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Showing posts with label indie development. Show all posts
Showing posts with label indie development. Show all posts

Sunday, 18 October 2026

Everspace 2 Review (Switch 2)

Everspace 2 recently shadow dropped onto the Switch 2, always a bold move. It comes a few years after release on other systems and includes both the Titan and Wrath of the Ancients DLC. So, you are certainly getting a ton of content for your money. The first game in the series was a space combat-based Roguelike where you repeatedly followed the loop of launching, finding resources, lasting as long as you could, then repeating. This second game is a more linear story-based adventure.

The story follows a clone pilot who is hiding out among the various salvage and mining crews in the galaxy. As the action RPG unfolds your character gets discovered (of course), and a pretty sizable adventure ensues.

These sorts of space combat games always live or die by their controls. We are happy to report that this builds on the already solid model of the first game to provide an intuitive and responsive interface. You will quickly be able to dog fight with the best of them, while the customisation options in terms of what you can do with your ships gives players a good level of flexibility to play the game how they want to.

The space combat is excellent as well. The various ships are manoeuvrable, and you are quickly thrown into the thick of battle right from the off. We had very little trouble tracking targets for instance. There’s a good weight to guns and missiles as well and the feedback you get on screen gives a solid account of how much damage you are taking on. The controls are also good enough to cope with the numerous narrow sections of structures you’ll have to navigate through as well. It does take a little getting used to, but you’ll soon be zipping around comfortably.

Though the story is somewhat linear you do have a lot of freedom to zoom around the various systems. There are a host of side missions to follow and things to salvage. The game very much stays in the ship though with interactions on space stations kept to menus and dialogue boxes. There is a fair bit of zipping across the surface of planets though to keep the visuals interesting.

If there is a criticism its that the characters aren’t the most developed. The setting is also pretty much ‘generic space’ as well. It’s easy to overlook when the combat is so slick, but some may want more in terms of the narrative elements of an action RPG.

Overall, Everspace 2 is a comprehensive and enjoyable package. The move to the Switch 2 has worked well and the game still looks great. It can be played for long periods or in short bursts which works well with the portable nature of the device and you are getting around 50+ hours of game here for those that want to see everything. The Switch 2 also doesn’t have much else like this aside from Rebel Galaxy, but that doesn’t go as deep with its RPG elements. Despite the shadow drop, this is well worth playing.

Overall 8/10

Monday, 17 August 2026

R-Type Dimension III Review (Switch)

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

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

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

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

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

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

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

Overall 6/10

Monday, 3 August 2026

Constance Review (Switch 2)

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

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

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

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

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

Overall 7/10

Monday, 27 April 2026

Blue Prince Review (Switch)

It’s unusual for us to come across something unique, we’ve been around a while and played a lot of games. Blue Prince, combines a number of different elements to achieve that, mixing parts from visual novels, rogue likes, puzzle games and a good helping of a big old mystery.

The story goes that you have inherited the estate of your uncle. Or at least you will do if you can do something that no one else has – find the elusive room 46. But far from being a simple mystery you need to do this with the knowledge that at the end of every day all the rooms in the mansion will reset. There is a lot of lore in here as well about the games setting and why everything is so mysterious, but we’ll let players figure that out as it is drip fed through the various books and letters that you find along the way.

There are a lot of different elements to balance as you go about your investigation. The most pressing of these is the number of steps you have. Each room you enter knocks one step off your total of fifty. Once you run out the day ends and the rooms reset. As well as these you need to manage gems, keys and coins. Keys open locked doors and chests, gems are needed to draft certain rooms and coins can be used to purchase various things along the way. All these need to be found in the various rooms along with other items such as a magnifying glass, hammer or shovel.

Players have a blueprint which acts as a grid with which to draft their rooms. The initial sort of goal is to reach the ante chamber which is nine squares up at the top. It’s not a simple of that of course as you will soon find out. When you open a door, you are presented with three rooms which you can draw. Some may require gems to draft, and all will have different exit doors or other special features. You’ll soon learn as well that there are different colours for the rooms which denote different things.

Red rooms for instance, normally have some kind of negative effect such reducing your steps or removing your ability to see what you are drafting. Green rooms in contrast normally contain dig spot or other goodies. There are also bedrooms to help you restore some of your steps, hallways and shops of various kinds where you can get items, keys or food.

Away from these rooms there are rooms with specific puzzles or special qualities. The security room allow for the manipulation of cameras and security doors, while working out the boiler puzzle will then allow you to pump power through the house. There are also rooms like the lab and the observatory which can give you permanent upgrades. Gradually, as you progress, you’ll learn what it the most important to you and unlock a few permanent upgrades and areas along the way.

For what is effectively a game where you wander around and solve the occasional puzzles it’s remarkable how engaging the game is. The balancing of all the elements and trying not to put yourself into a dead end with you Tetris style rooms works very well. Add in the uncovering of the law and the gradual realisation of how different rooms work means you always feel like something new is happening each playthrough.

There are a few issues to think about though. The most pressing of these is the constant reliance on colour with the puzzles. If you have any form of colour blindness you are going to really struggle with this. There’s several puzzles which use six or seven colours of similar shades and sometime we had no idea what we were even looking at. We did get round it with a guide but otherwise we would have had no idea what was going on.

Also, you can get a number of runs were not that much seems to progress. The game could do with giving you a bit more in terms of keeping the progression loop going and give a bit more in terms of rewards when you solve a puzzle you’ve been working on for days. The biggest issue though is that a lot comes down to luck. You can stack the deck in your favour but sometimes you simply won’t get the room you need drafted for what you are trying to do in that run. All that said, we did keep going back again and again to it.

Overall, Blue Prince is a refreshing, interesting and original game. All the individual elements may be small, but when they are brought together it has created a high quality adventure game that will keep you curious and wanting to venture back in for one more go. It’s not perfect but its about as close to as we have seen for a fair while.

Overall 8/10

 

 

Monday, 19 January 2026

Dave the Diver Review (Switch 2)

Originality is a lost art in the realm of video games. But just when you think you’ve seen it all someone will invent a game where you must evolve fruit into a watermelon. This has little to do with Dave the Diver, but if I told you this was a procedural generated rogue-like with a gear building and management element I bet you’d think you had seen it all before. But wonderfully, you haven’t. Even with all these tried and tested components Dave the Diver is actually original…enough.

Split between two main game types our hero, Dave, searches the depths of the nearby ‘Blue Hole’ by day and tends to the needs of customers at the local rundown sushi restaurant at night. The diving section see Dave catching fish for the restaurant and taking on fetch quests for items which have manged to find themselves in the deep. As the game progresses, you’ll need to continually upgrade your gear to reach lower depths, breath for longer and fight off larger and larger aquatic creatures.

At night any fish caught can be turned into treats to serve at the sushi restaurant. After setting a menu customers will come in and Dave is required to run around serving drinks and delivering food which is continually dispensed from the chef. As time progresses, you’ll get ever more tasks to attend to such as clearing away bowls and grating wasabi with the overall goal being to get the restaurant as popular as possible. It’s kind of like if someone mixed Root Beer Tapper with Theme Park.

You also have a mobile phone which continually updates with new apps providing you with more and more to manage. You’ll need to keep up the social media promotion for the restaurant, check emails for requests, answer scientific queries, develop weapons, and gear and hire staff. Life at a small restaurant was never going to be easy after all.

It’s a good thing then that every aspect of the game works and remains fun throughout. The short but chaotic bursts of the restaurant are a perfect juxtaposition with the more tranquil and longer diving sections. While the continued upgrading of gear and unlocks move at a pace that means there is always something new to do or slightly further to explore without it seeming completely overwhelming or becoming stagnant.

It helps that the game looks joyfully lovely. The Blue Hole is a gorgeous place to explore and even though it’s procedurally generated for each dive it still conforms to a sort of logic that means it’s both memorable and mysterious at the same time. There’s a wide range of fish swimming around and various sizes of creatures to capture, kill or simply avoid with the biggest sharks acting as unofficial bosses and gear check points. The above water sections are as equally full of life in their own way with characters all having their quirky charms and the customisable restaurant fitting the setting and overall tone well.

Overall, Dave the Diver is a welcome addition to the Switch library. The fact it has had the attention spent on it to optimise it for the Switch 2 also speaks volumes about the development team. Everything it sets out to do it achieves pretty much perfectly. All the different aspects of it blend to produce a wonderfully quirky and fun adventure for players to undertake. It remains as essential on the Switch 2 as it did on the original and the steady stream of DLC means there’s a lot of life left in this one.

 Overall 9/10

Monday, 8 December 2025

Witch n' Wiz Review (Evercade)

For some the retro style simply isn’t enough and this has led to a resurgence in games coded for original systems. We’ve covered some of these before such as Micro Mages and Alwa’s Awakening, both of which proved to be excellent. They also both ended up heading to the Evercade system as well, something Witch and Wiz is also about to do.

The story is simple, a young boy has been kidnapped by a dark sorcerer and now his witch friend must try and rescue him. Once rescued, the boy wizard becomes part of the many dynamics the game plays around with. Your character handles really well and everything is responsive and free from the flicker and other such quirks of NES games so it may have been designed with 8-bit in mind, but it runs as well as modern ‘retro’ inspired games running on more powerful systems.

Witch and Wiz is a puzzle platform game that is built around single screen levels. Players complete each stage by collecting all the creatures that are within it. This is of course, trickier than it sounds as you can’t jump and need to get around by pushing blocks. It’s easy to lock yourself out of being able to complete the levels but you can reset or rewind your moves which makes it possible to quickly get back on track.

As well as the rewind a new gimmick is added in each new chapter. This could be something such as flipping gravity or adding a second character to control but it means each of worlds stays fresh and original while still focusing on the same core theme. It’s not the longest game either and will likely last you around an hour to complete. But then NES games never have been that lengthy and we would rather have a short, fun, and inventive game than one that outstays its welcome.

The main encouragement for replaying is beating the levels in the quickest time possible. The game keeps track of your best time as you progress so it’s certainly one for the speed runners out there. That said, the nature of the genre does restrict replayability a bit. Each puzzle only really seems to have one solution so once you’ve worked it out there isn’t that much else to do aside from enjoy the simple story.

Overall, Witch and Wiz is another excellent indie game developed for retro hardware. Often in these situations the limitations of the hardware mean developers must get creative and this is yet another example of it. It’s certainly easier than a lot of NES games and aside from speed runners there will be little for many to go back in for, but while it lasts it’s creative, fun and always throwing something new at you. It’ll certainly be perfect for handheld consoles such as the Evercade and Switch and well worth checking out.

Overall 8/10

Monday, 3 November 2025

Hades II Review (Switch)

Supergiant Games have a reputation for creating games which are nothing less than amazing, and most of the time highly original and unique to boot. Bastion remains a masterpiece of isometric action adventure, Transistor a stylish mix up of turn based and hack and slash and Pyre is just nuts in about every way. The one thing they haven’t done until now is produce a sequel, I mean where can you go when you’ve already perfected what you are trying to achieve which each title?

So, it’s brave decision to not only make a sequel, but a sequel to one of the most highly regarded indie games of all time in Hades. It’s a good thing then that they have done it right.

Hades II, thankfully doesn’t stray away from the ancient Greek roots of the original. While that story focused on a son trying to escape the depths of hell (and the grasp of his father), Here we have a female lead, Melinoë the princess of the Underworld, trying to defend her home against Chronos the Titan of time. There are a host of new characters here for the studio to play with and each is beautifully written- if you wish to really dive into the law and setting.

Of course, the real heart of the original Hades was the Rogue-like structure and the flexibility of the combat. In this regard not much has changed in terms of the scope. This is still a Rogue game where each run is designed to have you gather resources for permanent upgrades which in turn allow for players to get ever so slightly closer to their goal on the next run. If anything, there are perhaps too many resources to manage here. There are seemingly endless things to change and upgrade and numerous currencies and trinkets to collect and trade for other currencies and trinkets, which in turn can be used to invoke spells, create new areas in the hub world or upgrade your character, weapons and several hundred other things. It really did take a good few hours for us to start to get to grips with everything that was going on.

In terms of your arsenal, you start out with one weapon and unlock other options as you progress. Each of these react differently with the various attacks you have. Players can perform and chain basic attacks, perform a ‘cast’ which creates a ring on the floor which can be used to halt or entrap enemies (among many other things). Special attacks can be initiated by holding the attack button down, and there’s a range of close combat moves as well. You can also pick up a ‘hex’ attack which needs to be charged in each location and has its own development path as well. If you are going to master all this, it’s really going to take a while and for those of you that thought Transistor was complex you are in for a shock. Oh, and you have a dash/dodge as well.

At the outset Hades II is quite a tough proposition. Our first few runs didn’t really yield much progression at all. But as these things go, you slowly start to break the back of the first area and suddenly more options open out to you. The game does seem tougher than the first one though with the second level being a real baptism of fire on the first few runs. But while you may be beginning to get frustrated at not getting past a rock band made of Sirens, the game has something else up its sleeve. You see, the hub world is the crossroads and, initially, you can only descend into the depths. But after casting a particular spell at the cauldron it removes the ward on the stairs that go up as well.

From that point you can continue to forge your way down to Hades or alternatively head to the surface and make for Mount Olympus. This initially comes with a curse which drains your heath, but once you have cleared that the surface world provides a very different approach to the game.

While the downward dungeons remain much in the same format as the original game, the surface world mixes things up a fair bit. The first area for instance, is set in a city of interconnecting rooms. Here you can roam the central areas and decide which door you are going to go through in whatever order you wish. After besting a Cyclops, you are sent to the docks where instead of changing rooms you decide which direction to steer the ships. These surface realms are much larger and wider and require some consideration in approach if you have been used to the cramped caves of the subterranean route. It provides some much-needed flexibility and variety if one location is causing you a lot of issues.

Overall, Hades II is as good as its predecessor in its own ways. It takes a slightly different approach but retains the soul of the core concept and develops it well. It doesn’t make the original game obsolete as it feels different enough while also being strong enough in its own right for both new players and those familiar with the original to dive right in.  

Overall 9/10

Monday, 20 October 2025

Glover (Evercade Review)

For a good few years now PQube has been tracking down and acquiring the rights to many cult hits and underappreciated gems across a host of retro platforms. The latest acquisition to be given a new lease of life is Glover, more specifically the N64 version of the game. The game also, impressively, has been released on the Evercade as part of the Piko 4 collection. And it works well, even on the original handheld.

Glover follows the model of the standard 3D platformers of the day. You have fairly large, open levels to explore, lots of collectibles and a slightly frustrating camera to fight with. The game has been given a slight graphical overhaul which makes it look good enough on modern displays. The general blur vision of the N64 is long gone, so at least eye strain is kept to a minimum. This does of course make the levels look a bit empty and brown but then that’s just a sign of times.

The controls have been mapped well to the Evercade though and the game doesn’t feel particularly awkward.  This is handy as the game is complex to navigate as you are controlling a giant glove moving a ball around. There is a save state function which is most welcome and something even the Switch version hasn't got. 

A lot of the platforming and puzzles require you to get the ball to various places by batting it, bouncing it or walking on top of it. All these things require practice to get right and early on you’ll likely be frustrated as you watch your ball role away for the hundredth time. When you get used to it though, it allows for a far more original take on the genre than many other games.

Aside from the ball physics, the other main gimmick is that you can switch around what type of ball you are using. You start with a standard beach ball, but you’ll soon get others made of materials that break on impact or that can traverse certain terrains. You’ll need to work things out quickly though because every time a ball bursts you’ll lose a life, and you only have five which seem to degenerate quickly.

Overall, Glover is a perfect example of an interesting but flawed game. The concept is clever and original, but you’ll need to put time into mastering how everything works in order to really appreciate what the game has to offer. It certainly has a charm and if you stick with it, it becomes a rewarding and fun experience. A quick save would have really helped though.

Overall 6/10

Monday, 29 September 2025

Lucy Dreaming Review (Switch)

While many genres from the old world of gaming have found new form with indie developers, the point and click adventure has, for the most part, been conspicuous by its absence. There have been a few of course, the recent(ish) Monkey Island game and Broken Sword 5, (and the re-release of the original) spring to mind. But, for the most part it is an often-unexplored genre in modern times. Lucy Dreaming is a valiant attempt at trying to change that.

Lucy Dreaming, developed by Tall Story games is a British point and click adventure with the ‘British’ aspect of it very much at its core, at least in terms of the accents and voices. Lucy and her family have crazy accents so thick you’d think they were coming to you straight from a Dickensian novel. Aside from that though there isn’t much else to this tag. The game is heavily influenced in terms of style by the Lucas Arts point and click adventure games, most notably the 8-bit ones such as Maniac Mansion which the game takes its graphical style from. There are of course multiple Easter eggs placed around to point this out as well.

The game follows the tried and tested route of point and click games. You move Lucy around using and on-screen cursor. Then you can look at, use, or pick up objects. Objects can then be used to solve puzzles allowing you to progress. In timed honoured fashion, a fair few of these puzzles require the most lateral of thinking to achieve. Telling jokes to a piranha plant so it laughs and spits out a key is a prime example of this. Some of the puzzles are a touch too obscure though, and you can descend into wandering around using every object on everything else until something clicks which isn’t ideal.

The main premise of the game is that Lucy is having strange dreams. This allows the developers to give us two distinct worlds to move between. There’s the dream world of course where things are much more surreal and stranger and the waking world where Lucy can explore her house and neighbourhood to gather items that will eventually allow the poor girl to get a good night’s sleep.

For the most part the writing and humour is good. The characters Lucy encounters are just the right side of zany to be amusing without descending into it being too on the nose. Lucy herself has enough sharp responsive to things to make sure you are unlikely to get bored clicking on things as well.

Controls wise it’s always difficult to move mouse-based games onto consoles, but the Switch version handles quite well. The analogue stick isn’t completely ideal, but it just about holds up. There is also the option to go touch screen but then you’ll be covering your screen in more smudges than you can possibly imagine. The streamlined commands keep things logical and although it invades the view screen, having your inventory and other information available at all times is incredibly useful. There aren’t that many concessions for players who may struggle though.

Many of these games now have hint systems but all you’ll get from Lucy Dreaming is a button that highlights interactive objects in the room. This is of course essential on the Switch when in handheld mode, but it’s not going to help if there’s a puzzle you just can’t get your head around for a few hours. Lucy does give decent hints as well, but we certainly found ourselves stuck on a few occasions for far longer than was comfortable.

Overall, Lucy dreaming is mostly successful in trying to bring an old school style point and click adventure to a modern audience. Long term fans of the genre will get on well with it and will likely not be as phased by the occasionally obscure puzzles. Newcomers though would be better served starting with something a little more up to date in terms of mechanics. One thing we can say though, is that this would fit neatly into the output when point and click games ruled the gaming world, and that alone should be applauded.

Overall 7/10

Monday, 1 September 2025

50 Indie Games that Changed the World Review

 

We’ve been covering Bitmap book releases for a fair while now. Most of them compile genres or specific games systems but every now and then you get something a little different. We’ve seen this before with the ‘Secret History of Mac Gaming’ and ‘A Gremlin in the Works’, 50 Indie games that changed the world may not be as far from the usual output as that, but it certainly takes a different view of the industry.

In terms of content, it’s a fairly straight forward set up. There’s a short preface explaining the goal of the book and what it’s featuring, a foreword by Thomas Was Alone developer Mike Bithell who adds some context to the indie scene and how development works and then an introduction which talks about what indie games are as a wider genre and concept. After that it’s a straight list of the 50 games with a few honourable mentions at the end. Surprisingly, there aren’t any more interviews are other features but then the book is pretty laser focused on what it’s trying to do and as it tops out at an impressive four-hundred and fifty plus pages so we aren’t really complaining.

Each of the fifty games is looked at with a considerable amount of depth. Generally, the games in these books get one of two pages maximum. A few special ones might justify four but here most of the games get around eight pages, split across text, screenshots and art work. Each also has a breakdown of why the game should be considered as a game that changed the world. It’s an impressive amount of focus to put on each title and if you aren’t sat there making a list of games to buy as you go then we would be amazed.

The games included are wide reaching. There are obvious inclusions such as Fez and and Axion Verge but also more modern games such as Vampire Survivors and some you may not be expecting like Among Us and 80 Days. It means there’s a wide range of titles covered from different years and spanning multiple genres. There will of course be a personal favourite left out somewhere but it’s hard to argue with any of the inclusions. The fact that Futurlab’s Velocity is here makes us particularly happy as the game and the studio are vastly underrated and you should probably all be out there downloading it right now. It even means we will overlook the fact none of the Pixeljunk or Bit Trip games are in here.

Despite the mass of pages and games included it would have been nice to have a few features in here. Something on key indie genres would have been welcome – even if it was only a few pages. That might have taken some focus away from the key theme of the book though and it’s not like there is a lack of content here. There is some mention of genres within some of the games covered as well. The piece on Dead Cells in particular highlights how Metroidvania and Rogue games dot the landscape.

Overall, 50 Indie Games That Changed the World works beautifully as a love letter to some of the most creative and innovative games the industry has to offer. Chances are you may well be aware of most of them but there are always those one or two that you will have overlooked. It also acts as a perfect place to start if you want to move away from AAA video gaming or even if you want to jump from retro gaming back into something more modern but which channels that old school aesthetic. We loved it.


Click Here for the Bitmap Books store


*image from Bitmap Books website

Monday, 4 August 2025

Neon Noodles Review (switch)

 

It takes a lot to stand out from the ground these days. So, when we heard about a cyberpunk themed, automation game about making noodles it was intriguing enough to to take a look. The Switch has very few of these games so anything that isn’t another Metroidvania or retro themed platformer is welcome.

The plot, like many games with he ‘Cyber Punk’ tag sees you playing a character with no memory, thrust into a world run by shady corporations in a dark and satirical future. We reviewed the excellent Citizen Sleeper 2 and this, weirdly, had much the same premise. The big difference here though is you work for an automated food production company were your task is to set up a production line to create whichever food is required to progress.

The game unfolds with your character going through training and then gradually being allowed to make more and more complex dishes. As the dishes get more complex you get higher security clearance which drives the plot behind the scenes as you learn more about who you are and what has happened to you. Taking on a recipe sees you move into a small, top down, grid. Here you place everything you need to get an automation process going.

Recipes start out simple, with something needing to be cooked then cut. This is done by having a robot, drone or other helper take the food, process it in whichever way is required at the cutting or boiling station and then moving on to the next required element. Soon you’ll have conveyor belts and plating stations, sauces and frying stations all added into the mix. You’ll need to combine items as well, such as coating chopped chicken in lemon before moving it on to be fried or instance.

The difficult does ramp up pretty quickly from the tutorial but you’ll soon find that things that seemed overwhelming will become a logical sequence in your brain as you gradually move through the recipe. The controls also took a fair while to get used to but once we had it worked out we didn’t have any issues. It will undoubtably be a bit simpler with a PC mouse interface though.

Once everything clicked, we found the Neon Noodles to be a creative and addictive puzzle game. It certainly took some patience to get into, but everything works in a logical way and the controls work well, even if it’s easy to still press the wrong button from time to time. There are also lots of things to help the player such as an undo button and being able to move to specific points of a robot’s movement commands to make changes. This means no set up is ever a complete disaster, which is a good thing as you’ll need a lot of tweaks to get everything running smoothly.

Overall, Neon Noodles is an inventive and original game that gets better the more time you invest in it. The recipes get incredibly complex as you progress and it will really stretch players. Once finished you can go back and try and beat your previous scores as well and compare them against other players globally. This proved to be a real surprise and is well worth checking out for those looking for a puzzle game with a difference.

Overall 8/10

Neon Noodles Nintendo Store Link

Monday, 28 July 2025

Preserve Review (Switch)

 

One of the most surprising genres to have sprung up on the Switch is the digital board game. To begin with, we simply had digital versions of games such as Talisman, but now we have started to get games specifically designed from the ground up for consoles. Preserve kind of merges the idea of boardgames and deck building to create a surprisingly deep diversion.

Coming from nowhere, we happened upon a trailer for the game and thinking it looked interesting decided to take a closer look. And we are really glad we did as this is a really lovely game with a sizable amount of content. The basic idea is that you need to build a habitat out of hexagonal shapes. You start with one landmass then as you place upgrades and animals it hits score barriers that then release more cards and more land masses that you can place as you head towards the overall goal of hitting a certain score to complete the level

Scoring works by putting different habitats down and trying to get them to twelve tiles. This then means they can contain three animals. Three of a kind gets you a decent bonus, but three different animals are far better. Of course, you don’t get all the animals you need released to you straight away so if you are going for the really big points you’ll need to be clever and keep things unlocking by scoring points in a different way. There is also a host of special cards and other elements to keep things interesting, but the basic game remains the game.

There are four different biomes to play around in. Continental is the starting point with the basic rule set with the Savanna biome working around rivers and the marine biome working around the ability to raise and lower the sea level. Wisely, a Dinosaur biome has also been included. All four are different enough to need to be played in different ways and add genuine variety.

There ‘s also a puzzle mode for each of the biomes which sets you up with specific land masses and cards. Here you need to try and create placements to hit a certain score and there is normally only a single solution. These start out simple but will soon require a real mastery of the game to understand as you will need to see ahead with near prescience to work out where to place each individual upgrade.

Initially, the controls seemed a bit tricky but after a while the interface became much more natural. We still struggled at times with the marine biome as the changes in elevation on the land can make it tricky to see what is where at times. But there are a host of zooms and swivels you can do to give yourself a decent view.

Overall, Preserve proves to be a charming game that acts as both a relaxing way to pass the time and something deep enough to spend hours ringing the last high score out of. It really draws you in and time will be flashing by before you know it. It comes highly recommended for anyone interested in deck games or those looking for something a little bit different.

Overall 8/10

 

Monday, 19 May 2025

Yasha: Legends of the Demon Blade Review (Switch)

We reviewed Hades what feels like a lifetime ago now and remarkably few games of its type have appeared since. We were expecting a wave like the ever-enduring Metroidvania’s but it never came. Maybe that’s because Hades pretty much perfected the formulae or maybe it’s just taken some time for companies to catch on.

Yash: Legends of the Demon Blade does follow the Hades template; all be it in a slightly gentler way than its source material. It changes the ancient Greek setting for that of Japanese mythology, which is presented in some beautifully drawn and constructed environments. This game is certainly big on the looks department.

That isn’t to say there isn’t depth here. The rogue elements are very much in play. There are numerous long-term and short-term buffs and bonuses that can be acquired by defeating enemies or bought at vendors. The range of these is vast and covers simple things such as health boosts to bonuses relating to stacking attacks and general speed and agility. There’s also an element here of quick first time upgrades that soon become much more expensive when looking to expand them further.

Away from upgrades to your character you can also unlock and upgrade a host of different swords. Again, these range from focusing on light or heavy attacks to those that require certain elements to function. There are no weak weapons so it’s all down to personal preference and two can be taken with you on any run. Once within the game temporary buffs can be applied as well, meaning there are a host of combinations you can play around with.

Combat is simple to grasp, with light and heavy attacks, a charge attack and the ability to dodge, parry and counter. These simple commands can be combined and manipulated into something much more devastating though so don’t be fooled into thinking this is a standard hack and slash affair. There is nuance here and you’ll need to get to know what swords work for you if you are going to progress past the first few areas.

One thing that is unusual in this genre is that the levels aren’t randomly generated. Each run sets you against the same environments and enemies with he same bosses at the end. There is only one exit out of each arena type level so things can get repetitive after repeated plays. That said, the longer you play and stronger you become and the quicker you slice through the earlier rounds, and we found we got further we each play through.

The bosses are big and colourful as well and varied in their style. You start out taking on a giant crab, but before long all manor of crazy demons are turning up with each behaving in a unique way. The boss battles really are a highlight and allow you to show off your skills without seemingly being unfair or insurmountable.

Overall, Yasha: Legends of the Demon Blade is a really nice surprise. The Japanese folklore setting lends itself perfectly to this type of game and it looks beautiful most of the time. The action is fast and slick and even the story is passable. It comes highly recommended to both hack and slash fans and those looking for more Hades style action that’s unique enough not to feel like a copy.

Overall 8/10

Monday, 12 May 2025

Sonokuni Review (Switch)

Every now and then you get something that appears out of the blue with little fan fare or hype that proves interesting enough to take a deeper look. A top down biopunk and Japanese mythology based, Hotline Miami, inspired indie game certainly fits the bill.

The Hotline Miami inspiration is obvious in terms of the games look and style. You enter buildings and move through the levels room by room in a series of sort of mini arena sequences. Each room contains a set series of enemies that all need to be approached in different ways to defeat them. This adds a sort of puzzle element as well as there’s normally only one way to get through without dying.

What is helpful is that if a certain enemy kills you too many times, then a video will pop up at your death showing how to deal with them. In terms of your arsenal, you have a spin attack, a deflection shield and the ability to slow down time for brief periods. Some enemies need shots deflected back at them, some need to be hit directly, while others may need to be dodged first or hit within a certain time. Knowing which order to do things is the key as one hit and you die and will need to repeat the room from scratch. The auto save is pretty good though, so you’ll be instantly back in the action without much time passing.

The biggest issue with the game though is the absolute crushing difficulty. Hotline Miami at least allowed some fluidity in how you could take enemies out. The closed arena nature of the rooms here really means it is a case of learning the pattern of each one and then making sure to execute it perfectly. And it does have to be perfect or else you will die and have to start again. This means if you do get stuck in a particular place it can soon start to get repetitive and frustrating quickly.

Some levels have boss fights as well. These tend to end up more like bullet hell shooter sequences where you must alternate between dodging attacks and deflecting and reflecting different colour bullets at the enemy. These are well handled and general walk the line well between challenging and fun.

There’s a good attempt at story telling and lore building as well. There are some great looking comic book style sequences and between levels you can explore a 2D village which acts as a small hub area. Here you can talk to other characters before heading off to the next level for more destruction.

Overall, Sonokuni is a fun attempt at trying to bring something a touch different to the Switch. It’s going to appeal to gamers who want games based on lightning fast reflexes and quick thinking. If the controls and pacing were tightened a little it would be an addictive masterpiece. As it is its good fun but veers more towards frustration than that ‘one more go’ ethos just a little too often.

Overall 7/10

Monday, 14 April 2025

Glover Review (Switch)

For a good few years now PQube has been tracking down and acquiring the rights to many cult hits and underappreciated gems across a host of retro platforms. The latest acquisition to be given a new lease of life is Glover, more specifically the N64 version of the game. The game also, impressively, has been released on the Evercade.

Glover follows the model of the standard 3D platformers of the day. You have fairly large, open levels to explore, lots of collectibles and a slightly frustrating camera to fight with. The game has been given a slight graphical overhaul which makes it look good enough on modern displays. The general blur vision of the N64 is long gone, so at least eye strain is kept to a minimum. This does of course make the levels look a bit empty and brown but then that’s just a sign of times.

We were a bit surprised to see that nothing else has really been added here though. There are none of the normal extras you now find on pretty much all retro releases. So, there’s no rewind or filters and most importantly, there’s no quick save feature so you are tied into the game auto saving at checkpoints. This is disappointing as the Switch by its very nature is portable, so quick saves should be standard on pretty much anything.

The controls have been mapped well to the Switch though and the game doesn’t feel particularly awkward. It is arguably even a bit smoother than many of the games on the Switch Online N64 service. This is handy as the game is complex to navigate as you are controlling a giant glove moving a ball around.

A lot of the platforming and puzzles require you to get the ball to various places by batting it, bouncing it or walking on top of it. All these things require practice to get right and early on you’ll likely be frustrated as you watch your ball role away for the hundredth time. When you get used to it though, it allows for a far more original take on the genre than many other games.

Aside from the ball physics, the other main gimmick is that you can switch around what type of ball you are using. You start with a standard beach ball, but you’ll soon get others made of materials that break on impact or that can traverse certain terrains. You’ll need to work things out quickly though because every time a ball bursts you’ll lose a life, and you only have five which seem to degenerate quickly.

Overall, Glover is a perfect example of an interesting but flawed game. The concept is clever and original, but you’ll need to put time into mastering how everything works in order to really appreciate what the game has to offer. It certainly has a charm and if you stick with it, it becomes a rewarding and fun experience. A quick save would have really helped though.

Overall 6/10

Monday, 7 April 2025

Bubble Ghost Remake Review (Switch)

Bubble Ghost was always an interesting title, and one that we first came across on the Gameboy many years ago. It had a short physical revival recently with glow in the dark Gameboy cartridges being sold through various specialist vendors and now a full-on remake has appeared. Although charming, it was never the most highly regarded game though so the remake as some way to go in order to make an impact.

The basic premise is that you need to get your bubble through 33 screens and defeat a few bosses along the way. You move your bubble by blowing it and if anything touches it, it burst, and you need to start the level again. This is also true of the boss stages and can lead to frustration at times as some of the levels are fairly long.

As the ghost you can travel without fear of being damaged. You can even move through objects to scout out the levels to some degree. If you move too far away from your bubble though it will burst so looking ahead is limited. Controls are simple with one button being used to blow the bubble, how far depends on how long it’s held, and the shoulder buttons being used to spin your ghost around. Another button will spin your ghost 180 degrees as well for moments you need to manoeuvre quickly. Unfortunately, spinning the ghost around does feel a bit awkward and sometimes it simply doesn’t feel intuitive enough to get through the harsh traps that require quick fingers and even quicker thinking.

The boss battles are another source of frustration with the unforgiving fragility of the bubble meaning one mistake and you have to start the whole sequence over again. This is made more annoying by the fact you have no real way of knowing what the boss will do at each stage, meaning you are into the bad old days of trial and error and having to remember what comes next. When you add this to some slightly stiff controls and sections of the game can lose their feeling of fun very quickly. The severity of the difficulty strangely reminded us of the Boy and His Blob remake which also had the one hit kill and trial and error mechanics running through it.

The remake pretty much rebuilds the levels from the ground up. They are based on the original screens but the have been expanded massively and the graphics are now done in a beautifully illustrated comic book style. It’s certainly impressive to look at. Away from this visual overhaul though there isn’t much else here in the way of extras aside from a speed run mode. It would have been nice to see some material relating to the original versions of the games though. We would have really loved to have seen some of the original versions as playable as well but maybe that was hoping for too much.

Overall, Bubble Ghost had a lot of potential to be a charming game that offered something different. When it works, the game is great fun, but frustration is never too far away and the boss battles in particular are real missteps which make progress grind to halt. That said, there’s a level of love that has been put into this which can clearly be seen in the lavish graphics. If you are patient and looking for a challenge, then this is well worth checking out.

Overall 6/10

Monday, 10 February 2025

Beyond Galaxyland Review (Switch)

 

The Switch is packed with RPG’s so it was always going to take something different to standout from the crowd. Most of Square Enix’s back catalogue is here so we are a little surprised to see a fairly low budget indie game step up and give the big boys a run for their money.

Beyond Galaxyland, is a game based on old sci-fi and B movies and has our hero Doug, taken off to the stars in order to save earth. The galaxy he finds himself in is inhabited by not only humans but normal earth animals which have now transformed into walking, talking versions of themselves and an array of other alien life. It’s ok though, as Doug has his newly transformed giant hamster companion to help him through.

Presentation wise, the game is a side scrolling 2.5D affair. You can move in and out of the screen at various points as well to add depth to some of the locations. There are occasional puzzles and sections which require some object placement or basic platforming but it’s mainly about finding your way through the environments.

When you encounter enemies the game switches to a turn-based system not dissimilar to many other games of this genre. You have your basic attack option as well as being able to use special skills, items or summon any of the many creatures you can capture along the way. Combat has a small contextual and timed element to them on attack and defence to keep things a touch more interactive than fully traditional RPG games as well.

The capture mechanic adds a very light pokemon style element where you need to photograph the enemy, then try and entrap them in combat. Once this is done, they bring a special move to the party. Summons can also be levelled up and improved as the game goes on. There are a few other systems in play as well, with a crafting mechanic available for those looking to grind the best equipment.

The game also has an excellent quest and map system. Everything is organised clearly and it’s easy to work out what you are meant to be doing. If you get really stuck, you can have guidance to your next waypoint as well. Occasionally you’ll have some issues working out what level something is on but it isn’t often enough to frustrate for long.

What will likely divide players though is the graphical style used. There’s a heavy, old school, style pixel approach here that can make it hard to identify fine details at times. It’s also just a bit too dark at times, especially in some of the dungeons. Certain areas do look suitably impressive though when the visual clutter clears.

Above everything else though the main thing about Beyond Galaxyland is that it’s incredibly engaging. The characters and dialogue are well written and often humorous, so in your interludes between adventuring you are still keen to push forward and return to continue your adventure after setting the game down.

Overall, Beyond Galaxyland is another indie gem that deserves far more widespread recognition. It may be a touch rough around the edges but there’s so much here that works perfectly it would be remiss of any RPG fan not to give this a go. Those that do will find a fun and rewarding game that gives you hours of planets to explore.

Overall 8/10

Monday, 3 February 2025

The Thing: Remastered Review (Switch)

Of all the remasters of old games we were expecting, The Thing would have been one of our least predicted. Upon release on the PS2 and Xbox it garnered a warm reception from both press and gamers alike with it capturing the tone ands tyle of the John Carpenter’s movie well though so it’s not an unpleasant revisit.

The basic premise is that the game acts as a sequel to the 1982 movie with teams sent in to investigate what has happened at a remote outpost in the Arctic. You lead a team of four people, each of which has different talents such as medic or engineer and move through the facility carrying out various missions. The big gimmick for the time is that you don’t just have to worry about health but also the temperature of the environment and the sanity of your team.

Whenever you are caught outside a temperature gauge will drop. If it reaches zero, then you start to take damage from the extreme cold. On top of this when your teammates encounter weird phenomena they start to react in different ways. Sometimes they will begin to freak out and you’ll need to calm them down. The further in you get the more suspicious they will become when they see strange things and might start accusing other teammates of being infected. It adds a layer of tension to what is already a tight survival horror experience and it’s something different from most other games in the genre.

The Thing was never the best-looking game to begin with so it’s fair to say you are going to have to either forgive or get used to the look of it now. The textures have been cleaned up a bit but the game is pretty barren in terms of colour palette and much of the time you are in a snowstorm, the dark or a fairly generic looking polar base. It doesn’t really matter though as it matches the look of its source material and adds to the creepiness of the whole thing.

While fun and trying new things, the game always had a fair few flaws. The controls are somewhat awkward at best and when this is combined with the tight spaces it can make combat more frustrating than it needs to be. This is of course a trope of survival horror, but it doesn’t quite work as intended. Also, your squad AI is generally rubbish. A lot of the time you’ll just end up leaving them somewhere and trying to move forward on your own. It’s a nice idea which adds the suspicion element but if they were just a touch less annoying it would be much welcomed. The first time one of them mutates into a horrific monster you’ll still likely jump though.

There are other quality of life issues we would have loved to have seen added as well. A map or radar of some kind would have been most welcome. Even in mission one we had issues working out where we needed to go near the end to plant C4 charges. This isn’t helped buy the dim lighting and we must have spent over an hour looking for one of the bomb plant points as it was barely visible. The game also descends into to a bit of a meat grinder blastathon by the end as well, changing too much from the creeping dread of the early levels.

Overall, The Thing is an interesting game that works well enough to still be fun for survival horror fans. It does get a bit repetitive but remains one of the most original takes on the genre. It does the 1982 movie a good service as well so fans of that will find much to enjoy here. We would like to see a few more quality of life adjustments in future releases though. There’s nothing wrong with map after all.

Overall 7/10

 

Monday, 21 October 2024

The Karate Kid: Street Rumble Review (Switch)

Of all the retro inspired sub-genres to have a comeback recently, we weren’t expecting 80’s nostalgia-based side scrolling beat’em ups with cartoon graphics to be one of them. We’ve had various Turtles games, Double Dragon: Gaiden and there’s the upcoming Toxic Crusaders. You can now add The Karate Kid to that mix. The Scott Pilgrim game has certainly had an influence.

The game does look great though. Locations are initially a bit dull but get better as you progress and take in the familiar locations of high school, beach, arcade and other areas around Reseda. The jump to Japan for the second film offers up some lovely sprite work and though the general designs of characters does repeat, everything individually looks pretty great.

Perhaps a little surprisingly, Street Rumble follows the plot of the first three movies instead of the more recent Cobra Kai series. You get to pick from four characters – Daniel, Ali, Mr Miyagi and Kimiko. Each character has the same basic set of attacks, but they range in speed and strength and have individual signature moves. So, there’s just enough here to make players try a few different playthroughs to find their favourite.

Combat is solid and fluid, with players able to mix light and heavy attacks together smoothly to create their own combos. You can add your signature attacks to this as well, meaning there’s good opportunities to juggle enemies or switch to new targets as required. You can also grab and throw enemies. The overall movement is limited but then that goes for about ninety percent of these types of games. One notable thing is that you can’t pick up weapons, so combat is really about keeping your combo meter going for as long as possible with the moves you have.

There’s an interesting health system in play as well with the player only taking proper health damage when their special meter is empty. This means you can take the odd hit without it causing too much trouble as long as you are on the offensive. Once you lose your three lives in a stage though you are done. Even if you are at the boss, it’s back to the beginning. This is well balanced though but can still be a touch frustrating as some of the stages are a touch long.

There’s also a low level exp grind at play where your characters can level up and gain new signature moves and other bonuses. The main way to do this is via secondary challenges within the levels. These normally come down to beating enemies a certain number of times with certain attacks or not taking health damage. It’s a pretty basic part of the game that lacks much invention, but it gives something for the box tick completionists to do.

Overall, The Karate Kid: Street Rumble is a well put together and good-looking game that plays nicely. The only real issue is that it can get repetitive quickly and some of the levels are pretty long and uninspired in terms of design. For short bursts it works really well and there are some nice systems here. It will be good enough for fans of both the films and side scrolling beat’em ups though. There’s also a lot that could be built and expanded on if they decide to move forward into other Karate Kid properties as there’s a really solid foundation in the design here.

Overall 7/10

Monday, 14 October 2024

Yars Rising Review (Switch)

Atari’s raiding and revitalising of its back catalogue continues unabated with one of its most bizarre and ambitious reboots yet. Instead of just updating the graphics and mechanics of one of its arcade games, Yars Rising takes the world of the famous Yars Revenge and attempts to expand it out into, of all things, a Metroidvania.

The original Yars does make appearances from time to time in the form of hacking mini games that need to be completed in order to open doors and disable obstacles. These play around with the conventions of the original game but basically amount to charging a meter then blasting a target with a super shot. Sometimes there are barriers, sometimes there are mines to avoid or other enemies to defeat but it all amounts to a single screen take on the original arcade style experience.

These hacking games become more and more complex as the game progresses. But if you feel you have really had enough of them it will let you skip if you fail a certain number of times. On the flip side you can also access them from the main menu if you just want to play them over and over.

The main bulk of the game has players take control of Emi Kimura who has been hired to break into the QoTech corporation. This plays out in the classic Metroidvania style with players exploring the 2D environment and picking up new skills along the way to let them through previously unpassable barriers. There are boss fights as well which normally need to be finished off with a hacking mini game or they will spring back to life.

In terms of design, the environments are a fairly generic, sterile, future sci-fi setting. It does help to keep things clear and easy to see but there’s not a huge variety between the looks of each location which can make traveling around a touch dull at times. Enemy design is very much in the realms of robots and technology which shares the same clear but not inspiration feel (with the occasional Atari reference). In a nice touch, all the characters are voiced, and Emi will chime in with her own commentary on how thing are going from time to time (this can be turned off if it gets too annoying).

Much better, is the general feel of the game. Emi controls well and it’s easy to get her to execute whichever move you are trying. This means you can get a good flow while traveling around the environments, allowing for speedy trips across the map. There’s also a well-balanced mix of action and stealth with a few areas requiring you to hide in doorways or vents to avoid invulnerable enemies. It’s not exactly Metroid: Dread but it helps to break things up and all the mechanics work well. The music is also excellent with a host of jaunty, anime inspired tunes present.

Overall, Yars Rising is a fun and inventive take on an IP that may have otherwise struggled to survive the expectations of modern audiences. The classic Wayforward vibe is in full effect and while this may not be anything revolutionary, it is certainly fun and breezy and there’s nothing bad here. If you feel you need another retro tinged Metroidvania then this makes a good choice, even among the mass of competition of the Switch.

Overall 7/10