Bitmap Books

Thursday, 5 December 2019

Transistor Review (Switch)


Bastion was a massive success for Super Giant Games. Most people have played it and numerous gamers own it on at least two different machines. With that in mind it would have been easy for the studio to release a sequel or spiritual successor to it. We’d all have played it, loved it, and raved about it. Transistor is not like Bastion.

Starting in a beautifully depicted futuristic cityscape you pull an electronic sword from a body and you’re on your way. No explanation is given and no background about the world or yourself is forthcoming. The player, like the character you control is thrown in, as if awakening from some strange dream and this gives a wonderful sense of mystery and discovery as you progress.

From the outside this may look to share some similarities with Bastion. The perspective is the same and there is also a narrator of sorts, although he is talking to the female protagonist as you go. Right at the start you begin to think this is going to be another hack and slash but then about five minutes in it asks you to hit the freeze button and everything changes.

Here, you suddenly realise you are actually in a real time/turn based cross over style RPG. You can execute attacks in real time (and even boost them to activate almost instantly), but the real trick is mastering the freeze system. Hitting the button stops everything and you then have an action bar you can use up before the enemy moves again. It’s kind of like the V.A.T.S system in Fallout 3 or the system at work in Vagrant Story.

During this time you can move around and stack up attacks. Pressing the button again sends you into action like a blur across the screen. The downside is that you then can’t use any attacks or special moves until the bar has regenerated in full. The more attacks you use, the longer the bar takes to recharge. This means you have to be extremely careful about what you are doing as you are often slower than the enemy robots sent to stop you. It’s essential to get in, attack and get back out to a place you can safely recharge as avoiding damage otherwise is almost impossible and you’ll be downed in no time.

If your health bar depletes while you have charge time you’ll get a chance to move away from danger. If not, one of your powers will be damaged and unusable until you make it to two save points. This severely limits your attacking options and often leads to a daisy chain effect of you losing all your powers and flat lining. On the off chance you are finding things too easy you can also add a number of handicaps as you go which increase difficulty and the amount of experience you gain.

The options you have to play around with are numerous and can be set up in a ton of different ways. This is one of Transistors strengths but we can see it easily overwhelming some players. When you gain a power you can do one of three things with it. Equipping it in an active slot will allow the player to use it via a button press. This could be a long range attack, a fast dodge, an area effect attack or something like summoning a creature to assist you. All attacks have different speeds in real time combat and few of them work fast enough to run through the game hacking away without the freeze system.

Each active power can also be boosted by equipping powers as support. For instance, you could take the bouncing bomb power and add it to your long range attack, thus making the attack ricochet off enemies and into others.  You can add two boosters to each active attack which opens up all sorts of crazy possibilities. Finally, you can add powers to your passive support slots. This means they normally do things like boost player speed or increase resistance. Any power can be assigned to any slot on any other power so finding the perfect combination will require some thought and the possibilities are just about endless. The only limit on what you can do is that each power takes up a certain number of points and once that hits maximum nothing else can be equipped.

While you are getting used to the combat you’ll be experiencing some absolutely beautiful visuals. The Neo Noir tone of the game is offset by stunning, neon tinged environments full of small details and snippets of information about the world you’re exploring. It reminded us of an isometric Deus Ex or the SNES version of Shadowrun if the rundown world had been replaced with some kind of semi-utopian society. There are also a few pretty big nods to Final fantasy VII in there as well. It’s gorgeous and the musical score and sound effects also help to build a picture of a once perfect, now lonely world where something seems to have gone wrong very quickly.

Overall, Transistor is a triumph of both style and design and Super Giant Games have tried something a little different here and it works. There’s the odd pacing issue and players will need to spend some time getting used to how the combat works but it’s a rich and rewarding experience and something that you’ll likely return to long in the future.
Overall 9/10

Friday, 8 November 2019

Disgaea 4 Complete + Review (Switch)


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

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

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

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

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

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

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

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

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

Overall 9/10

Wednesday, 6 November 2019

Trine 4: The Nightmare Prince Review (Switch)


Although we found Trine 3 to be a lot of fun it didn’t reach the heights of the first two games in the series. The 3D design allowed for some fun set pieces but nothing really held together as tightly as in the series 2.5D roots. With this in mind we were pleased to see Frozenbyte return Trine 4 to the 2.5D style and venture forth once more into a world of fiendish puzzle design and beautiful landscapes.

The plot of the Trine series have never really been the main highlight but it still helps to set up the fantasy world and characters that move within it. This time our three heroes are on the trail of a prince who is having nightmares that are taking form in reality and threatening to cast the world into shadow. Ok then.

In order to save the world, Amadeus the wizard, Pontius the knight and Zora the thief must solve puzzles, engage in some platforming and fight off some shadowy apparitions that seem to mainly take the form of big wolves. The puzzles are excellent throughout and will stretch both new and returning. As you progress each of the characters is granted new skills which are then filtered into the puzzle design. For instance, at one point Pontius gains the ability to set up a sort of magical second shield that can be used to deflect light beams and water. This technique is then heavily required for the following few levels. The adding of the new elements keeps things fresh and always keeps players on their toes.

The combat though fails to reach the same sort of heights. Most of time fighting comes down to being enclosed in an arena which fills with monsters. It’s then a mad scramble to get Pontius around to kill things quickly enough before he is taken out. The other two characters aren’t much use in the tight arena setting and it feels samey and repetitive quickly. This is something that was never an issue in previous games so it is somewhat disappointing to see such unimaginative action sections appear here. It’s also not helped by the fact that playing undocked makes everything so small that you can’t really tell what’s happening close up (something again not helped by the dreamy aura that surrounds enemies).

Though the combat is disappointing, most of the time you will be trying to overcome traps and obstacles in creative ways. Most things you come up against have multiple solutions so it allows the player to deal with things in whichever way they see fit. For example, getting over spikes might be achievable by summoning blocks but you could also get across them by having Pontius dash or by Zora swinging.

The difficulty has also been knocked down a touch as characters that die can now be brought back to life more easily. In previous games players had to make it through a checkpoint to restore lost companions but now they will pop back up after a small amount of time has passed. If you want to play the game in the classic way you still can (and good luck to you if you try it).

The levels themselves are of an exceptional overall quality and look stunning throughout the five acts. They are also long but never outstay their welcome due to the ingenuity and variety present throughout. It’s also worth noting we didn’t hit any type of technical issue when playing undocked.

Overall, Trine 4 is a well-crafted, creative and fun addition to the Trine franchise. The puzzles are exceptional and the game is consistently jaw dropping in terms of visuals. It’s not quite up to the near perfection of Trine 2 but it’s a substantial and enjoyable adventure and shows that there is still life in both the franchise and the 2.5D format if Frozenbyte decide to keep the game going in this direction.

Overall 8/10

Wednesday, 2 October 2019

The Legend of Zelda: Link's Awakening Review (Switch)


Released on the Game Boy two years after the Super Nintendo masterpiece that was ‘A Link to the past’, ‘Link's Awakening’ was the first time our intrepid hero had dared to cross onto the handheld games scene. With the Game Boy not being able to able to handle anything the size of ‘A Link to Past’ Nintendo set Link in a whole new world, far away from Hyrule.

The story goes that while Link is sailing back to Hyrule from a far off land his ship encounters a huge storm. During the storm Link is thrown overboard, awakening on the beach of Koholint island. He soon learns he must find the eight instruments of the ‘Sirens’ in order to wake up the legendary ‘Wind Fish’ in order to return to his homeland. Well, it was obvious wasn’t it!

Surprisingly enough these eight instruments are located around the island in eight dungeons, all of which must be searched and explored to succeed in your task. Then once the eight instruments have been collected they must be played in front of a big spotted egg on a hill where the ‘Wind Fish’ resides in order to wake it. The dungeon featured in the Gameboy Colour version of the game is also included for completeness and there is also a dungeon designer included for added longevity. The designer allows any rooms visited from the various dungeons to be collected and used to create custom maps. It’s a nice idea and a welcome addition.

Graphically the game has changed a lot from its routes. Now everything is bright and cartoony and the characters have an almost toy-like appearance. It’s something that we never really got used to when playing as it seems a bit out of place when looking back at the original design. A lot of the little touches and details seem to be glossed over with the new approach and as such it does lose some of the character that made the original such an impressive achievement. When you consider how good the Wind Waker remake was a keeping the original games style it’s a little surprising to see something so different in the transition from Gameboy to Switch.

Like all Zelda games though the gameplay is where the game really shines. As always the dungeons are excellently laid out needing clever thinking and good swordsmanship to complete. Also two things have been added since ‘A Link to the Past’, the ‘Roc’s feather’ and a new way of using the shield in order to block attacks. This shows that while the game couldn’t hope to match the scale of its Super Nintendo counterpart there is still some progression and development in terms of gameplay.

If there was one problem apparent with the original it’s the difficulty of the game. This has been toned down dramatically in the remake. Save points are more generous and the fact many items are now assigned to specific buttons makes enemies at lot more straight forward to deal with. Some puzzles remain truly bizarre but at least there are helpful hints on hand in terms of phone rooms spread around the map. As a result the game becomes a much faster paced and breezy affair.

However, there are a few issues we can’t ignore. The game often drops its frame rate when the screen gets busy which is simply bizarre. We’re all for mimicking older systems but slowdown is really something we can do without and hopefully it’ll be patched out in the future. The focus effect on Link is also odd. Link moves as if under a magnifying class with the areas on the periphery of the screen blurry. This seems to us like a way to mimic the idea of having to move between screens (like with the original game), but it can be really annoying when you are trying to see what’s ahead of you. Also, not having an on screen map that’s easily accessible is an oversight.

When all is said and done though it’s clear to see ‘Link's Awakening’ can still stand up as an quest worth undertaking. There are some obscure puzzles but on the whole it’s an excellent and consistent adventure that makes clever use of a limited number of ‘screens’. It’s also a little bit of a shame that the Gameboy and Colour version of the game weren’t included to give a ‘complete’ feel to the package. That said, the dungeon design is strong throughout and it serves as a great introduction to new players, a nostalgia trip for long term fans and an example of how remakes can be done in creative ways to fit new systems.

Overall 8/10