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  1. The first Aragami was a relatively simple stealth game that got by on its shadow ability mechanics and a stylish presentation that blended UI elements into your shadowy assassin's appearance. Aragami 2, however, seems to have dialed back on the more unique elements of its predecessor. The result is a stealth game that offers plenty of bad guys to knock out or kill, but lacks the stylish hook necessary to make it stand out from any other stealth-based adventure. Like any good ninja/assassin story, the game begins with a violent battle and the death of your player character. However, thanks to your clan's shadowy powers you don't stay dead, and instead can now use the shadows to reap your revenge. There's actually a decent narrative somewhere here in Aragami 2, but it's buried under poor pacing and presentation. The gameplay is mission-based, so you accept a quest, depart to complete it, then return to your home base to talk to NPCs again and move the plot forward a notch. It's really not conducive to a good story and you'll likely find yourself fast-forwarding through these short, dull conversations anyway. Aragami 2 goes for a quantity over quality approach to the gameplay. There are about 50 missions in the game, which is a lot of shadowy ninja mayhem. The downside, though, is that the maps are incredibly repetitive and there's very little variety in terms of enemies for much of the game. You literally return to the same maps for different missions over and over. Granted, there might be some slight changes, like you start on a different part of the map, but part of the appeal of stealth-based games is learning the most efficient paths through any level, and even with some changes in enemy placement, the repetitive maps drain the life out of Aragami 2. The stealth gameplay itself is okay, though rarely exceptional. Early on your options are quite limited, but once you're able to unlock abilities in your skill tree the gameplay opens up a good bit more. Now you can customize your approach somewhat, leaning on pure stealth, combat abilities, or a mix of the two. There are some cool abilities here no matter what your approach is, as well as basic helpful upgrades like reducing the stamina cost of running, jumping, etc. The game doesn't always give you good reasons to use these advanced abilities though. Again, most enemies are pretty basic, and sometimes just sprinting through a level, shadow leaping to ledges/roofs is more than enough to complete the mission. You kind of have to make your own fun by using the abilities that you want, which is a nice display of freedom but also highlights how repetitive and simple the gameplay gets, especially after a few dozen missions on the same handful of maps. If stealth fails you, you can draw your sword for a one-on-one duel, though this is clearly meant to be an emergency or last resort move. Combat feels terrible in Aragami 2—your only real recourse is to wait for enemies to attack, parry them, then hit them a few times until their stamina is low enough for you to do an assassination strike. It's bland, repetitive, and not terribly rewarding to do. Granted, you obviously should avoid getting into duels in the first place since this is a stealth game, but it would've been nice to polish the combat a little more or make it easier to disengage and hide again. The controls are surprisingly slippery in Aragami 2, though sometimes it suits the fast, stealthy ninja action. Leaping from one building to the next and shadow teleporting to a ledge feels great when it's working, but then there are times when the button prompt to attack an enemy just doesn't seem to pop up correctly, or the frustration of trying to leap to a ledge that looks like it should be in-range but apparently just barely isn't. It definitely takes some getting used to. Aragami 2 also runs pretty poorly on the Switch. Multiplatform games always look a little less polished on Nintendo's recent hardware, but the low-res, blurry environments feel particularly cheap here. There's a lot of pop-in as you approach structures/enemies, and for some reason every enemy walks at like 10 FPS if they're more than a few feet from you. It's shockingly clunky, though even at its best the game's presentation leaves much to be desired. Generic-looking and repetitive enemies and environments—without the stylish cel-shading of the original game—makes for a pretty bland visual identity. The music is at least okay, but as a whole the production value of the game comes off poor. As mentioned, Aragami 2 goes for quantity over quality. With so many missions—and if you're going for a particularly stealthy approach—the game can last over 15 hours or more. The monotonous mission structure makes it a real drag though, and you'll feel every minute of that play time. There are also collectibles and an online co-op mode if you do want more out of the game, but I doubt the average player will feel that invested. Aragami 2 is missing a great deal of polish to make its stealth gameplay shine. Even putting aside technical issues, the game's reliance on repetitive objectives, maps, and enemies makes this ninja adventure feel like a slog. Even die-hard stealth fans will find this game hard to sit through. Rating: 4 out of 10 Assassins
  2. Thanks to the franchise's booming popularity, fans are treated to not one but two Fire Emblem games on the Switch now (plus spinoffs). Fire Emblem Engage takes a step into the franchise's future by looking into its past, not unlike Fire Emblem Awakening which marked the turning point of the series's popularity. The result is a blend of fresh ideas, the return of some classic elements, and a lot of love for past games that is sure to charm longtime fans and will undoubtedly create some new ones as well. You play as the customizable protagonist Alear, the Divine Dragon, a powerful being who has spent the last thousand years asleep. In a completely expected video game twist, Alear has amnesia and must relearn everything about the world. There's little time for pleasantries though as the dark followers of the Fell Dragon are also stirring and causing trouble. As the Divine Dragon, you are able to awaken the power of Emblem rings and summon heroes of the past—Marth, Sigurd, Ike, etc.—to aid you in battle and stop the spread of darkness. It's a pretty by-the-numbers plot for Fire Emblem—again oddly similar to Awakening—and honestly a bit of a disappointment after the more ambitious three-perspective war of Three Houses, but it gets the job done. The main plot can be a bit melodramatic and the characters, while fun, can feel flat at times and yield some simple, cheesy support conversations, but Engage still has its charms. Even if the characters are yet again relying a bit too much on each having one silly quirk—and in particular their interactions with Alear get noticeably repetitive—it's hard not to like them all the same. The core gameplay is the strategy-RPG that fans know and love, and right away I'll say I was pleased to not only see the weapon triangle return but to see a new, possibly even more impactful feature. Now when you hit an enemy with a weapon advantage (sword > axe > lance > sword), you can Break the enemy, rendering them unable to counterattack for the remainder of the turn. Of course, enemies can do it to you as well on their turn. This opens up a ton of strategic potential, especially early on when every move counts, and even late in the game getting Broken can have significant consequences that you'll need to be mindful of. Oddly enough though the other big mainstay of the series, weapon durability, has not returned, meaning you're more or less free to use your most powerful weapons whenever you want. There are other factors to consider of course, since a powerful weapon might be too heavy to double attack or have some other undesirable property, but the non-durability Fire Emblem games always have a kind of odd feel to them. It's just weird to miss out on that aspect of strategizing in an sRPG. The main gameplay hook is the Emblem rings, which grant stat boosts, skills, special attacks, and are instrumental for changing classes (Emblems can teach proficiency in other weapons). Overall, the Emblems are a lot of fun to use. They're extremely powerful, at times almost too powerful it feels like, but they add a fun strategic layer to the game in a variety of ways. For one, they almost all come with extremely powerful attacks that can be essential on hard maps or higher difficulty levels. For two, Emblems allow you to use weapon types that you normally cannot, e.g. you can give an archer the ability to use magic—I don't know why you'd want to, but you could. This can be used to cover up a unit's weapon triangle weaknesses or just expand their repertoire. Units can also inherit skills from Emblems to make them permanent additions (you can only equip two at a time) to further add to the customization options of the game. It's a fun new approach to unit skills after having them tied to classes for several games, and it's absolutely packed with strategy gameplay potential. It can actually be a bit daunting and time consuming as you decide whom to equip with rings, what skills to inherit, etc. but it's also a satisfying and engaging task to ensure every unit is nicely decked out. Engage also does the basics of Fire Emblem well. There's a decent variety of map objectives—not all of them are just "rout the enemy" thankfully, although I'd still like to have seen even more of the unique objectives. The maps themselves are overall pretty solid as well. There are some with unique properties, such as one with a tide that comes in and out, limiting your movement, and although the maps don't feel particularly large there's still enough space that you can approach some targets from different angles. It's also fun to see some references to past games within certain special Paralogue chapters—more series fanservice. Engage also brings back the Casual/Classic difficulty split as well as a time rewind mechanic if you want to fix a mistake, features that essentially are series mainstays at this point. There's another recent trend in Fire Emblem games that continues here: non-combat gameplay features. In this case, your base of operations is The Somniel, where you can chat with characters, eat a meal for a temporary stat boost, go fishing, and…pet livestock? Frankly the amount of non-combat features in this series is getting a little ridiculous, but of course you can just skip them if, like me, you're not really interested. Things like exercising at least do grant benefits—again, temporary stat boosts—but they're not really required to survive, even in the more challenging levels. And although you can still chat with your units, the social aspect is tuned way down and you're not really expected to be spending a lot of time handing out gifts and whatnot. Engage is a nice and meaty game without feeling too overstuffed. One relatively quick playthrough will probably still last over 40 hours, and truly seeing everything the game has to offer will last much longer than that. There are also some multiplayer features which are unfortunately a little poorly implemented as of now, but if you coordinate with friends you can try co-op and competitive battles. Rest assured though, even if you never touch these features you're still getting dozens and dozens of hours of gameplay here. Both visually and aurally there's a lot to love about Engage. The art style is vibrant and colorful, and lends itself to a lot of fun, creative, and sure even some odd character designs, but they're still charming. The in-battle graphics are naturally a little less fancy but they still look great, and aside from having some load times that are just a tiny bit long the game runs smoothly as well. The soundtrack has some awesome tracks, perfect background audio while you pore over the map and every little movement of your army. And finally there are a lot of good performances in the voice cast. Even when the writing feels a little goofy or melodramatic, the voice work can sell the characters. Fire Emblem Engage is another excellent entry in the franchise and a charming blend of old and new. Even though looking back on the history of the series has actually been done a couple times now, it's still fun to revisit classic heroes, and the way they are integrated into the combat and strategic gameplay here more than justifies their repeated appearance. The core gameplay is as rich as ever, and the large cast of characters means you'll undoubtedly find some you love and some that are simply indispensable on the battlefield. The story and writing may not be quite up to the highs of the franchise, but the strategy RPG gameplay proves engaging from start to finish. Rating: 9 out of 10 Emblems
  3. Seems like every other piece of media is getting into multiverse shenanigans, so why not Piczle too? Piczle Lines 2: Into the Puzzleverse by developer Score Studios and publisher Rainy Frog is another logic puzzle game jam-packed with addictive puzzle challenges that can easily eat up all of your free time. The core gameplay may not be changed much, but if it's not broken why bother fixing it. Into the Puzzleverse once again stars Score-chan, Professor Matrix, and their cat Dbug. After Score-chan foolishly used powerful piczle dust as kitty litter, Dbug is now lost in the Puzzleverse, somewhere in the books on Professor Matrix's shelves. To find the cat, you'll need to dive into each one and solve all of the puzzles within. Like other Piczle games from Score Studios, the humor is very goofy, with plenty of 4th-wall-breaking and self-referential jokes. It's a puzzle game after all, the story is never going to be the focus, so why not have some fun with it with comic-book-style cutscenes and a light-hearted tone. Piczles—PICture puzZLES—are logic puzzles that create an image when completed. All you have to do is fill in squares by connecting colored numbers with their corresponding twin with a line. The number indicates how many squares need to be filled in, e.g. a red 6 connects to another red 6 for a total of 6 squares. This is pretty simple for small numbers—there are only so many ways to create a 3 square line—but it can be trickier with larger numbers since there are more ways to connect lines and you need to make sure every line fits. Sometimes you might fill in a line only to later discover that it cuts off another line, so you'll need to erase and reconsider. Finishing the entire puzzle yields a picture—the first set of puzzles in the story mode is pirate themed so you'll get pictures of pirate hats, cutlasses, cannons, etc. Like all great logic puzzles, it's a very simple concept to understand but can be repeated nigh indefinitely with all manner of images. It definitely appeals to the mentality of putting everything neatly in its place, and the more you play the better you'll be at recognizing basic go-to shapes, which is awfully satisfying. It's a wonderfully addictive gameplay formula that truly will burn away hours and hours if you let it. One of the nice things about Into the Puzzleverse is that the story mode kind of assumes you know how to play. There's a tutorial sure, but it doesn't take long at all for the puzzles to ramp up in complexity. It's nice for veteran Piczle Lines fans to be able to jump right into the meat of the game rather than having to quickly rush through a bunch of extremely easy puzzles first. Sometimes the story puzzles do get perhaps too complicated though—spending an hour on a single puzzle is a little tiring. If you do need to warm up to the gameplay a bit, the non-story Puzzle Mode starts off at a much easier pace, which is also perfect if you want to do a couple puzzles without committing too much time to the game. The game also offers a handful of assistance options, including ways to check for mistakes or focus mode which clues you into the next correct move. So even though the puzzles are massive here, beginners can still get through them with a bit of help. There are also several customization options to change the look of the UI and background, as well as achievements to add another little goal to the gameplay. Completing one puzzle after another already creates a nice chain of incentives to keep going, but it's still good to have a couple other reasons to master everything in this game. Given the number of puzzles and their gargantuan sizes, it's not really an exaggeration to say Into the Puzzleverse can keep you busy for 100 hours. Even just completing the story mode should last dozens of hours, not to mention the additional 100+ puzzles in Puzzle Mode. If you still can't get enough Piczle Lines, there are also paid DLC puzzle packs for additional content. Even with just the base game though you're more than getting your money's worth. Presentation is obviously not a priority in a puzzle game like this, but Into the Puzzleverse still looks good. The story mode cutscenes and dioramas are cute and fun and definitely add the Piczle personality to the game. And even within the square-based art of the puzzles themselves, it's kind of impressive to see what kind of art the developers are able to create. The soundtrack is also quite nice. You'll be hearing a lot of it when you play, but it has a nice jazzy sound to it that's perfect for background vibes while you solve puzzle after puzzle. Piczle Lines 2: Into the Puzzleverse is tailor made for logic puzzle fans. Obviously if you enjoyed the previous Piczle Line game you'll obviously feel right at home here, but if you at all enjoy puzzle games like Picross or Sudoku that allow you to just zen out and complete puzzles, you'll find a true treasure trove of content here that will keep you busy for weeks as you are sucked into this game's puzzleverse. Rating: 8 out of 10 Puzzles Review copy provided by publisher Piczle Lines 2: Into the Puzzleverse will be available on the Switch eShop on 2/22 for $14.99. Pre-order now for 10% off.
  4. Lovecraftian monsters and Castlevania gameplay seems like it'd be a perfect match. What better setting to slowly unravel the mysteries of eldritch monsters than a gameplay system that requires scouring every inch of the environment in pursuit of new items and abilities? Elderand, from developer Mantra and publisher Graffiti Games, proves that the combo makes for an engaging adventure, even if it is somewhat by the numbers. True to its premise, Elderand offers a mysterious and creepy world to explore, full of bleak, bloody, and monstrous scenery. You'll need to discover much of the story on your own, through finding notes full of background information and world building that are scattered across the game's map. It's kind of a light touch approach to storytelling but it works well here for the most part—this is a mysterious world, and learning only bits and pieces of its story propels that mystery further. The downside is that when you do get into actual cutscenes or dialogue with NPCs the narrative isn't quite as engaging as it should be since you probably only have a vague idea of what's happening. Elderand adapts the Metroidvania formula pretty precisely: you've got quite a lot of territory in the map to explore, but oftentimes you'll run into gates that require some new ability, so you'll need to keep adventuring and backtrack later. There are a good amount of secrets to uncover, some more obvious than others, so players that enjoy picking apart everything in a game should enjoy the challenge here. Unfortunately you can't mark the map to remind you of out-of-reach treasure chests or other items that require further investigation, but the map is also relatively small enough that racing through old locales isn't too much trouble, especially once you've leveled up a bit and can cut through enemies quickly. The exploration abilities you gradually gain are pretty standard for Metroidvanias, but if it's not broken there's no need to fix it. Double jumps and air dodges may not be new, but it's always satisfying to reach new heights in an exploration-heavy game, especially when you can finally grab that treasure that has been out of reach for hours. Combat in Elderand offers a few different options as well as customization routes. You start off with a standard sword but you'll also be able to use weapons like bows, daggers, and magic staves. Some weapons rely on your strength stat while others use dexterity or magic, and every time you level up you gain another stat point to allocate as you see fit, allowing you to focus on a particular type of weapon or try to give yourself a more balanced character. You can also swap between two equipment sets on the fly, which is particularly useful for keeping a melee set and a ranged set at the ready. There aren't actually that many types of weapons to experiment with, and in fact not even that much equipment in the game in general to really change up alternate playthroughs or playstyles, but there's enough wiggle room that you can try a couple of different approaches and see how they affect your approach to any fight. The main downside here though is that you don't have the ability to respec your stats by default, you have to unlock the ability after a decent amount of time playing. In fact it's possible to miss it entirely, which doesn't seem suited to the game's approach to having only a handful of weapon styles in the first place. Otherwise, combat in Elderand is solid, if somewhat unremarkable. Your attacks have a decent amount of weight to them so you can't go in swinging wildly and expect to block or dodge through every enemy attack—there's also a stamina meter for those defensive actions. Basically any time you encounter a new enemy you'll need to play it cool and play it safe, learn their tells and safe moments so you can get some attacks in yourself, which makes for a very "slow and steady" kind of experience. Dying can be pretty common in Elderand, but the game never really feels discouraging. It's challenging but it's a doable challenge, and one that makes victory, especially against giant horrific bosses, all the sweeter. Elderand's presentation features some quality pixel art that really brings the otherworldly monsters to life—any graphics that are more realistic than this would be pretty grotesque, in fact. The art style is sharp and stylish, and makes for some fun scenery and cool monsters. The soundtrack also does a good job of maintaining a creepy atmosphere, though none of the background music is particularly memorable. Even if you're meticulous about exploring the map, Elderand is not a particularly long game. You can expect around 7–8 hours for one playthrough. However, there's also a decent amount of replay potential for speedrunning or focusing on a different weapon/combat style for a full playthrough. If you're only interested in one run though, Elderand is just a little on the short side for a Metroidvania. Elderand offers an engaging Metroidvania-style game with a creepy, Lovecraftian atmosphere, though perhaps doesn't go far enough to distinguish itself in the genre. The exploration is fun and the combat has a modest amount of customization options to keep you hooked, not to mention a high level of challenge that makes progress particularly satisfying. None of it quite stands out from similar Metroidvanias, but the adventure is still fun while it lasts. Rating: 7 out of 10 Demons Review copy provided by publisher Elderand is available now on the Switch eShop. It is on sale until 2/23 for $16.99 (normal price $19.99).
  5. I don’t know if the Prime Remaster warrants its own individual thread since it’s not a new game per se, so I’ll just continue treating this as the general Metroid thread until MP4 where one of the threads for it gets bumped or a new one gets made. Anywho, I only had enough time to get to Tallon Overworld earlier, so will post more of my impressions later, but they’ve been pretty good so far. Didn’t think the Parasite Queen would look that much better detailed, but she is. You can even see the models in one of the sub-menus outside of your game file after you’ve scanned the creature I believe. Also, gonna try this whenever I get to that part of Phendrana for an early artifact. I don’t know if any of the glitch crazy sequence breaks are intact (believe they got patched out in later versions which in some cases was for the better), but knowledge alone can help you get some Chozo artifacts early, along with skill like in this clip. One other thing, remembering what @Tyranogre pointed out earlier that the Zero Laser in Brawl may have been an early version of Dread’s Hyper Beam, well… I was reminded earlier that the Meta Ridley fight in the first Prime was originally intended to be a rail shooter section where Samus fires at him while on top of her ship as he does his flying around at the Artifact Temple scene, though I assume you still fight him on the ground after his wings burn out. Anyway, Meta Ridley in Brawl’s Subspace you fight on top of a ship, which may have been using that cancelled concept.
  6. The original Tales from the Borderlands was a surprise delight—it turns out combining the irreverent humor of Borderlands and the episodic storytelling of Telltale Games was a recipe for success. This sequel, however, is developed by Gearbox Software and, although the story is still divided up into episodes, it was released as a single game. Although New Tales from the Borderlands has its good moments, that original magical combo just isn't on display here. New Tales stars three main characters: Anu, a scientist working for Atlas who is working on creating a device to harness the power of Eridium; Octavio, Anu's adopted brother who dreams of becoming a famous entrepreneur but is currently a small-time thief; and Fran, Octavio's boss and owner of a frozen yogurt shop that is teetering on the edge of failure. In true Borderlands fashion the trio stumbles into a situation that is wildly out of their league and struggles to survive the ensuing chaos. Like its predecessor, New Tales is a story-driven and comedy-focused game, so you can expect a lot of the same humor that you'd see in Borderlands games, i.e. violent explosions and wise-cracking robots. In fact, you'll be inundated with that humor. This game doesn't seem to know when to let a joke breathe, and instead throws in one-liners just about every other sentence. Granted, there are some good jokes here, but the relentless pacing of the humor actually brings the energy down. New Tales goes for quantity over quality and the results speak for themselves. Unfortunately, the dramatic moments of the story aren't much better, which is not what you want to hear regarding a story-driven game. The overarching plot is fine, even if it does feel a little all over the place—episode 3 revolves mainly around the three protagonists going on a parody of Shark Tank to earn money—but the bigger problem is the characters themselves. Their extremely exaggerated and grating personalities might be a "love 'em or hate 'em" kind of situation, but if, like me, you land on the latter, it'll be tough to get through scene after scene of the trio yelling at each other and butting heads. It doesn't help either that Anu and Octavio have an obvious familial storyline to play out, so Fran ends up feeling forgotten half the time. The writers were clearly going for "loveable idiots" with these characters, but they missed the mark. Frustratingly, there are a few interesting side characters, but they're used so sparingly that you hardly get any time with them. Perhaps that's for the best though, to allow them to swoop in with a joke or two then exit the scene without being forced through strained emotional beats. The gameplay is extremely limited, even for a story-driven game. Each episode generally only has one or two free-roam sections where you can interact with objects to pick up more world-building backstory or jokes, and even then you're rarely puzzle-solving or interacting with the environment in a meaningful way. There are also quicktime events, but they're used in the most basic way you can imagine, and it's not like they're particularly challenging either. Instead this is a game all about dialogue choices, culminating in a somewhat awkwardly inserted summary in the final episode that goes back over all your choices, most of which didn't feel very impactful. There are a few slightly different endings possible, but since there's no way to fast-forward dialogue that you've already seen it'd be a bit of a slog to go through the game's full 10-hour length several times. New Tales does feature minigames, but either this is a meta-joke that doesn't quite land or it's a hasty, clumsy way of adding more interactive elements because the minigames are bland. Some of them definitely seem to be jokes about pointless time-wasters in video games, but that's a joke that's sort of funny once, not once per episode. Thankfully you can skip those at least. There's also a battle minigame which is again so simplistic that it might as well not be in the game at all, it's just a waste of time. For all of its other faults, the game's presentation has its impressive moments. The facial animation is shockingly detailed and adds a lot of nuance and personality to the voice performances. On the other hand, the body animation is so wildly exaggerated that it can detract from the writing a bit, but overall the visual design does a good job of bridging Borderlands' stylized look with the highly emotive design that a story-driven game requires. On a technical level, there's an awful lot of pop-in and textures are often slow to load, but again the style of the game works well. As for voice acting, the actors do alright with the material that they're given. The voices are animated and lively—sometimes too animated and cartoonish, but the game's flaws stem more from the writing than the performances. New Tales from the Borderlands proves that maybe the Telltale Games formula was harder than it looked. This Gearbox-developed sequel might emulate the style, but the finer details don't quite come together into a fun, memorable experience, certainly not on the level of its predecessor. The writing needed to be polished both for more clever jokes and more impactful emotional beats, and actual engaging interactive moments—instead of quicktime events and limited exploration scenes—would have at least injected a little more energy into the game. New Tales is fine if you just want more of the Borderlands universe, but it's a far cry from the first game. Rating: 5 out of 10 Tales
  7. Update: Lawsuit officially filed. https://ninfora.com/forums/index.php?/topic/3325-switch-joy-con-drift-class-action-lawsuit... If you don't know about this whole deal with the Switch Joy-Con drift, watch the video in the spoiler bellow first. Luckily I haven't experienced this, yet. Though, I know there are a lot that have. I really hope this goes somewhere, because this is a major design flaw and Nintendo hasn't said a world. Joy-Con aren't cheap, ya' know ...Even for a single one. If you haven't experienced this yet, you will eventually. This really makes me wonder about the Switch Lite. Hopefully they didn't use the same control sicks as in the Joy-Con, because you'd be screwed if you start getting drift. You can't just buy new Joy-Con. I know you can just replace the sticks on the Joy-Con yourself, but most people are comfortable doing that and on the Lite, It would probably be more of a pain. In an all perfect world, Nintendo would fix this flaw and replace everyone's Joy-Con sticks for FREE.
  8. In Sound Mind jumps on the psychological horror game trend with a puzzle-focused adventure crawling with creepy ambiance and a mysterious overarching plot. Sadly though, the scariest thing about this game is how it runs on the Switch. You play as Desmond Wales, a psychiatrist in a small town, though initially all you know is that you've woken up in the shadowy basement of an apartment building where clearly something is wrong. The psychiatrist angle dovetails nicely into the psychological horror of the game: you're not a soldier or a warrior, and in fact the levels are structured around your patients and their troubles. It definitely establishes a spooky atmosphere early on—like many horror games the best part of In Sound Mind is the first level or two, when you don't know what to expect and have limited ways of fighting back. Around halfway through the game though, the story takes a pretty dramatic turn toward a larger, overarching conspiracy, which to be fair is handled pretty well here but is perhaps not as interesting as the more intimate story of a psychiatrist haunted by the success or failures of his patients' treatments. The gameplay focuses on exploring eerie environments and solving puzzles to progress, with some light combat elements that grow over the course of the game. The environment and puzzle design is on point: each level of the game takes you to a new, sprawling area filled with nooks and crannies to inspect, all of which is naturally covered in shadows, so your trusty flashlight is key while exploring (and of course there's a battery meter, so you don't want to overdo the flashlight either). The huge areas are both a strength and a weakness for In Sound Mind: they're perfect for giving you the feeling that you're never quite safe, and unknown forces can leap out of the shadows at any time, but some of the environments feel big just for big's sake. You end up sprinting from one key object to another with nothing but empty scenery in between, not to mention that you can easily get lost since there's no HUD map. Sure getting lost is kind of the point for a game like this, but it leads to some unsatisfying gameplay moments. The puzzle design, at least, is pretty consistently sharp. Each level introduces some new mechanic or ability that spices up the gameplay, and the environmental puzzle design works nicely to encourage exploration without ever getting too complicated. You might find yourself lost or stuck for a bit occasionally, but given the size of these environments the puzzles are actually pretty nicely contained to individual areas. That said, the puzzle design can be a bit repetitive at times as well, since 90% of the time it's some variation of "find the key," but there are still some satisfying challenges to puzzle out here. The combat, however, leaves much to be desired. You start off unarmed and can eventually acquire a gun plus a couple other weapons. Part of the blame I'm going to lay at the feet of the console port of what is clearly originally a PC game, because aiming is clunky and downright atrocious at times. But even allowing for that, the combat is just dull. There are only a couple of types of monsters in the game and they mostly just run at you—far too quickly to aim smoothly—and even when you do take them out, there's nothing interesting about the threat they pose, certainly not to the level of ingenuity that the puzzle design shows. It's so half-baked that it probably shouldn't have ever been a feature of the game, especially if the developers wanted to lean into the psychological horror angle. The other major misstep of In Sound Mind is the infrequent but consistently frustrating platforming. First-person platforming is always going to be a tricky challenge to nail down, but this game does it particularly poorly. Your movements are just too clunky and awkward—you certainly don't have the grace or precision needed to land long jumps to tiny platforms. And in moments when falling means instant death, you're treated to an entirely too long reloading screen. Thankfully these platforming moments are relatively rare over the course of the game, but you'll dread them any time they appear. However, the true failing of In Sound Mind is its appearance while running on the Switch. The game is so blurry and low-res you'll likely assume this is merely a slightly upgraded port from some 20+ year old game, not a recent release. And although looks aren't everything, the visuals here are so poor that it's almost laughable. Worst of all, they can affect the gameplay to an extent. Sure the environments are supposed to be hazy or shadowy, but it's genuinely hard to see things here, which again makes keeping your bearings a bit of a nightmare. The sound design is at least decently preserved on the Switch. The ambiance audio is appropriately eerie, and the voice acting is decent, though never amazing. In Sound Mind promises a decent psychological horror concept that is brought down by clunky combat and platforming, and then utterly tanked by the game's technical performance on the Switch. The puzzle design is engaging and the story's twists will keep you on your toes, but if you're interested in playing In Sound Mind you'll likely find a much better experience on any other platform than the Switch. Rating: 4 out of 10 Minds
  9. Lots of games boast retro-style or inspiration, but not many games will take you back to the early days of adventure games quite the way Tunic does. Not through pixel graphics or gameplay mechanics, but through the complete mystery of how to progress or what to uncover next. It's also not an open-ended or completely open-world adventure, but it is one that requires you to explore thoroughly to discover mysteries and then puzzle over how to solve them. Tunic is fiendishly clever—and at times, fiendishly difficult—and that sense of organic discovery creates one of the most rewarding adventure game experiences in years. I'm not sure I could accurately explain the story even if I wanted to. Suffice it to say you play as a fox who wakes up on the shores of a mysterious island, and then the adventure begins. Initially armed with nothing, you'll soon find your way to an ornate temple where something is clearly sealed within, but it'll take all of your guile to solve the island's mysteries to reach the prize. Tunic relies heavily on the player discovering things on their own—the vast majority of all in-game text is in an untranslated language—but your one guiding star is the in-game manual, which looks like an NES manual in an absolutely charming ode to old-school games. It's not as simple as hitting the pause button and checking the guide though. Each page of the manual is scattered across the island, and each page you recover teaches you a little bit more about the game's mechanics, making you better equipped to survive the challenges around every corner. It is a frankly brilliant structure for an adventure game and one that makes every little discovery feel so rewarding. This isn't the kind of game to hold your hand in any way, but when things click for you it's wonderfully satisfying. Every little bit of progress is an accomplishment in Tunic, not least because the combat side of the game is rather difficult. The game doesn't pull punches: your initial attacks are fairly weak and the average player will likely die quite a lot on this journey. There's also a bit of Souls-like influence where you drop money when you die and need to find your ghost to recover it (thankfully though you only drop a small amount of money, so it's not as punishing as dying in a Souls game). All that said, the combat also feels pretty fair in Tunic. Sure your little fox character feels pretty weak compared to the monsters on the island, but that means you need to attack carefully, thoughtfully, and use your limited items to their fullest. You also do have a dodge roll with some invincibility frames, and once you've got the basics of the game down you'll be able to play a bit more aggressively. It's challenging but not frustrating, and definitely adds to the sense of accomplishment every time you make a little bit more progress. And if you need an extra helping hand, there are accessibility features you can toggle on. They're arguably a bit too helpful—one just makes you invincible—but Tunic is well worth playing for the mystery and exploration, not just the challenging combat. Exploration walks a very fine edge between guided and directionless. The game will only give you vague instructions on what to do next—usually through the manual pages you've found—and from there it's up to you to explore. You don't quite have free rein to go in any direction, but there's enough wiggle room that it feels like you discover things at your own rate and in your own way. The drip feed of the manual pages also lets you look at the game in a new light every time you find a particularly important page. There will frequently be times where you only discover some mechanic through the manual, which lets you reevaluate all of your previous progress. It's extremely clever game design which is honestly a bit of a gamble since it requires the player to stay relatively in the dark for much of the game, but the payoff as you piece together each little part of the gameplay is exceptionally rewarding. The visual design of the game, in addition to just being a fun art style, contributes quite a bit to the sense of exploration as well. The mostly fixed-camera, isometric view means that there are frequently little details hidden from the player's view that require either thorough exploration or a hint from the manual to uncover. It's a clever way of blending both form and function. And as mentioned the art style is very fun, and very cute. Perhaps a little too cute for how challenging this game can actually be at times, but the simple, stark scenery with strict geometric shapes makes for a charming and colorful game world to explore. Tunic also runs fairly decently on the Switch. Like most multi-platform games it feels a little rough around the edges at times, in a way that probably isn't a problem on other platforms, but there's certainly nothing game-breaking about the performance. Tunic's soundtrack is also lovely. It's the perfect background audio for such a mysterious adventure—there's an ethereal atmosphere to the music that suits the game's puzzling vibes. The entirety of Tunic is a riddle, and the music is exactly what plays through your head as you're trying to piece together each little clue you've found. The length of the game will undoubtedly vary quite a bit depending on how quickly you put together the little hints of the adventure or how easily you get through the challenging combat mechanics as you claw your way to the next checkpoint to replenish your health potions. In general though, Tunic is a roughly 12–15 hour game, with a handful of optional secrets that might take you even more time to discover. Replaying the game with all of your endgame knowledge would be a fun exercise, though like any mystery story it's the first playthrough that's truly special. Tunic is a gem of a game, and a wonderfully unique adventure of discovery. The game's refusal to hold the player's hand in almost any capacity makes for a challenging start, but it also makes victory all the more satisfying. As each piece of the puzzle falls into place and you understand more and more about the game's world it's hard not to be in awe of the care and detail put into the adventure. Few other games make each gradual piece of progress feel as rewarding and engaging as Tunic. Rating: 9 out of 10 Foxes
  10. Shovel Knight's indie game success story continues to roll on as the now easily recognizable shovel-wielding hero expands to other genres. Shovel Knight Dig takes the fundamentals of the action-platformer hero and puts him in a roguelike setting, where every quick playthrough poses different challenges and different opportunities for success. The randomized action here may not be quite the treasure trove that the original game was, though. Dig takes place before the events of the original Shovel Knight, so there are a few familiar faces here alongside several new ones. Drill Knight, along with his band of thieves known as the Hexcavators, have stolen Shovel Knight's treasure bag and are now burrowing deep in the earth to find an even greater treasure below. Shovel Knight naturally sets off in hot pursuit, and that's all you really need to know about the story. It's a decent set-up and not surprisingly there's not much else to the narrative—playthroughs live independently of one another, so there's not an overarching or changing story. There is, however, a hidden "true ending" which is rewarding but also so incredibly complicated and difficult to achieve that only the most dedicated shovelers are likely to see it. The Shovel Knight formula translates pretty well to a roguelike, but not perfectly. Shovel Knight's attacks are still snappy and satisfying, and his recognizable downward stab move naturally fits Dig's vertical oriented game design—you're always moving down here, so keeping your weapon below you makes sense. There's a sort of timer at play here as well since you'll be pursued by a giant drill if you take too long, and adding that sense of urgency poses a fresh and fun challenge. It's also rather satisfying to finally actually dig as a focus of the gameplay in a Shovel Knight game. And yet, it's the roguelike trappings of Dig that seem to fall short. It's so crucial for a roguelike to make every playthrough engaging and varied, and Dig just doesn't quite manage it. Sure the level design and enemy placement is different every time, but Shovel Knight's abilities are a bit too limited to make each run truly feel unique. As you explore you're able to pick up relics (aka subweapons) as well as accessories that grant various bonuses, like reducing spike damage or extending the reach of your shovel attacks. The point of these kinds of random power-ups is to spice up each playthrough, but they're just not unique or exciting enough to do so. It doesn't help that it can be quite time-consuming and costly to unlock new relics and accessories, so your first few hours with the game will be unavoidably repetitive. It perhaps doesn't help that Dig can be pretty punishing. Obviously that's another key aspect of roguelikes—victory should take some effort after all, and you should be perfecting your skills with each new runthrough—but little things are pretty unsatisfying in Dig, like dropping held items (keys, eggs) any time you get hit. The need to not only find a key but hold onto it until you find an opportunity to use it tips into tedious challenge territory. And while it's obviously not a must-have for a roguelike, I would have liked to see more permanent upgrades to aid you or at least contribute to a sense of progress with each failed run. Instead, spending money on the chance of finding a new accessory isn't as engaging. The game does find a sweet spot in terms of playthrough length. It can be disheartening when roguelikes are too long, and failure ends up feeling extremely costly, so thankfully Dig is relatively short, but still long enough to make the journey feel worthwhile. You may even reach the victory screen after only a few hours of attempts, though again that might be an indictment of the game's variety rather than a celebration of its game design. The presentation, at least, is absolutely top-notch. Compared to the original Shovel Knight, Dig boasts a more richly detailed look and it's just lovely from start to finish. The jump from 8-bit to 16-bit works wonderfully, retaining the style that players love while also feeling like a true upgrade. The soundtrack is also, unsurprisingly, excellent thanks to returning composer Jake Kaufman. Its fast-paced energy also naturally fits with the urgent gameplay of Dig as you race to the bottom with a massive drill at your heels. Shovel Knight Dig never quite clicks into that "one more run" appeal of other roguelikes, meaning its staying power is disappointingly brief. Its strengths ultimately lie with the core Shovel Knight gameplay, not the roguelike elements, which means that you may not feel too invested in completing runthrough after runthrough as each attempt feels so similar to the last. Still, it's worth playing Shovel Knight Dig for the shovel-wielding action, it just might not be worth playing over and over like a roguelike should be. Rating: 7 out of 10 Gems
  11. I'm not sure exactly when it happened, but hybrid farm simulator/action-RPGs have become a subgenre of farm games unto themselves, to the point where even Square Enix is trying their hand at this unlikely genre mash-up. Harvestella combines cozy farm aesthetics with combat and exploration in a not-quite Final Fantasy world, though there are some similarities. There's a decent farm sim here and a decent action-RPG here, but Harvestella might be less than the sum of its parts. You play as an amnesiac protagonist who awakens in a quiet little town. You're quickly (and quite generously) given an entire farm to tend, but there's a bigger issue at hand. The four giant crystals that guide the world, called Seaslights, are in peril, and when a mysterious woman appears (who may actually be a time-traveler), you'll begin a quest to investigate and save the four Seaslights. On top of all this, there's the ominous mystery of Quietus, a period at the end of every season where anything left outside dies (notably, your crops). So that's two mysterious protagonists, giant crystals, the world in danger—it's a lot to take in, on top of the numerous tutorials that you'll face when starting. Once things get going though, Harvestella's writing survives more on the strength of its characters than the overarching plot. You'll meet plenty of party members to recruit, and they all have their own little stories for you to get involved in. They can be a bit tropey and the game has a terrible problem with long-winded dialogue, but they're still likeable characters. Harvestella also has a hard time reconciling its cozy farm sim side with the world-in-danger storytelling. Granted, this sort of ludonarrative disconnect happens in tons of games, but there's something very odd (and honestly rather funny) about facing a world-ending disaster but instead spending several days watering potatoes. And time management is key in Harvestella. Like most farm simulators, you've only got a certain amount of time each day—18 hours in-game, which is roughly 18 minutes in real life—so you need to make the most of growing crops and exploring. Farming works as you'd expect, each crop takes a certain amount of time to grow, and selling them gives you the money you need to buy more seeds. You can eventually craft various mills for your farm to create flour from wheat, juice from fruit, etc. as well as raise animals. The farm side of the game can feel a bit simple but sometimes that's the appeal of farming simulators: it's kind of like busywork that allows you to zone out and just complete some tasks. You don't want to spend your entire day on the farm though, since you'll also need to explore the action-RPG side of the game. You'll start out as a Fighter class, but with each new ally you meet you'll unlock new classes. You can have three equipped at once and swap among them (there's a short cooldown to do so). Each class has its own skills and attack styles: Fighter is obviously a physical/close-range kind of character, but the Mage can attack from long range. Ultimately though, combat in Harvestella is pretty basic. The main strategic element you'll need to consider is attacking monsters' weaknesses (either elemental or things like slashing/blunt), but other than that, battles are actually kind of button-mashy. You don't have a block or dodge ability, so usually you just have to get up in enemies' faces and take their hits while you attack, and each class only has a handful of skills so you can't even customize that aspect of battle. There's just not much nuance to it outside of big boss fights, when keeping yourself sustained through the protracted fight matters a little more. In that sense, both halves of Harvestella's gameplay are kind of about zoning out and just getting little tasks done. The one wrinkle to both farming and combat is the stamina system. Everything drains stamina—including, quite frustratingly, running—so you might have several hours of the day left but find yourself out of stamina. This is the one area where the two halves of the game feed each other. By growing crops and cooking, you can carry around meals that recover health and replenish stamina. Unfortunately you don't start with a kitchen in the game, but even just eating ingredients helps a bit. You'll want to be quite liberal with eating meals, because stamina drains incredibly fast in Harvestella—trying to move around without running is frankly just a waste of time, so you'll want to sprint as much as you can. Early on the stamina system feels frustratingly limiting and it feels like you can hardly get anything done in a single day, but then again that's sort of the point of a farm sim game: getting the most of each day that you can. It forces a certain slow and steady sense of progress though, which can be difficult for anyone looking for a more standard action-RPG adventure. Even if you're trying to be speedy, Harvestella is a lengthy game. You can probably expect around 50 hours to finish the story, but that doesn't even account for how elaborate you want your farm to be (it's actually possible to finish the story without completing one full year, so you might not even see some crops). There are also quite a number of side quests to tackle. Frankly, these side quests are boring. The long-winded writing is particularly egregious here, the actual gameplay usually just involves talking to one person, running to another town to talk to another person, repeat, and many side stories just aren't that interesting. However, it's worth pursuing them anyway since they'll award you money and oftentimes seeds, which might be hard to come by until you've got some serious cash crops growing on your farm. Harvestella's presentation thankfully leans on the action-adventure side of the game to create elaborate, interesting scenery and monster designs. The environments are a lovely blend of familiar and otherworldly, with their crystalline structures and overall hazy, glowing vibe. Character designs are as over-the-top as you might expect from a Square Enix game, with outfits that just don't make any sense, though they certainly look stylish. The music is also on point, with fun tracks for towns and dialogue and more adventurous tunes for battle and exploration. Harvestella is a decent attempt at marrying farm sim gameplay and action-RPG combat, though it falls short of being a great attempt. That said, it still manages to offer an addictive gameplay loop as you try to make the most of each in-game day, whether it's by raking in profits on the farm or exploring further and raising more levels as an adventurer. There's an allure to that simple loop, even if Harvestella never quite manages to elevate this sub-genre of games to much more than repetitive—but decently satisfying—busywork. Rating: 7 out of 10 Harvests
  12. The first Blossom Tales from 2017 was an absolutely charming Zelda-style adventure, complete with pixel art, weapons/items for fighting/exploring, and dungeons to traverse. It relied heavily on the formula from 90s adventure games, but it was a fun and cute game in its own right. The sequel, Blossom Tales II: The Minotaur Prince, is largely a repeat of that formula, which makes for a familiar but perhaps unambitious experience. Like the first game, the story begins with a grandfather telling a story to his two grandkids around a campfire. Lily is once again the heroic adventurer, but this time her younger brother Chrys gets involved as well. When the two of them start fighting, Lily wishes away her brother—Labyrinth style—which causes the revival of the terrible Minotaur King who whisks Chrys away. Now Lily must travel the land to unlock the path to the Minotaur King's castle and rescue her brother. Like the first game the writing clearly doesn't take itself too seriously. There are tons of pop culture references and self-referential humor that makes for a fun, light-hearted adventure, and a nice story about sibling relationships. The best part though is that the real Lily and Chrys often interject into their grandpa's story, insisting on changing details that you can then choose. For example, when Lily receives a magical instrument the children bicker over whether it should be a guitar or an accordion, allowing you to choose the instrument you want. It's always small details like this, but it adds some fun variety to the game. The gameplay has all the trappings of a 2D Zelda game: you start out with just a sword and shield, but you quickly amass a small arsenal of items to use both offensively and for navigating the world. A handful of dungeons hold bigger challenges and boss fights, and the overworld is completely packed with little secrets to uncover, including collectibles and heart pieces. It's a well-used formula that is used well here. There's not a lot that feels wildly unique about The Minotaur Prince, but there's no harm in sticking to a formula that works. With a game like this, all those little secrets to find and items to collect keeps the adventure moving at a brisk pace since there's always something pushing you forward and keeping you engaged. The only area that The Minotaur Prince really seems to push the formula is with collectibles, which is a bit of an unsatisfying gameplay hook. In addition to all the gold coins you'll collect while exploring, you can also pick up dozens of small collectibles—fruit, flowers, fish with your fishing rod, etc. These can be used to brew potions or occasionally traded to NPCs for items like heart pieces or for side quests. It's sort of nice to have a lot to do and collect in an adventure game like this, but it also feels a bit tedious and endless. It comes off as busywork, and in a game about fighting monsters and solving puzzles, collecting 20 flowers for a traveling merchant just isn't exciting. It's particularly disheartening that you might have thousands of coins in your pocket, but to get a new heart piece you've got to go fishing for ten minutes to grab enough carp for the merchant. It's blatant padding, which is particularly disheartening since there are only four dungeons in the game. The game's controls could also be tweaked just a bit. It's understandable that the game is keeping the two-item system of classic Zelda games, but it's also a hassle to be constantly swapping items when there are several buttons on the controller that are unused. At the very least the shield could be equipped at all times instead of being an item. It'd also be nice to be able to organize your inventory screen. You can pick up a lot of bottles to fill with various potions and they end up littering your inventory, making it just a little bit more annoying when you're swapping out your bombs for the bow or other items. The Minotaur Prince's length can vary quite a bit since there's so much optional content. With only four dungeons, the majority of your time will be spent exploring the overworld, which is fun but doesn't quite match the satisfaction of completing dungeons. If you're not going for every heart piece possible (and there are a lot) you can easily finish in under 10 hours. If you do want them, you'll need to spend quite some time turning over every stone. The game's presentation is beautifully retro. It's a bit more detailed than its predecessor, but it still retains the old-school pixel style and it looks great—the characters are cute and the environments are fun, even if they rely on the usual settings for an adventure game. The soundtrack isn't bad, though it's perhaps a little too understated and quiet. Blossom Tales II: The Minotaur Prince is a fun 2D Zelda-style adventure, though it's not bringing much new to the table. If you've played any top-down adventure games before you'll know exactly what you're getting here, with the addition of a lot of collectibles that get a bit tiring. Still, even if it plays things a little too safe, The Minotaur Prince is a charming experience for fans of 2D adventure games. Rating: 7 out of 10 Blossoms
  13. Welcome to the 6th annual Ninfora Game Awards, meticulously curated and hand-selected by a one-man panel of judges. 2022 was so jam-packed with games I wanted to play that I could barely keep up with them all (it doesn't help that there are some pretty long games on this list). Granted, this year was a bit weighted toward genres and franchises that I personally love, so maybe not everyone was quite as busy as I was, but hopefully everyone found something to love on the Switch in 2022. Best Pokémon Game: Pokémon Legends: Arceus As a spin-off rather than a mainline game, Legends: Arceus has a lot more freedom to be experimental with the franchise's battle and capture systems, resulting in a fantastic breath of fresh air for the series. Scarlet/Violet still does the usual Pokémon experience well, but this game feels like an actual evolution of the gameplay that is both more streamlined and more engaging. Here's hoping the developers don't ignore the lessons learned in Legends: Arceus as the series continues to find its footing in open-world, 3D adventures. Best Pikmin Game: Tinykin Tiny game, big adventure describes not only Nintendo's beloved Pikmin franchise but indie title Tinykin, a charming little game focused on exploration over combat. Even within that relaxed atmosphere though there is a ton to do and see in Tinykin, and picking your way through every nook and cranny makes for a delightful, relaxing time. Best Nobody: Nobody Saves the World How many games let you play as a Ranger, an Egg, and a Horse? Nobody Saves the World perfectly balances an extremely silly premise with satisfying dungeon-crawling, resulting in a game that is equal parts goofy and engaging. The top-down adventure game formula needed some sprucing up anyway, so what better way to do it than by flipping the usual item collection process on its head and allowing the player to come up with unique—and hilarious—character class combos? The Witch is Back Award: Bayonetta 3 From the first game's original release on other systems to getting added to the Smash Bros. roster, Bayonetta has had possibly one of the most bizarre video game careers that has definitely kept her fanbase on their toes. There's one issue that any video game fan can relate to though: the long uncertainty of when a new game will come out. It took eight years to get from Bayonetta 2 to 3, but this new adventure has all of the seamless combat and devilish style that fans love, including new uses for her demonic summons that further spice up the gameplay. And with the recent announcement of a spin-off prequel, it seems the Witch is here to stay, and hopefully another mainline adventure won't be far behind. Best Blast from the Past: TMNT: Shredder's Revenge Beat 'em up games have gotten their share of throwback revivals in the last few years, but Shredder's Revenge might blow them all out of the water. This game isn't just dripping in nostalgia (though it is clearly a meticulously crafted love letter to the classic TMNT games of the past), it also holds up beautifully as a side-scrolling, shell-kicking game that is tailor-made for gathering a few friends on the couch, ordering a pizza, and immersing yourself in the radical 90s action. Best Mouthful: Kirby and the Forgotten Land It took him a while to catch up to other key Nintendo franchises, but Kirby has finally made the leap to 3D exploration in a mainline game, and the result is as charming and fun as you'd expect. Adding another dimension to Kirby's gameplay was ultimately a pretty smooth transition and retained the balance of easy to learn mechanics with challenging optional objectives that makes Kirby the kind of game that any level of player can get sucked into. Best Cozy Game: Freshly Frosted When you think of cozy games your first thought might be some kind of cute farming game—and there sure are a lot of those these days—but there's something incredibly relaxing and satisfying about Freshly Frosted's donut conveyor belt puzzles. The puzzle design itself is spot on—levels are challenging but rarely leave you feeling frustrated—and solving the puzzle is topped only by the joy of watching the conveyor belt neatly deliver each donut to its respective goal to the rhythm of the happy background tunes. The satisfaction of a job well done has never been so sweet. Bwaaah-st Game: Mario + Rabbids: Sparks of Hope Kingdom Battle was a complete shock in 2017, most of all for how much fun it really was to mash up Mario and the Rabbids, so I couldn't be happier to see the unlikely combo becoming a franchise of its own. Although Sparks of Hope makes some minor changes that ultimately make the difficulty level easier than its predecessor, the strategy gameplay is still extremely satisfying, the unique battle objectives and boss fights are a blast, and the wealth of options with both characters and equippable Sparks means that strategy fans can satisfy themselves with a whole variety of inventive tactics. Best Comedy: Return to Monkey Island Point and click adventure games are already made for comedy thanks to their abundance of writing, but even so Return to Monkey Island seems to pack humor into every single minute of the voyage. It makes sense, since the game is so text-heavy you need to incentivize the player for clicking on everything in the environment and testing all possibilities, but it's still impressive just how much goofy charm the developers are able to squeeze into an all-too-brief adventure. The clever puzzle design and fun plot weaving together references to the franchise's history is a pretty nice perk to the game too. Best Crossover Game: Fire Emblem Warriors: Three Hopes Who needs strategy when you can single-handedly level entire armies? Of course, Three Hopes has its share of strategy elements, whether you're playing solo or with a friend, but the joy of Musou games and their crossovers has always been the satisfaction of laying to waste hundreds of enemies with a single attack. It's arguably a bit brainless, but it's undeniably fun, and like previous crossovers, Three Hopes balances that action dopamine rush with a delightful return to Fódlan and all of the characters players grew to love in Three Houses. In the end it's a fantastic triple threat: charming characters, light strategy elements, and army-crushing special attacks. The Hunt is Back On Award: Monster Hunter Rise: Sunbreak Although I didn't really need a reason to get back into Monster Hunter Rise, Sunbreak was the perfect opportunity to set off on another series of intense and intensely satisfying monster hunts. But while the higher difficulty level and added combat features were welcome additions, the best new aspect might have been the new quest types that allow NPCs to join you on your adventure to utterly devastate the giant monster ecosystem. No matter how you're playing—solo, with NPCs, or online—Sunbreak is a fantastic addition to Rise and makes it one of the most complete and engaging Monster Hunter experiences to date. Most Delightful Lively Challenge: Cuphead: The Delicious Last Course The base Cuphead game is a one-of-a-kind experience, so following it up with a filling DLC was a tall order, but naturally the developers at Studio MDHR make it look easy. Delicious Last Course isn't just a fun continuation of the Cuphead formula, it really ups the ante with a particularly challenging series of bosses that is perfect for players that have mastered the base game. And just like the Cuphead experience as a whole, the only downside is that it has to end at some point. The Tip the Scales Award: Triangle Strategy What better genre than strategy games to throw tough storyline decisions at the player? Triangle Strategy nicely balances its richly engaging tactical gameplay with a compelling narrative full of branching paths. In both cases, you've got plenty of options laid out before you: which characters to use, how to approach objectives, which characters to trust or align yourself with. There's no one right angle from which to approach the game, which is what makes it such a satisfying experience ripe for multiple playthroughs. Best Dizzying Speedrun: Neon White The intensity of perfectly flying through a level and hitting every mark for an ideal speedrun is matched only by the relief and satisfaction of finally completing the run with a new record. Neon White brings that blend of engagement and joy to every level without ever making the experience feel stale or frustrating. It helps that the game is forgiving enough that you don't have to be a pro speedrunner to earn high scores, but the true smartest aspect of Neon White is balancing its fast-paced gameplay with a mysterious and intriguing story. Speeding through levels is good, but when you attach that gameplay to a narrative you care about, the game becomes great. Best Narrative Style: 13 Sentinels: Aegis Rim I can't say for sure if 13 Sentinels is my favorite story of 2022, but it definitely earns huge points for telling a story in such a unique and engaging way. Fracturing the narrative across multiple protagonists in seemingly unconnected personal stories while also giving the player real-time strategy battles in giant mechs is a 100% original concept that makes every minute with the game intriguing and enticing, culminating in a pretty wild sci-fi ride. The Surf's Up Award: Wavetale No matter the genre or style of game, finding the right gameplay flow is crucial for keeping the experience engaging from the first moment to the last, and Wavetale nails this right out of the gate. The fluid satisfaction of running across the water and leaping into the air is delightful, and the colorful cel-shaded scenery makes for a gorgeous backdrop. Although the combat might not have the same level of polish, the fun of zipping around the world of Wavetale, seamlessly transitioning from running on land to running on water to flying through the air makes for a thrilling experience. Best Surprise: Live A Live Live A Live was such a surprising remake that I hadn't even heard of the game before it was announced in early 2022, but I couldn't be happier that this forgotten treasure has made its way overseas after only being released in Japan in the 90s. Perhaps it's understandable that the game's experimental, anthology structure didn't grab players in the 90s, but Live A Live is such a singularly unique experience that RPG lovers owe it to themselves to give it a try and discover one of the true hidden gems of Japan's already incredible 90s RPG scene. Best Multiplayer Game: Splatoon 3 It's perhaps a testament to how solid the core Splatoon gameplay is that Splatoon 3 has added relatively minor changes to the franchise. There are some fun new features to be sure, but the essential experience is pretty well preserved and just as exciting and frantic as ever (though I do lament the focus on narrow stages with fewer flanking routes now). The best new feature might just be the fact that the co-op mode Salmon Run is now always available and rotates stages every 40 hours, allowing players to jump into an equally hectic but uniquely challenging mode. I know that plenty of my hours in Splatoon 3 have been spent collecting eggs in Salmon Run, and I'm sure I'll continue to spend plenty of time in Splatfests and Big Runs in the next year. Game of the Year: Xenoblade Chronicles 3 Each time it seems like the new Xenoblade game has some big shoes to fill thanks to its predecessors, and yet each time the developers deliver an outstanding RPG experience. Of course Xenoblade Chronicles 3 has the majestic, beautifully rendered environments that we've come to expect, and the combat system is perfectly balanced around engaging action-RPG mechanics as well as a wealth of strategic choices when assembling your party, and a cast of characters that easily grows on you over the course of the world-endangering quest, but it's still astounding how well the game manages to make every moment of this 100+ hour journey so engrossing. By combining the best of both worlds from its two predecessors, Xenoblade Chronicles 3 offers a fun, fresh and fantastic RPG adventure.
  14. Available October 8th | https://metroid.nintendo.com/ Join intergalactic bounty hunter Samus Aran in her first new 2D Metroid™ story in 19 years Samus’ story continues after the events of the Metroid™ Fusion game when she descends upon planet ZDR to investigate a mysterious transmission sent to the Galactic Federation. The remote planet has become overrun by vicious alien lifeforms and chilling mechanical menaces. Samus is more agile and capable than ever, but can she overcome the inhuman threat stalking the depths of ZDR? Face off against unrelenting E.M.M.I. robots Once DNA-extracting research machines, the imposing E.M.M.I. are now hunting Samus down. Tensions are high as you evade these E.M.M.I. to avoid a cruel death while finding a way to take them down. Find out what turned these robotic wonders into the scourge of ZDR and escape with your life. Feel Samus’ power grow as you gain maneuvers and abilities Acquire new and familiar abilities as you traverse the many environments of this dangerous world. Parkour over obstacles, slide through tight spaces, counter enemies, and battle your way through the planet. Return to areas and use your new abilities to find upgrades, alternate paths, and a way forward. Explore the sprawling map, evade and destroy E.M.M.I. robots, and overcome the dread plaguing ZDR. *About from Nintendo.com Price: $89.99 Includes: Standard copy of the game Steelbook game case 5 cards featuring art from Metroid 1-5 190 page art book Pics: Price: $29.99 Functionality: Samus - Gives you an extra energy tank to increase your health by 100 (Once per day). E.M.M.I. - Grants a Missile+ tank to increase Samus’ missile capacity by 10 (once per day). Pics:
  15. Return to Monkey Island isn't just the return of Guybrush Threepwood—mighty pirate—to point and click fans, it also puts series creators Ron Gilbert and Dave Grossman back at the helm, bringing back classic adventure vibes, silly jokes, and most importantly a grand reveal of the true Secret of Monkey Island. Although Return is obviously tailor-made for fans of the series, new players will still enjoy setting sail on waves of charming humor and clever, engaging puzzle design. As the title implies, Guybrush Threepwood's latest adventure is a look back at the quest that started it all. This game aims to finally reveal what is the Secret at the heart of Monkey Island as Guybrush races to claim the prize before his longtime rival LeChuck. The game is packed with other returning characters and plenty of references to past adventures that might go over the heads of new players. Still, even if this is your first voyage to Monkey Island, the game's signature humor and lighthearted charm makes it a joy to play. You'll want to click on every object you can not just for picking up usable items or clues but for the jokes packed into every little detail of the game. The game's sense of humor culminates in an ending that might surprise some players, but ultimately feels quite at home in the world of Monkey Island. One aspect of the game that is not obvious though is the Writer's Cut feature in the settings, which essentially adds a ton of additional dialogue to the game. It seems to have been cut for the sake of pacing, but a huge part of the appeal of Monkey Island games is the humor, so denying yourself all of that extra dialogue, even if it isn't 100% necessary to the story, would be a shame. Return features some classic point and click adventure gameplay, though obviously with some more convenient modern features. You'll need to pick up every item you can, examine everything in the scenery, and come up with clever solutions to unusual puzzles. The difficulty on hard mode feels like the perfect sweet spot for an adventure game like this, though. The puzzles aren't a complete walk in the park, but there also aren't wacky solutions that you'd never come up with on your own. You don't have to combine every item in outlandish ways, you just have to think logically—and granted sometimes creatively—about how to use your limited inventory to progress. It helps that most of the environments are big enough to give you lots to see and do, but small enough that it's not overwhelming to figure out solutions. And if you do find yourself stuck, there's a built-in hint system that also nicely balances the sense of challenge by giving you just a nudge in the right direction without outright telling you what to do next. Plus, you can play the game on easy mode if you prefer, which streamlines some puzzles, i.e. things that might take two or three steps on hard mode only take one on easy mode. It's a nice option if you're not a puzzle fan and just want to enjoy the game's humor. The game's controls also suit the point and click experience nicely with both a controller and touch screen option. The touch screen might recapture the mouse and keyboard experience a bit better, but moving with a control stick is much easier and you can use L and R to cycle through interactive objects in the environment, so you aren't aimlessly trying to click on everything around you. The interface also makes it clear when you can pick up objects, so it's hard to miss grabbing a key item. Return's presentation is also excellent. The colorful, cartoonish graphics perfectly suit the tone of the adventure, and the angular design makes every scene playful and unique. It has an almost papercraft style to it, and looks great in motion. The soundtrack has some great tunes, though the voice acting is the real star of the audio department. Fully voiced lines add a ton of personality to the already great writing and helps make this charming, goofy adventure come alive. Return to Monkey Island is everything fans of the series love about these games. It's witty and fun from the big story beats down to the little descriptions of tiny details in the environment, the characters are varied and charming, and the puzzle design is creative but not tedious. Return leans heavily on the franchise's history, but even if you're a fresh-faced pirate you'll quickly be charmed by the humor and style of Monkey Island. Rating: 9 out of 10 Pirates
  16. Speedrun-focused games can sometimes feel exclusionary since the central theme specifically appeals to the most hardcore, dedicated players. Every now and then though, one comes along that deftly threads the needle on fast-paced action while still catering to players who want more story and substance to the gameplay. Neon White is one of those cases where everything seems to have come together perfectly. Neons are the souls of dead sinners who are given a chance to stay in heaven by competing in the 10 Days of Judgement competition that requires them to kill demons and rise to the top of the ranks. You play as White, a soul with amnesia but impressive demon-killing skills. You quickly encounter other Neons who do remember who you are though, and now you'll have to unravel your past while also reaching rank 1 in the competition. Amnesia stories are a bit overdone, but Neon White makes it work with a nice blend of comedy and drama. The humor is modern without being cheesy, and the mystery of both White's past and the Judgement contest makes for an engaging plot that wouldn't feel out of place in an anime. Most of all though it's impressive that the story works so well when it's told in chunks between the levels. The gameplay is essentially first-person platforming. Each level has a number of demons in it, and you have to kill them all to unlock the goal. Your weapons, however, all appear as cards, which you can collect during a level (you always start with a katana card). So you might find a handgun card, pick it up, and now you can shoot demons with however many bullets the card has. Pretty simple so far, but where Neon White gets interesting is the discard mechanic. By discarding a weapon you'll activate a secondary effect. For example, discarding a handgun allows you to double jump, while discarding an assault rifle shoots a grenade. By using cards both as weapons and for their secondary effects, you'll be able to kill demons and navigate the oftentimes towering 3D platforming stages in the game. Despite the sound of it, the gameplay is actually beautifully streamlined and easy to pick up. There are only a handful of card types—conveniently color-coded so it's easy to see what card you have—so you don't have to memorize an entire deck's worth of effects. Perhaps more importantly, you're limited to whatever cards are available in any given level. When a level only gives you handgun cards, it's pretty easy to figure out what you're supposed to do with them. By the later levels you may need to do a little bit of problem solving, but even by that point in the game the real focus is on getting the best time possible in each stage, so the level design is easily navigable and has a rhythm to it by design. When you know what to do and everything clicks together, Neon White is an absolute blast as you fly through levels rapidly taking out targets and discarding cards to propel yourself forward. It's almost like a puzzle game as well as a platformer as you use your limited tools to the best possible effect. This is also not to say that the game is a totally railroaded experience. Sure you only have the cards available in a given level, but you can try to figure out how to use them in interesting ways to shave time off your score. There are plenty of little shortcuts you can create, and to help you the game will even offer little clues to help you take precious seconds off your time. The relatively narrow structure of each level also helps alleviate the faults of 3D platforming and creates an environment that emphasizes fluid speed. Just moving around the world of Neon White, with the aid of discarding weapons, is a ton of fun and feels snappy and responsive, making each speedrun feel rewarding and earned. Aside from just completing each level with a fast time, you can also replay levels to collect gifts, which can then be given to side characters to unlock additional dialogue and bonus levels. Just collecting gifts adds another layer of challenge to the game since you often need to use each card in the most efficient way possible to grab the gift, truly testing your mastery of the game's mechanics. The additional dialogue and levels are also well worth pursuing, so collecting gifts is a two-fold present for the player. All told, Neon White clocks in at a respectable ten hours or so, though obviously you can replay and practice your skills far beyond that time to try to make the global leaderboards. It's a testament to the game that even ten hours feels like too short of a time to spend with Neon White. The game's presentation is also excellent, and knows exactly when to be stylish and when to be straightforward. The level scenery is overall fairly basic, but that's what you want in a fast-paced game like this—there shouldn't be any confusion about where you need to go, what is an enemy, what is a platform you can stand on, etc. The character design oozes style though, and it's almost a shame that there aren't more Neons for you to meet, each with a unique mask. The electronic soundtrack is absolutely thumping and perfect for both the gameplay and the aesthetic, and the voice work is outstanding as well, perfectly fleshing out that blend of comedy and drama in the writing. Neon White is a stylish and slick action game with just enough complexity to make each level satisfying without ever getting overwhelming. The central card mechanic is perfect for this, giving you enough wiggle room to experiment with the best route through each level but also limiting the number of options so it never feels daunting. Even if you're not perfecting your playthroughs for fast speedruns, Neon White is a must-play action game. Rating: 9 out of 10 Neons
  17. 🔗https://nintendo-switch-2022.nintendo.com/en-us/ This isn't as dealtled as previous years, but here's mine... This was a tough choice between Fall Guys. I would have chosen Tetris Effect (my dream puzzle game), since I was able to, but I didn't because it didn't come out this year,
  18. Apparently this is the year of the threequel, with Xenoblade Chronicles 3, Splatoon 3, and now Bayonetta 3 all gracing the Switch. And much like how those other games are some of the best RPG and multiplayer experiences you can have on Nintendo's system, Bayonetta 3 is a joyously frenzied action game dripping with Bayonetta's signature style while adding fun new mechanics. How do you top the world-ending conflicts of heaven and hell from the first two Bayonetta games? You go to the multiverse, sending our Umbran Witch heroine across dimensions to battle an entity that is threatening every version of the world. After Viola, a witchy warrior from another dimension crash lands into Bayonetta's world and explains the danger, the two hop across dimensions to collect macguffins that will allow them to take on the big bad in the end. Bayonetta's calm, in-control demeanor is contrasted with Viola's frantic, unpolished, and sometimes slapstick character, and they make a decent duo. It's a fun adventure story but Bayonetta 3 does have a problem with actually explaining anything that's going on, leading to a climax that is a little confusing and somewhat disappointing for seemingly rushing through character arcs—you'll almost think you skipped some cutscenes with how quickly some characters change, or how some don't seem to change at all. In the end, the plot is by far the weakest part of this game, but then again every other aspect is so solid that it'd have some tough competition even if the climax comes off unsatisfying. The core of the gameplay is the same as the previous games in the series: it's a fast-paced action game with an emphasis on perfectly timed dodges that give you an opportunity to counterattack. Each battle (or Verse) is graded based on your combo, time, and damage taken, so even if you stick to just one difficulty level there's a lot of replay value as you try to perfect your skills to earn the highest Pure Platinum award. Across three games the combat system remains intensely rewarding and satisfying. It's snappy and smooth with plenty of challenges for both novice and pro players, and the variety of weapons Bayonetta can equip means you can customize the experience quite a bit. Somewhat disappointingly, this game removes the divide between hand and leg weapons, so you can't mix and match weapons like before, but the variety of weapons still offers a ton of fun. The biggest change to the combat system is the way Bayonetta uses Demon Slaves. In previous games they were only summoned in specific instances, but now you can bring one to the battlefield at any time (as long as you have magic power). Bayonetta will dance while summoning the demon, leaving her vulnerable, but the demons are powerhouses and make cleaving through groups of enemies or bursting down big enemies a breeze. If anything the Demon Slaves are in danger of making the combat a little too easy—Bayonetta 3 is certainly the easiest of the three games—but the demons are so fun and satisfying to use that a drop in challenge feels worth it, and the cost in magic means you can't have them summoned all the time anyway. The game mixes in plenty of special spectacle Verses as well to mix things up, usually as part of the bigger boss fights. These tend to be somewhat simple, but dueling a giant monster with your own Godzilla-sized demon is again just plain fun. Like the series as a whole, these special Verses are over-the-top and a blast to play. Bayonetta 3 also lets you play as other witches, in somewhat limited capacities. Jeanne has her own missions which play completely differently. They're side-scrolling with an emphasis on stealth. Compared to Bayonetta's gameplay these do feel much less fluid, but it's a fun diversion and the levels are pretty short anyway. Viola, however, is a bit more of a mixed bag. Her levels are part of the main story so you'll spend a lot more time with her, but her playstyle just never feels quite as satisfying as Bayonetta's. She's more limited for one, since she only has one weapon and one demon to summon, but she also trades Bayonetta's dodging mechanic to trigger Witch Time with a parry mechanic, which doesn't quite suit the fast-paced action of the game. At the very least it's a significant enough change that every level with Viola requires you to practically relearn how to use her, and the combat doesn't quite match up with Bayonetta's smooth moves. The game's presentation is also, unsurprisingly, top-notch. The gorgeously intricate designs of monsters and demons that the series is known for are once again outstanding in this game, and Bayonetta herself looks fabulous. All of the little over-the-top details in the design just serve to further heighten the insane action happening on screen. The soundtrack is also absolutely killer. I might personally prefer the main themes from the previous games, but that doesn't take away from the quality of the music here. And Jennifer Hale as the voice of Bayonetta does an excellent job, as does the rest of the cast. The game could probably be finished in around 15 hours, but that really depends on how deeply you want to dig into optional Verses or perfecting your scores by repeating stages. Regardless, it's a solid length for a single playthrough, and the action is so addictive that you can easily get pulled in for a second or third run just for fun, not to mention the collectibles or achievements (aka Bewitchments) available. Nintendo publishing Bayonetta games is definitely one of the most surprising moves the company has made in the last decade or so, but it's paid off beautifully with Bayonetta 2 and now Bayonetta 3. This is a stylish, addictive action game that revels in its own over-the-top spectacles and makes every battle thrilling not just for the incredible creature designs and combat options but for the satisfying challenge of perfecting your skills just a bit more with every battle until you're flying through encounters. The story's ending is perhaps a missed shot, but the fun of battling monsters and summoning demons perfectly hits the mark. Rating: 9 out of 10 Bewitchments
  19. Here we go, it's finally time: Pokémon is embracing open-world environments, not just the Wild Area from Sword and Shield or the segmented open areas of Legends: Arceus. There's a lot to live up to here, especially following the aforementioned spin-off from earlier this year. How does Pokémon Scarlet fare in this new open-world setting? Not terribly well unfortunately, though its flaws perhaps aren't enough to spoil the joy of the familiar Pokémon gameplay formula. Scarlet puts its own little twist on the usual Pokémon story. You start off as a student at the Naranja Academy and are soon given the assignment of a Treasure Hunt, which is to explore the region of Paldea in your own way. The game opens up three paths to you: collect eight gym badges and take on the Pokémon League, assist a fellow student in investigating mysteriously huge Titan Pokémon, or deal with Team Star, a group of bullies harassing the Academy. Throughout the majority of the game the story plays out as you'd expect. It's fun and there are quirky characters to meet, but it's mostly the same formula we've seen before. However, once you complete all three paths and reach the final challenge of the game, the writing takes a turn that is both wild and engaging. You'll team up with some of the characters you met along the way, and just having a party of characters livens up the story a ton. The finale is maybe a little too out there—I won't spoil anything but it's kind of a leap from the rest of the game—but still, it shows a ton of potential for Pokémon as a more traditional RPG and almost makes you wish the entire game could be like the last couple hours with more focused character development and storytelling beyond just becoming the best there ever was. The essential Pokémon experience is still here: catch monsters, train them, battle others & become stronger. However, Scarlet and Violet is the franchise's first full push into open-world design, after what were more or less practice runs in Sword and Shield and Legends: Arceus. Being able to pick a direction and just explore, especially with the three main paths of the story, is a fantastic concept. Walking around Paldea and seeing Pokémon running wild that you can battle is a lot of fun and a long overdue evolution of the Pokémon formula. There are no checkpoints or Hidden Machines that you have to unlock to progress, and you can wander to your heart's content. That said, there is one issue with this open-world structure: there's no level scaling. Although you can challenge the gyms in any order that you want, the leaders' Pokémon are set at specific levels, so in the end there actually is a hidden structure to the progression that you ought to follow. Granted, you can tough it out and ignore the ideal route (which more or less involves zig-zagging across Paldea from south to north), but unless you're trying to really challenge yourself you'll probably stay at least approximately along the "correct" path, and that limitation feels like a missed opportunity for a fully open-world Pokémon adventure. Scarlet introduces a few new quirks to the Pokémon formula, foremost of which is the Tera Orb which allows you to Terastallize your Pokémon in battle. This will change the Pokémon's type for that fight, sometimes to something completely different, such as Pikachu becoming a flying type, which you can use strategically to cover up weaknesses. You'll still retain attack bonuses for your original type(s) as well, so there's an opportunity to be sneaky and strategic here. At a glance, Terastallizing just seems like the latest Mega Evolution or Dynamax, but you can only use the Tera Orb once before you have to recharge it at a Pokémon Center, which means you have to be a lot more thoughtful with how you use it, making it much more interesting than previous "just get stronger" abilities in past games. This generation of Pokémon also brings back the Raid Battles from the previous gen, though this time they're Tera Raids. It's still pretty fun to team up with players online to tackle an especially powerful Pokémon, and being able to see raid dens while exploring makes for handy little landmarks or goals to work toward. Perhaps the weirdest addition to Scarlet is the Gym Test system, which is essentially a mini-game you have to complete before taking on the gym leader. Most of the time they honestly feel like a waste of time, as most of them are not very clever or challenging. They could've at least been related to Pokémon gameplay, such as quizzes about type advantages, but instead you have to push a giant olive around an obstacle course before fighting the gym leader. This new generation introduces a lot of fun new Pokémon, though I do want to call out some of the bizarre new ways of evolving Pokémon. Some require you to use the new Let's Go feature, which allows you to walk around with your Poké-pal outside of its ball, and one specific Pokémon requires you to collect 999 of a specific item to evolve it. Pokémon has always had some annoyingly esoteric evolution methods which practically require you to look through a guide, but these new ones are just baffling. The visuals in this new generation have gotten a lot of flak and, well, rightfully so. Personally I'm not super bothered by the noticeably low resolution textures on things like walls—it's bad but not a deal breaker for me—but the game's performance issues are a huge bummer. Stuttering animation, loads of pop-in—sadly it seems like Pokémon hasn't handled the transition to open-world very well. I didn't even run into any of the wackier bugs that people have reported while playing, but the constant performance issues put a real damper on the game. Beyond the technical aspects, Scarlet's presentation is decent. The art style of the Pokémon franchise doesn't lend itself to much more thought than that: it's cute and fun but there's not much wow-worthy stuff in the visuals. The soundtrack is solid though, and lends a lot of the atmosphere to the adventure while the visuals stutter through the open-world environments. With two mainline generations now on the Switch, it seems like the Pokémon franchise is still finding its footing as a home console-based series, which is a bit absurd. The concept of an open-world Pokémon game is fantastic, but there are some caveats with it here in Scarlet. Some new features are fun and play into Pokémon's RPG and battle strategy gameplay, but others feel like filler. There's a fantastic bit of storytelling & exploration, but only at the very end of the game. Still, the one big sticking point here is just the fact that the core Pokémon formula is always fun. Battling, training, finding new Pokémon—it's just a great gameplay loop, and having a new environment to do it in makes for a fun time, especially with a big open-world environment, even without level scaling. Pokémon Scarlet is far from a perfect game, but there are good times to be had here, underneath the technical issues. Rating: 7 out of 10 Terastallized Pokémon
  20. Forget boats or surfboards, in Wavetale you can just run across the water to explore this colorful, compelling world. From developer & publisher Thunderful Games, Wavetale takes players on a unique sea voyage that makes wandering and exploration a complete joy, though the game does hit some choppy waters on the Switch. You play as Sigrid, a young girl living in an archipelago of islands with her grandmother. The two of them take care of a lighthouse that helps ward off the mysterious Gloom that shrouds everything in inky fog and shadows. After a particularly powerful Gloom wave, Sigrid befriends what appears to be a water spirit that allows her to walk on water. Now she's able to run or surf between islands, driving back Gloom and rescuing her neighbors. It's a fun premise further heightened by some great vocal performances and a solid storyline that takes a couple of twists and turns, culminating in a powerful message for real-world issues. The only downside is that the plot can feel a bit rushed and easily could have used another hour or two to flesh out the storyline and even out the pacing instead of having some info dumps near the end of the game. Still, even as is, the writing in Wavetale is fun, cute, and emotionally gripping. The gameplay is more or less action/adventure—you'll visit different islands to assist the locals, usually by collecting Sparks that help power up the lighthouse and drive away more of the Gloom. Oftentimes this involves scrambling up towers and other large structures, which works pretty well. The controls are extremely fluid and forgiving, so you're not required to make precision jumps here. Instead it's more about zipping around the environment, latching onto rails or ledges and all but flying through the scenery, which is exhilarating. That sense of freedom in movement is key to the central aspect of Wavetale: running across the water. There are huge environments here and you get to surf across the waves to reach them, which is an absolute blast. The smooth movement feels wonderful and makes just getting from point A to point B a lot more enjoyable than most games. You can perform short dashes, jump up and dive back down for a small speed boost, or just ride the surf. It's all incredibly satisfying and makes the most fundamental aspect of gameplay, moving around, a lot of fun. Sadly though, Wavetale doesn't run quite as smoothly on the Switch as you might like. It's certainly not game-breaking, but it's clear that the visuals aren't quite as crisp as they should be, and the framerate isn't always as buttery smooth as it needs to be to really highlight the fluid movement mechanics. You'll also need to fight Gloom monsters, though this aspect of the game leaves something to be desired. Combat isn't difficult at all, it's just a bit boring since there isn't a ton of variety in your attacks or in the monsters you face. Despite the game's wonderful movement mechanics, you're not really required to use them at all when fighting, you just walk up and whack some shadowy blobs every now and then. It also feels like a missed opportunity not to tie the combat system into the sparks you can collect while exploring. These sparks act as currency, but they can only be used to purchase outfits for Sigrid. It's cute, but maybe some kind of skill tree for combat would have helped give sparks more value and give the battle system more variety. The game also gets a little repetitive when it comes to side quests. They almost all involve just finding objects for NPCs, and the storytelling that comes with them is pretty basic as well. It's especially a shame since the game is relatively short, maybe five or six hours, and a more robust selection of side quests could have helped round out the game a bit more. The game's presentation is just lovely. The colorful scenery perfectly matches the mellow but melancholy vibes of the story, and the huge spaces are great for surfing around. The color palette flows beautifully with the oceanic setting and the character designs are absolutely charming—the animation on their faces also adds a ton of personality in a cute, quirky way. The soundtrack also has the right peaceful lulls and strong swells to suit both the waves themselves and the gameplay as you go from surfing along the water to battling it out with Gloom monsters. And as mentioned previously the voice acting does a great job of bringing to life Sigrid's youthful defiance, her grandmother's stubborn old ways, and all the other character personalities as well. Wavetale is an absolutely charming experience, one that ends far too soon for how fun it is to just move around. The combat is a bit too basic and the side quests can be repetitive, but the real joy of the game is in surfing around the environment, running up and down waves like they're hills and leaping up onto cliffs and old buildings. Combined with beautiful scenery and a heartfelt story, Wavetale is absolutely worth diving into. Rating: 8 out of 10 Waves Review copy provided by publisher Wavetale is available today on the Switch eShop for $29.99.
  21. If imitation is the sincerest form of flattery, developer Vanillaware (Dragon's Crown, Odin Sphere, etc.) should be well pleased with Sword of the Vagrant, from developer O.T.K Games and publisher Rainy Frog. But while this game has plenty of undeniable similarities—2D action-RPG gameplay, rich, colorful visual design—it also stands on its own as a combat rich, engaging adventure, notwithstanding a few stumbles along the way. You play as Vivian the Vagrant, a sellsword who, in the opening moments of the game, is shipwrecked and washes up on shore. After a bit of work with a local villager, Vivian becomes entangled in a mage's quest and is forced to assist. At first it seems as though our protagonist is the wandering hero type, stumbling into other characters' stories, but soon enough Vivian's backstory and family history weaves its way into the narrative as well, resulting in a surprisingly lore-rich plot. It's perhaps a little too ambitious as some plot threads end up being a little hard to follow as information is dumped on you in cutscenes, but the developers have definitely created an interesting setting that could easily sustain future games. Sword of the Vagrant is a side-scrolling hack-and-slash action-RPG, which is a long way of saying you walk left and right attacking any beasts or monsters in your path. This kind of gameplay can be deceptively tricky to nail down perfectly—combat needs to flow and feel satisfying while also being challenging and varied. Sword of the Vagrant does a great job with the first half of the formula. Basic light and heavy sword combos feel good to use, the game isn't too persnickety about hit boxes or timing, and even if enemies occasionally feel like HP sponges it's still satisfying to mow them down. The level of challenge can be a bit hit and miss, though. Most enemies pose so little threat to Vivian that it's almost inconsequential when you do get hit. On the flip side, some enemies will combo you into oblivion in seconds, and the environmental traps you'll encounter, though usually destroyable, can be awfully annoying and feel a bit cheap. Getting hit by an enemy and knocked back into a jet of flame which then hits you twice as you're trying to stand up isn't so much a challenge of skill as it is a tedious drain of your potion supply. All that said, the game is also quite generous with recovery items, both the potions you can store and the food items that will heal you instantly, so you at least won't be dying constantly. The game could definitely use a more balanced sense of difficulty though to even out the easy battles and the frustrating traps. In terms of combat variety, Sword of the Vagrant is also a mixed experience. Hacking and slashing may be fun but it's not always enough to sustain 8–9 hours of gameplay. There is a small variety to enemies—flying enemies, enemies with shields that can be broken with heavy attacks—but for the most part the combat does feel rather repetitive. You can find tablets that teach Vivian skills that consume her Rage meter (the equivalent of spells consuming mana) but whether due to the Rage cost or the limited mobility, I found myself gravitating toward just the basic sword attacks. The skills needed a little something else to make them more worthwhile in basic, non-boss fights. Not surprisingly, you'll also be doing a bit of 2D platforming as you explore. The maps themselves aren't bad—they're twisty enough to encourage exploration but also simple enough that you won't get lost every time you try to find a save point or backtrack to a treasure chest once you've found its key. The platforming controls, though, leave something to be desired. Combat may feel smooth, but hopping from ledge to ledge is clunky in Sword of the Vagrant, and those little annoyances like getting knocked back by enemies are only exacerbated when you're knocked off a ledge and have to climb all the way back up. As mentioned, Sword of the Vagrant clocks in around 8–9 hours, which feels about right to keep the gameplay engaging and fresh throughout. There are a handful of optional features, though they don't feel particularly well fleshed out. You can collect ingredients and learn recipes to cook at campfires to recover health and gain small buffs, but there's not a strong incentive to gather lots of different recipes. You can enchant weapons with runes for added effects, but the effects are rather basic and mostly amount to small stat boosts. Swapping runes is also a bit clunky since you have to replace runes with another one in order to remove it from an old weapon, or dispose of the old weapon entirely. Speaking of which, it makes sense that all of Vivian's weapons are swords, but there's not a great variety to them, nor a reason to experiment with them too much. There is a new game plus mode as well as some late-game optional quests, but the game might've benefited from more developed side quest elements throughout the entire length of the game. The art style is easily the stand out feature of Sword of the Vagrant, with its richly-colored dark fantasy world that feels beautiful but foreboding. The environments may be mostly standard fantasy tropes—forests, ruins, icy caverns—but the art design elevates every scene. And although this may be a positive or negative in your book, the character designs are quite fan-servicey (perhaps another nod to Vanillaware's style). The music is also a bit of a standard fantasy kind of soundtrack, but it does it well and gives a nice brooding background vibe to the game. Sword of the Vagrant has a solid concept, engaging gameplay and stylish visuals, but the little flaws do have a way of standing out, such as the clunky platforming. Most of all, the game needs to flesh out its ideas a little further to make them truly unique. Still, the core action-RPG gameplay is satisfying from the first rat to the last demon you kill, whether you're aiming to master the flow of combat or simply want to see more of the hand-painted world. Rating: 7 out of 10 Swords Review copy provided by publisher Sword of the Vagrant is available tomorrow, December 1st on the Switch eShop for $9.99.
  22. Let's be real: Sonic has had a rough go of it in the 3D world. That's not to say there aren't good 3D Sonic games, but there are just as many bad ones, if not more. Sonic Frontiers at least addresses one of the main challenges of 3D Sonic games: by adapting an open-world environment, there's tons of room for Sonic to run around, showcasing his trademark speed. The problem is basically everything else about the game. As the game begins, Sonic and friends are sucked through Cyber Space and wind up on a mysterious island. Now scattered, Sonic must explore the island and reach new islands to rescue his friends. And naturally, Dr. Eggman is up to no good during all of this. Sonic games have had some odd storylines, but Frontiers is a particularly bizarre one. I'm not saying Sonic has to be a simple, kid-friendly story just because it stars anthropomorphic animals, but Frontiers tells such a strangely out of place story for Sonic that I can barely wrap my head around it. There are ruins of a fallen civilization on the islands, a child-like AI antagonizing Sonic, flashbacks/ghosts of the island's natives—it feels needlessly complicated and surprisingly melancholy. More egregiously, it's just kind of boring. Cutscenes plod along and optional dialogue scenes are pretty uninteresting, which is even more disappointing since you have to do a good bit of work to unlock them in the first place. The gameplay is a pretty mixed bag as well, mostly because it feels like the developers threw every idea they had into the bag and shook it up. I'll start off by saying that open-world exploration as Sonic is pretty great. Running around at high speeds and discovering little objects to interact with is a lot of fun, and Frontiers packs in a lot of these little moments. Big, open environments are where Sonic shines, especially when your breakneck speeds are punctuated by a grind rail or series of spring buttons every now and then. However, it's in the finer details where Frontiers starts to crack. Sonic has always had a slightly floaty sense of control, it's arguably the whole point of the Blue Blur to have difficult precision controls in exchange for high speed. And yet, time and again the developers push through precision platforming moments that feel clunky, especially in 3D space where depth perception is hard to judge. And while exploring the island is in itself pretty fun, the absurd amount of collectibles that are actually required to progress is simply tedious. You have to collect gears to unlock levels. You complete levels to gather keys. You gather keys to unlock Chaos Emeralds. You also gather memory tokens to unlock both mandatory and optional cutscenes/dialogue. On top of all these required elements, you can gather attack and defense upgrades and rescue island inhabitants to upgrade Sonic's speed and maximum ring count (and you have to take these to specific NPCs to upgrade your stats, they don't increase automatically). Obviously having things to collect makes open-world exploration more rewarding, but Frontiers takes it to an absurd degree to make the gameplay feel like busy work. Frontiers is also bloated with design ideas. To unlock parts of your map, you have to complete little tasks, which usually amount to basic minigames or even tutorial-style challenges, such as Parry 3 Attacks or Deal X Amount of Damage in Y Amount of Time. These map tasks lose their charm almost immediately, but the game is absolutely filled with them and navigating can be a real pain without revealing a lot of your map. These tasks only serve to pad out the length of the game. There are also occasional mandatory minigames which, again, could work as a way of breaking up the gameplay a bit, but they tend to either be boringly simplistic—corral a bunch of characters into the goal—or insanely tedious, such as the mandatory pinball game that requires you to earn a ridiculously high score while coping with the semi-randomness of pinball. It's like the developers were afraid to throw away any ideas, so all of them ended up in the game, but none of them were properly polished. The combat system never quite finds its footing either. You can unlock a handful of special attacks, but there's arguably not much point in using them when simply mashing the attack button works 99% of the time. The boss fights are pretty flashy at least, particularly the optional mini-bosses scattered around each island. Each mini-boss has slightly different mechanics and actually makes you work for the win. In the end they aren't particularly rewarding, since you just earn a gear or other collectible that's just as easily found elsewhere, but at least the mini-boss concept actually feels thought out. The best part of the game is the Cyber Space levels (which you unlock with gears). These take you to traditional 3D Sonic stages, i.e. a linear stage where you try to reach the goal as quickly as possible. These might be the most polished part of the game simply because these levels are either inspired by or taken directly from past Sonic games. Regardless, they are definitely a high point in Frontiers. The game's presentation leaves a lot to be desired as well. The environments are purposefully bleak, with scattered ruins and even a frequent rainy, overcast weather system, but the scenery is also plain boring. I'll grant that there's a tricky balance to strike here. You want big, open areas for Sonic to run around in, so there can't be tons of obstacles in the way. But when all there is are rocks and barren fields, the scenery ends up bland. The game also suffers from a huge amount of pop-in, which is somewhat understandable for the big, open environments but it also kind of spoils the whole point of such a design when you can't even see some distant objects until you get closer. And as with many multiplatform games, the visuals seem a bit muddy and flat. Sure it's not going to look as good on the Switch as other platforms, but it still could be better polished. Sonic Frontiers is a bold step for Sonic the Hedgehog, but ultimately it stumbles in the attempt. Huge environments make sense for showcasing the Blue Blur's speed, but the endless collect-a-thon game design makes exploration feel more like a chore than an exciting adventure. Although the game is packed with things to do, few of them feel actually rewarding or tuned to Sonic's abilities. There are good ideas here, but you'll have to wade through a lot of mediocre ideas to find them. Rating: 6 out of 10 Chaos Emeralds
  23. Remember when a Mario + Rabbids game seemed like a rumor too ridiculous to be true? The joke was on us though, when Kingdom Battle came out in 2017 and was a surprise delight in a year already packed with fantastic Switch games. Now Ubisoft is back with another tactical-RPG, Mario + Rabbids: Sparks of Hope, which sends our heroes (and their Rabbid counterparts) across space. Despite some significant changes to the gameplay, Sparks of Hope is another absolutely delightful crossover packed with strategy gameplay options. The game begins at a peaceful gathering at Peach's castle, but our heroes soon learn the dark cosmic entity Cursa is spreading Darkmess tentacles across the galaxy, and only Mario & friends will be able to stop the spreading evil. Along the way they team up with Sparks, Rabbid + Luma hybrids that grant special effects in battle and in exploration, as well as a few new allies. Sparks of Hope has the same silly Rabbid humor as its predecessor, which once again skirts a line between kind of dumb and kind of charming. Yeah they're not the best jokes in the world, but the way they embrace their juvenile silliness does give the game a certain charm. Surprisingly there isn't that much interaction within your party—maybe the developers feel like they got enough of that out of the first game, so this one is much more focused on the new characters, including NPCs you meet. They're still decently charming, though maybe the Rabbids should stick to physical comedy, which usually comes off much better than the written comedy in Sparks of Hope. Although most of the tactical-RPG gameplay is fundamentally the same—along with all the little things that entails, like managing sightlines, dash attacks, status ailments, etc.—Sparks of Hope switches up a number of features from Kingdom Battle. For one, you now have open environments that you can explore instead of relatively set paths. These open areas allow you to tackle side quest battles in any order you want, and you can even engage in replayable small battles just to earn a little extra EXP and gold. And don't worry, since side quests scale to your level you can play them in any order. The environments are also a fair bit bigger than the first game and contain plenty of little things to discover, so it's a lot of fun to just wander around, collecting coins/items and completing side quests. This open format is also reflected in the battle system, which is no longer grid-based and instead allows for full freedom of movement, which opens up your strategic options a bit. The first game limited you to always have a mix of Mushroom Kingdom heroes and Rabbids in your team, but now there's no restriction, and since you start the game with most of the roster available you can get right into mixing and matching party compositions. More importantly, every character can now equip Sparks to grant both active effects and passive buffs, and there's a huge range of possibilities here as you figure out which Sparks complement each character's natural strengths or are most effective against the enemies in a specific battle. Since each character can only perform two actions per turn they won't feel too overpowered, even with good Spark synergy. In a sense, Sparks of Hope feels less structured than its predecessor, in a good way. You have a lot more opportunity for experimentation and playing your own way, which makes it easy to play around with team compositions, Sparks, and different strategies. Maybe you've been sticking with Rabbid Peach for her healing ability, but now you try a level with a more purely offensive team to crush enemies before they can damage you in the first place. Maybe you want to use items to get the most value out of dash attacks. The flipside is that battles in Kingdom Battle almost felt like puzzles since you were encouraged to beat them with a high rating (fewest number of turns, no party member KOs) for more rewards, and it's a little bit of a shame that this sense of perfect planning isn't present here. Still, it's hard to complain about a game giving you more options for approaching battles in your preferred way. Overall, Sparks of Hope grants a wonderful degree of freedom to the player, though perhaps at the expense of challenge. Kingdom Battle was a meticulous game, partly because of those puzzle-like mechanics, but Sparks of Hope gives you so much freedom in how to play that it's actually pretty easy, at least for Kingdom Battle veterans. There's far less punishment for mistakes since you can recover health with both items during battle and by paying a small fee outside of battle (and you'll probably always have plenty of coins). The new characters bring some incredibly powerful abilities, and the returning characters can also become almost over-powered once you've upgraded their skill trees a bit. No rating system means you can even barely crawl across the finish line without any negative repercussions. The good news is that you can adjust the difficulty at any time, though even hard mode doesn't quite feel at the level of the previous game, unless you just hobble yourself by not using Sparks or abilities. Regardless, even if Sparks of Hope generally feels a bit easy for a turn-based strategy game, it's still a blast to build a team with complementary abilities and then execute strategies where everything comes together perfectly in the end. And there are a handful of different battle objectives—defeat all enemies, survive X number of turns, reach the goal, etc.—so there's still some variety in how you have to approach each level. The game does have one minor flaw that is unfortunately all too common: load times. They aren't terribly long in Sparks of Hope, but opening the character menu to change your team or the map to get your bearings is just long enough that it's noticeable and annoying. Such menus really need to be snappy to maintain the flow of a game. Presentation-wise, Sparks of Hope is just as sharp and stylish as its predecessor—moreso even, if only for the more varied environments that see you traveling from planet to planet. The character and enemy design hasn't changed all that much, but the scenery is lovely, which gives you all the more reason to stop the spread of Darkmess tentacles and restore each planet to its former glory. The music is also quite nice, but the voice acting doesn't quite feel like it's on the same level. Beep-O seemingly has the most lines but it's not the most charming of voices, and the less the Rabbids speak the better. Literally—it's just weird to hear Rabbids talk, even if it's limited to short phrases in this game. Sparks of Hope is a good 20–30 hour game, depending on how you tackle side quests. It's hard to pass them up though. Mostly they just mean more battles, including some of the only truly challenging battles like the secret bosses on each planet, though there are also some environmental puzzles that are actually quite fun to tackle. Unfortunately Sparks of Hope doesn't have a co-op mode like the previous game, but there's still plenty of replay value here if you wanted to run through the game again while focusing on using different party compositions. Mario + Rabbids: Sparks of Hope makes some surprising tweaks and adjustments to its predecessor's formula, perhaps ultimately to the benefit of a wider audience. With the move toward less restrictive, more open gameplay options, the challenge ends up reduced. However, that more welcoming sense of difficulty, paired with a wide variety of strategic options with character choices and Sparks, allows for a wealth of approaches to any battle, which is wonderfully rewarding in its own right. Strategy fans will still love the opportunity to craft their perfect battle plans, and anyone that found Kingdom Battle a little too tricky to master should absolutely give this game a try. Rating: 9 out of 10 Sparks
  24. "Non-stop action" is probably the most succinct way to describe Severed Steel, an FPS game that allows you to acrobatically leap from one enemy to the next, smoothly taking out each one, grabbing their gun, and continuing on your way. For better and for worse, this game is 100% flashy, fast-paced action. You play as Steel, a woman who is missing an arm and wakes up in a mysterious futuristic office building and proceeds to absolutely demolish everything in her path to get out. Beyond that it's hard to say much about the plot, because despite a handful of silent cutscenes it is really not clear what is going on here, story-wise. The cutscenes are vague and although the missions seem to lead you through some kind of quest to destroy the company in the building, nothing is made particularly clear. Severed Steel isn't the kind of game you play for story though, so the weak plot isn't too much of an issue. The gameplay here is all about fast, fluid, acrobatic FPS action that allows players to seamlessly run along a wall, dive off, slide along the ground, kick an enemy to steal his gun, then shoot him with it point blank. Although you're frequently surrounded by enemies, you can't be hit while you're executing these fancy stunts like sliding or diving, so there's a big emphasis on constantly staying on the move to avoid enemy bullets and smoothly moving from one enemy to the next. You can't reload any gun you pick up, instead you have to defeat an enemy and grab theirs, so bunkering down is not an option here. You can also slow down time to help you line up your shot, which is invaluable when you're soaring through the air at insane speeds. Each level of the game throws a different objective at you, but generally they're things like reach the exit, destroy all of the targets (computers, consoles, etc.) or just kill everyone. The environments are also highly destructible (especially with the arm cannon you eventually unlock), so you literally can carve your own path through each level. When you're in the groove, Severed Steel is awfully satisfying—it's like acting out the most insane action movie sequences you can imagine, all in a dizzying first-person perspective. The game really taps into a simple, joyous feeling of badass fighting. That said, Severed Steel isn't exactly an easy game, even on the lower difficulty levels, so while the goal is to seamlessly fly through each level, you're much more likely to be starting and stopping (with plenty of swearing mixed in) as you try to figure out the best path or strategy to each level as enemies constantly swarm you. The problem is that the game's loading times can't keep up with that trial and error gameplay. If you're playing a game where it's possible to die literally seconds into starting a level, you don't want to be staring at a 15 second loading screen every time you reload. It may not be an egregiously long loading time, but it's definitely too long for the kind of game Severed Steel is. Ultimately that's what brings down the experience of Severed Steel: the little things. If you're going to be flying through a level with crazy action stunts, the controls need to be tight and smooth, and movement is just a little too floaty here. The visuals need to be clean and readable in a split-second, not a messy blend of minimalist environments and unhelpful outlines. The game's physics can also get a little glitchy at times with objects or enemies falling through the environment, which in one level necessitated restarting repeatedly as the objective kept floating away before I could destroy it. These are little unpolished moments in Severed Steel, but when the gameplay hinges upon perfectly smooth action, any little bump is going to have a massive impact on the experience. As mentioned the game's presentation is definitely minimalist, with a touch of neon sci-fi flair. On one hand it's good to keep the scenery to a minimum so you can focus on the acrobatic stunts, but it would've been nice to have a little more detail in the visuals. The soundtrack is definitely strong though, with an intense electro vibe that suits the sci-fi setting as well as the nonstop action. The campaign in Severed Steel is fairly short, maybe four or five hours depending on how much you end up dying/retrying each level. There's a decent amount of replay value here though in the form of difficulty levels and mods to add different (sometimes wacky) effects to mix up the experience a bit. These mods are aimed at the kind of player that enjoys mastering a game then replaying it over and over in slightly different ways, so while some of them are fun they're probably not much of a replay incentive for most players. Severed Steel is a flashy FPS that puts stylish stunts above everything else, and when you're perfectly clicking with it, the experience is a blast. The game's smaller faults do add up though, weighing down the intense acrobatic action with some repetitive gameplay, occasional glitchy moments, and load times that don't match the fast-paced nature of the game. But if you can power through those problems and are willing to put in the effort to master the gameplay, there's fun to be had wallrunning, dodging, and sliding through one level after another. Rating: 7 out of 10 Steels
  25. Slaycation Paradise answers the question: what if we could travel to different dimensions, and blow up everything there? With a blend of twin-stick shooter and tower defense gameplay, Slaycation Paradise offers a fun, turn-off-your-brain-and-just-shoot kind of action experience perfect for when you need a little violent vacation. The premise of the game is that mankind has mastered inter-dimensional travel, but due to people invading and pillaging other dimensions it is now limited to only apocalyptic dimensions where essentially everything has gone to hell anyway so there's not much further damage you can do. Tourists can visit these dimensions to shoot, blow up, and destroy everything in sight to their heart's content. It's a hilarious and dark premise, and the idea of either exploiting or destroying the resource of inter-dimensional travel is probably all too real. And although there aren't cutscenes there's a fair bit of irreverent dialogue to be found here, which can get pretty funny. Slaycation Paradise is divided into missions. You pick your destination dimension and which mission to tackle, then you have just a couple of minutes to complete it before the portal opens up and brings you home again. You can equip two weapons—a normal gun and a special weapon—and you can build walls or turrets to fend off the hordes of monsters, zombies, etc. that you'll encounter. Crafting objects requires scrap, so you'll also need to scavenge while you're also shooting zombies, robots, etc. When the portal opens at the end of the level you'll need to survive for 60 seconds before it activates, so that's where the tower defense crafting really shines. Early on the game might seem a little difficult, or at least tedious. When you're armed with just a pistol and can only craft basic walls for defense, the gameplay seems narrow and challenging. Gradually though you'll unlock new weapons and towers, and that's where the gameplay opens up. Shooting zombies with a pistol or shotgun is all well and good, but what about launching a cat that explodes on contact? The wackier weapons add some much needed charm to the game and help break up the monotony of shooting and crafting. And no matter what weapon you're using, it's always satisfying to mow down hordes of enemies. You'll also encounter a handful of different mission types, but every scenario boils down to: shoot things and survive. The sweet spot for Slaycation Paradise kind of falls in the middle of the game. Early on you don't have many options so it's difficult, and in the middle you've got a good amount of options at your disposal and can enjoy more varied missions/dimensions. However, by the end of the game you'll be so overpowered that it's kind of a cakewalk. You can upgrade your weapons with special effects and give yourself upgrades like regenerating health or faster reload speed, so most enemies end up being not much of a challenge at all. The game is built around replaying levels over and over, but the depth of the gameplay doesn't quite warrant it. Still, if you're having fun blowing up zombies or demons you could keep replaying Slaycation Paradise for a long time. The game's presentation is solid, though at the same time leaves you wanting a bit more. The visual design of a top-down twin-stick shooter is never going to be the most robust, and Slaycation Paradise does do a good job within the limitations of this camera perspective. There are some little annoyances though, like how it's difficult to tell what is hitting you when enemies attack from range, or how enemies can spawn pretty much anywhere but they're hard to see sometimes, so you'll walk right into them. The soundtrack is well done though, and matches the bloody action energy of the game nicely. Slaycation Paradise is a surprisingly engaging blend of twin-stick shooting and tower defense gameplay. The game has a bit of trouble nailing down a consistent, smooth level of challenge, starting off quite difficult and ending up quite easy, but becoming an overpowered wrecking ball that destroys hordes of enemies is also part of the game's charm. If you're looking for a chance to just cut loose, Slaycation Paradise offers a nice getaway vacation. Rating: 7 out of 10 Vacations
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