero being a wrestler means he has to grapple and punch his way through enemies. Some of the powers granted to reach new areas also act as new moves and a selection of throws and grapples can also be purchased with gold coins found around the world.

Moves can be strung together to create big combos and it feels tactile and satisfying throughout. Pummel on a monster enough and you can then execute a throw which can be aimed at other enemies to continue the chain. As the game progresses enemies become covered in different colour shields which need specific moves used to break. It can be difficult to remember which move breaks what (and not the easiest if you are colour blind), but we rarely came up against anything that stopped us dead because of this.

The enemies may not be that tough but some of platforming certainly is. Even early on players not used to super quick button presses and timing may become stuck. Often you are required to link at least three special moves together to reach a platform and it only gets tougher. At one point we had to jump block through spikes, double jump, uppercut and then dash to reach a small platform with only tiny margins for error. We didn’t come up against anything insurmountable but more casual players may well struggle in places.

Luckily there are plenty of save points so large areas don’t need to be repeated. The game asks players to pull off short bursts of skill and is very reminiscent of titles like indie darling Within a Deep Forest - in that once you have done the difficult bit it saves soon after to try and counteract frustration.

The Switch version seems even more vibrant and colourful and the pad is surprisingly robust when it comes to those super-fast controls. The difficulty may put some off but we would highly recommend you give it a go as it is undoubtedly one of the best games available on the Nintendo eshop. This is also a decent sized adventure clocking in at around five to six hours with further scope for finishing side quests and searching out hidden chests should you so wish. The Switch version also comes with extra levels, all current DLC and extra moves for the playable characters.

In summary, Guacamelee! Comes highly recommended by us. It manages to take elements that should be well worn by now but turns them into something that seems fresh and new. It’s a great example of the type of creative flair being shown by indie developers and can proudly stand next to the Metroids and Castlevanias of this world.

Overall 8/10

Monday, 15 August 2022

Shantae and the Pirates Curse Review (Nintendo Switch)

The third game in the Shantae series has our half-genie hero starting out without her genie powers and living as a normal human after losing them at the end of the last game. But when pirates attack her home town and her old nemesis Risky Boots appears to tell her about a mysterious Pirate Master she has little choice but to try and save the day with nothing but her Kabuki Ninja-esque hair attack and ability to leap around.

This sets Shantae off on an adventure that takes her to a number of different islands looking for dens of evil which much be purged to stop the evil Pirate Master from returning. Each island and environment is beautifully presented with some of the most colourful and vibrant 2D platform artwork seen in a very long time. They also contain different themed environments and enemies so there is always something new and varied to see.

Unlike previous games, instead of Shantae using her magic powers to transform into different forms, she now has to collect various pirate artefacts which then grant her the ability to progress. It follows a template similar to Metroid in that you collect an object like a gun which then allows you to operate a switch to open a door to then allow you to move to a new section of the level. There is also a fair amount of wandering back and forth between the different islands and levels but as they are so much fun to explore and revisit this isn’t an issue. 

Level design remains strong throughout with the islands and dungeons giving different challenges and puzzles to solve. The game is always challenging but never unfair or too harsh to stop progression for long. Finding heart squids will also increase your life and Shantae can buy upgrade shampoo and conditioner to level up her hair’s attack power and speed. The learning curve is set just about perfectly and players should feel like they are always prepared for what they come up against without it being a complete walkover. 

One of the highlights of the game is the colourful collection of characters and ever-so-slightly twisted humour that runs through the game. Early on for instance you’ll meet a former giant squid boss who is bemoaning the fact he feels he’ll only be used as a returning reference to the previous game so is planning to retire (Naturally you’ll have to find him a travel brochure so he can start travelling the world looking for the just the right spot).

There are a host of well-known characters from the series to touch base with and it adds just the right amount of fan service for players of series. The writing is also sharp and entertaining – if a little uncomfortable at times. Weirdly, there is a slight sexual undercurrent throughout. An early puzzle requires light to reflect off two untanned girls who won’t strip to their bikinis, while later Shantae acquires x-ray glasses from a disappointed character that has moved to a beach resort out of season so there are no girls to look at. It’s not overly dodgy, but something that parents of younger gamers will probably want to know about.

Some of the character design is also questionably. There are Mermaid characters that are topless (just without nipples), and what can only be described as a giant rolling ball orgy of naked women as a boss to contend with. While Shantae can be forgiven for her attire as she is both a Genie and dancer, both she and a few other characters seem to have ‘developed’ a little since last the last game as well.

Pixelated cleavage aside, the game is an absolute joy to play and an experience that will keep you smiling throughout. Shantae controls very well and always responds how she should. The different objects you pick up always add something new to mess around with and there are plenty of extra side quests and collectables to hunt around for. It all gives you an excuse to spend a bit more time with the game and when something is as joyful as this then it’s likely you’ll be happy to oblige it.

Overall, this is another top draw entry in the Shantae series. This is an accomplished and quality title that rivals  almost everything else in the same genre. It’s a colourful, fun and inventive game and feels right at home on the Switch. It's great to see the series building up more of a fan base as they offer some of the best Metroidvania action out there. If you love your retro inspired platformers then you really need to own this.

Overall 9/10

Monday, 16 August 2021

Nintendo Switch Roundup 7: Shantae

 

With the recent release of the Gameboy Colour game on the Switch you can now get hold of all five Shantae games on Nintendo’s console. Metroidvania’s at heart, the series has become something of a popular cult classic among fans and physical copies of the games can go for crazy money. The basic gimmick that runs through the series is Shantae being able to transform into different animals by dancing in order to overcome obstacles and barriers.  Here we look at how the five games in the series hold up.

Shantae

The original GBC game is certainly the most difficult one to go back to now but that doesn’t mean it should be ignored outright. It’s a solid Metroidvania adventure for the time and has some clever morphing abilities and spells to liven things up. It is only really let down by poor check pointing and confusing sign posting. Though being a port rather than a remake, the Switch version allows for anytime saving along with a few other quality of life features that makes it more tolerable. It also includes the enhanced GBA version of the game which boosts the colour palette a bit. It’s not massively expensive either (especially compared to the actual cart), so fans of Shantae who have played the other games should get something out of this.

Shantae: Risky’s Revenge: Director’s Cut

Originally released as DSi Ware, Risky’s Revenge is a big step forward in terms of both look and general design. Again, this is a port rather than a remake so expect pixel work and borders rather than upgraded visuals and widescreen. It’s bigger and bolder than the first game as well but is slightly clunky compared to later games in the series. The biggest issue is that dungeons have no map at all and the world map is borderline useless but the game does remain fun and entertaining to play – just be prepared to spend some time trying to work out where that key is you need. It further develops the formulae of having a big, interconnected, world which require abilities to be gained in order to progress and the level design holds up remarkably well.

Shantae and the Pirate’s Curse

At the start of Pirate’s Curse Shantae has lost her genie powers so now has to find and use various magical Pirate items in order to add to her abilities. Instead of the dancing transformation Shantae can now also use her genie lamp in order to suck up magic and various different types of gas to further expand her repertoire of moves. It’s one of the tougher Shantae games but also one of the best with clever puzzles and dungeons to explore. The adventure aspect of the game is also different with players heading off to multiple islands in search of ‘dens of evil’ instead of the interconnected world layout of the previous games.

Pirates Curse is certainly a highlight of the series and also an essential purchase of platform fans. We looked at the game in more detail here -  https://www.retro101.co.uk/2015/02/shantae-and-pirates-curse-review-wii-u.html

Shantae: Half-Genie Hero

Shantae’s first foray into HD is a mixed bag. This is arguably the weakest of the five games though it does look great. It lacks some of the sparkle in its design that the other games have in abundance and is just a bit dull. It’s not the longest game either, though there are a host of other modes and characters that can either be purchased as DLC or that come included in the complete edition. It’s bright and colourful but ultimately easily forgettable when compared to the other games.

Shantae and the Seven Sirens

The most recent of the games has our half-genie visiting Paradise Island along with her genie friends. They are of course all captured and players have to explore under the island to rescue them. Each genie then grants Shantae a new ability which she can use to access further into the underground city. This is the game that most closely follows the format of Symphony of the Night with players exploring one big castle like level. It works really well with a colourful design and a light hearted script throughout. It may be a little easy for some but it’s also a decent length and some of the boss battles are challenging until you work them out so there’s plenty here to scratch your exploration itch with.

Friday, 13 December 2019

Shovel Knight: Looking at all Five Amiibo


For an indie game Shovel Knight has impressively managed to have had five separate Amiibo figures created for it. Here we are going to look in more detail at what they do and how the figures hold up.

All five of the Amiibo act in pretty much the same way. Each one allows for the unlocking of exclusive challenges and fairy companions which accompany you through the game and mainly provide comic relief by doing little actions like riding on enemies or trying to pick up jewels. On top of this the Amiibo Knight three pack also unlocks an exclusive cosmetic set of armour for each character and knight related spirits in Super Smash Brothers Ultimate.

The Blue and Gold Shovel Knight both unlock the same Shovel Knight related content (aside from some gold looking armour). With these you get customisation options for the appearance of your Shovel Knight. It also unlocks the ability to play through as Custom Knight. Here you level up by collecting gold and unlock new abilities and relics as you go (some of which are exclusive to this mode and comically overpowered to boot). It offers a different way to play and is the most significant reason to track down either of the Shovel Knight figures.

All the Amiibo are impressively detailed with King Knight being our personal favourite. How essential they are depends on how much you love the game. The Shovel Knight figures are definitely worth tracking down as they add a genuinely new and unique way to play the game. The Three pack is more cosmetic so a lot will depend on how much you like the actual figures themselves. Look at our pictures below to see just how detailed these figures are.


 

Thursday, 12 December 2019

Shovel Knight: The Shovel of Hope Review (Switch)



Shovel Knight has been around a long time now. We loved it when we tried the PC version out originally and found it had lost none of its magic on the PS4, Vita or Wii U, in fact it became only the third game to receive a 10/10. Another in the long line of retro styled platformers, it has always had something a little bit special about it.

The game follows the tale of Shovel Knight who used to act as one of the champions of the land, defending it from evil along with his companion Shield Knight. One day the two knights fall fowl of a cursed amulet in a magic tower. Shovel Knight awakens to find Shield Knight has been sealed in the tower and the entrance is now impassable. While Shovel Knight hides away from the world the evil forces of the enchantress take hold. In doing so she unseals the magic tower and Shovel Knight sets off to rescue Shield Knight and stop the evil.

Shovel Knight is a platform game that wears its influences very plainly on its sleeve. There’s a  bit of Mega Man in there, (though you don’t take powers from fallen bosses), Some Duck Tales style bouncing, a bit of Castlevania 2 and 3 with the sub weapons and even a touch of Dark Souls. The thing that sets it all apart though is while all these elements are identifiable the game feels like something unique. It’s not just a trip down memory lane but a game that has taken key elements and forged its own identity with them.

The graphics and music are 8-bit themed and it certainly feels like the sort of thing you could be playing on a NES or Master System. Despite the potential limitations of the style each level is filled with detail and they each have their own clear identity. This is where the main Mega Man influence comes and it keeps things fresh as you never really know how an enemy boss knight’s stage is going to have to be approached until you get into it.

The adventure is set across a map screen with locks at the edge of it. Defeating the correct enemy boss knights releases the locks and allows you to move to the next section. As well as the enemy castles there are villages where you can get new gear and special levels which offer up gems or unique adventures for our hero to conquer (You can also go and speak to a big fish thing which fills up empty chalices with magic). You’ll need all the gems you can find as it acts as the in game currency and allows you to buy a whole host of secondary weapons and shovel and armour upgrades.

It should be pointed out that though the game is called Shovel Knight, this is not a title in the same vein as Steam World: Dig or Spelunky. It’s very much a platformer in the Mega Man or Castlevania style with skilful jumping and boss fights on the menu for intrepid explorers. The game is challenging but it has a very well balanced difficulty curve and we never felt completely out of our depth. Levels also have a large amount of checkpoints and there is no lives system in place so you can keep continuing. The main penalty for death is losing a chunk of your money. When this occurs it hangs around the area you died and must be reclaimed. If you die again then it’s gone, much like Dark Souls.

It’s a game that wants you to keep playing it. The constant supply of gems and available upgrades, the gradual revealing of the map, the extra levels – it all just keeps you wanting to see what else is out there and what’s going to be next and there is always something more to see. You’ll get random monsters and bosses roaming the map like in Mario 3 or pick up a new weapon and be able to complete a level you couldn’t before. You’ll just keep going and going until the end and then there’s always new game +.

Overall, Shovel Knight is a brilliant game. Everything is does it does well and everything works. It’s balanced and challenging and constantly offers up new surprises. The controls work perfectly, the levels and enemies are well designed and there’s a nice chunk of humour in there as well. This probably is it for the 8-bit retro styled platformer as to beat this would really take something. We tried and tried but it simply cannot be faulted. It’s just a magnificent game.

Overall 10/10

Tuesday, 15 January 2019

New Super Luigi U Deluxe Review (Switch)


Back in 2013 Nintendo announced that it would be the year of Luigi. That year had Luigi’s Mansion and a new Mario and Luigi game to push the green dude into the lime light. But then this rather unique add on for Super Mario Bros U was released and is one of the more creative ways that Nintendo has brought the other Mario brother to the forefront.

What the game effectively does it take all the stages from the original game and rethink them. Luigi handles differently to Mario and as well as slipping and sliding all over the place he also has a longer, floating jump. This means that many levels have bigger gaps to traverse and lots of platforms to teeter around on the edge of.

Without exception, all the stages are now much harder than before and later levels require precise timing and judgment of distance for you to have any hope of making it to the end. The levels are also shorter and as such do away with checkpoints and only give you one hundred seconds to complete them. There’s nothing quite so panic inducing as hearing the ‘hurry up’ siren go as soon as you start a level.

The time is not your only enemy as levels soon descend into endless gauntlets of spikes, swinging piranha plants, collapsing platforms and pits. It’s probably the closest a Mario game will ever get to Super Meat Boy, even if it can’t quite hit the same sweet spot. Adding to the difficulty and tension is the fact you still can’t save until you beat a castle and anyone trying to get all three gold coins in each level better head off for Jedi training right now.

The multiplayer modes are still here and for those wanting to play with the less skilled you have the option of the Nabbit. Nabbit is invincible and allows players to enjoy the platforming without the frustration of constant death. You can use Nabbit in single player as well but then where’s the fun in that?

In terms of course design there are a few that are more forgettable than the main games levels but on the whole they provide short bursts of intense platforming fun. Many courses are quite different from their Mario U versions and needless to say everything still looks gorgeous and moves along at a crazy pace.

Overall, it’s fairly simple to work out if you’re going to like Super Luigi U . If you enjoyed the original Super Mario U and want a new challenge, then this fits the bill. There’s a lot of content here and it’s different enough to avoid simply being a tired re-tread of something you have already done. It may essentially be more of the same (and no longer come in the lovely green box), but that’s no bad thing at all and it is a great addition to the Switch package.

 8/10

Friday, 11 January 2019

New Super Mario U Deluxe Review (Switch)


Originally released at the launch of the Wii U we were initially sceptical about the ‘New Super Mario’ brand as it had been somewhat tired and generic too this point. Once we played it though are initial fears disappeared. Now, transitioning to the Switch, the game remains worthy of the Mario name. 

Right from the first level you can tell something is different. It just feels so much better than other games in the NSMB series. Everything seems to have had just that little bit more attention paid to it. The mechanics feel tighter, the music seems stronger and it still looks lovely.

It all starts with the world map which is now in the more traditional style of Super Mario Bros 3 or Super Mario World instead of the line of levels running from left to right. It helps makes the multiple routes feel more like an exploration and the secret levels see paths winding off into unknown parts with islands popping up and rainbows forming. What is on display shows the imagination of classic Mario and this is also present in the level designs.

Many of the NSMB levels before this felt generic and tired. Here, levels are fast and devious and contain tricks and gimmicks that may only appear in a handful of places, or even just once. This means that players will come away with levels that they remember and love playing. Nothing is overdone and some of what is here is equals the very best of Super Mario Bros level design.
One level in particular is set out in a spooky illustration style, a graphical effect which is present nowhere else in the game. One water level might have you dodging a continually circling dragon, while the next will see you climbing up through a series of water bubbles trapped in the air. Everyone will have their own favourites.

The bosses are also much better than NSMB2. The Koopa kids return along with Bowser Jnr and a few others. But this time they take more than five seconds to defeat. Still not as difficult as some of the bosses of old but at least now you feel a sense of achievement for toppling them. 

In terms of power ups there are the usual suspects of the fire flower and invincibility star. The ice flower also returns (but is now much better implemented), and the mini mushroom makes very fleeting appearances.  Yoshi is also here in both adult and baby form, though he will leave you at the end of a level. The new addition is the flying squirrel suit. This allows you to float over large distances and gives you one extra jump while in the air. This subtle difference to the Racoon, Cape and Tanooki costumes of the past allows for some excellent and clever use through the levels – something you’ll have to make good use of to find all the hidden coins.

The game is likely to last you a while as well. You can race through the main levels in three or four days but there are many secret routes to find and getting all three star coins will take a long time. Once all the coins in a land have been found it unlocks a Star Road level which will put your reflexes and brain to an even tougher test. Even with all the levels finished and secrets found we find it hard to believe any gamer would put it away and never play it again. It manages to capture that retro ethos of running through the levels you already know just for the sheer fun of it.

Challenges are available such as time trials and the coin attack mode found in NSMB2. There are also specific special challenges such as dodging fireballs or staying in the air for as long as you can by bouncing off Goomba heads.

Multiplayer takes the form of Coin battle mode as players fight to gain the most coins. The four player story mode in the previous Wii game is also here and still proves as awkward and chaotic as ever. The levels of the main game certainly seem to have been designed with single players in mind and it’s fair to say there’s nothing amazing here but they prove fun additions and distractions from the single player story game.

There may not be anything as revolutionary here as Super Mario galaxy but New Super Mario Bros U shows that the old 2D Mario still has the magic when the property is treated with care and affection. In truth this is a fine successor to Super Mario World and could have held the title of something closer to Super Mario World 5 (if we don’t count Yoshi’s Island). That alone should be enough to convince you to own a copy if you haven’t bought it already for the Wii U. There isn’t much here in the way of extras for returning players but for the people new to it should provide hours of fun.

Overall 8/10


(There will be a separate Luigi U review to follow)

Thursday, 29 March 2018

Tori Toki Review (Nintendo Switch)


Toki Tori was one of the stand out titles on the original Wii eShop and now you can get hold of the HD version on the Switch for a decent price. However, things have moved on since the little yellow birdie first appeared on the scene so we thought we should take a look and see if the game still has what it takes to impress.

Toki Tori is somewhat different to its sequel. Where that game has you exploring a larger world and using song and some limited abilities, all the levels here are self-contained and introduce different items which you need to use carefully in order to collect eggs and thus complete the stage.

The game is split into different worlds which each have their own style, look and enemy types and this helps to add variety while your grey matter is tested. Stages include forests, spooky, ghost filled, castles and underwater stages to name a few. Each area introduces something new and it all works very well.

Items range from standard things like bridges to freeze rays and traps which cause ghosts to dissolve blocks. They are normally in limited supply so careful planning is always needed and even the early stages can catch you out if you aren’t paying attention. Frustration is kept at bay though by the ability to rewind time. If you’ve made a mistake then simply hit the button and rewind it back to the point when everything was still going fine. You can restart the level from scratch as well but we rarely found ourselves needing to do that.

While you could argue the second Toki Tori game is the more ambitious titles we found ourselves having much more fun with this one. The tight, focused, puzzles really are excellent and it seems to fit perfectly onto the Switch. The game also looks really good and is both a very colourful and fun world to play around in.

It’s the sort of game that will bring both smiles and frustration to your gaming life and there really is very little reason not to dive into the eshop and buy it. It’s the sort of thing you’ll put on for a few minutes and find yourself playing for a few hours. Yes, there will be stages that leave you frustrated, but then this is a puzzle game and the feeling of achievement you get upon suddenly seeing the solution will give a host of eureka moments.

Overall, this is a fun and charming platform puzzle game that does just about everything right. It looks lovely in HD and still offers a sizable amount of fun. If you haven’t picked it up already there really is little reason to hesitate. We much preferred it to the already decent sequel and it seems like a perfect fit for the portable nature of the Switch.

Overall 8/10

Tori Toki 2+ Review (Nintendo Switch)


Following on from the success of Toki Tori, the second game in the series is now available and takes a slightly different route. There is a plot of sorts but it’s left to the player to decipher. From what we can make out you must try and get your little yellow bird to meet up with his friends during some strange catastrophe which is afflicting the land where they live.

Toki Tori 2 is a brave departure from the first game in the series. Now there are no items to collect in order to solve puzzles and everything is dealt with via skills dished out during the game. That said, your basic skill set won’t evolve much from start to finish. Toki Tori has a whistle or tweet he can use and a ground stomp. These skills are generally used to move animals closer to you or further away from you. Players must think how to best use these skills within their environment in order to progress.

Whistling certain tunes also activate various skills but these don’t really affect the level based puzzles. Most of the time these amount to checking where you are on a map or returning to the last save point and resetting the puzzle. That isn’t to say that there is no variety. As you progress the two basic skills are utilised in a number of different ways. Sometimes the whistle is needed to get fire flies to follow you in order to illuminate dangerous paths, while at others it’s to get bubble blowing frogs to face the right way. The stomp also has different functions. Stomping in water for instance will send splashes out to short circuit electric bugs, while at other times it can be used to break floors or knock creatures off the ceiling.

There is certainly an inventive and playful use of the two core skills and it’s commendable that the team had the faith to build a game around them without feeling the need to continually add something else into the mix. While the game is certainly fairly sedately paced we certainly didn’t feel that puzzles were becoming repetitive and often found short goes turning into much longer sessions as we tried to push on to the next checkpoint.

One of the biggest problems of the game is the lack of direction. There’s no real plot as such but where it can become frustrating is the lack of guidance given early on. Very little is explained to the player and while large parts of the game are common sense and easily identified via trial and error, we can see players getting stuck at points and having absolutely no idea what to do. That said there is certainly a charming game here and there isn’t really anything else like I around at the moment. It reminds us of a long lost Amiga puzzle platformer (which is a good thing).

Overall, Toki Tori 2+ offers a fun and colourful experience. It won’t be to everyone’s taste but if you are looking for something to test your brain against at a leisurely pace then this could well be the one for you. It was a brave move to head away from the formula of the first game and for the most part is works. It does take a little getting used to but once the game clicks it’s an enjoyable adventure that’s well worth a look.

Overall 7/10

Monday, 23 November 2015

Typoman Review (Wii U)


Written by Scott Varnham


They always say the mark of a great video game is that if you die, you feel that it’s your own fault and that maybe next time, you’ll do better. That’s part of why the Mario games are so beloved by millions. Every gamer has stories about that one level that they finally managed to conquer with a bit of muscle memory and finger dexterity. In Typoman, this couldn’t be further from the truth. Most of the deaths feel entirely down to the game and it’s frustrating as hell.
It is, in principle, not a very complex game. You play a hero made out of thick black letters, which spell ‘hero’ in an ‘amusing’ bit of wordplay (don’t make us put wordplay in quotes too). You’re running away from a demon with minions made out of the word ‘evil’ or ‘hate’. This isn’t exactly Citizen Kane. The central mechanic is that you combine letters together into words that have an effect on the world around you. For example, combining the letters ‘O’ and ‘N’ creates ‘ON’, which works on anything that can be powered nearby. Sounds simple enough and once you see the idea in action a few times, you’ll pick it up quickly. It’s not a game that holds your hand throughout, though. The words you have to assemble on the ‘scrambler’ function of the gamepad get less obvious very quickly, which makes you feel smart when you work it out. Fortunately, if you need them, indirect and then direct hints can be found by tapping the question mark on the touch screen. That and the scrambler are pretty much the only things the gamepad is used for.
But the sticking point is that even when you know what you’re doing, actually achieving it can be its own world of pain. The gameplay features a lot of trial and error, which would be fine if there was any way to anticipate the dangers beforehand and at least make a token effort to avoid them.This isn’t helped by the fact that the controls are very fiddly. Thank god the game doesn’t have a life counter.
That wouldn’t be so bad if the scrambler function actually worked properly. This is a fundamental problem as it’s pretty much the game’s core mechanic. Sometimes you’ll be trying to combine and rearrange three or four letters in a hurry, which should be quite simple. Nobody’s asking you to duplicate Eric Gill's An Essay On Typography here. This makes it especially annoying when some of the letters that you need don’t show up (or the scrambler function just doesn’t pop up when you need it). One that happened to us was that we were trying to make ‘TILT’ but could only scramble two letters at a time, which led to our death on several occasions. Even worse was the time when the letters on screen were replaced by entirely different letters on the gamepad.
Part of why this grates so much is that the game could have been so good. The main concept is innovative for sure, and the graphics are sure to appeal to the kind of people that use typewriters because it just feels more real, man. It’s got that whole ‘evil is spindly’ look going for it, which is pretty neat. You can even play it if you’re colour-blind, as pretty much everything is black and white. No awkward colour-coding issues here. The sound design is top-notch, too. Everything sounds just as it should and the music works to create a genuinely creepy atmosphere, especially in the miniboss sections.
We had high hopes for this. We’re writerly types, we like things about writing and words so naturally this would appeal to us. But creepy sounds and admittedly pretty sweet graphics do not a good game make. The fact that the game’s main mechanic is so flawed combined with the game itself being buggy in places means that we just can’t recommend it. We really wanted to like this game but it’s about as much fun as Microsoft Word.
Overall 4/10
Colour blind issues - No
Review Code - Yes

Monday, 16 November 2015

Rodea: The Sky Soldier Review (Wii U)


It’s been a very long road for Rodea in making it to the West. It was originally set to come out on the Wii but delay after delay has meant it now finally reaches us a generation later. For the dedicated among you, you can buy a special edition of the game which comes with the motion controlled Wii version included. Sadly we couldn’t get hold of that so our review will be solely focusing on the Wii U version of the game.

The plot is confusing. As far as we can make out it’s about a robot with a heart that is tasked with protecting a princess of a flying realm which is invaded. Upon the princess’s capture she gives half of something called ‘the key of time’ to Rodea and this prevents the invasion somehow. (We’ve read the official plot blurb and still have no idea). Rodea is found 1000 years later by a young mechanic girl just as the invasion starts again and sets out to save the world.

The game is a 3D platformer at heart with stages set out where you have to reach a certain point and then normally defeat a boss of some kind. The twist is that Rodea’s favourite mode of traveling is by flying. By jumping in the air you can then set Rodea on a flight path at the touch of a button. The analogue sticks are used to move a reticule around which can then be used to change direction. While flying pressing the ‘B’ button unleashes a spin attack which can be used to smash through enemies. The spin attack can also be chained to allow the destruction of multiple enemies in sequence. It takes a while to get used to but does work. There are also a host of other gadgets like weapons and slide boots which are added as you progress and help keep things varied.

While the games cut scenes look suitably lovely the in-game world shows a few too many signs of its non-HD heritage. The graphics certainly show up the fact that the game was originally designed for the Wii and while effective they often look muddy and bland with levels lacking a discernible character. That said at least there aren’t any draw distance issues.

The game draws influence from both Sonic Adventure and Nights into Dreams but a more accurate comparison with regard to its overall flow and feel would be Gravity Rush. The flying mechanic is pretty much the same and the need to hit enemies glowing weak spots is also remarkably similar. Sadly, for much of the time we were playing it we were thinking about going away and playing Gravity Rush rather than progressing further in Rodea. That isn’t to say Rodea is a bad game it just lacks the same cutting edge and dizzying highs of the Vita’s offering.

There are a lot of positives in the game and despite the visuals the level design is strong. There are multiple routes through the courses and ample opportunities to rack up high scores as you race between smashing enemies and picking up the various floating collectibles. There is also an excellent feeling to flying around and, once you’ve upgraded a bit, you get a real sense of speed. 

Rodea is a funny game to place. It doesn’t really do anything wrong but the time for it to have come out and really blown us away has long since passed. We enjoyed our time with it and there isn’t much else like it around but it also didn’t leave a massive impression and there was an overall lack of spark and magic that stops the game reaching its true potential. There’s certainly enjoyment to be found here but the transition from being a Wii game is too rough around the edges. If it had been built again from scratch we could have seen this being something very special, as it is it’s just an enjoyable diversion for platform fans that does things a little bit different.

Overall 6/10

Colour Blind Issues - No
Review Code - Yes

Friday, 15 May 2015

Shovel Knight Review (PS4/PS Vita)


Shovel Knight has been recognised as a great game on both the PC and Nintendo formats so it’s great to see it finally come to PSN. Another in the long line of retro styled platformers, it has always had something a little bit special about it. It’s taken a while to get here from the PC and we are delighted to say that it’s still as excellent as ever.

The game follows the tale of Shovel Knight who used to act as one of the champions of the land, defending it from evil along with his companion Shield Knight. One day the two knights fall fowl of a cursed amulet in a magic tower. Shovel Knight awakens to find Shield Knight has been sealed in the tower and the entrance is now impassable. While Shovel Knight hides away from the world the evil forces of the enchantress take hold. In doing so she unseals the magic tower and Shovel Knight sets off to rescue Shield Knight and stop the evil.

Shovel Knight is a platform game that wears its influences very plainly on its sleeve.  There’s a  bit of Mega Man in there, (though you don’t take powers from fallen bosses), Some Duck Tales style bouncing, a bit of Castlevania 2 and 3 with the sub weapons and even a touch of Dark Souls. The thing that sets it all apart though is while all these elements are identifiable the game feels like something unique. It’s not just a trip down memory lane but a game that has taken key elements and forged its own identity with them.

The graphics and music are 8-bit themed and it certainly feels like the sort of thing you could be playing on a NES or Master System. Despite the potential limitations of the style each level is filled with detail and they each have their own clear identity. This is where the main Mega Man influence comes and it keeps things fresh as you never really know how an enemy boss knight’s stage is going to have to be approached until you get into it.

The adventure is set across a map screen with locks at the edge of it. Defeating the correct enemy boss knights releases the locks and allows you to move to the next section. As well as the enemy castles there are villages where you can get new gear and special levels which offer up gems or unique adventures for our hero to conquer (You can also go and speak to a big fish thing which fills up empty chalices with magic). You’ll need all the gems you can find as it acts as the in game currency and allows you to buy a whole host of secondary weapons and shovel and armour upgrades.

It should be pointed out that though the game is called Shovel Knight, this is not a title in the same vein as Steam World: Dig or Spelunky. It’s very much a platformer in the Mega Man or Castlevania style with skilful jumping and boss fights on the menu for intrepid explorers. The game is challenging but it has a very well balanced difficulty curve and we never felt completely out of our depth. Levels also have a large amount of checkpoints and there is no lives system in place so you can keep continuing. The main penalty for death is losing a chunk of your money. When this occurs it hangs around the area you died and must be reclaimed. If you die again then it’s gone, much like Dark Souls.

It’s a game wants you to keep playing it. The constant supply of gems and available upgrades, the gradual revealing of the map, the extra levels – it all just keeps you wanting to see what else is out there and what’s going to be next and there is always something more to see. You’ll get random monsters and bosses roaming the map like in Mario 3 or pick up a new weapon and be able to complete a level you couldn’t before. You’ll just keep going and going until the end and then there’s always new game +.

Overall, Shovel Knight is a brilliant game. Everything is does it does well and everything works. It’s balanced and challenging and constantly offers up new surprises. The controls work perfectly, the levels and enemies are well designed and there’s a nice chunk of humour in there as well. This probably is it for the 8-bit retro styled platformer as to beat this would really take something. We tried and tried but it simply cannot be faulted. It’s just a magnificent game.

Overall 10/10

Wednesday, 8 April 2015

Stealth Inc 2: A Game of Clones Review (PS4/PS Vita)

 
The first Stealth Inc game was a very taxing, very inventive platform/puzzle game that had players trying to lead their little clone through a series of test chambers with the aim being to get to the exit door of each stage. Stealth Inc. 2 is much the same but the production values, writing and story have all been upped.
 
The story isn’t exactly in-depth but it allows a dark edge of humour to subtly be placed throughout the game. It revolves around a lab employee who sits in second place in his companies productivity scores. Sitting just one point above him is his rival. It would all be fine if it weren’t for the fact that the clones keep escaping and not doing quite what they should.
 
You play the role of the helpless clone trying to escape the institute but finding yourself continually unable to resist the draw of taking on the test chambers. The new hub world acts to channel you around the institute with each completed test chamber opening new areas and giving the brief glimmer of hope that you might be getting close to finally escaping once and for all. It’s not dissimilar to the atmosphere created by Portal and that is certainly not a bad thing.
 
The levels themselves can only be described as devious. We certainly wouldn’t have thought you could have created so much with the basic tool set of trip switches, lasers and moving blocks. The original Stealth Inc. displayed some stunning level design and Stealth Inc. 2 seems to take it to a level beyond even that. The fact your unseen overseer keeps leaving you sarcastic comments as you go only adds to the atmosphere.
 
The hub world itself is one huge puzzle that gradually unlocks and needs to be traversed as you proceed. It really helps to pull the game together and adds much more charm to the game than the simple listed level approach of the first game. Little touches of design such as robot vacuums cleaning deserted corridors and employees going about their business help to create the illusion of the facility and also really differentiate the hub world from the self-contained levels.
 
The big addition is that some of the puzzles now involve other rescued clones helping you out. This can also be done through local co-op which adds yet another little treat into the mix. A few pieces of equipment are also on hand to shake things up a bit and the different ways these are used demonstrates yet more design genius from the developers. For instance – an inflatable buddy is seemingly there to act as a weight on switches. Soon though you will realise you can use it to propel yourself like a trampoline from it or use it to strand enemy robots. 
 
Though the original game was excellent we just found ourselves having even more fun with this one. The extra touches of humour, the even more inventive level design and the perfectly judged learning curve make this a real joy to play. There aren’t many games that make you feel so elated working your way through a level solving little pieces of puzzles that add up to a bigger solution.
As before there is a level editor included and players can then share their sadistic creations with the rest of the gaming community. This could well mean that there will be new levels for fans to play for many years to come. 
 
Overall, this takes all the elements from the excellent original and levels everything out while adding a big dollop of humour and some nice additional modes. It’s one of the most pure platform/puzzle experiences we’ve played for many a year and there is absolutely no reason for you not to buy it.
Overall 10/10

Friday, 3 April 2015

Trine: Enchanted Edition Review (Wii U)


Regular readers will know that we covered Trine 2 on the Wii U some time ago, indeed it was one of our first reviews of a new game with retro style. We also liked it a lot and gave it an impressive 9/10. Trine 2 was our first experience of the series and with that in mind we were often unsure about heading back to the first game. With the special or ‘Enchanted’ edition of Trine recently released on PS4 we now have the Wii U version to look over.

If you haven’t come across a Trine game before it’s basically a platform/puzzle game where you control three different characters. You have the Knight who can fight and use his shield to block stuff and gains abilities to break down walls. The wizard can create blocks and shapes which can then be used as platforms and the thief uses and bow and can attach to wood with her grappling hook. 

The characters can be cycled through as you play and the real genius is that most of the puzzles don’t have a set way of being completed so that any of characters can get through. This allows players to work things out in a way that best suits them and gives a wonderful range of flexibility to play. Some touch screen options have also been added in this version if cyling through via the buttons isn’t what you are after.

As characters progress they level up by killing monsters and collecting vials of experience from within the levels. This then allows them to unlock and upgrade their abilities allowing for more shapes to be summoned, fire arrows or charge attacks. Any essential skills are given to you so you can’t level up in the ‘wrong’ way.

The real stars of the show are the levels themselves as they are brilliantly designed. Perhaps not quite as flawless as the levels in Trine 2 - but of a stupidly high standard none the less. They also look absolutely gorgeous running in the Trine 2 engine. If ever you were waiting for a game to start posting on the Miiverse then this is it.

It’s also worth saying that the game is different enough from Trine 2 to be worth looking at as well. The basic gameplay is the same but the levels are different enough and the enemies moving from goblins to the undead also further separates it from the sequel. The plot is just as stupid but it all moves along at a quick pace and the whole thing never stops being enjoyable.

Overall, it would have been easy to dismiss Trine (especially as the sequel is already available), but it is well worth getting into for newcomers of the series and fans of the second game. The mechanics still work as well as ever we found it to be an impressive and magical adventure throughout. Add in the lovely new graphics and it becomes something that should be looked at by any Wii U owner.

Overall 8/10

Friday, 6 March 2015

Scram Kitty DX Review (PS4/PS Vita)


After wooing us with the wonderfully named Floating Cloud God Saves the Pilgrims and The 2D Adventures of Rotating Octopus Character the mad cap humour of Dakko Dakko studios returns with the once Wii U exclusive now moving onto Playstation platforms.

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

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

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

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

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

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

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

Overall, Scram Kitty is still an excellent game. There’s a lot of invention and originality on show in terms of the games mechanics and we certainly haven’t played anything like this for years and there’s nothing else like it on PSN. It’s a pretty essential purchase for anyone who wants an old school challenge mixed with some clever design. Dakko Dakko seems to go from strength to strength and they are producing games that stand out in a very crowded market. We can’t wait to see what they come up with next.

Overall 8/10