Tag Archives: Indie Games

GUNLORD X Review

BTGUNLORDXTITLE

Turrican. It was one of the most beloved games to come out of the European home computer scene. Created and published by Rainbow Arts, the game would go onto see a multitude of sequels across many computer platforms. Most popularly on the Commodore 64, and Commodore Amiga. Future games would be made by Factor 5. Yes, *that* Factor 5. The series would eventually make its way to North America where it would gain most of its prominence on the Sega Genesis, and then the Super NES.

But whether you prefer one of the home computer versions or one of the console entries Turrican is an all-time classic for a reason. It blended action-platforming, and run n’ gun gameplay very well. Plus it encouraged exploration over simply running in any given direction. There’s a good chance if you pick up any one of the games in the series, you’ll want to spend a considerable amount of time trying to complete it.

PROS: A wonderful send-up of Turrican. Fantastic Soundtrack.

CONS: Some enemies blend into backgrounds. Small bugs.

X: Features some modern tweaks.

GUNLORD X is a love letter to the Turrican series. It is also a modern update to a 2012 release on the Sega Dreamcast which in turn was previously a game on the Neo Geo. Previously, I had only heard of the Dreamcast game but never played it. Largely because of the fact that it wasn’t a wide release, and became pretty collectible fairly quickly. I was informed by Mike of DYHPTG and XVGM Radio about the Neo Geo original, which as it turns out is also quite expensive these days.

BTGUNLORDXOpening

In any case, the folks at NGDEV have made a fantastic send-up of Turrican. GUNLORD X plays very similarly to the old Rainbow Arts and Factor 5 games. Throughout the game’s 11 stages you’ll find yourself trying to get to the end of each, blowing away hundreds of threatening enemies in the process. However, the game only becomes that much tougher if you treat it as a typical 2D action game.

BTGUNLORDXTITLE2

While the game does have a more standard stage progression, each of these puts a huge emphasis on exploration. As was the case in the Turrican games, you’ll need to go off the beaten path looking for secrets, 1-Ups, and items if you want any hope of having enough in reserve to make it to the end. The game also has a gem system similar to that of Giana Sisters: Twisted Dreams. Except that instead of giving you a star rating to unlock stages, these are needed to earn continues. So you’ll spend a lot of time trying to figure out how to get to those giant pink gems that seem just out of reach.

BTGUNLORDXSTAGE1

This is where GUNLORD X can even feel a lot like a Metroidvania. While there is no massive overarching map that you’re trying to navigate, the stages do have branching paths. There are also plenty of secret rooms, and areas that are hidden behind walls that must be clipped through. One of the key moves in the game even takes a page from Nintendo’s adventure series. You’ll need to turn into a ball to get into crevasses, tunnels, or discover certain tiles you can pass through. You’ll have to spend a considerable amount of time finding hidden platforms or ledges to reach other spots or in order to solve puzzles.

BTGUNLORDXStage5

As a result, you can’t really approach the game like a Metroid game or a traditional action game. The combat is far more hectic and fast-paced than in Nintendo’s acclaimed series. The platforming is very much an homage to the home computer games of the 1980s and 1990s. There is a very European computer platforming feel in this game. You’ll have to make very calculated jumps that require you to be right on the very edge of a platform in order to make it to the next. Again, like Turrican. Floaty, meticulous jumps. On paper, when combined with some of the firefights you’ll get into it might sound like an insurmountable amount of chaos. But with the brilliant level design on display, it really isn’t. This is an action game that doesn’t rely solely on your reflexes. Instead, you’ll need to be very focused on everything else going on around you. If you pay too much attention to enemies, you may not notice a trap. If you pay too much attention to a trap, you might not see that one tiny enemy hiding on a ledge.

BTGUNLORDXStage5b

There’s a little bit of give and take. You don’t necessarily have to be the fastest shot or the absolute best jumper. But you do need to be aware of what is going on around you at all times. You have to give yourself some time to plan. But you also need to think on your feet sometimes. Instinctively you might want to blast everything in sight. But sometimes that might end up destroying your only path to a gem that might have netted you another continue in a particularly tough section.

BTGUNLORDXStage2

But it isn’t all branching paths, secret rooms, and hordes. GUNLORD X breaks up things with shoot ’em up sections and some auto scroll stages for good measure. Be that as it may, even in these stages you’re going to want to keep an eye out for those hidden gems. Sometimes that means looking for any kind of variance at the risk of potentially becoming crushed. The shoot ’em up sections are shorter stages than the rest of the stages, but they’re still challenging in their own right. While I wouldn’t call these Bullet Hell sections, there is still a ton of stuff to avoid and shoot down.

BTGUNLORDXStage4

GUNLORD X is by no means an easy game. but it isn’t an insurmountable one. There are plenty of tools the game gives you to get through even the most troublesome areas. For one thing, there are a wide variety of guns you can pick up. You’ll start with a standard issue gun, but upon shooting your first invisible platform you’ll find little cards jettison. If you pick one up you’ll change guns. There are all types, and as you play through sections multiple times (which you probably will because you likely won’t get through it on an initial playthrough) you’ll learn what weapon suits the predicament the best. There’s a spread gun that isn’t that powerful but can clear waves of low-level enemies and projectiles. There’s a flame thrower that takes down targets fast at the cost of not covering every angle. There’s a green laser that has a high fire rate. There are also rocket launchers, a blue beam, and more. You can also drop bombs when you’re in your *Not* Samus ball mode. There are also some generous health pickups and shield pickups. Be that as it may, you can’t afford to get careless. Three hits and you’re dead.

 

BTGUNLORDXStage10

The arsenal also includes a laser beam that can clear enemy projectiles, and destroy enemies themselves. Over time during continuous use, it becomes weaker though. There is a meter at the bottom of the screen that depletes as you use it. When you stop using it, it will slowly recharge. You use it by moving the right thumbstick in whatever direction you want. You’ll find many times you’ll have to stop firing your main weapon to use it, and then go back to using your main weapon. It’s a very handy tool in that you can go through most walls with it, which lets you get a jump on some of the tougher regular enemies.

BTGUNLORDXCyberDragon

Of course, the major stars of the show are the enormous bosses. Some stages have one, others have multiple bosses, and others do not have a boss at all. Still, when you do go up against one it won’t be enough to simply memorize an attack pattern. Certain weapons do a better job against certain bosses. This gives the game a dash of Mega Man, and Contra spices into the proverbial brew. Fortunately, you won’t have to defeat the entire gauntlet of a game in a single sitting. The game has limited continues, but it does let you start on the last stage you’ve reached. This is something of a Godsend when you’ve made it to the end of the game only to reach a fail state.

Completing the game will unlock a speed run mode where you’ll try to complete the game again, as fast as humanly possible for your personal best record. I’m sure that this mode will attract a lot of hardcore fans, and runners since everything else in the game is just so good. The game also offers a couple of visual options one can tweak if they wish. It has a scanline filter you can turn on or off. If you leave it on, you can also fine-tune the look of the scanlines so that you can make them as authentic looking as you want. You can also render the game in 4:3 or a 16:9 aspect ratio and the game will let you put borders on or off when using 4:3. Generally, I found I left the scanlines off as I like the crispness of the pixel art. I also played in the classic 4:3 aspect ratio since that would have been what the original versions ran under.

BTGUNLORDXScanlineFilter

So other than the added letter to its name and some visual options what does this offer over the Dreamcast or Neo Geo versions? Well as far as I can tell after seeing footage from the original some of the stages have been reworked. Some of these are longer stages than they were before and the game appears to have more bosses to contend with. There are also a few minor aesthetic changes too. A background scene or two have seen some edits, along with some grammatical errors seeing a correction. One disappointing change is a slightly toned down introduction cinema. Where an enemy was previously gunned down, they now narrowly escape. It’s baffling since the Nintendo of today allows for things like Mortal Kombat 11 to appear unaltered.

Violence reduction aside, things look absolutely terrific in this game. The pixel art is breathtaking, allowing for a lot of details even the old Amiga computers would have had to have been really pushed to pull off without losing a steady frame rate. The 16-bit palettes are only one aspect of this one. Everything just has an awe-inspiring look to it. The character designs, backdrops, enemy designs, and bosses look fantastic. And while the story is very much a simple B+ Action film staple of a hero rescuing their spouse, the world building is intriguing. By the end of the campaign, you’re going to want to see more of GUNLORD X. The game’s soundtrack is equally great, taking a lot of inspiration from the Amiga 500’s sound chip, and the Sega Genesis’ sound chip. Rafael Dyll‘s soundtrack takes a cue from Chris Huelsbeck‘s fine work on Turrican too. As with a lot of the other Turrican homages, this one features a really nice New Wave synthesized sound that fits the cold, harsh, dystopian world of GUNLORD X. Not only has this wonderful OST carried over from the original version of the game, but the added trailer tune by Fabian Del Priore fits right in with it perfectly. This is a soundtrack that is very memorable in its own right, and while inspired by Turrican, sets it apart from Turrican.

BTGUNLORDXContinues

Frankly, GUNLORD X is an essential download for any Switch owner who loves Metroidvanias, Run N’ Guns, or Eurocentric computer platformer games of the action variety. It’s a cut above many of the other retro-inspired indie games you can find on the Nintendo e-shop. Those who absolutely demand a physical cartridge might be disappointed that (as of now) this is a digital only release. Be that as it may, you get more than your money’s worth in terms of content, and challenge. Plus there are just enough additions to make it worth nabbing even if you decide to splurge hundreds of dollars on one of the original Dreamcast or Neo Geo releases.

There really isn’t all that much to complain about here either. As far as gameplay issues go, some enemies blend a little too well into the backgrounds. So sometimes you may take damage, or lose a life to something a couple of times before realizing why. Annoying, yes. But far too rare to dilute the overall experience. On the technical side, there are a couple of bosses that don’t seem to load in until you move to a very specific place in their arenas. Most notably the dragon, and the initial henchmen of the final battle. Weird, but it doesn’t really affect the game much at all. But it is something to be aware of if you’re going to attempt speed runs as you’re not going to want to lose five seconds because you stood on the wrong brick.

BTGUNLORDXStage9

Beyond these two complaints which could very likely find themselves fixed in a patch should the developers discover them I can’t complain. GUNLORD X is one of the best games on the Nintendo e-shop. It combines action, adventure, and platforming elements in a way that the average player will love. Turrican fans will especially love it as the best elements have all carried over. But it still retains its own identity thanks to the excellent visual and sound design. As well as the excellent level design. This game is awesome.

In short: GUNLORD X is a really cool game you really ought to check out.

Final Score: 9 out of 10

Advertisements

Bloodstained: Curse Of The Moon Review

BSCOTMTitle

Ah, Konami. These days it’s become fashionable to belittle their games with good reason. But that’s partly because they used to be one of the kings of game publishing. From Pooyan to Gyruss. From Gradius to Contra. From Crime Fighters to Metal Gear. From Quarth to Super Cobra, this giant has scores of legendary games under its umbrella. But over the last decade there has been a shift in its focus. One that has led many of its best known talent to leave the company. Most know about Hideo Kojima’s departure. But less known is Koji Igarashi, the man behind many of Konami’s better Castlevania games. In 2014 however he would leave the company as he felt his console roots weren’t a good fit for the company’s shift toward mobile phone, and tablet games.

Taking some inspiration from what Keji Inafune had done after leaving Capcom, Igarashi, also took to Kickstarter to raise money for a new project. Bloodstained: Ritual Of The Night. This was a successful enough endeavor that today’s game, Bloodstained: Curse Of The Moon came out of it as a stretch goal for backers. For the rest of us, it’s an indie game inspired by the classic game series its producer worked on. It may sound like a familiar story. But is it one of the ones that ends as a success?

PROS: A nearly 1:1 representation of Castlevania III: Dracula’s Curse’s look, and feel.

CONS: It’s almost too similar. Minor bugs.

CASTLEVANIA VETERANS: Will wish you could start with Miriam.

Bloodstained, truly does take many of Castlevania’s mechanics, tone, and visual flair to heart. In fact, this game plays nearly identically to Castlevania III: Dracula’s Curse. That game had you playing as the protagonists ancestor, with the mechanics set up in the original NES version of Castlevania as a baseline. From there it added other characters you could choose to join you, and depending on which path you took through the game each had specific roles. This was to give you an incentive to go back through it multiple times.

BSCOTMStart

This game is very similar in its approach. Except that to set itself apart, you aren’t a vampire slayer. You’re a demon hunter named Zangetsu. You’ve been cursed by a powerful demon, and so you’re on a mission to find, and kill him in order to break the curse over you. You also don’t use a whip. Zangetsu is armed with a sword. So unlike Castlevania, you won’t have the range you’re likely accustomed to. What you will have however is the same walking speed, and knock back from the NES Trilogy of old. You’ll also find yourself facing very similar attack patterns as in those old games. Sure, the bats, and Gorgon heads may have been replaced with new faces. But you can still expect those wavy patterns over pits, and other traps that will make traversing a trial.

BSCOTMNotSnakes

You may not see two dragon heads stacked, spitting fire. But there will be an equivalent. There may not be a chain of skeleton bones, and a lizard skull coming out from a wall. But here will be something similar. The list goes on, and on, and on. As the story, and stages progress you’ll meet other characters whom you can choose to add to your party. Miriam is the Simon Belmont clone you’ll wish you started the game with. She has a whip that works very much the same way, as Simon’s. This gives you that sweet balance of ranged, and melee attack power, and familiar gravity when jumping or walking off of ledges.

BSCOTMCards

Later on you’ll meet Gebel, this game’s take on Alucard. He’s also a vampire, and you can also turn into a bat as him. Finally, there’s Alfred who is a magician. He’s also elderly, slow, and has a fairly small health meter. He attacks with a small cane at essentially point-blank range. As in the Castlevania games, there are candles, and other hanging objects you can destroy for items. Some of these are ammo for special weapons, while others are weapons themselves. What sets this one apart a little bit is just how different each character’s weapons are. No special weapon is represented twice. There are a set exclusive to each character. For instance, Miriam can have a spinning disc attack that goes back, and forth. Alfred on the other hand can get a weapon that lets him turn enemies into ice blocks he can then jump on, or have another character jump on.

BSCOTMMap

There are all sorts of possibilities. The other thing is that each stage, even the earliest ones all have branching paths in them that only specific characters can go to. You may need to switch to Gebel so you can turn into a bat, and fly through a small gap for one path. You may need to slide under something for another, and so you’ll have to switch to Miriam. This sort of mechanic gives the game a lot of replay value, as in order to see everything each stage has to offer you’ll need to try each of them with the applicable characters.

BSCOTMKnights

The thing is you have more options with them than you do with the ones in Castlevania III. What I mean by that is, you don’t drop one when you meet the next. If you choose to take one along for the ride, they stay with you the entire game. The game can be quite a challenge too, especially near the end of the game. So having all of the characters working together makes defeating Gremory, the leader of the Demons, more manageable. However, what makes the game worth playing over again even more are the multiple endings. Depending on which characters you take along, or leave behind you’ll get different outcomes if you clear the game.

BSCOTMCharacters

And beyond that there are a few difficulty settings. You can play the easiest setting if you just want to go through the game at your leisure. It reduces the knock back so it isn’t as cruel as the NES Castlevania trilogy could be. It also gives you unlimited lives, so you also won’t see the continue screen. But the veteran mode is the hardcore NES game difficulty you remember. Or if you’re too young to remember, but want to experience anyway. Getting knocked back into pits, crumbling bricks, rotating trap floor tiles. It’s all here. Clearing this will unlock an even harder mode though. So the absolute biggest Castlevania transplants will want to check it out, as it makes an already tough job more challenging.

BSCOTMTrain

Visually the game also follows the Castlevania III mold. It has a very similar color palette, and a very similar pixel art style. This isn’t to say everything is exactly the same. There are background animations, and graphics based puzzles the old Konami games don’t have, and a slew of special effects the old 8-bit 6502 chip variants, and accompanying graphics chips simply can not do on display. The music in it, and synchronization with the cinema screen animations are spot on too. It sounds very much like a Famicom console game through, and through. Inti Creates has done a phenomenal job in the graphics, and sound department with this game.

BSCOTMAlfred

But all of this success might be a little too successful. In being so close to the Castlevania NES fill in so many wanted, it doesn’t retain its own identity as much as it needs to. Other than Alfred, the main characters are very much your Simon, Sypha, and Alucard stand-ins. As detailed, and beautifully laid out as the stages are, they could easily be mistaken for an NES Castlevania outing. The mini bosses, and bosses are where the game really begins to turn the tide on this a bit though. These are great multi part affairs that don’t look they would necessarily be in one of Konami’s games, but fit this spiritual successor at the same time. The game also has a handful of minor bugs in it. Mostly collision based bugs. There were a few sections with crumbling blocks designed to make you lose a life if you fail at navigation. At one point I fell, but landed safely in an area where I had to jump to my doom anyway. There was nowhere else to go. Some of these seem to be helping in speed runs. But for the rest of us, they’re the rare inconvenience.

BSCOTMFlair

Still, beyond these observations I really enjoyed playing through the game’s many stages. Anybody who loves the old school Castlevania games probably owns this by now. But if for some reason you don’t, it’s an absolute blast. It’s a truly great action-platformer with some great obstacles to overcome, and some of the best boss fights I’ve been in. I only wish the game did a little bit more to make it feel unique. Sure the main protagonist doesn’t use a whip, but before long another character does. Sure, you’re fighting an army led by a demon, rather than Dracula. But that army still has a lot of skeletons, and zombies in it. Hopefully the upcoming Ritual Of The Night will address this while continuing to do everything else as well as this game does. Be that as it may, Curse Of The Moon is still a keeper.

Final Score: 9 out of 10

One Strike Review

BTOSTitle

Every now, and again a game comes along with the idea of simplifying things. Many look to the Super Smash Bros. games, Nidhogg, and even Divekick as primary examples. All of which take different approaches to doing so. Smash simplifies inputs, and goes for ring outs. Nidhogg goes for a fencing theme, while Divekick reduces everything down to one button. One Strike doesn’t quite go that far, but it does try to be interesting in its mission.

PROS: An interesting take on simplifying the fighter.

CONS: It doesn’t take long to notice a formula.

CLASH: Of the art styles.

One Strike is a one on one fighter that tries to be different by living up to its namesake. You simply lose a round (or a match!) by suffering one hit. It takes a page from Soul Calibur by making each character a master of a specific weapon. There are sword masters. Dagger masters. Staff masters. They have you covered. And controlling your fighter is pretty straightforward. You can move left or right, block, strike, or dodge. That’s pretty much it.

The game has a really nice art style considering that it’s a bite-sized fighter. There are really great painted portraits of each of the fighters. But the characters themselves are done in a sprite art style somewhere between the look of an Atari 800 computer, and an NES. This isn’t bad by any means. There are all kinds of cool, little details in the backgrounds, as well as animations in them you wouldn’t likely see on these retro platforms. The drawback of course is that these art styles clash somewhat. Seeing the 8-bit inspired sprites represented by icons that could have made it into a late 90’s arcade cabinet can be a little bit jarring.

BTOSRoster

Still, while that may be jarring, and the character select screen is a little anemic, One Strike has a really cool look to it. Unfortunately there’s one major thing that kills the whole game that I’ll get to shortly. One Strike gives you an arcade ladder for some single player content. You can choose to play it on a five lives per match setting, or you can play it as a gauntlet match that provides you but one life. And these modes aren’t too bad. They’ll take the average person a fair number of attempts to clear. The concept is simple. Stab the other person once to win the round or match. Kill everybody, and you win the entire tournament. There is also a Team Battle where you can pick three characters, each with one life, and go on either an arcade ladder by yourself, or you can play in a head to head versus battle. One nice feature the game also has is the ability to set up a tournament bracket. It’s something small, but it is nice for any venue looking to have another tournament for, as your brackets are already set up in it.

BTOSArcade

But like all fighting games, the head to head fighting is what keeps you coming back. The challenge of trying to outwit, or outmaneuver them. Or to learn how to properly defend yourself. There are no combos here because it’s a one hit, and you’re dead affair. But you can still overpower your opponent in theory. Unfortunately, there is one tactic that most will discover in a couple of hours, and that is how to utilize hit stun. All fighting games have a tiny window of time when you can make an opponent unable to react. Usually a second or less. In this game you can do this with a successful block. Blocking at just the right time will employ hit stun on your opponent. They’ll have a split second where they can’t block in time or move backward. So if you’re the least bit quick enough you can bait them into swinging, you can get the block, and immediately stab them for the win. And the reverse is true.

BTOSGFX

So matches often boil down to a Swing/Block/Stab/Match Over formula. Which can get really tiresome really quick. Now to alleviate this to some degree, block windows are very small. You can’t sit in a blocking position forever. After a moment your character will go back to their standard animation. Some characters also have the ability to cancel a move by creating stances. For instance, Oni requires you to press attack twice. Pressing it the first time gets you into a combat stance. Pressing it again swings his club. So you can dodge backward after the first button press if you don’t think it’s safe. With advanced strategies like this, the aforementioned formula isn’t always going to be the way a match goes down. Be that as it may, it does happen often enough that many people may grow bored with things quickly.

BTOSFatality

It’s a shame because this hinders strategies. I’m sure someone far better at One Strike may see this, and have a difference of opinion. But as far as my experience has been playing with both people who are adept at competitive games, and others who are not, matches often result in either predictable fast matches, or (once both players have become more adept at blocking) drawn out matches reliant on turtling, or being overly defensive. All in all, One Strike isn’t a terrible game though. It functions very well, it has likable characters, and a really cool concept. But in practice, there isn’t enough here to keep most fighting fans playing it days on end. Nor are there enough characters to draw more average players into playing it for long. You could easily play this over some of the other stuff out there it’s true. But then you could also go back, and play the classics. In spite of its shortcomings I wouldn’t mind seeing a sequel though. There’s a decent foundation here. You’ll likely really enjoy it initially. But after some time with it, that excitement may wane. If it had a couple of other options in the combat to keep things interesting, a few more characters, and internet matches it would be a better game worth checking out. If you don’t mind a fighting game you’ll play for an hour at a party with friends every few months you’ll have some fun with it. But for others, unless you’re really starved for newer fighting game concepts you might just want to go back to something else. Your mileage may vary with this one.

Final Score: 6 out of 10

Battle Princess Madelyn Review

BTMadelynTitle

Ghosts N’ Goblins is one of the classics that is often imitated these days. It isn’t hard to see why, as it’s pretty much a winning formula. A hero that can only take two points of damage before dying, must go on an action platforming adventure of quarter-munching proportions. Some of these games simply take that essence, and try to provide a carbon copy. Others take the idea, and try to build upon it.

PROS: The brutal, unforgiving, and yet somehow addictive fun you love.

CONS: Bugs, minor collision detection issues. Inconsistencies.

GHOST PUPPIES: May haunt your dreams, but they can also help you.

Battle Princess Madelyn is one such game. It uses the combat of Capcom’s classic series as a foundation, and puts a large skyscraper of ideas upon it. For the most part it works because it does something substantial. It has not one, but two campaigns to play through. The first of which combines the tried, and true combat with adventure game, and JRPG conventions.

BTMadelynFritzy1

The primary campaign is a Story mode. It opens with a little girl named Madelyn lying in bed playing a Minecraft clone on her tablet. Her Grandfather comes in, and in true The Princess Bride fashion proceeds to read her a bedtime story. He tells her the tale of a warrior, coincidentally also named Madelyn in a European kingdom in what is presumably during the Medieval period. This Madelyn has a tiny lap dog named Fritzy. With the castle overrun by monsters, the little canine sacrifices his life to save the Royal Guard.

After some dialogue with her Grandfather, it turns out that Fritzy’s soul isn’t content to go to the afterlife just yet. As a spirit, he decides to follow Madelyn into glorious battle. Over the course of the game Fritzy goes from being a merely cute avatar that follows you around, to being a very useful back up character that will help you immensely. While the initial area looks like it will be another Ghosts N’ Goblins clone, (Super Ghouls N’ Ghosts to be specific), That is quickly proven not to be the case, as a fellow warrior sends you into town.

BTMadelynFritzy2

Once in the town you begin to do things that are more akin to an Adventure or JRPG. You have to talk to townspeople, whom give you vague clues, or demand you go on fetch quests. You eventually find your way to the castle where key members will send you on the adventure. The castle is also home to two major spots. A toy room, and another room that becomes important much later.

Over the course of the game you’ll find dolls of low-level enemies, major characters, and bosses. Collecting every one of these gets you the best possible outcome, so its something you just might want to invest in. The other room becomes important later in the storyline, and involves warping you around to various areas.

BTMadelynQuest

The game’s many stages are interconnected though not as intricately as something like Metroid. Be that as it may, you’ll still want to map it out, because you’re going to spend a large part of the campaign going sector to sector on foot. Why? Well remember the villagers I mentioned before? Many of the fetch quests they send you upon involve finding, and rescuing their friends from zombies. Aside from that there are also ghosts that can lead you to other secrets. And there are many hidden paths, shortcuts, and items that you’ll have to destroy parts of environments to even find. Basically, if you want to get the best possible finish you’ll need to do a lot of rescuing, and a lot of discovering. The rewards for many (but not nearly all) of these feats are the aforementioned dolls. Each of these dolls gets you one step closer to unlocking the door in the toy room, and the resulting end game.

BTMadelynShop

Not only that, but the only way to open up the game’s shop to buy power ups is tied to one of these fetch quests. Many of the villagers throughout the game want you to find one of the items they’ve foolishly lost. Each of the game’s areas has a village of their own, and many of their citizens lost these items in other areas. So you’ll be warping around a lot too.

Throughout it all though, the game has that classic Capcom arcade game play down to a science. Well mostly. The majority of the time you’ll feel like you’re playing the unofficial sequel to Super Ghouls N’ Ghosts. Zombies rise from the Earth in much the same way. There are all sorts of monsters, and demons that show up out of nowhere, and you’ll have to master your jumping, and shooting pretty quickly. Where things falter a bit is in the hit detection.

BTMadelynWeapons

Unfortunately, there will be a few times where you’ll have your foot stand near, but not on a hazard. But the game will say “Nope. You touched it.” which leads to a cheap death. Other times you’ll suffer cheap deaths when enemies spawn on you, or shoot a projectile that gets stuck in a part of the environment. Thus making hitting it unavoidable. These aren’t heavily widespread moments, but it can be enough to get frustrating. In the case of the story mode, this is mitigated by having pretty decent checkpoints, you’ll automatically start in when you run out of lives. When you die, you’ll start right where you died too, so at least you won’t have to start an entire section over.

BTMadelynBoss

Eventually you’ll find your way to boss rooms. Throughout the game you’ll need to find keys to the boss rooms, so again, keep exploring. Boss fights are quite frankly the highlight of the game. All of them can hang with the best fights in some of the best Super NES, and Sega Genesis games of yesteryear. They’re very inventive. Even when one of them might seem generic, like the Spider bosses, or the Skeleton, they do things that throw that impression out the window. Either through the environments they take place in, or through their attack patterns, or even character mannerisms.

BTMadelynBossArcade

When you defeat a boss, and move to the next area you’ll almost always find yourself near a town, and in that town you’ll find a fast travel artifact. Late in the game you’ll need to collect items to be reassembled in that second room I mentioned earlier. Here you’ll feel like you’ve reached the end. But you’re still far from it. It opens up all new areas that can only be accessed in the room, and you’ll also find your dog’s soul will now become even more useful. Over the course of the game you’ll acquire the expected knives, spears, lances, and such. All of which you can cycle through using the left shoulder button. But you’ll also start finding puppy soul powers you can use. These can help immensely, especially on bosses. Do keep in mind however, that these have limited supplies shared with your lives. So you’ll want to save these for key moments.

BTMadelynFritzy3

Upon beating the story mode, you’ll find you won’t be done. You can go back, and find all of the dolls you missed. But beyond that you can play the Arcade mode. This mode is very much a Ghosts N’ Goblins experience with stages feeling more linear, and with the brutal challenge fans of that series would expect. You’ll have to start a stage over when you’re out of lives. Lives are really tied to Fritzy’s meter more so here, as when it becomes depleted completely you know you’re going to start the level over. Thankfully, you’ll still start where you last died. At least until the meter is depleted. You also get to use Fritzy’s powers in this mode as you find them by holding the attack button until it’s charged. Keep in mind as in the Story mode this will deplete the meter, so it reduces the number of lives you can use. Over time you can refill the meter the better you do. Getting to the end is a lot more streamlined as a result. Stages don’t feel exactly the same, as large chunks are completely different. Though you’ll still go up against the same bosses. Be that as it may, it’s still quite a tough game that will take all but the most devoted players a while to get through. Mostly due to the overall challenge of it. But some of the problems from the Story mode do rear their head here. So while the stages are shorter, and in a specific order, they add their own challenges, and sometimes the technical issues can make them even tougher. You can basically keep continuing, but each time means you’ll start the current stage over again, through all of its phases.

BTMadelynPixel

The most striking thing about the game is just how good it looks, and sounds. This game is a wonderful send up of Super Ghouls N’ Ghosts. It has an amazing portfolio of sprite graphics, and animation that look like it could have appeared on Nintendo’s 16-bit juggernaut or even Commodore’s Amiga line of computers. The game even has a soundtrack that will evoke memories of the Commodore Amiga, early MS-DOS Adlib sound, and even a dash of the Sega Genesis for good measure. But even beyond that, you can have a more modern, CD quality orchestrated soundtrack if you choose. The game also has an optional scan line filter if you prefer a slightly blurred look to everything rather than have everything looking crisp.

BTMadelynGhostMeter

Still, on the whole it’s hard not to recommend this one. There may be some inconsistency in the FMV sequences, and the rest of the graphics. There may be some hit detection issues, and you’ll suffer a few cheap deaths here or there. But when the game is at its best it works so well it just has to be experienced. With two primary modes to play, it’s almost like having two games in one. Of course the main attraction is the Story mode. The variety of missions, and side quests while similar, will appeal to a lot of people who might normally skip it out of fears of the high difficulty, as it is a bit more forgiving. Be that as it may, the Arcade mode is something any fan of Capcom’s classic arcade game might want to play. The combat, while not perfect, is noticeably better than many of its peers. If not for the handful of technical issues you’ll likely run into, this would be a must own. But just because it falls a few notches away from perfection doesn’t mean it shouldn’t be played. It is true that it can feel, cheap, relentless, and unfair at times. But it’s also a lot of fun the other 90% of the time, with its solid action, loveable characters, and the fact it makes you want to spite it by beating it. It isn’t going to be for everyone. But for fans of adventure games with an old school twist, or Ghosts N’ Goblins fans yearning for the day when Capcom will finally take their money, it’s worth recommending. If this sounds like you Battle Princess Madelyn is still worth firing up on your computer, Xbox One, Switch, or PlayStation 4.

Final Score: 8 out of 10

Insurgency Sandstorm Review

BTISTitle

Wow, two reviews this week? I really had to crunch to get this one done. It’s worth it though because like DUSK, this is a new FPS release that really ought to be on your radar. Insurgency Sandstorm, like its predecessor is here to give you a blend of arcade run speed, with late 90’s tactical subgenre features. But does it reach the lofty goals set forth by the original?

PROS: It’s an Insurgency sequel on a much newer engine!

CONS: Not every promised feature is here (yet.) Minor issues.

GIBS: A common 90’s FPS feature returns.

The original Insurgency set that bar rather high. What had started out as a mod became a full-fledged game that pushed Valve’s Source engine to its limit. It bridged the gap between Tactical FPS games like Rainbow Six 3: Raven Shield, and large-scale objective Military Team FPS games like Battlefield. In doing so, it offered a great alternative to some of the titles in the AAA space. While it didn’t run on the latest tech, it did give players a unique experience. Insurgency did well for itself, cutting out a nice niche for itself, and becoming one of the most beloved competitive games on Steam for some time.

BTISCorners

So what does this newer version bring to the table? Does it improve on the foundation set by the original? Should you play this over something else in the subgenre? All of these are questions you might have going into this one, and they’re all valid ones to ask. When the game was announced it was touting a robust single-player campaign in addition to the multiplayer goodness fans of the first game came for. It showed off some vehicle play, and all in a vast uptick in visual fidelity.

Well let’s get the one major point of contention some will have out-of-the-way. There is no one-player campaign. At least not yet. Now to be fair, those who followed the news around this game during its development, or played it while it was in Early Access were told it wasn’t going to make it in by launch. So a big chunk of the potential audience who were excited upon seeing it during E3 2017 already know this. But if you were one of those interested who saw the early trailers, put it on your “Look forward to seeing it when it comes out” list, and are just now looking at it? You’re going to be disappointed.

BTISLOCAL

But this is also not an “All is lost” moment, the studio has said it should be coming later, and that it should be included along with the other DLC. And that’s where the barometer may swing from disappointed to optimistic. Because the folks at New World Interactive will not be charging for DLC, nor implementing micro transactions or loot boxes. So everything that comes out for this game in the future will cost you nothing extra. New maps will be included. New weapons they decide to add will be included. Any new modes they cook up will also be included. So the lack of the campaign might sting, but they haven’t outright cancelled it either. If you only come to your army shooters for a campaign, and touch nothing else, you may want to wait. Or not, because there are things here you might still enjoy.

BTISBurner

Of course Insurgency, became a cult hit for a number of reasons. Its various modes. Its unique blend of styles. And that it pushed an aging technology pretty far in the process of delivering its fun. It didn’t look as good as the games EA, and Activision were putting out, but it stood in the same league when it came to game play. And that trend does indeed continue in Insurgency Sandstorm.

Think of Insurgency Sandstorm as an experiment in combining the best elements of various military themed shooters you’ve played over the years. All while implementing its own ideas into the monster before releasing it upon the world. What does it borrow? Well it gives you the vast conquest maps Battlefield fans would love. It also uses point capture as the primary goal of its competitive modes. Insurgency Sandstorm has three of them. (Though like the campaign, more may follow.)

BTISPTFO

PUSH: This is the mode most like the Rush mode in the Battlefield games. It places one army as defenders, and one army as attackers. Attackers have a miniscule number of lives spread across its combatants. While Defenders have a much larger pool. However, if the attackers manage to take the first point on the map, they will gain more lives. They will also force the defensive team to fall back to their next point. This continues until either the defenders are made to fight their last stand, with no remaining lives to defend a cache. If the attackers blow it up, the defenders are defeated. The defenders will also be defeated if all of their lives are lost.

What makes this mode compelling is that there are a number of ways each side can approach their situation. When playing defense, you can do what I like to do. You can literally lie down on the objective (represented by a room with a giant flashing letter.), and attempt to kill any intruders. If enough of your team follows suit, it becomes nearly impossible to take the point. However, I said “nearly”. That’s because there are any number of ways a skilled attacking team can crack this. They can employ explosives to spook people to leave the point or die. They can send in their best stealth players to get inside. They can try to flank spawning defenders rushing to get back to the point. These are just some of the strategies you’ll see employed.

BTISPickup

FIREFIGHT: Is the next mode, and here all of the points on the map are preset with both armies having to take an attack position. One point is predetermined to be for one side. The second for the other side, and the third being unclaimed. The first team to capture all three of these wins. However, it isn’t easy because each player has only one life. The only way you get to come back into the battle is if your team captures a point while you’re dead. What people love about this mode is that there’s a tug of war going on with it. If you’ve got two points, but not the third, you’ll have to send people to take the third. But that means the opposing team will find less resistance, at one of your two points. If they take one, you’re at a disadvantage, and have to figure out which of their now two points is easier to take.

SKIRMISH: Takes the game play of Firefight, and adds the caches from the Push mode which gives each team multiple lives. So you’ll be going along in your back, and forth. But the twist comes when one of the caches is destroyed. Without a cache, your team will fall back to the stock Firefight rules, which makes it easier to become overrun. So you have to decide as a team whether you want to go all out, and take points. Or do you designate a few of your combatants to defend the cache while others go for points? Insurgency Sandstorm involves its own strategies into proven concepts.

BTISPickup2

This is where the implementation of other ideas, along with NWI’s modern twists, and original features really begins to take shape. Insurgency Sandstorm may use some ideas you’ve seen elsewhere, but it isn’t a knock off. It isn’t just reskinning a popular game, and shouting “Ta-da!”. It’s transformative. It retools these ideas to work in ways that weren’t expected before. It again, also has original ideas too. That’s what made the first game so great, and that continues here in the combat system.

 

Like the original, it takes a page from the original Rainbow Six games, and goes for far more realistic damage. If you play Rainbow Six Siege, as fun as it is, you can still survive firefights if you get shot. Even if you go down a friend can revive you. But if you go way back, and play Rainbow Six 1,2, or 3, that is rarely the case. In those games a single hit was usually lethal. If you were hit in a limb, maybe you could take a second bullet to go down. Insurgency Sandstorm is tough like that. If you get shot, you’re probably dead. If you’re hit in the arm, perhaps you’ll find some cover to survive a little bit longer. But another hit, and you’re toast. Because while your vision comes back, your health does not.

BTISSmoke

But Insurgency Sandstorm goes further. Because it eschews plenty of other ideas its competitors love. For instance, there is no mini map. There are no little lights on a square in the corner telling you where to go. You’ll see a flashing letter in the distance. But that’s it. Insurgency Sandstorm has no kill cam. You may be able to have the run speed of a soldier (provided you have no body armor) of a Call Of Duty entry. But when you get sniped running onto the point, and die you will not be watching the person who killed you as you wait to spawn. You can see your teammates, and communicate with them if you see a threat near them. But that is it.

Insurgency Sandstorm also adds a bit of realism in its movement. When you sprint you may not tire. However, you also can not shoot. You have to think about that when going about. If you think you can blast a nest of enemies while charging into a room, think again. At best you can kick doors down while running, and if it hits an enemy in the process you can kill them with the door. But you’ll also be wide open when the other campers see it. On the flip side, if you’re trying to snipe, and you’re too close to the banister, your arm will simply bend back toward you, as you struggle to find a spot where your gun isn’t going to go up against an object. It’s a small thing, but it adds a lot to the environment.

 

BTISWeapon

Insurgency Sandstorm borrows an element from Arena shooters of yesteryear too: Gibs. In this game, getting hit in key parts of the body will cause limbs to fly off, heads to explode, and bodies to disintegrate. Since this game is going for a little bit more realism it doesn’t come off like it would in The Expendables. It comes off a little bit more like Glory. Rather it tries to. It doesn’t quite make that emotional transition, but it doesn’t elicit that same joyous surprise as it did back in DOOM, Duke 3D, or QUAKE. At least not for me. The point is, there is an element of its use in a contemporary setting that might remind some players of how horrific wars can be. Whether or not this is intentional is solely up to the artists to decide. They may have been going for the action movie vibe more so than the dramatic movie vibe. In which case I think it fell somewhere in between. But they do come off as impressive. The first time you see it, you really won’t be expecting it, and it honestly might just shock you even knowing about it going in.

The move to Unreal Engine 4 also means a big uptick in visual fidelity, and a jump in system requirements. However, New World Interactive deserves some praise in just how much they’ve done to ensure those like me, with aging video cards can still play their game with great performance. If you do happen to have the hardware that can run this at or near maximum settings, you’ll be pretty pleased with the end result. There are some very impressive lighting effects, Anti-Aliasing effects, Bump mapping effects, among others that UE4 can support. However, if you have a machine that’s five years old, you’re probably not going to be playing any game maxed out. The scalability this game provides is great, as are its customization options.

BTISLowest

All of the shots you’re seeing in this review were taken at the lowest settings. These can hang with a lot of other games despite the reduced image quality. Granted, you can’t expect miracles either. If you’ve got a ten-year old computer with barely any RAM to speak of by today’s standards,  you probably cannot run it. But If you have at least a fourth generation Intel i5 or AMD FX 6330 (around 5 years old now), a NVIDIA GTX 760 or AMD Radeon 7970 in there (also around 5 years old as of this writing), and a good 16GB of RAM in your system you likely can. And at better performance than you might expect. At the lowest settings, I’ve been able to play between 70, and 90 frames per second resulting in a relatively smooth, and responsive experience.

And with the game slated to hit the Xbox One, and PlayStation 4 next year, it does give those who prefer a console experience something to look forward to. As for the artistic side of the visuals, they’ve really gone out of their way here as well. Textures on buildings, look sharp, the costumes of the characters all fit the motif the game tries to present. Even on the lowest details, the backgrounds all still look great with some nice lights, and shadow effects going on.

BTISCAW

As in the original game, one side of the roster is composed of security forces. So when playing  as a security force member you’ll have a military themed character. The other side is composed of insurgents where you’re basically playing as a terrorist group of villains. One thing this game introduces over its predecessor is a cosmetic customization option. As you play the game you’ll earn in game currency. Much like Nintendo’s Splatoon series, you cannot buy this currency. These are points you use exclusively for this feature. Unlike Splatoon, these clothing options do nothing else. It’s strictly just to personalize your characters when playing online. No perk slots, no RPG elements, that is it. That being said, a lot of the costume selections are quite good, and go for something grounded. You won’t be running around on the security side wearing only pants, and bandoliers or rocking a Cobra Commander costume on the insurgent forces.

As in the first game, there are no unlockable weapons. When you start the game every one of your classes is given a certain number of points. Which you can use on your load out. So you have to use tactics even when deciding what to go onto the front lines in. You may not have to grind your way to that powerful machine gun you want to use. But if it costs a lot of points that doesn’t leave you a lot left over for attachments, or defensive items or a secondary item. Similarly, you can choose to go for a lot of body armor, and items. But this will actually affect your run speed by making you slower. You might be able to take a third or fourth bullet before dying though. So you need to approach every class situation differently.

BTISMute

Also new to this game are new Commander, and Observer classes. These classes have to work together, and stay within a certain proximity to one another. Because these classes can work to call in air support. They can call in helicopters, or mortar storms to help them push when attacking, or to defend their position when being pressured. Every one of the classes is viable though, and if you couldn’t already tell, the best way to play is with friends who communicate. Insurgency Sandstorm is very much designed around teamwork. It has built-in chat, so you can easily talk to your team on the fly. For those who don’t have a headset, or a microphone, you can still type to your team members.

On the other hand, when playing with random strangers, there is always going to be a troll or two. It’s just the reality of online gaming. Fortunately this time around you can mute everybody wholesale if you have the misfortune of dropping to a match where everyone annoys you. Still, when playing with friends, the voice chat can be an accommodating feature. Especially for those with friends who don’t know how to set up their own chat alternatives like Discord.

BTISDeathCam

And if all of the heated PvP stuff sounds too tough for you, the cooperative mode included is something you may gravitate toward. Similar to the Terrorist Hunt mode of the Rainbow Six series, Insurgency Sandstorm’s cooperative experience pits you, and others up against a team of NPC bots. With frequently changing objectives. It basically blends some of its competitive elements into the mode. So at first you, and the other humans may be taking points. But then the game will decide you have to defend the one you just claimed against an onslaught, or destroy a cache. But all of it is done in, a fun, and entertaining way.  You’ll get a variety of enemy bot skill levels. Some will be pretty good at movement, others will be marksmen. But you’ll occasionally get that idiotic bot that just stands there after missing. Still, they employ some tactics one might not expect, making for some surprises. And of course for those who only want to go up against the best, Insurgency Sandstorm features a competitive option where you’ll be placed with other people on ranked servers, and modes to keep up your street cred.

BTISColors

For those who absolutely must have something here for playing alone, there are a couple of minor options though. There are a couple of short tutorials that get you used to the game’s mechanics, and modes. These aren’t really necessary for those who have played FPS titles for years, though it can catch you up on the nuances here. The aforementioned cooperative mode is here however again as a single player option. Sadly this just isn’t going to be as fun as the cooperative experience. That’s because you’re paired with bots who aren’t as adept as the bots you’ll go up against, and you’re only given one life per objective. So if you die trying to get the first objective, the round ends, and you’ll move onto the next. This makes the one player option a lot more challenging too because without some competent bots, you’re basically going up against an entire army alone. Still you get five attempts, and winning alone is doable.

But there are also a load of options for you to tinker with. Not just the aforementioned graphics settings, and performance settings. Not just the look of your hero or villain. You can even tweak some of the marker settings, like changing the colors of the letter markers,  and names to something clearer to you than the default. You can also put on displays to show you the current frame rate, and ping. Things that have been in Unreal Engine games for years, but are often closed off in newer releases. It’s nice to see it here so that you can see the math when turning something on or off.

BTISPopIn1

There are a few problems I do have to point out though. While I imagine most people will get pretty good performance out of this game, there are a number of small visual glitches I’ve stumbled upon. In one game I noticed somebody’s weapon just flickering in the sky before the round began. Another round I noticed player models that hadn’t completely loaded in. So they were shooting at me, but the weapon they were using couldn’t be seen. These are rare occurrences. But the common issue I run into is texture pop in. Again, it loads in fast enough. It doesn’t affect the game play. But the 2 seconds between seeing a blue wall, and seeing a blue wall, with dents in it, and other details can sometimes distract from the experience. I suspect it could be an issue with older cards, that will eventually be fixed with patches, and drivers. But it is a minor problem.

When playing the cooperative mode, alone or with other players, there are a few minor nitpicks. Mainly with the inconsistent A.I. as I mentioned earlier, the bots you face can have a fair amount of variety in skill which is nice. But when you have to rely on them in your team, and a few decide to be idiots, you almost wish they weren’t there. The enemy bot spawns could have been obfuscated a little bit better too, as there were a couple of times in the single player cooperative I could go out a door of a point I had to defend, and see the game drop them in.

BTISPopIn2

In the grand scheme of things these issues don’t really amount to much of anything. The A.I. is still better than in many of the bots in other titles. The game rarely looks anything less than great aside from the 2-4 seconds of pop in you may experience. Leaving the bot spawn issues, which really breaks the immersion more than anything else. Back on the pvp end of things, there is far less to pick apart. The net code is generally very good. Unless you’re connecting to a server half the world away, you don’t see a lot of rubber banding, or players warping around like Mr. Game & Watch.

All of the online modes are generally quite fun. The studio kept them to the best maintained modes of the first game to ensure that you can always find someone to play against, and this strategy has worked. Yes, you can get into situations where there are people trying to spawn camp, or situations where you’ll have people on your team who refuse to run to the giant flashing “A” along with everyone else. But these aren’t issues with the game, these are the same issues you’ll run into with certain individuals in any multiplayer game. Fortunately, the game does offer the ability for you to mute individual people, or even everyone wholesale.

BTISPopIn3

The gun play is fantastic. Every weapon has a nice heft to it, and there are options here for every type of player. If you prefer to cover your team, there are many sniping options. If you want to go stealth, there are a slew of close range rifles, shotguns, SMGs, and other options, and attachments. The sounds of gunfire, and explosions are phenomenal too, which adds to that feeling of weight. You also have to hold your breath to steady your aim. Not only with the long-range weapons, but every weapon. Hip firing will just go wherever the gun is aimed. So panic shooting is going to be a crap shoot. These are all seemingly tiny things. But they add so much depth to the combat.

The maps are also mostly really good. Save for an exception or two, just about every map is built around each mode, and objectives are set that put either an attacker or defender into a tough situation at any given time. There are choke points defenders can use to their advantage. There are multiple paths attackers can take at any given time. The inclusion of vehicles in the Push mode also adds a new dynamic. I would have liked to have seen more of them. But between the drivable trucks with mounted guns, and the air strikes the two new classes can call in, there are new strategies that have to be employed to deal with them. And some maps actually make using these things harder. On the refinery stage enemies can just go inside buildings to escape the wrath of a Blackhawk helicopter. Similarly someone can put out roadside bombs in key locations that might deter someone from racing to the point in a pickup.

BTISDoor

In spite of its faults, Insurgency Sandstorm is a phenomenal game. It offers a real alternative to those who have felt disenfranchised with Electronic Arts’, and Activision’s annualized offerings. While it might not have quite the same level of visual fidelity of Battlefield or Call Of Duty, it also doesn’t require the purchase of season passes or micro transactions to have access to everything included in it down the line. The game play in it is also unique thanks to reintroducing an audience to hardcore simulation elements while retaining the run speed of something more twitchy. Absolute simulation purists may still want to go to the excellent ARMA games. And while this game may not be as recognized by the wider audience, the potential is there for that to change.  Especially if the game’s smaller issues are cleared, and the promised campaign shows up before it sees a port to consoles next year.

Whether you loved the original Insurgency, and poured hundreds of hours into it, or you’re a military FPS veteran looking for something new, this is pretty much a game you’ll enjoy diving into. This is also an excellent option for those who want something competitive to play, but without the pressure to spend more money. It’s also a great game for the casual military FPS fan who doesn’t have thousands of hours to devote to unlocking things. Insurgency was also supported for many years after it came out, and there’s no indication New World Interactive won’t do the same for the sequel. People who were interested solely in a campaign story mode will want to wait for its arrival. But for anyone looking for a unique take on the modern military multiplayer shooter? Insurgency Sandstorm should be on their wish list.

Final Score: 8 out of 10

DUSK Review

BTDuskTitle

Man, I’m late again, I know. But I’m not late to the proverbial party. Because DUSK has officially launched, and I can tell you it’s really freaking cool. Where a lot of games have been tugging at our nostalgic platformer strings, DUSK tugs away at your nostalgic FPS strings. And while it isn’t the first to do so, it is one of the first to do it this well. It clearly takes inspiration from late 90’s shooters like Quake, Unreal, and SIN.

PROS: Classic visuals. Intricate maps. Fantastic characters. Gun play.

CONS: Minor bugs. One particular puzzle isn’t very intuitive.

DELIVERANCE: Some of these enemies will make you squeal like Ned Beatty.

But not only does it take that inspiration, it runs with it clearly into the end zone. This is noticeable before you even get to playing. Booting the game displays those familiar text parsers to anyone who played DOOM, ROTT, DUKE 3D, or QUAKE for MS-DOS back in the mid to late 90’s. Even after Windows 95 became an overnight sensation, it took a long time for video games to migrate to the environment as the de facto standard. Even in 1996, QUAKE was running on DOS. So this nod is going to make many old school PC game fans very nostalgic.

BTDuskTitlescreen

But that’s just the beginning, because DUSK gives you a smorgasbord of visual settings, and sound options to choose from. You can run the game in resolutions set for 4K, HD, SD monitors. You can make things look grainy with a pixel filter. You can play with borders. You can screw around with the color scheme. You can have the game looking bright, and colorful. You can have the game looking near grayscale. You can make everything look Sepia if you want. The wealth of customization is great.

As in the FPS games of yore, you can bind nearly every key to your liking, and you can even turn off the vertical axis on your mouse. This is really cool because during the game you can do somersaults, and backflips in the air! It’s just one of many innovations you’ll find this game has added atop the classic shooter. You can also map everything to a controller if you prefer to play with a game pad over a keyboard, and mouse. Ideally, you’ll get much better control with the latter. However with the game getting a release on the Nintendo Switch next year, the controller support is a welcome addition.

BTDuskEpisodes

Once you’ve gotten your bindings, and other settings configured to your liking you’ll be able to start the game. As in the Apogee, and iD games from back in the day, DUSK is broken up into three episodic campaigns. It follows a three act structure, and the story is told through a combination of audio voiceover, level design, and paragraphs of exposition upon clearing each of the first two episodes. So many players who remember spending countless hours trying to find every last bit of environmental lore in DOOM, and QUAKE will feel right at home here. Of course this game doesn’t spell everything out right away for you in terms of its story. You’ll start out the first episode in a dingy, and dark dungeon armed only with two sickles.  You’ll immediately be attacked by three guys right out of Deliverance, armed with chain saws while sporting burlap sacks for masks.

It is here where you’ll notice that the game has an aesthetic direction that brings back the look of old FPS stalwarts in addition to the classic game play. Everything looks like it was released in 1997. Even if you opt to put on the fancier visual options, to make it look more modern, it will still look decidedly old school. This is really cool because it isn’t something that has been really done much. The closest thing to it would be Strafe, and that game unfortunately doesn’t come close to this game in terms of level design or gameplay. That’s because this game eschews the trend of randomly generated stages. Instead it builds its experience around some excellent level design, and atmosphere.

BTDuskDualWield

DUSK may look old, and blocky on its surface. But it uses its employment of simplified graphics to its advantage. There are enemies in the roster that are truly unsettling. In fact, they may be more so because of the low detail, blocky designs. DUSK uses its retro chic very, very well. At the same time it takes the motif much further than you might find possible. It reminds me a little bit of American McGee’s Alice in this regard. That game was incredibly eerie for its time, and echoed feelings of a Tim Burton vehicle. But DUSK doesn’t feel like something out of The Nightmare On Christmas. It feels more like a perfect blend of psychological thriller, horror show, and action film. Because it takes elements from all of these things. Episode One will introduce you to a seemingly backwater group of occultists. Occultists with supernatural powers, brainwashed masses, and some horrific monsters to boot. Episode Two begins to show you just how deep their grasp on society in this world really goes. You’ll fight a combination of military, and industrial enemies. But as you go down the rabbit hole of stages, you’ll begin to see things get more, and more intricate. More, and more inventive too. You’ll start out in military installations. But by the end you’ll be dealing with laboratories of mad scientists, and machinations of twisted designs. There’s even a wonderfully crafted, and eerie level designed around M.C. Esher’s iconic Relativity drawing.

BTDuskWeirdMouthCorpse

By the third episode things begin to start coming together, and some of the more obvious questions are answered. There are a number of call backs, and the level designs become even more involved.  A lot of these may very well be some of the most memorable stages I’ve ever played through. All of the stages have a bevy of secrets to be found, and many of these even include old school secret exits that lead to secret stages. This is another splendid reference to those games of yesteryear. Many of those titles also employed secret exits to secret stages. But again, DUSK performs this trick in its own way. Really there isn’t a lot to complain about in terms of the game’s campaign. It gives you hours, upon hours of content. As I’ve said before, all of the stages have fantastic designs that will require not only reflexes, but your thinking cap. There are a plethora of puzzles you’ll need to solve in order to find all of the required colored keys to get through the corresponding colored doors, and to the exits. If I were to complain about anything it would be that one of the boss fights in particular isn’t very fair. I won’t spoil it for you, but you’ll likely know exactly which one I’m referring to when you get there. And it isn’t the final confrontation. That one is fantastic. There is also one gigantic horde mode of a moment near the end of the game where things turn into something out of a Serious Sam game. Which goes to show just how little that series really had to do with the old games many thought it did. It isn’t a bad moment per se. But if you’re not prepared for it you’ll find yourself very low on supplies, which will make getting through it a lot harder than it needs to be.

BTDuskStageOne

Fortunately quick saving mitigates this a lot, and you’ll probably find yourself save scumming a lot during your initial play through. After that you’ll have a pretty good idea of when major hurdles are coming up. So during subsequent play throughs, you’ll have to save far less often. I should probably mention another cool thing about DUSK is just how funny it can be at times. In spite of the fact that things are played so seriously, and that it combines a vintage look with such a dark, anxious tone it will throw in comic relief. But like the best horror movies, these moments don’t make the experience feel campy. Again, it will likely remind you of the goofy stuff hidden in classic iD, and Apogee releases. You’ll be startled by invisible death reindeer one moment, and laughing at a Schwarzenegger impression the next.

BTDuskCrazyStairs

Andrew Hulshult (who did the excellent soundtrack to the Rise Of The Triad reboot in 2013) brings his talents to this game. He brings his love of Metal along with him here, but there are also some phenomenal moments of symphonic industrial sound, and a lot of ambient tracks too. There are even a few tracks involving some eerie pipe organs. One of the hallmarks of a great soundtrack is how it works with the setting of the game it is used in. Everything here melds along perfectly. It rocks out when there’s an ambush or a larger than life boss fight. It feels desperate, and fearful when there are moments of isolation or the prospect of deadly enemies around a corner. The sound effects are also top-notch. They make the weapon feedback feel great. They make the creepier enemies ever so more likely to freak you out. They make the environment feel like the universe the game takes place in feel all the more real.

BTDuskDOLLPARTS

Not only does DUSK give you a compelling thirty stage (or more) campaign to battle through, it also includes multiplayer. DUSKWORLD is this game’s competitive death match offering. Now admittedly this isn’t going to be the reason you’re getting a ticket to this carnival. But it is a genuinely fun, and customizable experience. You can choose to play as many of the game’s enemy roster, and you can alter the color scheme of any character you choose. As with the main campaign, you can alter the key bindings, crosshairs, and various visual, and performance settings. The game also supports a multitude of multiplayer server options, and it has a respectable number of maps. The game will also have mod support, so if enough players enjoy it, there could potentially be a fair amount of content added to the game by the community. As for what is here, you’re getting a really good death match mode that can hang with SIN, and QUAKE II. You can rocket jump, strafe jump, and zip along at 100 mph. It’s a lot of fun, and fills a gap for those who miss the arena shooters in the vein of Q3A or UT.

BTDuskRUN

Again, like the main campaign, the shooting, and movement here is amazingly well done. Everything is not only fast, but responsive. Aiming feels smooth. Projectile weapons feel accurate, requiring a mastery of leading. Hit scan weapons work as they should, requiring you to get the cursor right on the enemy. The visual feedback goes along with everything well, as you’ll see red blood pixels with every hit, along with an audio feedback. You’ll hear a familiar tone when hitting opponents in the arenas. You can expect a full server to result in some spam techniques in smaller maps. But that’s merely a staple of the subgenre. All of the multiplayer maps feature multiple paths through to key power ups, and weapons. These are all either designed for the ground up for death match, or campaign maps that have been properly retooled for competitive play. Net code is pretty good. Finding a server in your area rarely results in rubber banding, or warping enemies. The action in multiplayer is a very fun experience. One can only hope enough people enjoy it to retain a decent player base. But even if it doesn’t carve out a niche for itself, it is possible to play privately with friends. Which is welcome as this is a rather well made death match effort.

BTDuskHordeMode

The game also offers a horde mode. It isn’t something most people will choose as their primary way to play the game. But it is here. There are three maps to choose from, and you’re given a limited number of supplies to survive each onslaught of enemies. You keep going until you lose. Basically it gives the game an arcade style Hi-Score flair. There are point multipliers for rapidly killing bad guys in a row too, so if you do enjoy this game mode, do take advantage of that.

Ultimately, DUSK is a must-buy. It retains what made the original two QUAKE games, and its contemporaries so good. At the same time it does so much the those games couldn’t do thanks to running on a modern Unity engine. If you’re an older player, you’ll love all of the pulls at your nostalgic heart-strings. If you’re a newcomer you may find that old can feel new to you. While there are some games that have tried to bring back that classic feel of the past, this game goes all in. Even as excellent as it was, iD’s own DOOM reboot didn’t fully bring back the level of exploration of its original game. But even the old FPS guard will find this game does plenty of new things with a proven concept. I might even recommend this one to some who might not typically be drawn to the FPS genre. It has so much personality, and creativity, those who are looking for something new to try out may find themselves pleasantly surprised. Plus for people who want even more lore there is a digital comic one can pick up with the soundtrack on Steam.

In short; DUSK is freaking cool.

Final Score: 9 out of 10

No Thing Review

BTNOTHINGTITLE

Imagine the surprise I was given when Nintendo reminded fans on Twitter that they may have a few unredeemed coins on the eshop set to expire. I had a scant handful, and so I figured, “Why not give it a shot?” and looked to see if there was anything that cheap. Well I stumbled upon this little game. A game about travelling along a path, in a Orwellian future that would actually lead me down quite the rabbit hole.

PROS: Simple, yet compelling game play.

CONS: Fairly short for anyone adept at it.

SUDA51: Your first look at the game will almost certainly remind you of No More Heroes.

Apparently I’ve been living under a rock, because after playing it for a couple of hours, (Yes, hours.) I just had to do some research. No Thing started life on phones, and tablets during the craze of endless runners. Except that it set itself apart in, many, many ways. The most obvious is the art style. This game looks like something Suda51 would have made for a No More Heroes mini game. Blocky minimalist geometry? Check. Low color palette? Check. Regular images that somehow come off as surreal or even creepy? Check. It has a very similar art style.

BTNOTHINGLevel1

But that isn’t to say it’s a stereotypical endless runner dressed up in edgy shock value. Far from it. For starters, it isn’t endless. There are ten stages. That’s it. Many of the stages are pretty long though. Even in the early goings. The stages are also not made via procedural generation. Every time you play, they’ll be the same. So this game is much more conducive to speed runs. It also isn’t a 2D side-scroller. This one uses a First-Person perspective.

No Thing also has a story that seems simplistic at first, but uses its stage layouts, and bizarre imagery to tell it. In this regard it reminded me an awful lot of games like Portal, and Deadcore, despite the fact it plays nothing like them. And through it all, it just became something I had to keep playing to see more of. The setup is that it’s the dystopian future of 1994. You’re an office worker who has to send a message to the Queen Of Ice. That’s it. Walk to her, and give her the message. Except it isn’t that easy.

BTNOTHINGLevel2

No Thing’s stages are essentially long tracks, and walkways. You use two buttons. One turns you ninety degrees left. The other ninety degrees right. At first you’ll go along fairly easily. Left turns. Right turns. You’re probably thinking to yourself “So? That sounds pretty boring. What’s so special about that?” Well before long the game puts gaps up in the path. Going over them makes a minor jump. The better you do, the faster you begin to go. So it doesn’t take much to have you running. Eventually, the game throws in ramps, branching paths, and mazes. Keep in mind all the while if you go off the path, you fall to your death as this is Super Mario Cyborg in that all of these stages hover over a chasm.

Over the course of the game’s stages, a voice that sounds like it came from early speech synthesis technology narrates instructions, and vague words that also tie into the storyline. Of course you won’t have time to read it as things become faster, and faster. Take your eyes off of the task for even a second, and you’ll fall to your doom. Throughout all of it  you’ll die a bunch of times, but you’ll keep playing it. It’s strangely addicting.

BTNOTHINGLevel4

The stages themselves have a pretty wide variety. Which you might not assume considering the length of the game, and the simple control scheme. But some of these work like tracks you lap. Others are long trails. Others place a lot of ramps in places which speed you up, and have you catching air. There are other stages that throw you curveballs by waiting to give you a turn at the last moment. And that’s part of why you’ll keep giving this one a go. You’ll just want to see what comes next.

BTNOTHINGGAMEOVER

This isn’t to say, it’s a perfect experiment of course. Sometimes you’ll catch air, won’t be able to see below you, and you’ll have to estimate your landing. Also, while many of the filters in the game go along well with it, they can get in the way. When you’re about to make a crucial decision, and the distortion filter comes on, it could lead to you missing a turn. That means starting the stage all over again. The storyline may also a little too vague for some. You’ll get some references through the visuals, and cryptic speech. But chances are you still won’t get exactly what’s going on. On the other hand that could be the point; everyone can take something different away from the experience.

BTNOTHINGFilter

One thing that certainly stands out is the soundtrack. Coincidentally if you get this one on PC via Steam you can buy the OST as DLC. Many would throw it under the Synth Wave genre, which pays homage to the New Wave, and Synthpop genres, particularly of the early 1980’s. Most of the compositions here are pretty catchy, and make great use of simulated analog synthesized sounds, and percussion.

BTNOTHINGLevel5

No Thing may have come out alongside much of what fans would cast under the shovelware category. But it isn’t. The aesthetics aren’t for everybody. But the underlying gameplay is honestly pretty good. And in spite of some of the cheap deaths due to the eventual jumps, it’s still a pretty fun game. Persistence is the key in No Thing. Every time you screw up, you just have to play again until you beat the level at hand. I enjoy going back to it fairly regularly. It even has a handful of achievements you can receive for beating stages, and scoring exceptionally well. With it being on Steam, and the Switch, I can see it being something speed runners may look into. Again, an acquired taste to be sure, but it might just be a game you want to check out. Especially if you want a game that stands out on your phone, or just something different from the genres you might normally buy on your computer or console.

Final Score: 8 out of 10

Giana Sisters Twisted Dreams OWLtimate Edition Review

BTGSTDOETitle

Well, it’s been over a week, and I’m slowly on my way back to normal. I feel like I’m being stabbed whenever I cough or sneeze. If I get up or down out of a chair or bed everything is sore, and I can’t pick up anything heavier than 15 pounds for a while. Things were far worse when I first got out of the hospital though, and so it was a nice surprise to find one of my favorite games has gotten a second director’s cut. A super-duper director’s cut. An “Ultimate” edition. A OWLtimate” edition. On the Switch!

PROS: The additions are more substantial than they sound.

CONS: A couple of miniscule bugs. Physical release isn’t very wide.

EARWORMS: The new songs are as catchy, as the rest of the OST.

Well Deviot, you were enamored with the original 2012 release, its expand-alone on PC, and the Director’s Cut that combined both on consoles. Isn’t it a given you would like this too? Why even bother talking about this one? I can already hearing you ask. Sure, it’s no secret I love this game about as much as Mark Bussler loves Truxton. As I talked about way back in the original review, there is so much about the game to like.

BTGSTDOEStage1

But where most reissues, do a couple of minor things, like clean up some graphics, or add some filters or history lessons  this one does more. The biggest inclusion is the introduction of five new stages. However instead of simply throwing them into a bonus chapter, and being done with it, Black Forest Games has peppered them into the existing worlds. This not only adds the new content into the game, but does it in a way that is going to feel benign to newcomers. At the same time, seasoned veterans will not simply blow through the original stages to get to these new stages.

BTGSTDOENew

The new stages are also very, demanding! In a good way mind you. They’ve been placed near older stages of a similar difficulty level, while at the same time putting in sections that require a mastery of the base mechanics. So they will still feel like a gradual increase in challenge to those who have never played Giana Sisters: Twisted Dreams before. But veterans who wish to find every last gem while using the fewest lives possible are probably not hitting one hundred percent on their first attempt either.

BTGSTDOECinema

So for those who haven’t played Giana Sisters: Twisted Dreams before, and haven’t heard me sing its praises multiple times, this is the gist. Years have passed since the original Commodore 64 game’s time. But the inhabitants of the Dream world haven’t forgotten about those events. So one night as Maria helps her Sister to bed, a vortex opens up, and pulls her though. Giana jumps into the vortex after her, and this is where the main game begins. After being acclimated to the basic controls through a brief section, Giana sees the dragon from the original game swallow Maria whole, before he flies away. So from this point on, you have to go save your Sister from the belly of the beast.

BTGSTDOEBillboard

The meat, and potatoes of the game is this campaign which sprawls four worlds. The first three are the original three worlds (with some new stages peppered in), and the fourth world, the Rise Of The Owlverlord expansion. What really sets this game apart from other platformers is its brilliant use of morphing effects. At the press of a button the world shifts from a bright, cheery dream to a dark, dystopian nightmare. Each stage is filled with puzzles that require you to switch back, and forth between these worlds in order to solve them, and forge ahead. Not only must you get from one end of a stage to the next, you have to worry about your ranking when you do. You’ll be given a star rating at the end of every stage. You can get anywhere from one star to five stars. You have to average around a four star rating in order to open the boss stage in each of the worlds.

 

BTGSTDOEMasterGems

So how do you get a good rating? Well the best way is to find as many of the gems in each stage as possible. There are five types, and many of the stages have hundreds to acquire. Blue gems are the standard ones. But there are also red, and yellow gems. This is where the morphing effects come into play, because the red ones can only be collected in the Dream world, while the yellow ones can only be collected in the Nightmare world. Moreover, when Giana shifts the world her abilities change. In the Dream world, she becomes a Punk Rocker, who can dash as a fireball. In the Nightmare world she appears in her trademark outfit, and can slow her fall with a twirl. As you get further in the game, you’ll begin to see where you have to switch between the two forms to get through sections. You’ll also want to have a keen eye for secrets, because it’s how you’ll find the coveted Master gems. These are giant-sized blue gems that are worth around ten gems. Plus they unlock a bunch of concept art!

BTGSTDOERating

You’ll also want to collect the pink colored shield gems when you see them because they allow you to take an extra hit of damage before dying. Keep in mind everything kills you. You have a plethora of enemies. Owls, spiked crates, charging knights, to name a few. But then there are a bunch of obstacles to overcome, and traps to avoid. Saws, spikes, acid pools, boulders, walls that cave in, and then some. There are also moments where an entire section will flood with acid, and you have to go through a gauntlet of obstacles quickly in order to avoid being burned alive. But of course said obstacles will also kill you, so fair warning, Giana Sisters Twisted Dreams is not an easy game. But it does ease you into the challenge. The game slowly introduces new mechanics over time, and you’ll know what you need to do. But it isn’t going to do it for you either. It’s the kind of challenge a lot of old-school games had. Where failure only makes you more determined. Most of the time your deaths don’t feel cheap. When you mess up, you’ll be upset with yourself. Not the game. That said, try not to die more than a few times per stage. Dying less also gives you clout toward getting stars.

BTGSTDOEDifficulty

Fortunately, if this sounds too daunting Giana Sisters: Twisted Dreams Owltimate Edition, also has a few changes from the initial computer game release that make it both manageable, and involved. Like the previous console iteration’s Director’s Cut, the boss rooms have been converted into stage exits, and the boss rooms are now standalone stages. This makes the run up to a boss a little bit easier in that you won’t have to immediately go into the encounter after a long fought battle through a stage. But at the same time, you’ll still be going into those boss battles, all of which require pattern memorization, and fast reflexes to take down.

BTGSTDOEBossRoom

This updated release also has two difficulties, Normal, and Hard. Normal acts as the Easy setting. Some of the sections remove some obstacles, or give players additional aid. Such as putting bridges over spikes, or putting extra shield gems in boss rooms. Hard mode basically plays as the hard mode from the original release. If you manage to clear the four episodes on Hard you’ll unlock Hardcore. Hardcore mode is basically the Hard mode but with no checkpoints. So if you die in a stage, you’ll respawn at the beginning of the stage. You won’t have to grab gems again, but you will be starting over. Of course the point of Hardcore isn’t collecting things anyway, it’s just trying to get from A to B on as few lives as possible. If you can manage to clear Hardcore mode, the game then unlocks Uber Hardcore mode. This tasks you with clearing the entire game on one life. And that means this is also the most difficult version of Giana Sisters Twisted Dreams ever released. At least in terms of this mode. Because now all of the boss encounters are standalone stages, and there are five other stages peppered in on top of those. Good luck to all of the speed runners out there who will be poised to pull that off.

BTGSTDOEOwlFactory

Speaking of speed running, the game does offer a Time Attack mode where you can play each stage individually, and try to beat the developers’ times. If you can do so, the stage will display a trophy on the stage’s icon. There is also a Score Attack mode where instead of going for time, you’re shooting for a high score. You get big points for gems, and taking out enemies. The game also includes all of the free holiday stages from the PC release, and the DC edition on the PS4/XB1(Digital)/Wii U. These are altered stages from the campaign made more difficult, and reworked with some Halloween, and Christmas decor. It is here you’ll also find an additional tutorial stage that guides you through some of the basic mechanics. I also found it interesting that the game has a surprisingly deep language setting hidden in the options menu. So if for some reason you can’t find this in stores in your area, it makes importing it on cartridge far more attractive if you collect physical games.

BTGSTDOELanguage

And as in previous releases there are a lot of concept art, and renders you can unlock by finding the Master gems in the campaign. But not only did BFG make another expansion pack worth of stages for this release, they also added in some cut scenes. Now some who have already played the Director’s cut, elsewhere or the Rise Of The Owlverlord expansion on PC may find them familiar. But they’re all new. Except for the ones used in the World 4 stages which are mostly carried over from ROTO. And a lot of them, while still working in a simple, silhouetted, silent film way fill in gaps. You’ll actually get glimpses into the lives of Giana, and Maria outside of the Dream world. And some of it can be surprisingly dark for such an optimistic, care free character. Other clips cover Giana’s search for Maria. Some spend time focusing on Maria, and there is one particularly cool moment where we get to rock out with Chris Huelsbeck!

BTGSTDOEChrisHuelsbeck

Of course, Black Forest Games managed to get Chris, and Machinae Supremacy to come back a third time for a couple of new songs. Once again, these songs shift along with the world as you play. So again, when playing in the Nightmare aesthetic you can hear Chris Huelsbeck’s  New Wave synth compositions, and when in the Dream aesthetic you’ll hear Machinae Supremacy’s SID Metal interpretations. And again, they flow along seamlessly so as you shift back, and forth you’ll be in the same place in either version of the song. It does so much to add to the game’s atmosphere.

BTGSTDOEGumballMachine

If you haven’t already played the game elsewhere you’ll find the graphics are wonderful. All of the scenery has vivid detail in every little model. Trees, benches, bridges, garden gnomes, mushrooms, and the bones, stones, crumbled structures, gargoyles, and toadstools they shift into are breathtaking. As well as the matte painted backgrounds that add, a nice sense of depth perception to it all. It’s 2.5D after all.  There are a fairly wide variety of settings throughout the game as well. Lush forests, eerie swamps, cold dark castles, and even airships! Again, the level of detail in the textures, and models in the backgrounds is pretty impressive despite the simpler geometry.

BTGSTDOEAirship

And there are a lot of little touches throughout the game. When climbing bookshelves, you’ll see little pages falling out of books. When you’re twirling your way through the forest you can see leaves blow by in the breeze, and little blue jays fly by in the background. Eventually you’ll run into the gumball machines introduced in Giana Sisters DS. These will put a translucent pink bubble of gum around you, and you have to navigate areas by continually pushing a button while steering with a thumbstick. It’s like Joust. But with gum. There is a lot of creativity on display in this game.

BTGSTDOEAirship2

Plus the characters all manage to have such great details on their models. Giana’s cool little skull has representation on her Punk Rock skirt. You can see the little feathers on the owls. You can see the little buckles on the knights, or the spikes on the blowfish. Even the water sheen on the turtles looks pretty cool. When you get to the dreaded Gurglewocky dragon to save Maria, you’ll even marvel at the level of facial animation on the boss. It’s hard to believe the game is nearly six years old at this point, but it still impresses.

BTGSTDOEGurglewocky

As much as I’m imploring everyone to check this one out (again), there are a couple of things that keep it just shy of perfection. There are some very minor technical bugs in this release. I ran into one, solitary clipping glitch in my initial run, which made me have to restart the level as I got stuck in a platform. I couldn’t repeat it, so odds are it’s fairly rare. But it was disappointing. I also hit a tiny bit of slowdown in one of the stages in World 4 for about 3 seconds in handheld mode. But the rest of the time, the game seemed to run at or around 60 frames no problem. Chances are it performs better on a HDTV, I never noticed any dips when playing docked. But honestly I played mostly in handheld mode as I recovered from my surgery.

BTGSTDOEGurglewocky2

Frankly, very minor issues considering how great the overall game is. Overall, the performance is very good, and unless you’re an absolute nitpicker you may not even notice it. As it stands I only ever experienced the one hiccup in performance. So having said all of this should you pick it up? Well I suppose it does depend a little bit on the situation. If you have a Switch, and have never played this one on a computer or another console, this is a resounding “Yes!”. This really is one of the best platformers to see release over the past few years. The unique art style to the beautiful graphics, and especially the way the soundtrack is worked into everything. The level design is top-notch, and again, while there is a lot of challenge here, it isn’t unfair, and can become quite addicting. It really does stand out in a way that other modern platformers have not. Everyone should really check it out.

BTGSTDOEGlitch

Having said that, should you buy it again if you’ve played it elsewhere? For some I would definitely say “Yes.” If you loved the previous releases, there’s a substantial amount here for you. Plus we’re talking about the Nintendo Switch, which means it’s also portable. If you’re taking a vacation trip, and don’t want to bring your bulky laptop with you, this is a great version of the game to take along with you. It’s also something you can play a stage of on your commute, or hanging out while getting coffee. But if you’ve played it to death elsewhere, and don’t care about the new content you may give it a pass. But why would you want to do that when Giana Sisters is just so good?

BTGSTDOEPhysical

The issues it has may hold it back from perfection, but the additions to an already great game certainly make it the Owltimate edition. If you’ve got a Nintendo Switch, and love platformers Giana Sisters: Twisted Dreams Owltimate edition is pretty much essential. It’s just odd THQNordic doesn’t seem to be giving the physical release a wide one. You’ll need to either go to Amazon or Best Buy (as of this writing) to get it. Otherwise you can get it on the Nintendo eshop as a digital download.

Final Score: 9.5 out of 10 (BUY IT NOW!)

Retro World Expo 2018 Recap

BTRWE18Title

It seems like only yesterday I attended Retro World Expo 2017, and here I am talking about the fourth iteration of this convention. RWE 2017 was an absolute blast, and RWE 2018 was also an absolute blast. I made my way to the Hartford Convention Center Saturday morning to find that this year’s entry was different. Instead of going up the center’s escalator, and lining up, this year used the ticket booth section of the lower floor. This was an improvement, as it made figuring out where to go much more seamless. There was however one piece of confusion that a convention center employee had to solve, and that was the front door. Some guests inadvertently cut the line by going right to the booth before it was made clear they had to go to the rear entrance of the lobby to enter a line.

That said, everything moved smoothly, and even though I’d arrived behind a few hundred people, I was getting my bands in less than ten minutes. For whatever reason the QR code did not display on my pre-registration form when printed. But the ticket attendant was easily able to find my info, see I had prepaid, and give me my wristbands for the weekend, and after party. Once inside, I went upstairs to find not one, but two amazing custom vehicles.

BTRWE18JPCar2

The first was a really cool Jurassic Park themed vehicle. The paint job was right out of the films. Impeccable. The pattern was spot on, and had a nice gloss finish. There was also a plastic triceratops near by to finish off the movie vibe. Great stuff. Next to that vehicle was none other than Russ Lyman’s Super Mario Kart 2.0. Sadly, earlier this year he lost his original Super Mario Kart in an accident. Fortunately he was able to replace his vehicle, and over time modify it. The end result is an even better design than before, sporting a beautiful multicolored design, and a breathtaking Super Mario Bros. pit crew portrait by Tom Ryan Studio. Both vehicles were parked out in front of the convention floor so that attendees could take photos.

BTRWE18JPRussLyman

Some of the earliest guests I met were Daniel Pesina, Rich Divizio, and Anthony Marquez who were character actors in the original three Mortal Kombat games. All of them were super cool, and down to Earth folks. I talked with them about how big a part of my teenage years that the MK games, and Street Fighter were for me. As well as pretty much everybody else. I ended up buying a promotional poster style photo, and all three of them were kind enough to sign it for me. If you ever have the opportunity to see them at a show, you ought to take it.

BTRWE18JPKRULL

As I wandered the floor, I veered into the arcade area where I saw something both wondrous, and disappointing. The KRULL arcade cabinet. Based upon the cult 1983 Sci-Fi Fantasy film; you’re sent through a number of action sequences loosely based on those found in the movie. It uses a twin-stick setup similar to the one in Robotron 2084, and it is a lot of fun to play. Sadly, the machine was out-of-order, so I couldn’t actually play it. I did however get a few photos of it, since actually laying your eyes on one these days is a rarity. Should you find one in working order at a barcade, amusement park, convention, or other situation, do play it. It’s pretty cool.

BTRWE18JPKRULL2

Around this time Russ Lyman bumped into me, and we began catching up. Around this time I spotted the Imaginary Monsters booth, so we walked over, and I introduced him to the developers. (Full disclosure, I know two of them personally.) The team is working on a new Metroidvania style game called Abyxsis: The Demon Reborn. They brought a demo version to the show, and what they showed was pretty good! It obviously has a way to go before completion, but I liked what I saw. In it, you appear to play as a winged monster who has to traverse dark labyrinths to find NPCs, power ups, and other items. Like Metroid, there’s a sense of exploration. But at the same time, your character has the ability to do some really fun aerial moves. This looks to be one of the themes of navigation. What they showed was also pretty tough. Enemies take a lot of damage, and can put you down quickly. Again this is all subject to change being a fairly early demo. But the tight controls, wonderful pixel art, and map design are promising.

BTRWE18ImaginaryMonsters

Imaginary Monsters wasn’t the only indie studio to attend though! Adjacent to their booth was a studio called Jumpmen Gaming. They had two games they were showing off. The first was Project Myriad, a hexadecimal tower defense game with puzzle elements. I didn’t get much time with it so I certainly can’t review it here. That said, it might be something worth looking into if you’re a fan of the genre. I’m not fond of using the phrase “Fan of the genre” as it tends to be overused. But in this case I think it’s applicable. It clearly looks to do something different with the concept by going with a hex display, something usually geared toward a special niche of war games. The puzzle elements seem to add some flair as well. If any of that sounds like something you would like to try, it was recently released on Steam, and isn’t too expensive.

BTRWE18ImaginaryMonsters2

The other game they showed was Sentinel Zero. This game was in its very early stages. This upcoming release is a horizontal shoot ’em up game in the vein of R-Type. What sets it apart are its cartoon vector graphics. The presentation reminded me a lot of early Newgrounds games written in Flash. Think Alien Hominid. But the little that was shown was pretty fun. You earn power shots by filling a meter. You fill the meter by shooting everything. The hook seems to be quickly filling the meter, and unleashing charged shots as fast as possible. They also had two bosses to show, one of which was a giant spider. Again, it has a long way to go before being ready for prime time. But it looked like good start for a project by a two-person upstart.

Another interesting looking indie game demo was Depths Of Sanity by a studio called Bomb Shelter Studios. I didn’t get any real footage or screens of this one as I didn’t get the chance to try it myself. But it was intriguing. It appears to be an underwater action, and exploration game where you’ll pilot a submarine, and find all kinds of upgrades for it that allow you into previously inaccessible areas. Like a Metroidvania with elements of Blaster Master thrown in for good measure. Again, another early build. It does have a store page on Steam with a release date of Q4 2019.

Finally, Giant Evil Robot was back with the recently released full version of Mecha-Tokyo Rush. This is a combination of endless runner, and Mega Man clone. Things seemed a bit better than the build I saw last year. I didn’t have time to really play it though, so I can’t really say much in terms of its final state. The game does have a free to play model however, so you really don’t have anything to lose if you want to check it out.

BTRWE18CTYouTubePanel

After taking my initial walk around the floor, I went to the first of the panels I attended. The Connecticut YouTube panel. This panel featured Ryan Alexander (RAXTheGreat1), Mike Levy (Dongled), Sam Hatch (Culture Dog), John Delia (The Video Game Years), Paul Barnas (Retro Gaming Arts), and Russ Lyman (Russ Lyman). For those who don’t know, Retro World Expo has roots in Retroware TV, one of the earliest video hosts before YouTube became the de facto delivery model video content creators use today. Many don’t realize Retroware has its own roots in Connecticut. So it only makes sense to have a panel dedicated to some of the online content creators who are local to the area.

But while the panelists are natives of the State, the information delivered in the panel is applicable to anybody getting into video content on the internet. I would even go onto say a lot of it is applicable to any creative endeavor online or off. A lot of the questions posed to the panelists revealed some insightful answers. When asked about the motivation behind creating content everyone unanimously agreed one has to do it first, and foremost out of a love of it. Few, if many creators of any medium become overnight success stories. One shouldn’t make a video expecting to be the next James Rolfe. If it happens, fine, but going in with that expectation is a recipe for disaster. More than likely, you’re not going to garner a massive flood of views, and subscriptions when you start out. Even the creators who are big names today, often took months or years of work to become those big names.

Continuing from there, Mike Levy brought up the importance of making content you, as a creator want to make. Chasing trends isn’t going to work because it isn’t genuine. Others pointed out that potential fans may be able to sense that as well. When the subject of potential collaborations between creators came up, Mike, and Russ also pointed out the need to have a fleshed out idea to present. It isn’t enough to simply ask another creator to do a crossover project. Especially since they’re often pressed for time for their own projects, jobs, and lives. Instead one has to have a project idea ready to go, ideally with what role the person has in mind for them. The creator may still decline depending on the given situation. But they’ll be more likely to at least listen to what it is you have to propose.

Other panelists also drove home the importance of consistency. Trying to keep content coming out for the audience to experience. At the same time though, they did acknowledge there were times where a legitimate break is needed. Commitments, responsibilities, and other things may eat into time normally allotted toward creative endeavors. Sam, Paul, and John also talked about the guilt creators often feel for missing self-imposed deadlines, but acknowledged sometimes it’s unavoidable. Another topic was the importance of lighting, and audio in videos. Even a high quality camera can’t compensate for a lack of light, or bad audio. If the audience can’t see you, or your audio is too distorted or too light or too loud it can turn them off. Even if the content is good. Russ pointed out an episode he made on this very subject.

There was also a discussion about the recent controversy over former IGN writer Filip Miucin’s theft of YouTuber Boomstick Gaming’s Dead Cells review, which led into a wider discussion of online content theft. While some felt Miucin likely felt pressured by deadlines, everyone agreed that plagiarism was despicable behavior. Some of the panelists were rather shocked when they found their own content re-uploaded by other people without permission.

On the lighter side of things, there were some humorous moments where the panelists discussed changing trends in online video. At one time, many preferred long form content. But these days some viewers complain if it isn’t quick, and digestible in a few moments. One particularly funny point was when the crew talked about the trend of unboxing videos being popular. The joke that stood out centered around an unboxing video where the box would house smaller boxes within boxes like a set of nesting dolls. It was also in this panel that Ryan would point out some new YouTube creators were in the crowd.  Nerdy, and Squirdy are YouTube newcomers, and after checking them out I think Ryan may be onto something. These two have a nice variety of different gaming content you just may want to look into.

BTRWE18Arcade

After the panel I walked back down to the main floor, where I got in some arcade gaming in. Every year Retro World Expo has a respectable number of arcade machines set up, as well as console set ups where attendees can play without quarters or tokens. Every machine is set to Free Play mode. Some of the machines I saw this year that I don’t remember seeing last year aside from KRULL, were a Star Wars: Return Of The Jedi machine, The Simpsons Arcade Game, and a Dig Dug cocktail table. Over the course of my time at the show, I played a fair amount of Street Fighter II: Champion Edition, Final Fight, Shinobi, Ms. Pac-Man, Donkey Kong, and Dig Dug. There was also a Ghouls n’ Ghosts machine, but it was always in use. One of the guys in my local trade group managed to find some time on it though, and even cleared it on only a few lives! Impressive.

I also wandered the floor this year looking for some Atari 2600, and Commodore 64 game deals. On the first day, I managed to track down a boxed copy of Gravitar, and a loose copy of Cruise Missile. The latter of which I had never seen before. Apparently it was released in 1987, and is a shmup involving above ground combat, and subterranean combat in the vein of MagMax. I also saw many of the guys from RF Generation were back, as well as Steven Christina Jr, and Karly Kingsley from Super Retro Throwback Reviews. I sat down with them for a short interview they should be airing in the coming weeks. SRTR was also raffling off a bunch of cool PS4 releases, as well as an NES Classic, and a Super NES Classic so I bought a couple of tickets to try my luck.

BTRWE18CTMORTALKOMBATPanel

At around 4 o’clock or so I attended the Mortal Kombat panel with  Daniel Pesina, Rich Divizio, and Anthony Marquez. They were joined by Sal Divita. Sal was instrumental in bringing the NBA Jam series, and its spinoffs to arcades, and consoles. But he also had involvement as Nightwolf in Mortal Kombat 3. In addition to that, he still saw a lot of the development process on all of the early Mortal Kombat games. Daniel, Rich, and Anthony brought a lot of insight into the world of game development as they talked about the creation of Mortal Kombat. It was an idea that almost didn’t come to fruition, as Midway was hoping for a licensed project with Jean-Claude Van Damme. But when that fell through, Midway allowed Ed Boon, and John Tobias to move ahead with their ideas.

As it turns out, there was a great deal of painstaking work involved in the original games. Every video taped action the actors made, had to be cut down to 8 frames of animation due to memory constraints. Not only that, but many of the characters’ moves had to be shot multiple times when it was discovered that being even the slightest bit too close or far from the camera would make sprite sizes inconsistent. Midway also had a very low-budget for the early games so the crew had to use make shift lighting using office desk lamps, and some sessions were filmed using a camera owned by John Tobias’ father.

As for the controversy surrounding the game’s violence level, when it came to politicians, Midway’s stance was to ignore it. But the actors were contract players, not official Midway employees, so they were unabashed in defense of their work. All in all, a very informative panel not only for fans of Mortal Kombat, and fighting games, but for anybody interested in video game development, and history.

BTRWE18Pickup1

After that panel I wandered the floor some more, stopping to talk to friends, and acquaintances whom were either shopping, gaming, or vending. I also finally met The Gamescape Artist in person. My first contact with him was during a fellow blogger, hungrygoriya’s live streams (If you love old school JRPGs, check out her blog, or channel. It’s great!). He’s a friendly guy, and quite the painter! He has a wide range of paintings of iconic video game scenes to choose from, and he also does commissions. They’re high quality, highly detailed pieces, so if you’re looking for something to spruce up your game room consider giving him a shout out.

I also ran into the makers of an independent games’ magazine. Old School Gamer Magazine is just what it sounds like. It’s a new publication with articles covering retro games, as well as modern stuff inspired by retro games. The format is a little bit different from what I’d expected. It reminded me a bit of 1980’s computer magazines like Compute!, Ahoy!, and Commodore RUN, minus the program code you could type in, and save to a floppy for free software. The issue they gave me was the fifth one, and it came with a cool poster of the cover art. The representative informed me that they give away the digital version for free via email, but for a fairly low price you can have the physical magazines mailed to you every month. If you miss the days of getting Nintendo Power, GamePro, EGM, and Computer Gaming World at the newsstand, go check it out to see if it’s right for you.

I also met a group of Video bloggers who do VLOG articles, and live streams. The Geeky Panda covers convention cosplays, as well as games, and have an active Twitch page you can check out if so inclined. They play a bunch of stuff including Resident Evil VII, and Fallout IV. If you’re looking for a new variety streaming channel to follow, they may be your ticket.

After the show floor closed I walked over to the adjacent Hartford Marriott’s hotel bar. Normally I would have paid a visit to the City Steam Brewery, but the after party started an hour after the main show ended. I felt I wouldn’t make it back in time. Fortunately the hotel bar did have City Steam Naughty Nurse, so I pre-gamed with the delicious Amber Ale. After that, I went back to the convention center for the after party event which was a lot of fun.

There were a number of things to check out over the course of two hours. You could play arcade cabs that were set up in one of the rooms. Big Bucks Entertainment ran a special edition of Press Your Luck, where contestants who landed on a Whammy had to take a shot. Host Davira Kuy was also doing so in a rather impressive Quan Chi (Mortal Kombat 4) cosplay. The Imaginary Monsters developers were there, so I introduced them to my friends, and acquaintances, as everybody mingled. There was also a fun Drink, and Draw event going on. It was a nice way to end the first part of the convention.

BTRWE18PatNESPunk

I commuted back home after that, put away the first day’s pick ups, and got some rest. Day two was a Sunday, so after services, I headed back to Hartford to catch what I could. I did manage to get into Pat Contri’s panel which had some updates on projects he has in the pipeline. He, and his team are working feverishly on the follow-up to his excellent NES collecting guide. This one will be centered on the Super NES, and will be in a similar format. There will also be an alternate cover for the PAL readership. He is also looking into updating the original NES book with some improved screenshots. So future print runs may include these. But the biggest news is that he is working with some other creators on a documentary video about the video game industry’s shift away from physical media. The project will talk about both the pros of such decisions, and the cons of such decisions. The teaser he revealed does look quite promising.

BTRWE18PatNESPunk2

At the end of the panel he brought back the NES Challenge, and I was able to be a contestant in the second bout! In a cut throat match of Donkey Kong Jr. Math, I barely managed to squeak out a victory! The first round pitted two fans against one another in Balloon Fight, while the third round pitted a couple against one another in an Abobo Vs. Abobo match in Double Dragon. The winners were granted a download key for a digital edition of his NES guide, while the losers were granted shoe string budget games for the Atari 2600, and Sega Genesis. A great panel overall.

BTRWE18GamingHistorian

I also got to see Norman Caruso’s Gaming Historian panel again this year. This time he did a live episode centered around a certain Nintendo made boxing franchise. I won’t say anything else about it, but like all of his episodes, you can expect to be amazed as there will be some revelations you won’t believe. This year he also changed game shows. Instead of video game history themed Jeopardy, he did video game history themed Who Wants To Be A Millionaire? This year’s contestant won last year’s Jeopardy game only to discover he won a T-shirt that didn’t fit, so this year he was attempting to win the appropriate size.

BTRWE18Castlevania

The last panel at the show I caught was a special panel centered around the history of Castlevania, and the Metroidvania formula used in modern independent games. Mike Levy was joined by Marc Duddleson (My Life In Gaming), Mike Desiderio (Rewind Mike), and Pam Dzwonek (Cannot Be Tamed.). Throughout the panel they went over many of the games in the series, and talked about the transition from action platformer to the Metroidvania style most think of today. But they also brought up the fact that there were times where the series hasn’t simply abandoned one style for the other. Marc, brought up the fact that the Nintendo 64’s entries in the series have many similarities to the NES trilogy with a focus on platforming, and combat. Pam, and Mike talked a bit about how even Castlevania II: Simon’s Quest had RPG elements that in some ways can be seen as a forebear to the labyrinthine designs seen in later games.

But they also discussed many newer games like Axiom Verge, Hollow Knight, and Mystik Belle. Here, Rewind Mike pointed out that some of these games veer more toward Metroid, while others veer more toward Symphony Of The Night in terms of design. He also mentioned Abyxsis after seeing it on the floor earlier in the day, and having liked what he had seen. Things closed out with some Castlevania trivia, with the winning attendee getting a Castlevania II: Simon’s Quest Game Pak signed by James Rolfe, and many of the online personalities who attended the show. From Mike Levy’s personal collection no less. And no, I did not win. My Castlevania knowledge is rudimentary. Although I do surprise people when I point out Konami did port the game to many 80’s era computer platforms. Also they’re expensive. If you thought the NES cartridge is steep, try getting the Commodore 64 floppy disk. Anyway, it was a great panel.

BTRWE18JPCar

I spent most of my final moments of the show on the floor again. I found a few great deals over that time. The crown jewel was the copy of Bubble Bobble for the Commodore 64 a friend of mine had at his booth. Most people remember the NES release, but the C64 version was pretty much on par, and you don’t see it as often. Another vendor had a slew of boxed, and unboxed games, so I looked through the vast selection where I found a copy of Pengo for the Atari 2600. It’s not a release that you see very often at all. It had no tag on it so I asked for a price. When they replied “It has a ripped label so ten dollars.” I just said “Done.”, and picked it up.

I was demoed a party card game called Cheer Up. It plays similarly to Cards Against Humanity, but with its own twist. It goes through rounds in three steps while also simplifying it with a three-letter system. This opens things up by having three card answer types, but also color coding them to make things easier to follow. It wasn’t something I got into, but that’s probably me not being as drawn to board games as other people. I can see the appeal though for those whom have guests over often. Basically, the person asking a question gets every other player to submit answers from their hand, with the funniest one getting points. If you have people over for regular game nights, you might want to see if it’s for you. They have a free digital download version on their site which is nice, because then you can try it to see if you’ll enjoy it before buying a copy.

I also spotted a booth hosted by another YouTube up, and comer GothamLounge who does Long plays with commentary. If you’re stumped on a game, you may want to see if it’s something he’s played through. He seems like a nice fellow, so I wish him luck on his online endeavors. As I was catching up with friends, and acquaintances before the show closed I was tracked down by the Super Retro Throwback team to discover I had won the Super NES Classic Edition raffle! So I guess this was my “steal” of the show as I ultimately got one of these ridiculously cheap. A special thanks to them for interviewing me, and hosting the raffles. I also nabbed some sweet Splatoon themed stickers, and buttons from the always great Elijah Taylor, and JustM3hStudios booths. If you see them at a con near you check them out sometime.

BTRWE18EndPickup

All in all, I had another great year seeing some great panels, scoring some deals, and meeting up with friends like The Best Spuds. But there was so much going on it was impossible to get to everything. I didn’t get a chance to talk to a number of guests. I didn’t get to say “Hello” to The Gaming Historian, RGT85, Game Dave, or Bob Backlund. (Yes, the great wrestling legend Bob Backlund was at the show.). There were a ton of interesting people there this year, and I’ve undoubtedly missed some of them. I apologize in advance.

But even if you weren’t interested in any of the guests there were a lot of other things happening. The Arcade games, and console games were set up to go all day. There were pinball machines to play. There were tabletop miniature games to play. There were live musical acts to jam out to. There were several tournaments going on as well. The ever popular Fortnite had a singles, and doubles competition, there was a Mario Kart 64 competition, a Goldeneye tournament, even a Nintendo World Championships tournament.

There was also a cosplay contest going on this year, and the massive auction made a return. Unfortunately for me I missed it. I was told somebody won a complete Commodore 64 setup (including a vintage monitor) for well below value. Some years the auction can actually lead to deals for some con goers. And even if none of that appeals to you, there are always a lot of vendors to check out. You may not get insane deals, but you can almost bet at least someone will have something you never see when you go hunting locally.

Congrats to everyone at the convention for putting on another great show this year. I hope to be able to make it out again next year. And thanks to all readers who made it this far. As you can see, I had a lot of ground to cover, and I still didn’t get to everything. If you’re in New England next year when it rolls around, check it out. It’s well-organized, entertaining, and they squeeze a lot into it.

The Messenger Review

BTMessengerTitle

Sometimes a game comes out with a ton of fanfare, but ultimately lets everybody down. This is not one of those games. The Messenger earns every ounce of excitement, and praise preemptively thrown its way. Nearly everything about this one is so on point you can stop reading, and buy the game. In the words of Triple H, it is “That damn good.”

PROS: Sprite work. Controls. Music. Story. Humor. Nearly everything really.

CONS: A bug that makes a certain section of the game nearly impossible to solve.

NINJA GAIDEN: The original NES designers were invited to play it, and loved it.

The Messenger was largely advertised as a love letter to the trilogy of NES Ninja Gaiden games. Upon booting up the game it’s easy to see why. The action, cinema screens, wall climbing, and secondary weapon throwing are obviously influenced by those classics. Devolver Digital even had the two lead designers of Ninja Gaiden play their demo before release as they couldn’t wait to see their reaction.

But while The Messenger would have likely done well enough as a mere homage, that wasn’t good enough for the team at Sabotage. The Messenger does so much more than mimic one of gaming’s best action platform games. It uses that formula as one small piece in a much, much larger puzzle. A puzzle that will likely take you hours to solve.

BTMessengerCinemaJoke

The Messenger centers around a Ninja clan that gets attacked by monsters. As one of the Ninjas, you’re chastised by your sensei for not taking your training seriously. You’re told a super warrior is supposed to save the day, but unfortunately for everyone this person doesn’t show up in time. The monsters wipe out the village, and you’re about to be destroyed when they show up just in time. The enemies retreat, and this warrior gives you a scroll. You’re told to deliver the scroll to the top of a mountain, and so you go on your way.

BTMessengerDemonKing

I won’t go into the rest of the surprisingly deep, and convoluted storyline here. But rest assured it is quite good. Filled with twists, turns, and even a lot of sardonic humor. I laughed a lot at the various jokes throughout my time with the campaign. But at the same time, I was pleasantly surprised at just how invested in the overall story I became. Plus the gameplay ties into everything very nicely. When the game begins, it truly will remind you of the NES Ninja Gaiden games. You have a similar run speed. You have similar jumping physics. You’ll even have a sense of familiarity as you can climb certain walls.

BTMessengerCloudstep

But The Messenger throws in its own entirely new mechanics that set it decidedly apart from Ninja Gaiden. Most notably the extra jump you can get by killing enemies, or hitting specific targets. If you get the timing right, you can jump, hit a target, and jump immediately after to get extra air. You can also gain momentum by repeating the process on subsequent targets. This allows you to kind of hop distances between targets, and get through areas faster.  As you progress, the game makes mastering this technique essential, as it begins throwing in jumping puzzles, as well as highly challenging platforming sections where you’re surrounded by bottomless pits, spikes, or other death traps.

BTMessengerNinjaGaiden

The game goes along much like those old NES action games. You’ll battle your way through a stage, then fight a boss, watch some dialogue boxes, or cinema screens, and move on. However each stage has a few checkpoints after every few gauntlets. Some of these gauntlets are shops, where you can spend the diamond shards you find on upgrades for your ninja. Some of these give you more resistance to damage. Some of these give you more attack power.

BTMessengerShop

Over time you’ll also acquire new abilities like a wind suit, and grappling hook. And later in the game you’ll need them because stages are built around their use. It’s crafted so well, and so engrossing you’ll want to keep playing until you get to the final showdown with the demon army, and win the day. Throughout it all, you’ll be blown away at the NES inspired sprite work, and Famicom-esque chip tunes. It’s nothing short of amazing, and you’ll love every minute of it.

BTMessengerBookie

Another interesting mechanic is that while old school, this is another game that ditches lives. Instead of dying a set number of times, or having a limited set of continues, you simply keep playing. Now the original first two Ninja Gaiden games on the NES had unlimited continues. However this game does something a bit different. When you die, a little red bookie monster shows up. He steals any money you make until his debt for respawning you is paid. So while the game becomes more forgiving, at the same time you do well for not dying. Because not dying means more money, and more money means getting all of the items, and upgrades sooner.

BTMessengerGreenCoins

When you finally defeat the Demon army’s second in command you’ll probably do what I did. Think there’s one last stage where your endurance, and cunning are pushed to the proverbial limit. Then one grandiose boss fight, and a satisfying finish. Well this is one part of the game I have to spoil in order to talk about the entire package. I’m not giving away details, just know that nothing could be further from the truth. The game basically comes out, and yells “Surprise! Now you’re going to play a Metroid clone!” The game really opens up at this point, and connects every stage you’ve played together. This makes one overarching world, and you’ll be sent throughout it.

BTMessengerGreenCoins2

However, The Messenger does not go sending you on power up fetch quests, in order access the new areas. Rather, you have to go find items that act as keys, and find NPCs to further the story. You can buy map markers in the shops, but even then, getting to those places is going to be very intimidating when you first attempt it. These new areas are filled with new traps, and puzzles. There are also challenge rooms where you can try to get these green tokens. If you find every one of them in the game there’s a surprise waiting for you. But that’s not even the best part.

BTMessengerTimeTravel

The Messenger also adds a dash of stage morphing. It may just remind you of Giana Sisters: Twisted Dreams, although it isn’t done in the same way. The storyline adds an element of time travel, where you go through portals that send you 500 years into the future. And then other ones send you back. When you go into the future, the 8-bit NES aesthetics change to 16-bit Super NES aesthetics! The music also goes from sounding like the Famicom, to sounding like the Super Famicom, and Mega Drive decided to go on tour together. The soundtrack in this game immediately skyrockets from a pretty great one, to an absolutely stellar one. Not only that, but the game uses the time travel mechanic in some pretty intricate ways. Like Metroid Prime 2: Echoes did, The Messenger will make you go to one area of the map in the present, go through a portal to the future, so that you’ll come out in the right place in a different section of the map. Then you’ll go through a portal there to come back in the present where you’ll meet an NPC, or find a room with a green token challenge. Or something else entirely.

BTMessengerWindow

The story also begins to get both more interesting, and more cryptic when you discover a hub section, and you’re discovering entirely new areas that were never part of a previous linear stage from the first act of the game. They’ve done a terrific job with all of this, and that’s before you even get to the impressive boss encounters that follow. They make the early bosses you may have found difficult seem like you were lifting feathers before. But it does this by easing you over time without you even realizing it. It’s an action game, that becomes an adventure game, that implements a feeling you get when playing an RPG.

BTMessengerSuperWrong

And I think that’s probably the best thing about The Messenger. It’s like you’re playing two completely different games back to back. You played Ninja Gaiden II: The Dark Sword Of Chaos. But instead of credits, a dying Jaquio goes “It’s not over. You have to defeat Mother Brain now, or the world will end! Ha. Ha. Ha.” The fact that it makes you feel elated, rather than angry is quite the feat.

So with all of that said, is this a 10 out of 10 game that will forever be the title future indie games are held to as a standard? Not quite. Though it is very impressive, and should be something you should buy I had one major problem with it. At one point in the game there is a section where you have to navigate an area by listening for sound. Well for whatever reason, the game would not play the sound properly. It made finding my way through a complete crapshoot. I had to guess my way through as if I were playing the final stage of Super Mario Bros. And while this isn’t something that breaks the game, as you can still get through it. It does ruin the intended experience of hearing what you need to hear in the place you need to hear it in order to follow the right path. I’m sure in time they may fix it with a patch. But as it stands it’s just enough to keep me from calling it near flawless.

BTMessengerPixelArt

Still, if you were hoping for a wonderful homage to Ninja Gaiden, you’ll get it. If you were hoping for something more than a wonderful homage to Ninja Gaiden you’ll get it. The Messenger truly is one of the best games to come out this year, and is something you really ought to check out. It’s one of the most engrossing games you’ll play this year. As impressive as the trailers may be, it’s still the kind of game you have to see to believe. Go buy The Messenger now. Even if you’re just stumbling upon this review 500 years from now.

Final Score: 9.5 out of 10