Category Archives: Reviews

Fashion Police Squad Review

If you’ve been around here at my most active times (which has been a while now, hoping this will get better now that I’m getting accustomed to my new role. ) you’d probably surmise that some games that fly under the radar don’t necessarily fly under mine. And that’s a good thing. Because when a good one does come along it should be seen by as many people as possible. That isn’t to say I have very much reach. But sometimes that means I’m one of the few people who might bring it up.

One such game is Fashion Police Squad. It’s fantastic. Or as I’ve heard fashionistas say, it’s fabulous. That might have come off as corny. Because it was. But it doesn’t change the fact that F.P.S. (which is an FPS. And it might just give you a lot of FPS. Well, depending on your hardware specifications) Is an original take on a familiar formula. One that on paper may seem like a joke that will tire quickly, but it never does.

PROS: Terrific controls. Dad jokes. Audiovisual feedback. Level design. Character design.

CONS: Not much new stuff to do once you clear the campaign.

INTROS: Each enemy type gets one and they are comedy gold.

As you can see by the screenshots, Fashion Police Squad is a shooter themed after well, fashion policing. Instead of shooting at violent criminals, drug dealers, and rapists the likes of NARC would have sent you after, you’ll be going after people who can’t dress for success. Or properly. At all. The game also blends modern linear-level design with some old-school combat. All under the visual trappings of old MS-DOS shooters like Wolfenstein-3D and Blake Stone Aliens Of Gold.

The game starts you off with an initial tutorial mission. Which gives you the basic idea of the general gameplay loop. You’ll be introduced to an enemy (which involves a hilarious anime-inspired quick cutscene) and you’ll have to take them out. Over the course of the campaign, you’ll find every enemy type gets one. All of which are great and truly funny.

I’d wanted to get to this one a while ago because of just how fun this game is. The weapon selection is interesting as it gives you guns that are made from textile equipment or beauty products. One weapon is called the 2 Dye For, and it’s basically a blow dryer that shoots or drains colored dyes. It’s kind of similar to how Nintendo’s Splatoon games make weapons out of water guns, painting tools, hoses, and buckets. But as this is a single-player affair, they’ve made each weapon most effective against different enemy types.

And there are many, many, MANY enemies the game throws at you over the course of several missions. You’ll find low-level businessmen in drab, colorless suits chucking briefcases at you one moment, while dudebros on battery-powered scooters in brightly colored tanktops bum rush you. There are German tourists wearing socks with sandals. There are creepy subway flashers with heavy English accents. There are a lot of other enemies beyond these. And again, each of them will require a different weapon or firing mode to defeat.

Each of the game’s weapons will give you a couple of firing modes. Between these modes and the weapons themselves, you’ll constantly be swapping back, forth, and center. Combat ultimately feels somewhere between DOOM Eternal and Serious Sam as you’re juggling weapon types and attacking enemies. I say between those because there are probably more assailants than in the former but not the insane number of foes you’ll face in the latter.

But, the game also does a few things to keep things feeling fresh. It has a great swinging mechanic where you’ll use a belt like a lasso. Throughout the arenas, you can use your momentum to get to hard-to-reach ledges. You’ll also get to portions of the game where you’ll need to swing over large swaths of hazards or bottomless pits. Beyond that, you’ll find bonus levels that more or less break down into speedrunning events where you’re fighting timers and doing first-person platforming. And there are also a couple of times when you’ll have to be a sharpshooter.

The storyline through the campaign is pretty good for what it is, setting you up for each and every preposterous situation as it lampoons old and new conventions. There are plenty of puns and wordplay throughout the dialogue. And the sound makes a lot of this stuff work. The voice acting for the characters and villains is top-notch and combined with the one-liners and sprite animation makes for some of the funniest stuff in video games. The other sound effects range from what you’d expect to amazing. Weapon sounds provide pretty good feedback so you’ll know when you’re hitting or missing, and things just feel good when you take down some of the tougher enemies.

And don’t let the silliness and cartoon character designs fool you. Fashion Police Squad can be quite challenging in places. Especially near the end, which leads to one of my few complaints about this one. The spikes. There are a couple of stages where the challenge goes from pretty standard to brutal near the third act. If you can persevere you’ll eventually figure out what to do like cheese a certain enemy, or backtrack to an earlier part of a level for that power up.

Throughout the game, you’ll get periods where you can use a Michael Jackson glove and one-shot enemies with pimp slaps. Be sure to make the absolute most of this in the later stages. You’ll also want to be on the lookout for mocktails (Non-alcoholic cocktails) as these regenerate your health. In some spots, these can be pretty scarce.

Some of the more challenging moments you won’t mind so much due to the humor and creativity involved are boss fights. Each of these is pretty great, with different phases. And when you find yourself yelling “Oh come on!” it will partly be not out of frustration but out of the over-the-top tactics they employ to keep the fight going. This results in that tough but fair feeling you really want from such encounters.

Once you clear the game, sadly there’s not much end-game content. You can go through the earlier stages looking to find the hidden bad fashion posters. A lot of these are pretty funny. They portray your character in any number of costumes that are either awful or characters that don’t fit the spirit of your hero. Beyond that, there are a few hidden stages and bonus areas but they don’t really do much to extend the experience. I think most people will finish the campaign and call it a day. However, if you’re the type to replay games every few months or years it is something there for you to rediscover. And obviously, for those who like to 100% complete their games these are side missions you’ll feel the need to finish.

Overall, I can highly recommend Fashion Police Squad. It gives you a very entertaining campaign that feels different from most other contemporary FPS games whether they’re trying to follow the linear, story-driven experiences spearheaded by Half-Life and Call Of Duty eons ago, or they’re going for the retro-inspired designs of indie boomer shooters. It also doesn’t wear out its welcome by giving you too much busywork to artificially get an arbitrary amount of time out of it. Sometimes less is more, and this one doesn’t overdo it. Still, I wouldn’t have minded seeing what they could have done with the concept in terms of a multiplayer mode. Even something as simple as a cooperative mode where you could play through the missions together with greater enemy numbers could have made for some extra replay value.

As it stands though, Fashion Police Squad is pretty great. It’s got great humor, a unique visual look that blends the look of an old 1990s shooter from an early Apogee release and something current like a Fortnite or Overwatch thanks to the cel-shaded look of some of the environments. It’s got engaging gunplay that has a fast, punchy feeling. It’s got a Super Mario World-like overworld map. Most importantly, it’s an enjoyable experience whether you’re a big fan of FPS games or a dabbler.

Final Score: 8 out of 10

Splatoon 3 Review

I apologize for being so late to the party getting this out. How do I go on about this one without sounding redundant? I don’t know that it’s even possible at this point but I’m going to try. Sometimes the best moments of creativity and innovation come about when your back is against the wall. Other times, they come about from analyzing what you have and refining it. The original Splatoon came about in an environment of the former. The Wii U was not a big seller and in a bid to move the needle, it became something of a phenomenon. It took a popular genre, the third-person multiplayer shooter, and combined it with the fast pace of the classic PC arena shooters. But it also created its own unique gameplay loop with its core Turf War mode.

With that one stroke of genius, it made a competitive genre palatable to not only hardcore veterans who had played since the days of DOOM and Duke Nukem 3D but to the many who had barely touched the genre. Because the focus was now on an objective that anyone could do. You might not be confident in your ability to hold down a giant flashing letter in Battlefield, but you could look down and paint a floor. And doing it contributed something. But Splatoon didn’t end there, you had a well-rounded package. It eventually had Ranked Battles, modes that were akin to those in its contemporaries, as well as one that was a microcosm of the Turf War in Splat Zones. Now you didn’t worry about the whole map. Just designated areas in the center. But it also included a campaign with a lighthearted tone atop a surprisingly deep and dark storyline. It had characters nearly everyone who played the game fell in love with, and it began a tradition of stealthily teaching multiplayer mechanics through its Super Mario Galaxy meets Metal Gear Solid level design.

PROS: New mechanics. New weapons. New specials. Greatly expanded lobby system. Stellar campaign. Salmon Run is no longer limited to specific hours. TableTurf card battles.

CONS: Connectivity issues. Not all of the improvements are visible at face value.

DEEP CUT: The latest idol group is a trio, and bring along some real bangers in the soundtrack department. But they haven’t forgotten about Off The Hook or the Squid Sisters either.

Splatoon 2 would follow 5 years later and that game was the latter. It added a lot of new stuff to an already great formula. It too had a great storyline campaign mode. But it expanded upon it. It also stealthily taught beginners the basics and gave them a lot to do. Every multiplayer mode returned from the original and it introduced Clam Blitz, a new mode with elements of Unreal Tournament 2003’s Bombing Run, and the Salmon Run horde mode that became very popular with a segment of the fandom. Splatoon 2’s Octo Expansion gave the single-player 80 challenges that played like a combination of Splatoon 2’s main campaign and puzzle stages with the tone of something like Portal. And clearing it lets fans play as the Octolings introduced in the original game’s storyline. Clearing 100% of that Expansion Pack unleashes one of the toughest secret boss fights of all time on you as well. And successfully completing that gives you a multiplayer item that tells the world you did it.

So with all of these improvements and iterations, one can only wonder what they could possibly add to make the game even better? And the answer to that is quite a bit. Not everything is going to be obvious to everyone at face value. The graphics are improved a lot over Splatoon 2, but in such a way you have to start to analyze it. Geometrically it isn’t a major leap, but the texture work is much sharper. There are improvements to some of the special effects, and it all runs at a pretty solid 60 frames per second. At least in the actual game modes. Once again you’ll spend time in a hub world upon booting up the game in any instance after the first one, and it has much more going on with background details and animation. The emphasis on the new city and the world that gets explored reflects this and so you’ll be running around half that when in Splatsville.

By now, Splatoon has settled into a formula that long-time fans will be familiar with but is easy enough for newcomers to get a handle on. When you first turn on the game, it immediately hits you with an important question. At least it does if you’ve played Splatoon 2. That question is “Would you like to import your Splatoon 2 data?” Choosing to do so nets you a few benefits. The first is that you’ll be given Sheldon Licenses. These will let you gain early access to some of the weapons you would normally have to grind for. If you mained a weapon in the previous game, it is nice because you can jump right in and use it. All of the base weapons from Splatoon 2 are here, and I know I’m very late getting this published, so at the time of this writing there are already some new ones you can try. Speaking of new ones, this game introduces a new bow class of weapons where you can shoot ink arrows in horizontal shots or vertical shots. The latter happens when you fire while jumping. The other is the new Splatana class, where you essentially have a weapon you would brandish like a sword. There’s a stamper and a windshield wiper for example.

Beyond getting your hands on weapons early, importing your data means that you can enter Ranked Battles earlier. In Splatoon 3 they’re called Anarchy Battles, and you can play them in either a single match called Open, or you can do a first to five called Series. Normally the game would have you grind up to level 10 in the general Turf War mode, then open up the Ranked Battles. The Ranking system has been slightly altered from the previous game. Whereas Splatoon 2 had a system that went from C to S with a -, standard, and + sub-rank in between before moving on to S+ and then X where you had a four-digit ranking Splatoon 3 does not. Instead, Splatoon 3 goes from C to S+. Recently, X was added to the game. X Rank works the way it does in the previous game, where you’re given a four-digit power level that goes up or down based on your wins and losses. However, it is separated entirely from the other letters.

That said, to access X Rank mode you’ll have to attain an S+ Rank. One thing that makes the goal a little easier in one respect is that you won’t rank down from losing games. Should you fight your way to an A+ Rank, for example, losing too many games will not take you back down to A or A-. Instead, the game has a point system in between the grades. You’ll need to attain enough points to enter a Rank Up series where you need to play three games and hope you earn enough points from that to get you over the top. If you manage to get to S+ you’ll unlock the coveted X Rank.

All of this means on paper, that the Ranking system is easier and will be more beloved. But it isn’t the whole story. Because the inability to lose rank also means that you can’t be sent back down to people with the same level of talent should you find yourself unable to win enough points to move further. Especially if you lose so much that you go into a large number of negative points. To alleviate that issue, the game does reset ranks every season, by knocking every player down by one grade. You can also get one mulligan to knock down if you choose to do so once per season. So it isn’t quite as simple as things would seem.

With all of that out of the way, during your first boot-up of the game, you’ll be tasked with creating your avatar. You can now choose to be an Inkling or Octoling right out of the box. You then customize the look of your character. This time around they’ve expanded the starter options. There are more hairstyles than there were in previous games. Eye color is a new customization option and you now get a pet salmonid (One of the enemies from the Salmon Run mode introduced in Splatoon 2.) that you can also customize. You then guide your character through a brief tutorial to get you used to the basic controls. At the end of which you catch a train to Splatsville, the new hub world that resides a long way from the desert you begin in.

Once you arrive in Splatsville, you’ll find the concept of the hub world has greatly been expanded upon. You’ll have the manhole cover where you can follow Captain Cuttlefish down to play through this iteration’s campaign. You’ll also see the shops where you can purchase weapons, clothing items, and new to the series, locker equipment. Splatoon 3’s city block hub also has a new card battle minigame you can play. And there’s also the returning Salmon Run mode. And of course, there is the expected tower you can enter to go play various modes online.

It’s recommended most newcomers to the series play the campaign first, though even veterans may want to as there are a few new mechanics to learn here. The story mode in all of the Splatoon games stealthily teaches you the game mechanics while giving you a substantial single-player experience to play through. In Splatoon 3, you don’t have to have played either of the other Splatoon titles to enjoy it or understand it. But for those who have played them, there are loads of nods to the older games, with a lot of little details that tie the three games together. One of the ways the games have allowed the players to affect the storyline is with their Final Splatfest events, which I’ll get to later. But the winners of that event in each of the games have driven the development team on what theme to lead the next title’s storyline with.

In Splatoon 2 that event was Chaos Vs. Order and with that battle, Team Chaos won. As such, Splatoon 3 has elements of chaos throughout its story mode campaign. The setup this time is that many of our favorite characters have left the upscale area of Inkopolis to visit the city of Splatsville. Splatsville is surrounded by desert landscapes, and the city embraces its fair share of the musical counterculture. This is reflected in the soundtrack, which continues the influences of punk rock, and hip-hop. But there has been a bit more of a new wave influence in many of the campaign stages with some synths and bass lines you could almost mistake for the likes of Depeche Mode, Duran Duran, or Simple Minds. There’s also a continuation of electro-pop and some post-punk influences as well.

There are two hub worlds to go through. These work like the previous games but they’ve been expanded. There’s a prologue set where you’ll see the familiar kettles you enter throughout a small map. Each of these leads to an individual level where you’ll have to get from the beginning to the end. Most of these work like a Super Mario Galaxy level structure, with you facing platformer challenges in a linear fashion with checkpoints you’ll continue on from if you lose a life. Each level gives you three lives. If you lose all of them, you’ll lose points (represented by power eggs) as you’ll have to spend some of them to continue.

In this iteration, you’ll find a lethal fuzzy substance all around the hub map. Much of which covers the kettle entrances to levels you’ll need to play. You may be wondering what purpose your pet salmonid serves as it follows you around the hub worlds and levels of the game. What he does is remove the aforementioned fuzz. You’ll have to spend a different amount of power eggs on each removable portion. This stuff also appears in some of the individual stages. So keep note of that.

In addition to helping you remove fuzz, the salmonid can find secrets within the levels for you to uncover. They’re often invisible and can hide anything from more eggs to sunken scrolls that tell you more of the lore to locker decorations which I’ll also get to later. Once you get to the end of the first hub world you’ll face a boss who is familiar to players of the first two games. Beat this encounter, and you’ll find yourself in a subterranean arctic world called Alterna.

You’ll move on as you did in the previous hub world. But Alterna is much, much larger. At the end of each section, there is a pipeline that takes you further into subsequent hubs. Think of them like the worlds of a Super Mario game’s structures. Sometimes you’ll be given a branching path, and each of these pipelines costs eggs to enter. So not only do you have to worry about removing all of the fuzz, but you’ll have to keep earning enough to continue onward. If you run out of cash though, fear not. You can go back and replay earlier maps, perhaps even looking for secrets you may have missed originally, to earn more.

The other thing that changes is the fact that in Alterna not every stage follows the same formula. Taking a page from the previous game’s expansion pack; Octo Expansion, some of these stages take a challenging approach instead, which gives things more of the first-person puzzle stage feel found in games like Portal. All of this gives the game a lot of variety. Beyond that, each of these stages whether they’re a platformer, puzzle, or boomer shooter-feeling horde battle, will teach you many of the game’s mechanics.

Splatoon 3 also continues the trend of larger-than-life boss fights where it’s one part arena shooter and one part pattern memorization. Some might feel familiar to those who played earlier titles, but many of them are entirely new experiences. Some actually reference some other Nintendo games, so for fans of Nintendo IPs in general, they are nice nods.

As for those mechanics I talked about, they can become pretty complex and deep. The basics are you can, of course, shoot floors, and swim underneath your own ink. But swimming also reloads your weapons, allows you to move faster, and at higher levels learn how to trick jump around areas faster. Splatoon 3 adds two new moves into the mix. A squid roll that allows you to parry shots fired at you, should you become proficient enough. Quickly jumping in the opposite direction while swimming can net you a free hit during a small window of animation. The same can be said about the squid jump, a move where you can charge while swimming to get an extra boost. Useful when climbing walls.

Going through the campaign can get you acquainted with the basics of each of these, but of course, playing online matches is where you’ll really learn the advanced mechanics and unorthodox uses of the different move sets. Not only will learning these kinds of things benefit you in online matches, but there is also a super-secret surprise waiting for you if you 100% the campaign. One that opens up after the credits roll and will require the use of every aforementioned mechanic to overcome. If you can pull that off you will get a nice little perk for multiplayer.

All of the major multiplayer modes are back as expected. Chief among them is the Turf War where both teams vie for control of the map by painting all of the floors their respective team colors. It is the flagship mode most will be familiar with. There are a wide variety of different weapons to use to do so. At the end of the three-minute battle, the team with the most paint laid down is the victor.

Beyond that are the modes we mentioned earlier; the Anarchy Battles. Anarchy Open battles are single rounds of the game’s ranked modes. As in Splatoon and Splatoon 2, the modes and maps are cycled every hour or so which means every combination is eventually played. The difference here is that the Anarchy Open battles can be played by anyone of any rank at any time. Whereas the Anarchy Series will still pair people up in solo queues with other players of the same rank, Open matches are a little loose with it. That’s because, in the Open, you can pair up with friends of all stripes.

Ranked Modes in Splatoon 2 could only be played with friends of the same skill level unless you were all B+ or above and played in a league together. Or, if you wanted to stick to private matches where none of you would gain experience to level up. In Splatoon 3 Anarchy Open changes things by letting your friends join up on you even if you’re all from different ranks. What’s nice about this is that not everyone is going to have the same interest level in the competitive end of the game. If you’re someone who wants to grind your way to S+ so you can play X rank, but you have 2 friends who don’t, you can still enjoy the modes together. Beyond that, it also gives newer players and casual players incentive to go beyond the base Turf War mode.

Anarchy Series battles are where individual players will want to play the ranked modes when they want to push to level up. In these battles, you’ll be tasked with getting five wins while paired with three other random people. You’re allowed to lose up to three games. If you win the majority of the series you’ll get a lot of points to level up. If you lose, you’ll lose a number of points. Consistently losing as I mentioned earlier, can get you into negative points, but if you get a good streak going you’ll reach the point level needed to enter a Rank Up series. If you can win that you’ll make the next letter grade.

Returning are Tower Control, Rainmaker, Splat Zones, and Clam Blitz. Tower Control works similarly to push cart modes seen in other shooters. There are paths set up along the map that the tower follows. Getting to the tower and standing on it moves it along that path. The goal is to move it to an endpoint in the enemy base for a win. There are checkpoints along the way you’ll need to capture in order to progress.

Rainmaker is similar. It’s a bit like a combination of a push cart mode and an escort mode. There’s not a set path in the map, but like the Tower Control mode, you’re tasked with moving an object from the center of the map into an endpoint in the enemy team’s base. The difference is that this time it’s a giant gun shaped like a fish that can shoot a powerful blast of ink. Each team is trying to get ahold of it. Once someone on your team gets it, it’s up to the others to escort them across enemy territory to get it onto a podium. That means constantly shooting down the opponents who will be trying to kill them to take it for themselves.

Splat Zones is a competitive microcosm of the Turf War. Unlike Turf War, you’re not tasked with painting the entire map. Rather, you need to paint one, or two very specific zones in the center of the map and control them until a timer hits zero. If the enemy team takes control of it from you, you’ll have penalty seconds added to your timer for if and when you take control back of them. If you do, they too will be penalized with extra seconds. Get to zero before time runs out and your team wins.

Finally, there’s Clam Blitz, where each team tries to invade the other team’s base and fill a basket with clams peppered throughout the map. In order to do this each team will need to destroy the opposing team’s shield with a football. How do you get a football? By collecting enough clams you’ll create one. Chaos then ensues as both teams shoot at any football they see, as you can’t carry a football under the ink with you, and it gives away your position. So it’s up to each team to divide duties between escorting football wielders into enemy territory and staying behind long enough to play goalie against enemies charging into your team’s territory.

All of these modes can involve a wealth of strategies to employ. It’s astonishing how deep all of them become at a high level where analyzing the maps, weapons, and how the gear system ties into all of it really come into play. For those new to Splatoon, the gear system is another one of the series’ hallmarks. When you go into the shops to buy the costume options you’ll find each of these has a perk. Which is referred to as gear. Some of these perks may refill your ink faster when you’re swimming. Some may fill your special meter faster. Some make you run faster. Or a number of other perks. You will also see question marks on these clothing options. These will be filled by random perks after so many experience points gained in the competitive online modes.

Advanced users have some other options when it comes to gear. One can go to a character in the plaza hub named Murch, who returns from the last game. Except now he’s older. Murch can put specific perks on your gear if you have enough ability chunks to do so. You get these by either grinding them in online matches or having him scrub your gear off of clothes you’re not using. You can also get gear randomly when you go into the tower to go into online matches. There’s a vending machine you can spend points you earn in online battles on the machine for random items and sometimes those items may be a bundle of a variety of ability chunks.

If you have at least 10 chunks, you can have Murch place them on one of your question marks. So it gives you the opportunity to build a very specific set of perks over time. If you have clothes you want extra question mark slots on for more perks you can also have Murch place those on them. But you need to give him Seasnails. You get these through the Splatfest events Nintendo runs throughout the year.

In these special events, the city hub will turn into a late-night block party and when you go online you’ll be placed on a specific team you choose at a table. This table will give you three options to choose from, and once you do, for the duration of the event you will play Turf War on behalf of that team. During the Splatfests, there are different variants of the Turf War. There are the open battles that are open to well, everyone hence the name. In open battles, you’ll be able to group up with friends. Similar to how you can with the Anarchy open battles where you play the various ranked modes.

Then there is the Turf War Pro mode. These battles work the same way as the open ones, except you can only play them in a solo queue. You’ll have to be paired with three random teammates and try your best to get the big win by being a team player. Probably more so than in the open version because there are more clout points at stake. More on that in a moment. As it does mimic the Anarchy series battles in that you have to play it with random players, you’ll find a lot of the people you’ll be playing with are more competitive. That’s because in the Anarchy series players are trying to grind their way up the ranks. That mindset will likely translate to the Splatfest open Turf War battles since the ranked modes are disabled during the event.

After the latest patch, they began opening up the option to play in Tri Color Turf War battles after the halfway point during Splatfests. In these matches, one team of four faces off against two teams of two. It’s still very much a Turf War. Where things change up a bit is that at the center of the map, a beacon will spawn. Two teams will have to attempt to get them when they appear. If either of those teams manages to get one or both of them, a giant octopus-shaped sprinkler will appear on the map, automatically giving them a big boost in acquiring turf. The defending team not only has to stop them from getting these super sprinklers, they also have to come away with more floor coverage than their opponents. The attacking teams have a disadvantage as they’re two-person teams against a four-person team. But anything can happen. The two underdog teams can temporarily align themselves to ensure the defending team doesn’t have said numbers advantage. But they can also go into business for themselves by trying to sneak away with both of the sprinklers.

All three of these Splatfest Turf War variants will give your team a number of clout points. Clout points are a big deal during the event because the winning team in each category will get a point toward victory. Each of those three modes ultimately adds up to three points. Beyond those points, there is one given for the most popular team (ie: the team most people joined). and one point for whichever team ended up with the most conch shells. Not to be confused with the sea snails mentioned earlier. These shells are picked up whenever you update your catalog level during the event. Which you may want to do even outside of the event as you’ll unlock some cool stuff for doing so anyway.

There are also the Festival shells you’ll get if you end up in a 10x battle and win. these give you a better chance of getting into 100x or 333x battles. If you get into any of these multiplier matches and win, you’ll gain a lot more clout points on your team’s behalf. So it really behooves you to take what would normally be seen as the most easy-going match type a little bit more seriously. That’s because, at the end of the event, you’ll be rewarded with a certain number of sea snails depending on how much you leveled up and where your team placed in the event. You can then take these snails to Murch who can boost your star power on clothes with them to get you more slots.

As you can see, this gives competitive people more depth to work with as they shoot toward higher levels. “What kind of gear should I pair with what weapon?” they may ask themselves. As far as the weapons go, there is a wide variety to choose from as denoted earlier. Every weapon class returns along with the new ones. So between the weapons and gear, you’ll have to decide what kind of role you’re going to attempt to fill in each match type.

When you do go online to play in a Turf War or the Ranked modes the lobby system has also been greatly expanded upon. No longer do you simply stand in an elevator, select your mode, and move on. Instead, when you enter the tower you’ll find a large room where you can practice on training targets. There’s also a training dummy you can turn on to practice combat with. The Targets work like the ones in Sheldon’s shop in the first two games. But by being in the lobby you can do some aiming drills while you wait to connect to other players in a match.

Connecting to friends is also, much, much easier now. Where the old games required you to plan to be on at the same time to coordinate a league battle so you could play the other modes, form a lobby for Turf War, or even set up a private game, Splatoon 3 gives you some quality of life updates. As I mentioned earlier you can easily choose “With Friends” options on Turf War or Anarchy Open battles. If you see any of your friends listed as online and in a game of either, you can join them on the fly. You won’t always be on the same team, but you can surprise them. The game does still let you set up lobbies. But they don’t have to be League Battles. Now you can ping your friends to join your lobby be it a public or private game. In a public game, you’ll usually wind up alongside one another too.

The online experience also lets you record your matches for a period of time so you can watch replays of them and see the perspectives of every player involved. This is a fantastic tool for people who want to go back and find their mistakes so they can rectify them in future matches. Next time, they may expect a splat bomb around a certain corner. Or realize that a wall they thought obfuscated them from a sniper’s perch actually didn’t. Plus they can give you codes you can give out to friends that they can punch in and watch the same replays. The feature also works with the Nintendo Online phone app. As in Splatoon 2, you can also use the app to find brief windows to get clothing items the in-game shops might not have at that particular moment. You can still use it for voice chat, but that seems pointless when you can just conference call friends or use an app like Discord. Still, the integration is nice in some respects.

Also returning is the LAN feature. This is actually a key one because it allows for people to not only host an offline LAN party in the vein of a late 90s fare like Rise Of The Triad, DOOM or Duke Nukem 3D but also for tournament organizers. Splatoon had a more niche scene due to the low base of the Wii U, but Splatoon 2 quickly became a noteworthy title on the Switch. One that had a notable scene grow up around it with several high-profile events from Nintendo among others. Splatoon 3 has already eclipsed those numbers and has gained traction, growing that community further. So retaining this feature is big.

Another addictive feature of the lobby is the locker area. Once you level up enough a room opens up where you can fill a locker with stickers, posters, collectibles, weapons, and other decorative models you can get at the new store they opened in the hub world. Run by a character named Harmony, the store gives you a catalog level as you splurge on more stuff. It’s mainly a silly side thing you can take part in to personalize your lobby experience a bit.

Speaking of personalization, Splatoon 3 adds some stuff other popular shooters have had for a while. Now you can get your own banners that display behind your name at the beginning and end of matches. You can also get titles in prefixes and suffixes that you can combine over time. Some have direct references to in-game lore, while others are more about other aspects of the game. And you can also decorate your background banner with badges you earn by completing challenges and objectives in any of the game’s other content. On paper, it sounds small, but in practice, it’s quite endearing.

And while you may miss Crusty Sean and his food truck of wonder. You can still get drink and food tickets. The lobby does have a snack bar where you can purchase them with the money you get from online battles. They’ll also sometimes show up in the balls you get from the vending machine of random chance using the same money. Speaking of that machine, you can also use concha shells (not to be confused with sea snails) you earn during Splatfests to get random chance capsule balls from it as well.

I can already hear some people screaming about the other stuff I haven’t mentioned yet like the return of Salmon Run. It returns from Splatoon 2 and is the series’ take on the player vs. environment horde mode popularized by games like Gears Of War. You and three other players get sent on extermination missions by Grizzco CEO Mr. Grizz to continue gunning down waves of salmonid sea creatures and their boss counterparts for power eggs. To truly succeed you’ll need to survive three waves and within each bring back a certain number of power eggs to your team’s basket. You’re all given random weapons every wave, and you have to work together to survive. Especially when bosses show up as they all take different strategies to defeat, and they tend to hold the power eggs. If you can survive all or most of the waves you’ll be rewarded with experience to level up. Salmon Run has its own separate ranking system and you can also unlock certain costume options that are only available to attain in that mode. Since you can use them in competitive modes, it gives fans of PvP a reason to jump into PvE. Periodically you may get a bonus wave where a mega-boss salmonid shows up like Godzilla and takes a ton of punishment before you can put them away.

Rounding all of that stuff out is the new TableTurf Card Battle minigame which is found in a separate part of the hub world. You’ll earn cards over time that represent different weapons and sprays as they’re placed on a board in a turn-based card game. The idea is to cover most of the board with your ink the way you would cover a map in a Turf War. Some cards do more work than others, and depending on where you place them you can take over some enemy turf. You also can’t place them anywhere. They have to line up on a grid in very specific ways. It takes some getting used to, but when you do it is a fun break from the other modes.

And they also brought back the plaza posts from the other two games. There’s a mailbox you can visit that brings up a rudimentary drawing program. I highly recommend you use it in handheld mode so you can draw freehand with a stylus rather than trying to draw with a thumbstick and buttons. Once you’ve created something you can upload it to a Facebook or Twitter account and in doing so, your art may appear in someone else’s plaza or even a match.

One other enhancement they’ve made is that the recon mode has been greatly expanded. You don’t have to be in an online queue to access it anymore, the same character in the lobby selling tickets is out in the plaza for you to visit. And they’ll allow you to choose any map in any mode to explore for up to an hour. This is really nice for anyone who wants to study the map layouts or experiment with unorthodox means to get around them. Very handy for anyone who wants to get a little bit more competitive with friends or strangers.

As you can see, Splatoon 3 is much more than a facelift to the previous game. It’s a lot more apparent to longtime fans than it might seem to newcomers. But it truly is fantastic in almost every way. I have to say almost because there are a couple of Mr. Grizz-sized elephants in the room. The first are some of the bugs that were thankfully caught early. Some of these potentially ruined certain modes, as they were forced off until the bugs were fixed. One of which made Rainmaker nearly instant winnable by achieving a single checkpoint. Another affected certain brush weapons. Nintendo is usually very good about catching this sort of thing before release, but sadly some of these slipped through during the launch weeks.

The other that has improved for me a bit, but not for everyone is connectivity drops. Sometimes you will be disconnected for seemingly no reason. The game will think you lost an internet connection when you haven’t. And while this doesn’t happen every day you play for a few hours, the frequency is random and can be really annoying when it happens. Especially if you’re about to win a ranked match, and then you lose points because the game thought you disconnected on purpose in a fit of rage quitting. While it’s great it punishes actual rage quitting, it is a pain in the neck to get a false positive.

Fortunately, post-release the more egregious problems have been patched out with the latest updates. And the connection issues have been greatly improved. But it still isn’t perfect. You’ll run into the occasional disconnection. Sometimes you may have a night where you see several disconnections close to one another. In which case exiting the game and rebooting the game may temporarily keep them at bay. And while it’s a lot better than it is in other Nintendo Switch games like Super Smash Bros Ultimate, it still isn’t perfect. Over time they’ll hopefully, get the situation to a better state. As it stands it’s almost gotten on par with Splatoon 2’s occasional drops.

Ultimately, Splatoon 3 is a major upgrade over Splatoon 2. At first glance, some may make the mistake of seeing a prettier version of the last game. But as you can see, digging beneath that superficial surface reveals that it is so much more than that. While this could have been pointed out a bit better by Nintendo’s own marketing, at the end of the day it didn’t seem to hurt much as it has already eclipsed the numbers the previous entries put up. The enhancements to Salmon Run make the mode more viable. The tweaks to the ranked modes and the process of leveling make them more viable for the general audience to dabble in whereas in previous games they may have stuck with Turf War. The new catalog system, locker system, tags, banners, and emotes give the series a lot of customization and personal attachment. The soundtrack is excellent and brings back familiar songs from its in-universe character bands, to entirely new efforts most anyone will love. One of the best is Deep Cut’s “Til Depth Do Us Part.” which plays during the Splatfest events. There are always great puns in Splatoon games.

The new mechanics add a lot of new utilities for the more competitive end of the player base to experiment with and master. Particularly the ability to parry with the squid roll. The Tableturf card game can be a fun diversion from shooting each other, and it can even be a pretty substantial mode in its own right. The expanded Recon mode and returning mailbox feature may seem like small things, but really can be greater than they appear at face value. The connection issues keep it from being perfect and it’s a shame some issues weren’t addressed until after release. But this is still one of the best games you can buy for the Nintendo Switch despite its faults. Whether you’ve poured thousands of hours into Splatoon 2 or you’re a shooter fan new to the series, Splatoon 3 is an easy recommendation.

Final Score: 9 out of 10

PANGAROIDS Review

Before going on, for full disclosure, a while back the two people who made this game had apparently asked me to take a look at it. Unfortunately, I only recently got the notification I had gotten a message. Sometimes WordPress has the funkiest glitches. On top of that, I had a lot going on outside of my online presence so it took me a while to finally get to this one.

PROS: A solid Asteroids clone with some twists.

CONS: Not the deepest experience

POWER-UPS: Be sure to get them often.

With that out of the way, I’m getting to this now. I contemplated calling this a mini-review at first because on the surface there isn’t much to talk about. Upon seeing it for the first time your likely reaction will be “Oh, an Asteroids clone. Okay.” and go on about your day. But after you play it for a while you’ll start to see that they did put some thought into differentiating it from the many games that have taken a shot at updating Asteroids.

Pangaroids is a game that adds a slight hint of Pong into the mix by having borders around the playfield. What does this do? Well, the Asteroids (which I think are supposed to be space hockey pucks) can bounce off of the borders at various angles. So when you aren’t initially crushed by one of them, they can still rebound into you. As in Asteroids, shooting them blows them into smaller pieces that you also have to avoid while shooting them.

This results in the screen getting cluttered up a lot faster than in Atari’s old vector game. To help you, there are power-ups that will randomly drop from the destroyed space pucks. You can cycle through them before picking them up by shooting at them. And while it never gets as varied as other shmups that do this like Twin Bee or Cotton, it does break up the formula a bit. There are missiles, shields that can protect you from a hit, and a few others. Some of them will affect enemy behaviors to a minimal degree.

The game also has a similar thruster mechanic to Asteroids. So you have to try to anticipate where momentum is going to take you in addition to where your targets are going to be. So the game does have a bit of strategy involved within its space. Visually, the game doesn’t really do much to stand out. Make no mistake, it doesn’t look bad at all. But it has a clean, sterile look within its border, and sprites give off that early 2000s Newgrounds vibe.

The game controls well enough, with a little bit of floatiness you’d expect to see in any game following Atari’s classic arcade game. You move the ship using the arrow keys, and you fire with the space bar. Honestly, it’s pretty good for what it is. It isn’t going to set the world on fire and won’t pull you away from a deeper game you might be playing through. But for a game you can fire up in short bursts, it’s a pretty good option.

I’d say if you own a laptop you should add it to your Steam library. It’s the kind of game you can play on a commute or while waiting in an office for an appointment. And if you’re an old-timer like me, you may want to drop some time going for a high score. And you don’t see solid freeware games like this these days very often. As publishers usually go the ad-driven or microtransaction fuelled route instead. A full-fledged freeware microgame that plays well is a rarity. And the whole thing was made by a figurative handful of people so all in all a solid effort.

Final Score: 8 out of 10

Demon Throttle Review

It’s not very often I get into the FOMO-fuelled side of game collecting. But if there’s something I’m a huge fan of I’ll make an exception and be a sucker. During the final E3 as we know it, Devolver Digital premiered their last prerecorded lampoon of Nintendo’s Direct video series where new games and products get announced. Of course in their parodies they have their own zany storyline going on and do in fact, still tell people about the new stuff they’re publishing.

PROS: A fantastic shoot ’em up with some humor by the folks who gave us Gato Roboto.

CONS: The music could be better. The protagonists’ sprites look bland. Controversial launch.

SECRETS: There are a lot of unlockables for such a small game.

In a more controversial move, Devolver partnered with Special Reserve Games for the subject of this review. There would be two different physical releases you could only get through the SRG store, and once their fulfillment was made that was it. They did two batches, one during E3, and one a bit later. But that was it. The game’s branding even touts “Only Physical. Never Digital.” But going this route over a mass-market production also really limited the number of buyers, which no doubt would include many a scalper. Which there were. When the game got announced there were already listings on the site with insane prices.

But how is the game itself? If you were lucky enough to get an order in like I was, then you’ll find you’re actually getting a pretty great title. If you were not, however, not all is lost. I’ll be telling you why at the end of the review. Which will be shorter than usual, because the game isn’t very long. Made by Doinksoft, the studio that brought us Gato Roboto, Demon Throttle is a shmup. Or Shoot ’em Up if you will. It’s blended with some Run ‘N Gun elements. Your characters are on foot. You shoot demons down as if they were troops in Capcom’s seminal Commando. But by and large, it’s a shmup. The screen auto scrolls vertically, and you have free reign most of the time. It reminds me a bit of Dragon Spirit or Gunbird. Shmups where you pilot a person or creature instead of the more traditional spaceship or vehicle.

Where Doinksoft differentiates things further is in how the game plays. Instead of always hovering over everything you are still traveling on foot. So you’ll have to shoot not only enemies but huge swaths of scenery in the hopes of finding power-ups and life replenishments. You’ll find a lot of the staples you’d expect in the genre. There’s a temporary shield that acts as an extra point of damage. There’s a mace that acts as an orbiting option that can take out enemies. There are speed-up icons that make you move faster. And there are others that benefit your characters in different ways. That’s right, characters. You’re not just flying solo. You have to take control of two characters.

You get introduced to them in the opening movie. It’s made of cinema screens, replete with lo-fi voice samples to emulate the thrill of playing The Adventures Of Bayou Billy on the NES. You find yourself controlling a cowboy, who wants revenge on the head demon for “Kissing” his wife. You’ll also control a vampire who wants to get back four magical chalices the demons stole. And it’s here you’ll start the game.

The game is a short, but brutal four stages. You’ll go along blasting away demons and scenery until you get to the boss. It sounds par for the course, but remember you control two characters. You swap between them by pressing X. You can jump onto scenery or over bullets with B. Shoot with Y. While A fires off your bombs. The cowboy gets dynamite, while the vampire gets homing daggers. When piloting the cowboy you’ll shoot in a straight line. Six bullets at a time, and you can take five hits before dying. When using the vampire, you’ll get a crossbow that acts as a spread gun. And you’ll only be able to take four hits before going down. If both characters die, it’s game over. Demon Throttle has no continues.

The lack of continues or 1Ups really makes the game a challenge. Demon Throttle is tough. Fortunately, the game does have its own take on the Konami code called the DoinkSoft code in the manual. It doesn’t give you thirty lives though, it just starts you out with a shield for one extra point of damage on each character, and gives each of them two lives on every stage instead of one. The game is still going to kick your ass. Like many of the toughest shooters, it’s a game where the more you play it, the more enemy and power-up placements you’ll remember and improve over time.

The other feature that will help even the most frustrated player is the leveling system. Each of your characters gets experience points for killing bad guys. So if you try to kill as many bad guys as possible you’ll level up. Each character can get up to level five before being maxed out. And you’ll want to do that. The cowboy will shoot extra bullets and gain speed shooting. The vampire’s spread will be further and become more powerful. Each of the four bosses has a different series of patterns to memorize and maneuver around. Oftentimes, including moments of bullet hell.

When you finally do beat the game it’s probably not over. Because there are two endings. Remember those chalices the vampire wants back? Each stage has a secret stage in it a la Dragon Spirit where you need to uncover a stairwell. Run into the stairwell and you’ll be in an underground cave stage unique to each main stage. Defeat that stage’s boss and you’ll get the chalice. But you’re still not done because it takes you back to the current level’s midpoint and you have to finish that stage to go onward. So in a way, you actually have to beat 8 stages on two lives per stage. Four lives with the cheat code. Also, the stairs are in a different place every run. Beating the game unlocks a hard mode too, where you play remixed stages with far more enemies in them.

Over time and multiple plays, you’ll unlock a bunch of cute extras. With different screen borders you can enable before your play-throughs, as well as a sound test and even a bestiary. Once you unlock that, you can find hidden meat, or as my pal, Hungrygoriya says, “Meatsticks”. Find that, and then the game will put you into a random battle that plays like a turn-based RPG battle. If you defeat that monster they’re unlocked in the bestiary where you can read more about them. And I should mention if you have a friend over, you can play a two-player co-op mode where you each control one of the characters. One or both of you may like the CRT filter left on.

So DoinkSoft squeezed a lot of extra stuff to keep you going back to the game. Even a harder mode unlocks when you do manage to clear it. As with Gato Roboto, they went for a specific retro look. Where the previous game had a lot of monochrome DOS, Apple II, and Commodore 64 influence, Demon Throttle is very much an NES influence. There’s a similar color palette to it, the stages have that early NES look, while the pixel art for the enemies, bosses, and cinema screens are dead ringers. DoinkSoft clearly has a lot of love for the post-crash years of North American gaming. And as in Gato Roboto, they still appreciate crass comedy. Demon Throttle has its share of dirty jokes. And they’re pulled off well. In my several hours of playing through to the bad ending, I also never ran into any major technical issues.

The soundtrack and effects aren’t as memorable as they were in Gato Roboto, but they’re still good. They fit the motif of the game well, and the echoey effects that a lot of the NES games Rare made are here. Every now and again, there’s even a little bit of C64 SID influence, but it sounds very NES 95 percent of the time.

Now earlier, I said if all of this sounded good to you, you don’t have to fear that you can’t ever get it affordably. After playing through it on stream a nice person pointed out to me that there is a wider release coming and you can pre-buy that on Amazon. People who do will get a download code for Gato Roboto. What you won’t get in the wider release are the extras that the initial Special Reserve versions came with. And these extras were stickers and an instruction booklet for the base version, while the extra ten dollars got that stuff plus a fancier box for the premium version. The SRG limited releases were also numbered. Mine is 1,275 out of 10,000 for example. It’s a nice showpiece, but unless you just have to have every conceivable variation of every game for your Switch, just nab the wide release when it launches in September.

Overall, Demon Throttle is a fantastic time for any shmup fan or anyone looking for a retro-styled challenge. It’s just too bad that neither Devolver or SRG really made an equal attempt to let people know it wasn’t going to be impossible to find after enthusiasts and resellers got their copies. Still, if you stumbled upon my review, let people know they don’t have to spend hundreds of dollars on something they can buy for $29.99.

The steep difficulty and potty humor won’t be everybody’s cup of tea. But if some crass toilet or sex jokes on par with something out of Family Guy or South Park don’t bother you, you may want to give it a look. if you’re looking for a challenge not seen since the days of quarter-munching Toaplan games and not afraid to blister your thumbs, you might want to give it a try. Demon Throttle is a fantastic little game, marred by a marketing misfire. Hopefully, there will be an official “Hey! don’t worry guys, we made plenty!” follow-up campaign.

Final Score: 9 out of 10

Teenage Mutant Ninja Turtles Shredder’s Revenge Review

Back in 1984 Kevin Eastman and Peter Laird struck gold when their comic about four turtles saving the world became a minor hit, and then a major one. Three years later Mirage Studios would have a cartoon based upon the book out and Playmates would have an action figure line that coincided with it. As the end of the decade approached Teenage Mutant Ninja Turtles would become a major franchise that seeped into all facets of pop culture. Video games would be inevitable. Konami would get the video game rights, and proceeded to create some of the best licensed games ever made. Based upon the 1987 cartoon show, these would start out with an adventure game on computer platforms and the NES. But most memorably would be the several beat ’em up titles that spanned across the Arcades, NES, Super NES, Sega Genesis, and Game Boy. Flash forward to today, and it’s an entirely new landscape. But now Tribute has entered the fray with a new TMNT brawler. But does it hold a candle to those old Konami games?

PROS: Terrific pixel art, animation, gameplay, music, and more. 6-player co-op!

CONS: Some minor but annoying bugs. Technical hitches in some versions.

TURTLE POWER: There’s an obvious amount of love for the glory days here.

In a word; yes. Shredder’s Revenge is fantastic. However, I’d be remiss if I told you to expect a carbon copy of the vintage Konami experience. Because while there are plenty of callbacks to the old games, it doesn’t play identically. If you’re coming into this game expecting another Turtles In Time, you’re not going to get that. That’s because Tribute has implemented its own entirely new set of mechanics. Yes, you’ll be mashing the attack and jump buttons. But not in the exact same way you did in the arcade or on your Super Nintendo.

You’ll have an attack button, a jump button, a button for supers (More on that in a bit), and a button for dodges. There is also a button for helping up a friend when they get knocked out when you’re playing multiplayer. You can also do taunts. Beyond that, there is a whole set of underlying mechanics. The biggest of these is a robust combo system that could fit well in a fighting game. You have your typical attacks, but you’ll get auto combos, juggles, air juggles, and more. Beyond that you can get some light tech elements too, allowing you to get up quickly upon falling down.

The combo system is important too. Because throughout the game you’ll need to use super moves to get waves of enemies off of you when they surround you. They’re also very useful in boss fights as they make quick work of many of their health bars. Combos can also have a challenging element in trying to keep your hit counter as high as possible. Every time you get hit by an enemy the counter will reset. If your counter gets reset before your super meter gets filled, you’ll also drain your meter before you can use it, and you’ll have to fill it again before you can use it again. You can also use taunts to try to fill the meter, though if your taunt is interrupted it will be for naught. That said, on lower difficulties you can essentially cheese your way to supers by taunting in between waves of baddies.

There are two main ways to play Shredder’s Revenge. The primary mode is the story mode. This mode plays each of the game’s 16 stages across a map made in the vein of the overworld section in the initial TMNT game on the NES. Playing through each of the stages unlocks a path to the next one, and within each of the stages, classic secondary characters from the original cartoon series can be found. Finding these characters will then place them on their own specific points on the map. Going to these has the characters telling you to find a certain number of items across the campaign. For example one of the characters may want you to find diary entries or another may want VHS tapes. These items then get hidden within the stages so over the course of a few play-throughs you’ll be breaking every conceivable crate, or other destructible pieces of scenery to find them all. If you do, you then drive back to deliver the items to the corresponding character. Find every item and there are little surprises waiting for you at the end of the game.

The story mode also takes a page from the NES version of Double Dragon, where you’ll unlock some moves over time. You can also level up your super meter to three bars, allowing you to have a little bit of an easier time with some of the later levels. Because some of the later stages throw a lot more enemies at you at once. Having the ability to do three supers helps immensely near the end game too.

The other way is the arcade mode. This eschews the map and its character-driven fetch quests. In turn, leaving you with a cut-and-dry experience. You’ll start at stage 1 and power through to stage 16. Playing this way also does away with the story mode’s leveling-up system. So you’ll have to be more selective when deciding when to use a super. The arcade mode also limits the number of continues you can use. To supplement these continues, you can earn 1-Ups throughout the game by earning enough points. At roughly 200 points or so, you’ll earn one. The thing is, each enemy only nets you one or two points. While playing solo this isn’t a big hindrance. But if you’re playing this mode with a group, you’re going to want to divide the workload evenly if you don’t want one player walking away with the lion’s share of lives. Fortunately, the game’s aforementioned help-up function is going to mitigate that.

Over the course of the game, you’ll see it’s very clear the team at Tribute really love the classic cartoon, Playmates action figure line, and vintage Konami brawlers. The pixel art is absolutely fantastic. The characters are very detailed, with expressive facial animations and a slew of frames for each of the many moves. Enemies have that same amount of time and care packed into each and every frame. There are many nods to all of that classic TMNT pop culture too. Many of the vehicles and figures from the classic toyline are represented here. A lot of the 1987 cartoon series is constantly referenced with even minor characters showing up. The Neutrinos, Punk Frogs, Erma, and other part-time players are here alongside your major protagonists and antagonists. Each of the characters controls very well, and the collision detection is mostly very good. There are even a lot of nods to the Konami games of old. For example, when you do the grapple moves, they’re similar animations to the ones you saw in Turtles In Time.

The audio follows that same trend. The chiptunes on display are clearly inspired by Konami’s old classics but it doesn’t end there. There’s a lot of variety with Rock, Pop, Hip-Hop, and Metal tracks. There’s even a track by Mega Ran in the game. Beyond that, they somehow managed to get the budget to bring in some of the original actors from the classic cartoon including Rob Paulsen and Cam Clarke. As such, the cutscenes can get a lot closer to the old arcade experience between stages as you’ll get to hear the fab four (The turtles, not the Beatles) sound off with the supervillains of Dimension X. Beyond that you’ll get to hear some classic voice quips during the combat. The punches, kicks, clangs, and explosions all sound top-notch too.

Again, Tribute has absolutely crushed it when it comes to presentation. Coupled with the excellent gameplay, there’s not too much to complain about here. But that doesn’t mean there aren’t a number of things that can stand to be improved upon. The game’s online gameplay is one of the major areas. Depending on which version of the game you’re playing your mileage may vary. I bought the game on both PC (via Steam) as well as the Nintendo Switch (via the Nintendo e-shop). While I didn’t run into any major issues, I did notice the Switch version suffered some slowdown when certain sections of the game got particularly busy. It was also on the Switch I once found myself stuck against a backdrop item when in the middle of a jump kick for a couple of seconds.

And while I didn’t run into any bugs when playing online, my good buddy and fellow Twitch streamer 1UpJohn ran into several major issues when playing the Xbox Series version on Livestream. Players would be invisible. Other times an enemy or boss would be stuck in a grounded frame of animation which in turn would essentially soft-lock the group from being able to progress. These bugs strangely enough only happened to him when playing online multiplayer. Not frequently enough to ruin the game by any means. But they did occur often enough that he had to replay a couple of stages a number of times.

These are some issues to be aware of at the time of this writing. And while in my circle of friends the Microsoft Xbox family had the highest number of occurrences, it doesn’t mean that these problems will never show up on Switch, Playstation, or computer versions. Beyond that, there is also the fact that the aforementioned taunt function abuse can cheese the game. To the point where those who play online with random players, may feel frustrated if they’re not looking to blow through the game with an exploit. Supers in the game do a lot of damage to bosses in particular. Fortunately, playing the game on the hardest setting can mitigate this somewhat.

Hopefully, Tribute will be given the resources to patch out some of these bugs, and possibly rebalance the game so those looking for a little bit more of a challenge can get one. Overall, though this is a fantastic beat ’em up. If you’ve been starved for more belt scrollers this is a solid buy. If you’re a child of the 80s or 90s who grew up with the vintage cartoons and action figures there’s a very good chance you’re going to love this. The amount of care and detail displayed throughout the game shows that the developers had a lot of reverence for that era of the TMNT IP. Nickelodeon could have easily slapped the Turtles on any fly-by-night project for another nostalgic cash grab. Thankfully, that was not the case here. If you’re a TMNT mega-fan there’s a lot to love here. And if you were looking for a 1:1 recreation of the Konami model, you’re not going to find that. This is still very much its own thing. But you should still check it out. There’s enough love of those old games here blended in with everything else you’d be hard-pressed to come away unsated. The gameplay isn’t better or worse than what those old games had on offer, it’s just a bit different.

Sadly, the problems hold it back from being as great as it could be. But it’s still a very enjoyable experience. Perhaps if this game does well enough for Tribute and DotEmu they’ll be able to make equivalent brawlers for some of our other favorite Saturday morning cartoons of a bygone era. Perhaps He-Man and The Masters Of The Universe?

Final Score: 8 out of 10

Cruis’n Blast Review

I know it’s been a long time (too long) since I’ve been able to find the time to get in a review. But with the traffic at work slowing down a little bit (finally), and a snowstorm keeping us closed for a day, I can actually get in some writing. So today we’re going over a game I’m a little bit late to the party on, but one I’m glad I finally picked up for myself.

PROS: Visual design. Inventive tracks. Drifting mechanics. Takedowns. Split-screen!

CONS: Rubberband A.I. returns. No online multiplayer. Some track section recycling.

WHAT!?!?!?: Is what you will shout upon seeing some over-the-top stuff. But in a good way.

Cruis’n is a series that hearkens all the way back to 1994 with Cruis’n USA. Midway’s foray into the series was a fun and sometimes weird take on Sega’s Outrun. It saw you driving through several tracks from one end of the United States to the other. It was a lot of fun. And due to the IP being co-published by Nintendo, a port to the Nintendo 64 was inevitable. And while the port by Eurocom to the console was a solid effort it still didn’t perform as well, and there were some of the visual gags edited out.

Sequels Cruis’n World and Cruis’n Exotica took the series into an even zanier territory. Where tracks took you into impossible situations. Like driving under the deep sea for example. After these games, Midway focused on their more grounded San Fransisco RUSH games which were technically superior racers that still kept a similar driving style.

What some people may not know, and it wasn’t until I looked at the credits that I learned it, is that after Warner Bros. bought Midway, Robotron 2084 creator and arcade legend Eugene Jarvis would go on with other Midway alumni to form Raw Thrills. And Raw Thrills has been making coin-op arcade games at a pretty steady pace over the last several years. You’ve probably even played a few of them at a barcade or a movie theatre.

Well, Raw Thrills would get the opportunity to make a new Cruis’n game in a partnership with Nintendo in 2016 with the Cruis’n Blast arcade cabinet. The first major appearance of the series since Midway published the ill-fated Cruis’n on the Nintendo Wii. The Cruis’n Blast arcade cabinet did well enough that Raw Thrills has ported the game to the Nintendo Switch, and they’ve expanded the content to some degree.

So what sets this one apart from the rest of the series? Well, the fact that some of the original people who made the first three games at Midway also worked on this one really shows. It feels like both a return to form and a considerable upgrade over those old games. That may seem like an odd statement to those who have seen the visual fidelity of other racing games in recent years. No Cruis’n Blast certainly can’t hang with something like the latest Forza game’s photorealism. And there are other arcade racers that still push more polygons than what you’ll see here. And yet Cruis’n Blast still looks pretty breathtaking even several years after the arcade cabinet release.

A big part of that is due to the wonderful art direction. Screenshots don’t do this game justice. When you’re playing this game, it really is a treat for the senses. It’s bright and colorful. It has fantastic texture work. Everything feels cohesive and while things can be really crazy and completely unrealistic, it all does seem like it belongs together. You can expect to see stuff you would ordinarily see in some blockbuster action films. One moment you’ll be driving through a fight between two yetis and then a second later sliding down a giant flow of lava and magma and somehow not bottoming out or destroying your car.

Like the Cruis’n and Rush games of old, the game ditches the usual lap-based tracks for some A to B line races. Along the way, you can find alternate routes and shortcuts in each of the tracks. You’ll have to avoid traffic as hitting cars that aren’t competitors will slow you to a crawl. You’ll also have to avoid grinding up against the guardrails, walls, and other things so that you can keep your vehicle going as fast as possible. But not only are there forked paths for you to choose from but there are also many ramps to jump over and many tricks you can use to maintain your lead.

Returning from older games, are the booster moves. You can double-tap the gas to get a quick boost while doing a wheelie. You can do it while turning to get the vehicle upon its side. You can do it off of jumps to make the car jack knife spin forward. The game also has a nitro system you can use three times per race. Though you can use the prize money you pick up or earn at the end of a race to add more. This game also has a proper drifting mechanic. You can slide around corners at high speeds and begin to fill a meter. If you can fill it out quickly and straighten out your vehicle you’ll get a quick boost. All of this stuff goes a long way to keep you going at an insane speed. On top of all of that, the game takes a page from Citerion’s Burnout games and allows you to get takedowns on your A.I. rivals. They’re big, flashy explosions that even use a splash of bullet time to make them feel as impactful as the other crazy stuff you’ll be seeing at the same time. It’s all a super fun sensory overload.

Being an arcade port, the game has all of the arcade version’s tracks in it. But that’s not all. The game also has six circuits, each with its own four courses that you’ll need to place highly in. In order to unlock the following circuit. You need to get a Gold trophy ranking in each circuit. So in order to do that, you’ll need to place first in the majority of the four tracks and never less than third place. Each of the tracks (including the arcade machine tracks) has three hidden keys in them. You’ll need to find all of them in order to unlock some of the vehicles. And with so many branching baths in the tracks for them to lie in wait in, it’s one way you’ll go back and replay the tracks a multitude of times for.

Speaking of unlockable vehicles, there are a number of crazy ones including triceratops, a flying saucer, and a unicorn. But there are other more grounded ones including some classic cars, an ATV, and a host of others. Beyond those, you can also level up each of them as you re-play all of the game’s tracks with them. You can get new paint jobs, decals, body kits, and most importantly some slight engine upgrades.

There are four difficulties, and you’ll have to get all gold medals in each of the circuits to not only get to the next circuit, unlock higher difficulty settings. Playing through the circuits does not unlock them in the next difficulty either. So if you play through the game on Easy you’ll have to do it all again on Normal. Do it all on Normal and you’ll unlock Hard. Do it all again on Hard and you’ll unlock extreme. Fortunately, you don’t have to re-unlock the extra cars in subsequent difficulties, and the arcade tracks are in a separate menu so you won’t have to replay those if you don’t want to.

That’s especially nice since the game has split-screen multiplayer. This brings back a great party game option for you when you have people over. And guests can use the crazy cars you’ve unlocked as well. It even performs pretty well in split-screen for the most part although the 4-player option is a notable cut from 60 fps to 30 fps. But the game also has a local wireless option where you can network four Nintendo Switch consoles for a quasi-LAN experience.

So with all of the good on display here, is there anything to be wary of? Sadly, yes. If you come into this game expecting some online racing like I did you’ll be disappointed. There are no online modes to speak of here so the only way you can play with someone else is if they come over to do so. Eugene Jarvis said in an AMA they *want* to do so. But that doesn’t confirm they will be able to.

Another thing that will drive some people nuts is the return of rubberband A.I. You can expect to be clowning the other racers on higher difficulty runs only to have the distant second place car, suddenly boost past you as you approach the finish line or the game to decide to move a motorist in front of you when you have a third of the course to go. This makes sense as the game was originally an arcade machine, and the old games were also arcade machines meant to get you to keep putting in tokens. Cheap computer opponents are a simple way to do this. But this doesn’t make it any easier to swallow. You can fully expect to flip a few tables here, especially once you get beyond the scope of Normal difficulty.

And of course, if your friends can’t abide a lower if understandable framerate they won’t want to play in four-player mode as the look and feel of 60 vs 30 is going to be obvious. I think the game is fun enough to grin and bear it but some of the arcade racing purists out there may find it unacceptable. If everyone has their own system and game card the local wireless option mitigates this. But not everyone does.

One other smaller nitpick I have with the game is that it does recycle bits of tracks in some of the later ones. Particularly the last two circuits where they changed some of the visual cues to go with newly introduced themes, but reused stretches of earlier tracks. Many racing games do this, and it isn’t a dealbreaker by any means. But I would have liked to have seen completely original tracks in the end. I could have also done without the pretend Katy Perry theme song that permeates the menus as it just isn’t my cup of tea. The rest of the soundtrack is pretty good though with elements of electronic dance music, funk, disco, and one rock n’ roll track. You can cycle through the OST while racing.

But overall, I really like this iteration of the Cruis’n series. Its bright colors, wacky vehicles, insane set pieces, and Split-Secondesque transitions are all fantastic. The addition of drifting mechanics pairs really well with the classic Cruis’n and Rush formula. Tracking down the different keys for the unlockables feels fun and inviting rather than a chore. The presentation is a huge reason for that. Cruis’n Blast isn’t the deepest racing game. But that doesn’t mean there isn’t anything under the surface. You’ll need to learn some advanced drifting and the shortest routes for you to take first place. Especially in higher settings. Fans of Mario Kart’s gyroscopic options will also love that they’re an option here as well. But more importantly than that, it’s just a fun game. Whether you were playing the originals in the arcade and Nintendo 64 in the late 90s or you were raised on newer high-speed arcade racers, Cruis’n Blast is well, a blast.

Final Score: 8 out of 10

Chivalry II Review

Wow. It’s been a long time since we’ve seen a game from Torn Banner Studios. Their first major release; Chivalry: Medieval Warfare was a fantastic, if buggy game that blended the Push mode gameplay of a Battlefield game with an innovative swinging mechanic unseen up to that point. And it had just enough janky animations to give us some unintentional comedy along with the depth of the combat.

PROS: Expanded mechanics. Cross-Platform play. Large scale maps. Upgraded visuals.

CONS: A bit light on launch content. Unlockable things involve a huge time sink. Bugs.

EPIC: Exclusivity will turn off a substantial amount of potential PC players.

Torn Banner followed that up with a fun expansion pack based off of the Deadliest Warrior TV show, which gave fans some combat tweaks, and deathmatches. Sadly, it didn’t have the Objective mode that made the base game famous. Most recently they tried their hands at making something newer with Mirage: Arcane Warfare. That game used Chivalry’s sword fighting combined with some light RPG elements and magic spells in a competitive team game. It was a really good game that didn’t sell well and was quickly abandoned. Something many buyers still haven’t forgotten. This, and the fact that the publisher of Chivalry II, Tripwire Interactive did a timed exclusivity deal with the Epic Games Store will undoubtedly mean some people will have some trepidation here.

Fortunately, Chivalry II seems like it has already done infinitely better so far than Torn Banner Studios’ last game. So it doesn’t look like it’s going to suffer the same fate. Be that as it may, there are still going to be a lot of people who may decide to wait for the game to show up on Steam or GOG in a year or get the game on their PlayStation or Xbox console of choice instead.

If you do decide to nab this one, I don’t think you’ll be disappointed with the gameplay though. Chivalry II is fantastic. Especially if you were a fan of the original release. For starters, almost everything you would have loved in the first game is here. You get the swing manipulation that made the original game famous. Chivalry II again has three primary attacks. A horizontal swing, a vertical overhead swing, and a stabbing motion. But unlike most games, you don’t simply end it at pressing an input. On PC, you’ll use the left button on the mouse to do a horizontal attack and the mouse wheel does the other two attacks. Rolling up stabs, and rolling down does your overhead. But it doesn’t end there. Immediately upon doing one of these attacks you’ll, be able to “steer” them by moving the mouse (or thumbstick on a controller). This opens up a ton of possibilities by letting you turn an overhead into a diagonal slash. Or a horizontal swing into someone’s leg. The right mouse button can be used to parry or block attacks. In the old game you needed to equip a shield to block. But in this new entry anyone can block by holding the button down. This makes handicap situations where it’s you up against 3 opponents a little bit easier though, you’ll still likely die until you get in a lot of experience.

Parries are done by pressing the right mouse button just as the enemy weapon is about to hit you, and you also have to “steer” the parries as if it were a weapon. If you do it, you’ll open up other combat options like ripostes where you can get a free hit, or a window for something evasive. Some other changes are to the class system. Now every character can do a dodge. In the original this was reserved for a Man-At-Arms class. This along with the blocking addition gives everyone more options and allow you to get within the side view or even behind an opponent if you’re good enough.

Both of these options use a lot of stamina though, so you’ll have to do so wisely. If you over do either of these you can expect people to easily figure out ways to make you exhaust yourself, and get yourself into a situation of helplessness. You can become disarmed both figuratively and literally. Another mechanic they’ve added is the inclusion of shield damage. In the original game, you could equip all sorts of shields and it was cool. You could use them to protect yourself from arrows, and incoming strikes. This is still true in Chivalry II. However, now shields can take damage which means you can’t completely hide behind them. Eventually, they will start to degrade, losing pieces as you continue to use them. That isn’t to say they’re like glassware or paper though. They can take a lot of punishment, and even in disrepair they can still be effective. But the days of crouching in a corner behind a tower shield barely taking damage are over. Eventually the shield will break to the point of uselessness.

But, the game has a few other mechanics that have been added or retooled. Two of the ones that jumped out at me were the charge ability and the throw ability. You can hold down the attack inputs to trade off a long windup with a more potent swing. That means that although you will be more vulnerable, the swing will do more damage. You’ll still need to play mind games though. If you ONLY go for these high powered swings you’ll be easily cut down as people can see it coming and either stab you before it comes out or evade it then attack you. The best of the best will parry you or interrupt you. Throwing weapons and other items is another cool new feature. You can throw your sword into an archer before they can line up a shot, or you can throw a disembodied head at opponents as a message.

And with so many objects you can pick up on the battlefield the possible projectiles become endless. Flaming chickens, branding irons, wagon wheels, cabbages, and more await your baseball arm. And in the case of foods you can eat them for health replenishment. Everyone also starts with a bandage too, so if you come out of a skirmish near death you can use it and replenish yourself faster than trying to find cover and wait. Another health update in the game is the inclusion of being downed. If you’re a big Fortnite fan, you’ll already know how it works. For the rest of you it’s a second chance mechanic. If you are defeated on the battlefield you won’t always die in the fight. Sometimes you’ll eat a hatchet and end up 99.7% damaged. In this state you can’t fight and have to crawl to a teammate to help you. In most cases you’re going to be finished off though. Unless you know you have 10 or more people directly behind you to pick you up, opponents will stab you as you try to escape. It’s not uncommon to see some players intentionally seek out those on their hands and knees to get some quick scavenger kills.

Beyond all of that, you’ll still be able to do feints, a quick cancelling of a move input at the beginning of its animation. This will fake out a lot of opponents who will try to counter or parry early and allow you a free hit. You can still combine moves together by swinging at just the right time during a previous movement. But sometimes you’re going to find opponents who know what you’re going for. So there are also now interrupt moves where you can get in a cheap punch to flinch them and allow you a minor chance at a comeback.

They’ve done a great job with all of this. And it continues into the game’s different modes. As of now the game has its classic Free-For-All Deathmatch and Team Deathmatches which are a nice way to practice the combat. And within that realm you can also find Duel servers, where you’re going to get into one on one fights. Again, another great way to get a handle on the melee combat. But the biggest reason to play this game is the returning Team Objective mode. This essentially works like it did in the original. It’s a Push mode where the attacking team tries to push back the defending team to different points on the map until they get to the final one and hopefully win the day. Unlike something like Battlefield or Call Of Duty though, players usually aren’t going to sit at a flashing letter for 60 seconds and then move to the next flashing letter. Each of the points is a tangible objective the attackers need to accomplish. Sometimes it involves razing a farm to the ground. Sometimes it involves stealing the Kingdom’s riches. Other times it involves using siege weaponry to gain passage into a castle. Things like towers, and battering rams. Often when attackers do push their way to the final point the game assigns a defender the role of a major character the attackers must assassinate and thus the defending team has to coalesce around them to wind down the remaining minutes for a last second win.

It’s really engaging stuff, and you’ll likely be really addicted to the gameplay on offer. Feeding into that is the revised class system. In the old game there were four: Archer, Knight, Man-At-Arms, and Vanguard. In Chivalry II there are four base classes, and then within each of those four are another three you’ll unlock over time as you play.

This is where some of the game’s shortcomings start to come into play. There’s a big focus on customization here, and so you’ll have to unlock things by playing. The grind to do so is pretty real though. You won’t take long to get the subclasses unlocked, but the weapons, and cosmetics are a much different story. You’ll have to put in an obscene amount of time to get a certain texture for your outfit unlocked. The weapons aren’t as bad in this regard. But it’s still a grind. Of course, like a lot of modern games there’s a pretend currency you can buy with real money to buy the cosmetic items early. But even if you do, you still have to be a certain level before you can equip it. So you probably won’t ever want to do this.

Created with GIMP

To it’s credit, there are a fair amount of things you can alter here on your different characters. Multiple faces, costume accents, and other skins. And you can also tweak the look of your classes between your time spent on the Agatha Knights, as well as the rounds where you’re assigned to the Mason Order. Plus you can do a set of characters with no affiliation for the FFA rounds you find yourself in.

Going back to the classes a moment, one thing I also didn’t get to mention is that in combat each of these has a special move that they can use to help their team. Think of these like the ones in Nintendo’s Splatoon games. Over time, frags, and objectives you pull off you’ll fill a meter. When the meter is full you can perform the move. Some classes like the archer class can build braziers so your team can set projectiles on fire before shooting them. Others like the knights can blow a horn that heals the team. Or place a banner for an area of effect healing circle.

Created with GIMP

In addition to that, Chivalry II has a host of new abilities for each of the classes that add more depth to the combat. Some of them can do a shoulder tackle, causing an opponent to get knocked over and rolled around a second or two before being able to get up. The Vanguard’s charge attack returns, leading up to a powerful leaping strike. In the massive crowds of opponents these can be quite the spectacle. And while I personally find it more complicated, you can play this game in third-person by pressing P on the keyboard. Some of you may prefer it in third-person as you can see more of the combatants, and those prone to motion sickness may also prefer this viewpoint. For me, first-person just felt more natural.

Now, Chivalry II is going to draw some obvious comparison with a competing game: Mordhau. And some of you may be wondering which is better. But it isn’t a cut and dry, or open and shut case. Both games do similar things, but do them differently in ways that aren’t always a better or worse scenario. Some things in Chivalry II are better in my opinion. Chivalry II has better servers. And this is a BIG edge because it means you will have far better online matches. There are more of them, and they (as of this writing) seem to have far more stable connections. I’ve had more rubber banding, ghost swings, and slowly degraded performance experiences in Mordhau. Now that said, Triternion has recently upgraded their servers, and promised more updates to fix this. But as of this writing, Chivalry II has (in my experience) better performance.

In terms of content, Mordhau does have a few things Chivalry II either doesn’t have or has less of. Off the bat, Mordhau has horseback riding. And on the large scale battlefields in Chivalry II, horses would make things far easier to navigate. And while horses in Mordhau can feel a bit overpowering at times, their existence is something that is still welcome. Torn Banner Studios has talked about adding them in future updates. But as of now this is a point for Triternion. Triternion also gets a point for having far more customization options in its create-a-character feature. You can reshape faces, do a lot of individual part swapping in the costume designer, and overall it just does more.

But Chivalry II has generally better performance, and the animation seems smoother in my opinion. If you haven’t played either, this is instantly noticeable and will catch your eye far faster. Models are a little bit more detailed, and the overall look is just a little bit more refined. Chivalry II also has a lot of performance options throughout the menus. You have a multitude of different lighting effects, texture quality settings, supported resolutions and more. On my system (AMD Ryzen 3900X, 32GB RAM, RTX 2060 SUPER, Seagate FireCuda 1TB M2 and a T-Force 1TB SSD) I’m able to run the game maxed out around 1080p with a high frame rate. There are MANY settings you can tinker with though, and the game still looks good on the lower settings. If you haven’t been able to upgrade a CPU, RAM, or a graphics card (which is completely understandable at the time of this writing as chip shortages have driven prices through the roof.) the game should still be a fun time for you on the computer with lowered fidelity. Of course, if you’re near the minimum requirements ( Intel I3 4370, GeForce GTX 660, 8GB RAM) you may want to wait or go with the PlayStation 4 or Xbox One version. I didn’t have a machine that old to test the game on, but I suspect using a nearly 10 year old card will involve tweaking files beyond the scope of the in-game options. Your mileage may vary at that level.

But there’s nothing like the feeling you get when you survive a fight and throw someone’s disembodied head into an opponent’s face. Chivalry II also gets up to 64 players in a game at the same time! But when it comes to the gameplay, both games are fantastic at giving you a melee system that will take you plenty of time to master. Mordhau’s chambering system gives it a different feel than Chivalry II’s despite being similar on a surface level.

Both games have great dismemberment effects. Both games have situations where you’ll be able to fight on a few seconds longer upon losing an arm until you bleed out. Both games have great archery mechanics. In Mordhau, holding the bows back too long will make you sway wildly. In Chivalry II holding the bows back too long will drain your stamina and result in an almost recoil sort of effect. But in both cases finding that perfect blend of distance, and hold time results in a satisfying hit or kill on an opponent. In both games you need to lead opponents. Now some of you will find you like one more than the other, or one deeper than the other, but at the end of the day they’re both excellent in their own way.

Chivalry II is an absolute blast to play, and the only thing keeping it from perfection are some nagging issues that are going to annoy people. Most of these are the result of bugs. Chivalry II features other cool features I didn’t mention yet like cross-platform play. If you’re on a computer or a console, you’re going to run into players on either of the formats. Which is really cool. What isn’t cool is when you try to pair up with friends to find that the party system doesn’t place you on the same team! And while they’re FAR less common (at least in my experience) than they were in Chivalry 1, models still can be found jittering around after you die in rare collision bugs. There are also some occasions where your character doesn’t charge into battle with everyone else at the start of a match, and you have to choose your character again to get into the game. Things like this along with the microtransactions creating a grind hold back an otherwise fantastic game.

Chivalry II is a lot of fun, and it’s one I can highly recommend checking out. The objective based maps are some of the most fun I’ve had in a new multiplayer game in a while. The added lore here even benefits things as you can understand the motivations of both the Agatha Knights as well as the Mason Order in the game’s storyline. It’s told in some menu texts, as well as a couple of really well made videos. But then the game does a great job of referencing it throughout its environments and world building. And as in the first game, neither of the armies come out smelling entirely like roses. Both do some really nefarious things in the various missions, but for the sake of simplicity the Agatha Knights are sold to us as the Heroic Warriors and the Mason Order are the Evil Warriors.

The basic gist is that 20 years have passed since the original game and things are leading to an uprising. In the original Chivalry, the kingdom of Agatha was thrown into upheaval when King Argon led a crusade mission in which their mightiest warriors were defeated. With the King dead, his right hand General, Malric Terrorwin grew enraged as he believed they were put on a fool’s errand. After the defeat, Malric would form The Mason Order with those who agreed with his view. And before heading back to Agatha, would betray the remaining knights along with his group. But the Agathians had a fill in leader in interim King Feydrid Kearn. The events of that game led to a war for the crown between Malric Terrorwin’s Mason Order, and Feydrid Kearn’s remaining Agatha Knights.

By the events of Chivalry II, Malric has won that war, the Mason Order has become the de facto leadership, and Malric is now its despotic King. Killing people for questioning him as he sees his rule as absolute. However, Argon’s offspring Argon II emerges with a claim to his father’s throne. The Civil War between the Agatha Knights and Mason Order is reignited as the Agatha Knights hope to overthrow Malric and restore the kingdom to its former glory.

In the end, whether you end up fighting for the Agatha Knights or the Mason Order, you’re going to feel really invested in the world and its large scale 64 player battles. Torn Banner Studios did put out a roadmap which claims they’ll be supporting this game for years with fixes and content. Hopefully they can live up to those promises because Chivalry II is an excellent game. It’s just a shame it came out of the proverbial oven just a little bit too early. If you can look past the more egregious issues like the glitched party system, the microtransaction grind, and the limited number of maps at launch, you’ll find one of the most fun multiplayer games of recent years.

Final Score: 8 out of 10.

Hellbound Review

Well coming off of a round up of old-school inspired shooters coming soon, this time out we’re looking at relatively recent one. Hellbound is a game that wears its DOOM fandom on its sleeve. Almost to a fault. But can it hang with id Software’s long-running demon slaying series?

PROS: Visual Fidelity, Rock solid controls. Fast and fluid combat.

CONS: Lack of personality. Bland vocal performances.

MOTHER#$%#^*: Our hero loves to cuss for the sake of cussing.

Hellbound has a lot of really awesome things going for it. It looks spectacular, almost as good as the recent DOOM games. It plays as fast-paced as the recent DOOM games. It has some pretty great locales. It’s got a pretty good variety of enemy types. And there’s all kinds of little nuances in it you’ll likely appreciate.

In short, it’s very fun, and the majority of people who pick it up will likely enjoy their time with it. But there are some caveats with that statement.

Before I get into them though, Let’s go over what you get here. Hellbound as you can probably tell by now, is a shooter inspired by DOOM. Its protagonist isn’t a Space Marine stopping an invasion from Hell through a teleporter experiment gone awry on Mars. Instead you’re a being known as Hellgore who was a soldier killed on Planet Hell, and was resurrected for the sole purpose of revenge. The entire populace was wiped out by a being known as Ferlord, and his army of demonic minions.

With that quick setup Hellgore begins his mission of carnage and bloodlust. While the game definitely references the original DOOM and Duke Nukem 3D in its marketing, it clearly feels more akin to the 2016 version of DOOM. The level designs are pretty good and do offer some of that classic colored key hunting. But much like DOOM 2016, the overall size and scope of the maps are much smaller than they were in 1993. And while you will have to backtrack to a few previous areas to use that red key you just found, the jaunts are much shorter, leading to a more linear, modernized feel.

That in of itself isn’t a bad thing. The stages do have a nice flow to them, and there are even a couple of puzzles that will likely stump you. But it isn’t the same thing as it was in the old games that inspired it. In the original DOOM there were stages you could conceivably spend two hours on looking for secrets alone. That isn’t to say there aren’t some clever secrets in Hellbound because there are. A good number of them too. And while things aren’t as free as they were in DOOM 1993, that doesn’t mean there’s no exploration. This isn’t the hallway, cutscene, hallway formula of some of the blockbusters of recent years either.

Where the game begins to fall short is that there isn’t a lot of its own personality. While the main character (voiced by Artie Widgery) puts out some nice delivery, the dialogue at times is just crass for the sake of being so. I know there was a lot of shock value in some of the glory days of early PC FPS games. But something about it doesn’t seem genuine. Even though it’s very clear that everyone involved in making this poured their hearts and souls into doing so, in some ways it feels tied a little too close to DOOM. In the best and worst of ways.

In the best of ways, it’s that it nails the action. As I mentioned it has a very DOOM 2016 feel although you don’t have a melee attack or skill tree system. But all of the guns are DOOM style mainstays. You have a pistol, a shotgun, a beefier shotgun, a minigun, a plasma rifle, and a rocket launcher. They also have one weapon, the Head Crusher which is basically a baseball bat in lieu of the Chainsaw you’d have in DOOM. Of course if all else fails, you can still punch demons. The game also has soul orbs that are basically the super health orbs from the original DOOM. These give you up to 200% health. Then they veer a little bit into QUAKE territory by giving you a Hell Damage icon that is effectively Quad Damage. So a lot of enemies will explode, and harder targets go down faster for a time. Then there’s the Hell Skin which is basically the armor version of the damage icon. Finally there’s the Hell Speed which makes you run even faster.

On the flipside though, the character designs are largely DOOM stand ins. And while that wouldn’t be a bad thing, the characters are clearly meant to resemble their DOOM counterparts. The former humans are probably the biggest divide in design. But the Vladers, Karnals, and Pygons are very clearly Imps, Pink Demons, and Cacodemons from id Software’s frontrunner. So much so, at times you might find yourself wondering why you’re not playing DOOM 2016.

I don’t want to make it sound like this game is a bore though, it truly is not. It is good. The gameplay is exceptional at times. I only wish it differentiated itself just a little bit more. One thing some people won’t like however is the short length. It’s about the length of a single episode of one of those games it takes its inspiration from. Fortunately the gameplay is there. So for many, you’ll want to go back and replay it on a higher setting for more of a challenge. And if you still need more after that, there is a horde mode where you can choose an arena and see how long you last.

Ultimately, it has enough entertainment value to keep you going through it. By the end of the game I found myself hoping there was more. And that’s a good thing in a way, because it held my attention. It’s a really fun shooter. Unfortunately it doesn’t have the personality of something like DUSK or AMID EVIL. Yes those games were also inspired by old games, but they had environments, characters, and designs you can more easily get behind. DUSK had great horror elements in its simplistic look. Even though it took its shooting cues from QUAKE, it still felt very much like its own thing. Hellbound doesn’t. It feels more like a glass of RC to DOOM’s glass of Coca-Cola. There’s nothing wrong with that. But the best of these titles can stand on their own merits. And while Hellbound is excellent at what it does, it isn’t going to be something you might play over the game that inspired it. Even with voice samples, Hellgore isn’t as interesting as Doomguy.

I know I’m talking in circles now, so to recap: Hellbound is a very fun DOOM-like that you’ll really enjoy if you’ve already played DOOM 2016 and DOOM Eternal to death and want something very close to their template. But I wouldn’t get it over DOOM 2016 if you haven’t played that already. And there are other retro-themed shooters with more personality, games that stand out more than this one to consider. My hope is that they’ll continue Hellbound though. Perhaps a sequel that expands upon the excellent gameplay here, and comes back with some more original characters and locales. There’s a fantastic foundation here. It just needs a little something to stand out from the crowd of similar games also inspired by the games that inspired it.

Final Score: 7 out of 10

Turrican Flashback Review

Released in 1990 by Rainbow Arts and Factor 5 Turrican was one of the biggest successes in computer gaming. As the 8 and 16 bit home computer business model was being supplanted by the IBM PC compatible desktop in the US at the time not everyone got to play them. Commodore 64, Amiga, and Atari ST players here would find something amazing though. In Europe however, things were reversed as computer platforms were still a more popular platform than the home consoles were. (Although consoles were still popular don’t misunderstand.) Turrican was huge throughout Europe, and Turrican would eventually end up on consoles all around the globe starting a year or so later.

So what made the series so special? Well Manfred Trenz who had already had Katakis, and The Great Giana Sisters under his belt, would combine several different genres together. Turrican has the action platforming of a game like Mega Man. It has the non-stop blasting of run n’ gun games like Contra. But it rewards a lot of exploration. Going off of the beaten path throughout the many stages earns you power ups and extra lives. There are many inspirations from Metroid. Then there are the many gems to collect like in the Giana Sisters vein. Getting enough of these requires the added exploration, and you need to do it if you want to earn continues.

PROS: All of the major releases are here in one affordable collection!

CONS: Random crashes to the start screen.

RIGHTS HELL: The Commodore 64 originals were unable to make an appearance.

The series would move from the Commodore and Atari computer realm to consoles eventually. Turrican would appear on the Game Boy, Sega Genesis, Turbografx-16, and see later entries on the Super NES. To get original copies of some of these titles is pretty expensive today, especially the Super NES releases which can cost as much as a car payment.

Enter ININ and Factor 5 with this (and another!) collection. Ratalaika has done a mostly wonderful job getting these games emulated and running. I say mostly for a reason I’ll get to in a bit. But first the good. First off, from as best as I can remember, Amiga emulation seems spot on. The games sound very good and the unmistakable Amiga sound comes through in spades. The games have all been mapped to a controller layout perfectly too. So you don’t have to worry about where major keyboard keys would be mapped. You can customize layouts to some degree, and you can also choose from different borders. You can also decide what aspect ratio you want to use depending on your preferences. And like many retro collections now, you can decide between a host of different scanline filters if you want to try to emulate a CRT look. Flashback also includes a save state feature, and you’ll definitely be using it. I’ll explain later.

You get four major games here, and they’re arguably the most important of the releases. Turrican and Turrican 2 are here and they’re the Amiga versions. These are the ones that most people remember as by release many Europeans had moved from the C64/128 ecosystem to the Amiga one. And while the C64 version would have been amazing to see here, there are some kind of rights entanglements around it where Factor 5 owns the IP but the C64 version has elements another entity owns. Because of this it isn’t likely to be in any kind of collection in the foreseeable future. As I noted before, the Amiga versions seem to be emulated very well, and they play great.

Mega Turrican is the third title in the collection which is the Sega Genesis (Mega Drive outside the US) port of Turrican 3 which was originally on the Amiga. In it, the circular laser whip from the first two games gets replaced with a grappling hook making it feel completely different. But the rest of the core gameplay remains the same. Being on the Genesis the game’s jumping feels a little bit less floaty so you will notice it playing these games in order. Emulation is spot on again though, as that really stringy, buzzy Genesis sound comes through. And it plays fantastically well.

Rounding things out is Super Turrican, the first of the Super NES releases. Super Turrican is a lot like Super R-Type in that it combines elements from the previous games to be this totally awesome Greatest Hits Frankenstein game. It’s also got a lot of entirely new elements mixed in. So it’s a fantastic experience. And as I actually have a copy of Super Turrican I can say again, the emulation is excellent here.

This leads to the one major problem I have with this collection, and that is that will randomly crash to the console start screen. I have the Nintendo Switch version, But I’m told this can happen on the PlayStation 4 version as well. At least in my case, the occurrences were uneven too. On the first two games it happened maybe three or four times across the both of them. When I got to Mega Turrican however, it happened countless times, particularly near the end of the game. In Super Turrican it happened a little less often than the other games but there was at least one instance I ended up rebooting the game.

This is why you’re going to want to use the save state feature, because the odds are pretty good you’re going to start a game over because you ended up crashing. Hopefully, this issue will be addressed at some point with a patch because everything else about this collection is really, really good.

Now beyond the scope of this collection, is another one from Strictly Limited Games that was released in both a collection that gives you all of these games plus the Amiga version of Turrican 3, the director’s cuts of Mega Turrican and Super Turrican, as well as Super Turrican 2. This can be attained as a massive bundle with extra collectibles or as two volumes for a little bit of a price cut. Being that it’s a Strictly Limited release, this is one that is something you’ll have to get in on soon as once they have a predetermined number of orders in, they won’t be making more. For those who really want a version of every game in the series it is a viable option worth looking into. For the rest of us Turrican Flashback is a highly recommended collection that comes with one major caveat holding it back from perfection. Hopefully the Strictly Limited Anthology doesn’t ship with the same issue. As I haven’t played that collection I can’t say whether or not the same technical issue is present.

In any case, even with it’s problem Turrican Flashback is a collection worth tracking down. Especially if you want an affordable way to play these classics again. You get all of the most important games in the series and you only really miss out on the final game Super Turrican 2. For the most part you will have been able to say you’ve played through the series. And all of the games (save for a random crash) are emulated very well, and play very well. My hopes are that Ratalaika can find a way to fix the crashes with a firmware update, and that Factor 5 can rescue the original Commodore 64 games from rights hell so they can be re-released in some capacity in the future. This is a series with a rich history, and one that for many encapsulates a period of computer gaming history between the era of 8-bit home computers taking over the role of consoles in the early 80s (particularly in the US during the videogame market crash) and the era of the MS-DOS and Windows PCs supplanting them and their 16-bit brethren in the mid 90s. Eventually, Commodore Amiga and Atari ST games would also appear on Sega and Nintendo machines, as well as IBM PC Compatibles. But these were important home computers and Turrican is an important series. One that cemented Factor 5 as a powerhouse developer who would push hardware as far as they could. Even with it’s problems, Turrican Flashback is a collection action fans of all stripes ought to consider.

Final Score: 8 out of 10

Blasphemous Review

It seems Metroid clones are almost a dime a dozen now. Every year it seems we get a bunch of them, which only goes to prove Nintendo had a winning formula back in 1986. What’s pretty surprising is just how many of these modern spins on the formula have proven to be major successes in their own right. One of the better ones I’ve played is today’s game Blasphemous.

PROS: Solid controls. Character design. Level design. World building. Audio.

CONS: Story can be a bit nebulous at times leading to confusion.

GUILT: A lot of the themes and visuals center around it.

In the fictional world of Cvstodia, you take the role of a silent Knight. The world around you is filled with all sorts of bizarre creatures and you’ll run into many people in the land who are in a constant state of torment. Being a Metroidvania you’ll spend many hours exploring the land and entering different areas. You’ll find a giant boss within the first few moments. Something that led a lot of people to comparing the game to Dark Souls when it came out initially.

It turns out your silent protagonist is part of of the Brotherhood of the Silent Sorrow, a religious sect that was taken out by Escribar, a Darth Palpatine-esque character who leads a different sect. A mysterious entity known only as The Miracle resurrected you, and has made many other sometimes seemingly arbitrary decisions. As you end up traversing the world and finding different characters you’re told of a mountain of ash and the presumable ascension from the status quo if you can reach the top of it. In order to do this you’ll need to suffer through the game’s three humiliations. Each of these is a massive boss battle.

Blasphemous has a ton of influence from early Christianity with a lot of its art direction clearly resembling things seen in early Catholic imagery. And a lot of things seem to really borrow from the theme of Purgatory as you’re going through all of it. The idea of suffering, and atonement for one’s transgressions before they can move forward is there. And while it’s very loud in the imagery and dialogue, it doesn’t beat you over the head with it. Nor does it go for a 1:1 parallel.

Still, there is enough of it that it isn’t going to appeal to everyone. Some of your upgrades come in the form of beads on a rosary-like rope. These are going to give you any number of beneficial results. Some let you take less damage from fire. Or let you go through poisonous gasses without dying. Or buff certain attacks you might have enabled. Or any number of things. There are also major characters that act in place of the power up shrines you might see in a Metroid title. One of them has you taking swords out of their body to power up your attacks. Another is a tortured soul that lets you put more beads on your rosary.

And a lot of the enemies you’ll eventually face also take the form of corrupted clergy, or mystics. There’s a lot of creativity with the character designs too as it goes beyond merely being influenced by Medieval and Renaissance church art. Some of the adversaries you’ll go up against are both unsettling and imposing. Along the way, you’ll also run into a few NPCs that ask you to go on side quests. If you do them successfully you’ll get a better ending.

But without giving anything away, all of the endings are pretty good. Overall, the storyline is a pretty intriguing one that will keep you invested. Helped along by all of the world building that was done here. That said, it can be pretty hard to follow sometimes, and some of the points, and explanations will be found outside the game. Because it doesn’t always detail everything very well.

Be that as it may, everything else in the game is pretty fantastic. It isn’t just a really great looking game, though I can’t stress enough just how good the pixel art in it really is. But the level design is very good too. Some of the blocked progression will have you spending hours on your initial run as it isn’t always obvious where you need to go. When you finally do figure it out, you’ll be amazed you didn’t think of it sooner. Then you’ll move on and get yourself lost again. But through it all you won’t mind so much. Also throughout that map you’ll find the aforementioned power up rooms and upgrade rooms. But you’ll also find your expected warp rooms, as well as rooms to fill the bile jars you’ll find around the game. As well as a character who can buff the amount of health your bile jars can give you. Think of these like your E Tanks in Metroid.

If all of those special rooms weren’t enough you will find a few other ones. One of them is a type of room where you can build a skill tree of sorts using the currency of tears you’ll get by killing enemies throughout the game. There is also a slew of body parts you’ll pick up throughout the game. There’s an underground chamber where you can drop them off inside different compartments.

Combat in the game reminded me less of Metroid or Castlevania though. Instead, it feels much more like Slain. Much of it is built around a counter system where you have to get the split-second timing down to do a parry. Parrying just before an attack hits you stuns the opponent, allowing you to deal more damage. You’re going to want to take full advantage of this too because a few of these bosses are super tough. Particularly late in the game where they become much more powerful as well as faster. You’re definitely going to want to find as many beads and flasks as possible as well as have them powered up. Especially as you near the end.

Blasphemous excels in its world building, and a lot of that is due to the excellent backgrounds and character art we’ve discussed. But the audio is another large part of that due to the ambient music that as in Nintendo’s Metroid, is tailor made for each of the many regions in the map. It can be nebulous, ambient and even unsettling at times. Fitting right in with the themes of the game. You never know how much something is going to hurt, or how long it will last. But you always know it’s probably going to be harder than it looks. And while I don’t know it’s the sort of soundtrack you’ll want to commute to work to, it is something that makes the game feel more immersive. The overall sound design does so too, with some terrific samples of cries, screams, and effects that make things a lot more believable. They’ve done a terrific job with all of this.

Really, if you haven’t experienced this game yet, you should. My only major complaint with it is that as good as the storytelling is, it doesn’t go quite far enough in giving you information you need to figure out what is going on. So in order for many players to understand everything, they’ll find they have to go outside of the game for certain details. Information about some of the stables of villains, or regions. Some of the details on the motivations of the Miracle. Sure, things are likely to be up to the player to hypothesize or discuss with other players. But those who still want a coherent, fleshed out storyline will probably need to do some internet sleuthing even if they 100% the game.

Still, even with those missing details, everything here is going to hold your interest until you get one of the endings. I didn’t have too many technical issues during my time with the game although there was one time when the game never took the Game Over screen away when I continued. So while I could hear my character moving around, swinging a sword I couldn’t see any of it due to the black screen and red text. So I was forced to reload my last save point and continue on. So be aware there are a couple of bugs that may crop up. To their credit, the developers are still supporting the game with updates and fixes so your experience may differ by the time you’ve read this.

Ultimately, Blasphemous is a terrific game fans of Metroid, Axiom Verge, Celeste, The Messenger, and other big exploration games may want to look into. But it isn’t going to be for everyone. Some people might be put off by some of the imagery or horror elements here. That said, it is a well-made game worth looking into. There’s a fair amount of challenge, as well as replay value. Particularly if you want to find every possible part of the map that you can explore.

Final Score: 8 out of 10