Bitmap Books

Monday, 18 August 2025

System Shock 2: 25th Anniversary Remaster (Switch)

Long before Bioshock hit consoles, the landmark FPS horror game was System Shock 2. Tied to PC’s until now, it was a title that pushed boundaries and tried to merge multiple genres to create a unique, ambitious and unforgettable experience. Its mix of traditional FPS tropes, character-building elements and creepy atmosphere have gone on to influence many first-person games and push the boundaries of what we can expect.

The story is set upon the stricken starship the ‘Von Braun’. It is here, after some early training, that you awaken to find you have little memory and all hell is breaking lose. You are tasked with trying to get the ship back under control from a seemingly rogue AI with the help of Dr Janice Polito who guides you via radio.

The game may be set out as an FPS, but it is really more of an exploration and adventure game. The ship is a maze of fizzing wires, broken machinery and genetic horrors and it’s often best to explore slowly and carefully. Often, events will happen which helps build the environment through visual storytelling and the soundtrack also does an excellent job of getting you in the right mood.

 The environment is an interesting place to venture through but can be a little samey in terms of how it looks, so the included map is very welcome. Although, even in this remake there are no onscreen checkpoints or guidance beacons. This is very much the original game, just looking somewhat sharper. The same can be said about the controls. Originally designed for a mouse and keyboard set up, the controls are difficult to get used to. As System Shock 2 is far more than a basic FPS it requires a host of menus and pop-up options in order to play. During our time with the game this never became a natural process and quickly swapping between objects and weapons often ended in death with us trapped behind a menu we couldn’t get clear of to fight back.

The reason for this though is the game has depth. The mechanics that make the game unique are the way you can build and customise your character. Throughout the game you can pick up cyber modules that allow you to upgrade various skills such as hacking or combat as well as general strength and endurance. These are few and far between though, so you need to really think about the type of character you want to build. We struggled early on in the game as we hadn’t activated the hacking skill which meant security cameras became a major issue to pass. There’s a host of objects and weapons to pick up as well which then need to be fitted into a resident evil style inventory system box.

Combat really isn’t the games strong point though, with enemies just kind of running at you and then waiting to be hit in return. The constant spawning of enemies when you set off security alarms is also annoying as you’ll be attacked every few seconds by the same generic enemies – rather than it just alerting enemies in the area. They always know where you are as well so you can’t go and hide somewhere to wait out an alarm. You do have options for fighting though, there are no shortage of things to hit and shoot enemies with and the plasmids option gives you a host of other inventive things to play around with such as setting them on fire or using telekinesis to move objects.

Another thing to note is that the game is hard and relentless. The difficulty kicks in pretty much straight away, so getting used to the controls and menu system will have you dying multiple times early on. You can save whenever you want though (which we are pretty sure you couldn’t in the original), and there are also regeneration stations set up where you will respawn upon death. Just be warned if you respawn during a security alert enemies will rush straight to you again.

Overall, it is easy to see why System Shock 2 is held in such high regard in terms of its place in video game history. There is an awful lot here that sets it apart and you can see the influence it has had very clearly. But there ae a few sticking points. The controls are a pain and that may well put some people off as when coupled with the difficulty it can cause frustration and block progress. For fans of the genre, and especially those who love Bioshock this is pretty much essential though. If you spend the time needed to get it to click there is little else out there like it, even now.

Overall 8/10

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, 21 July 2025

Run ‘N’ Gun: A History of On-Foot Shooters Review

As much as we love the Bitmap Visual Compendium and Box Art books, it’s always nice when one of their more investigative releases appear. In the past we have had a host of great volumes such as The Games That Weren’t, From Antz to Zombies and A Secret History of Mac Gaming, which aimed to make us all instant experts on overlooked areas of video game history. Run ‘N’ Gun : A History of On-Foot Shooters falls more into this latter category as it aims to take us through the origins and thematic of everything running and gunning, while unearthing a fair few overlooked gems along the way.

As we’ve come to expect the cover art for the book looks absolutely gorgeous. Adorned with two sci-fi marines blasting robots, it perfectly captures the feel of classic games in the genre such as Contra. The pages inside are no different with a good mix of screen shots and text. The consistent and thoughtful colour palette used is also well judged to fit the mood while keeping text easily visible.

Contents wise, the book is exhaustive. There are of course too many Run ‘N Gun games for everything to be covered but you are getting over four hundred and ninety-five pages of curated coverage here. This covers pretty much every system from the Atari 2600 to modern day consoles (Or Atari to ZX Spectrum if you want to keep with the alphabet theme).

With such a wide area to cover the author has taken a logical approach to cataloguing all these games. Games are listed by decade with clear section dividing 1980-1989, 1990-1999 and then three more sections dividing up the 2000’s. the book goes right up to 2023 as well so the mix of old and new is excellent and gives a huge insight into the development of the genre.

The writing itself is of an exceptionally high standard. The Book opens with a well-judged preface by Dave Cook and then two contrasting forwards from Keiji Inafune and the team behind Cuphead. Again, mixing the old and new in a logical and interesting way. This then followed by a breakdown of what elements make up the genre and a look at how it developed. From then on, it’s onto the games.

The amount of games present is impressive. Many are spread across two pages, but these inclusions are bolstered by smaller looks at games split into four. This helps give a snapshot of certain decades and years while also focusing on the more iconic and historically important ones. Each decade also has a short summation talking about how the genre work throughout it. To add some variety there are also some looks at sprite work, characters and iconic moments from games as you go through.

Overall, Run ‘N’ Gun A History of On-Foot Shooters is an extensive and great looking highlight of the excellent Bitmap books catalogue. It’s an entertaining read that begs for you to go and start finding all the games to play. It’s definitely up there with the constantly sought after Point and Click and JRPG Books and is pretty much essential for anyone interested in video games.

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