Tag Archives: Nintendo Switch

Mega Man 11 Review

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After Mega Man 10 came out nearly a decade ago, Capcom slowly went silent on the Blue Bomber. One of their most prolific franchises, Mega Man has always been known for its excellent action platforming, wonderful characters, and excellent soundtracks. Other than perhaps Street Fighter,  the series is synonymous with the company name. After Keiji Inafune (the most recognized name attached to the character) left Capcom, however We rarely ever saw a mention of Capcom’s most recognizable series, or any of its spinoffs. For years many wondered why. Leading up to the release of Mega Man 11 here, the game’s director Kazuhiro Tsuchiya was interviewed by Game Informer. He reasoned that after Inafune left Capcom, the company wasn’t certain they could do an entry on the same level of the previous ten games.

PROS: Great visuals. Level design. Gear System is an excellent new mechanic.

CONS: The soundtrack, while good, doesn’t reach the lofty heights of older games.

NICE: The little touches you’ll notice throughout the adventure.

Well thank God the people behind this iteration decided to step up, and take a risk. Because Mega Man 11 is pretty great. It gives long time fans the challenging action-platforming they’ve come to expect. But it also builds upon the foundation that was solidified way back in 1987. In a way, they could have come out screaming “THIS AIN’T YOUR DADDY’S MEGA MAN!”, and they would be accurate. But before some of you worry, that proverbial Father will still find a lot to love about Mega Man 11.

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The storyline is tied to the game’s fancy new mechanic; The Double Gear System. Basically, Mega Man has two new powers he can use temporarily for a few seconds by pressing the corresponding shoulder button. Pressing the left shoulder button increases his attack power immensely. Pressing the right shoulder button temporarily allows Mega Man to go into a bullet time state like in the Max Payne games. Everything will go into slow motion, allowing you to quickly move around obstacles, and attacks.

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The emphasis however is on that word; temporary. You’ll only have a few seconds to use these powers. If you go beyond that, you’ll overcharge the move, and you won’t be able to use it again for several moments. So you really can’t rely solely on this feature to get through the entire game. But throughout the many stages you will reach sections where you may just find them helpful enough that you don’t lose a life.  In any event when you start the game you’ll find like most of the series, there’s an opening run of cinema screens that set up the arc. This time around Dr. Wily remembers back in his youth he created the Double Gear System. A device that accelerates the speed, and power of robots. But his research was barred when most of the other scientists in the community including Dr. Light feared (with good reason) the horrors that could arise from its abuse. Being the quintessential evil mad scientist, he decides all of these decades later to implement it. He kidnaps the latest run of Dr. Light’s robots, programs them for evil purposes, and installs the tech in them.

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Par the course, Rock begs Dr. Light to install the technology in himself when it is brought to his attention that he likely wouldn’t be able to stop Dr. Wily without it. So Dr. Light reluctantly does so, thus setting up the campaign’s backdrop. As is the case with the rest of the series, you’re going to go up against each of the Robot Masters. Then move onto Dr. Wily’s latest castle stronghold. Unlike some of the older games like Mega Man 3,4,5, or 6 Capcom doesn’t try to fake you out here. There are no Wily stand in castles to go through before Dr. Wily’s inevitable castle run. However that doesn’t mean that Mega Man 11 is particularly short. Even though it is one of the cut, and dry entries (think Mega Man, Mega Man 2, or Mega Man 7) the stages here are quite long. Every stage in the game now has three checkpoint rooms, and have a fair amount of obstacles to get through. Many of the Robot Masters employ mini boss rooms along the way as well. Sometimes twice.

 

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For those who have not played a classic Mega Man game before, you’re able to choose to play the stages in whichever order you choose. The hook is the Rock/Paper/Scissors mechanic that pertains to the Robot Masters you face at the end of every stage. When you defeat the Robot Master, you acquire their signature attack. Each one of the Robot Masters is weak against one of the other Robot Masters’ attacks. Not only do you need to beat all of the stages, but figuring out which boss is weakest against which attacks makes them more manageable. It’s also useful in determining which order will get you through the game the fastest.

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But even if you don’t figure that out on your initial run there are tools to help you. Returning is Auto’s shop. He’s the giant green robot who crafts items for you to buy with screws. As you collect them from fallen enemies, you can spend them on extra tanks to replenish your weapon ammo, and health meter. You can buy upgrades to your primary weapon, and even some items to negate some of the environmental hazards.  And even seasoned veterans may find themselves picking up lives, and E-Tanks because Mega Man 11 can get pretty difficult at times. Not only are there the expected Mega Man tropes, like robots jumping out of pits you’re trying to jump across, or crumbling structures you’re going across, but many new pitfalls too.

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Mega Man 11 is also very creative. Every Robot Master has a terrific design, and like all Mega Man games, their stages are built around their themes. Acid Man’s stage has many pools in which enemies will throw in chemicals. Each of which makes the pH level more lethal. Torch Man’s stage sends a column of fire after you, disintegrating everything in its path. Bounce Man’s has a deceptively deadly layout. It’s layered with cute looking enemies, bright pastels, and more. But upon further analysis you’ll find it one of the most challenging stages in the entire game. Block Man’s stage has a lot of falling boulders, and even some maze structures you need to get through as quickly as possible. Tundra Man’s stage is the quintessential ice level. But with plenty of wind gusts to make things difficult. Impact Man reminds me a lot of Optimus Prime. But with blades. But his stage feels like a continuation of the Guts Man stage in the original Mega Man. Of course with far more trick jumping, and a dash of Quick Man’s Mega Man II stage. Then there is Fuse Man’s stage. One of the highlights of the game, it involves a lot of puzzles centered around time. Rounding things out is Blast Man’s stage, which involves an evil theme park motif. You could almost place it in a Batman match against the Joker. The little henchmen robots throughout the level are cool because while they’re a nuisance, they’re also necessary. It’s a lot of fun.

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But as hard as the game may be, Mega Man 11 is always fair. When you fail you’ll know the onus is on you. Maybe you panicked, and jumped into something. Maybe you were hit by a laser, and fell down a chasm. Maybe the Robot Master shattered your dreams when you got to them on your last life. In all of these cases you won’t be able to blame anybody else. And yet, there’s something compelling about that. The sort of thing that always makes you want to attempt it again, and chip away until you come out on top.

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But Capcom has also put in multiple difficulty settings this time. The original NES outings usually had but one setting. Mega Man 10 had an easy, and hard setting. Mega Man 11 has four of them. Newcomer sets things up for those of you who have never played a Mega Man title before. Up from that is the Casual setting, which is geared for those who may be lapsed Mega Man fans. Then there’s the Normal setting which is the one geared toward seasoned veterans. But the game also has a Super Hero setting. This setting goes beyond the Normal setting by removing most of the pickups in every level, and increasing the damage enemy attacks do to you. Honestly, the four settings are pretty close to reaching about each player type. If you honestly have never touched a Mega Man game, you may want to get your feet wet with the first one.  Veterans may want to just dive into the Normal setting. But whichever way you decide to go, you’ll have a pretty good time with it. Although there is a sense of pride if you can clear it on one of the higher settings.

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With the well crafted level designs, and bright, colorful visuals that bring it all together one has to wonder if there’s anything wrong with this one. And to be honest, not that much. Again, the characters look like the evolution of Mega Man 8 (PS1/Saturn). The game looks beautiful. The backdrops are high quality, crisp blends of 2D art, and 3D models. Everything looks like it belongs in the Classic series though which is one that mostly appeared on the NES. Even 9, and 10 recreated that 8-bit aesthetic, and sound. But Mega Man 7 (Super NES), and Mega Man 8 took that same style, but updated it for their 16-bit, and 32-bit platforms. So this looks like an extension of those styles. If you ever wished more of the games looked like the artwork in the manuals, and other media you’ll be more than pleased here.

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And again, it isn’t just about how good it looks. It’s that the great visuals fit the narrative of each of the Robot Masters the way it has in all of the mainline games. This is also the first game in the classic series since Mega Man 8 to involve voice acting. It isn’t bad, but your mileage will vary. Some of it veers toward what was done in the PS1/Saturn classic. Bounce Man seems to really elicit memories of fighting Clown Man as the voice work goes for the high-pitched cuteness of an anime archetype. Some of the other actors went in other directions with their respective characters. And all of it works. But you’ll probably enjoy some more than others. As for Mega Man himself, again, he sounds perfectly fine. But if you’re coming into it after Mega Man 8, it’s a completely different take, and delivery. So how much you’ll like it may depend on whether or not you love the way he was portrayed in the eighth installment. As far as the soundtrack goes, it isn’t bad by any means. The electronica goes well with the action, and there are distinctive themes for each of the stages. However, it doesn’t stand out the way the rocking chip tunes of 1-6, 7, 9,and 10 do. The songs in Mega Man 8 also felt more memorable than these do. Be that as it may, I really wouldn’t call any of it bad. Just different, and depending on what you prefer, you may agree or disagree. Which is fine.

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Once you do complete the game though there are a few things here to make you want to play it again. The first being the challenges. As in the last two games, you can try to run a battery of missions with the goal of reaching achievements. Some of these can be done in the main game, but the majority are found here. You can also go to a gallery where you can read bios of all of the major, and minor enemies in the game. They even have the voice samples here so you can listen to them all. There’s not too much else in the way of extras, though on the Switch there is a surprise if you play the demo before playing the full game.

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Overall, I quite liked Mega Man 11. I played through it on Normal, and found that this time out the Robot Masters’ respective stages were as challenging as Dr. Wily’s Castle stages, which isn’t always the case in these games. Even still, I had a fun time. I yelled at myself for messing up at times. But I had fun rising to the challenge, and overcoming the obstacles it threw in my way. Which is the joy that all of these games deliver. All while delivering a new tool for you to use. Which you don’t have to. It is possible to get through the game without touching the Double Gear System. Though you’ll probably want to. At least on some of the tougher bosses. Still, this is a great entry in the long running series, and I can easily recommend it to not only fans, but to almost anyone who is remotely interested in it. It won’t be a cakewalk. But it does have that addictive “One more match.” feeling the series is known for. Don the mantle of the Blue Bomber, and save the world. If only the music could have been *that* much better it would have been perfect. As it stands, it’s still a highly recommended Mega Man game. Or Rock Man if you prefer.

Final Score: 9 out of 10

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Giana Sisters Twisted Dreams OWLtimate Edition Review

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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.

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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.

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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.

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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.

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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.

 

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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!

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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.

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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.

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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.

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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.

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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!

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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.

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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.

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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.

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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.

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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.

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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.

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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?

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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!)

The Messenger Review

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

Raging Justice Review

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Double Dragon. Streets Of Rage. Final Fight. Crime Fighters. Teenage Mutant Ninja Turtles. Battletoads. Ninja Combat. Sengoku. PIT-FIGHTER. The list goes, on, and on. The 1980’s, and 1990’s were filled with many entertaining games in which you took control of characters out to rid the world of criminals one by one. Armed with your fists, and the occasional melee weapon. Beat ’em ups were a big deal, and while some of them ran together, most of them were a lot of fun. They were about as close to an action movie a game could be at the time. While they haven’t had the resurgence other genres have had, they still sprout up from time to time. And when they’re done as well as this game is, you really ought to pay attention.

PROS: Unique art style. B+ Movie action. Good Cop/Bad Cop mechanics.

CONS: Tacky title screen. Some choppy animations. Minor bugs.

WWE: There’s a moment that seems like it was placed by wrestling show bookers.

Raging Justice is a title that elicits thoughts of a 1990’s Direct-To-Video B Action movie starring Dolph Lundgren. Which is actually pretty fitting because this game is a complete homage to many of the aforementioned games of old. The storyline is about as easy to follow as one of those old movies. The Mayor of your city has been abducted by violent street gangs, and our heroes have to rescue him. When you fire up the game you’ll have a handful of options on hand. There’s the primary campaign, a survival mode, an options menu, and the credits.  The credits are pretty self-explanatory, and the options menu is rather anemic. You can change volume levels, and you can turn friendly fire on or off.

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So you’re more than likely going to begin by playing through the campaign. When you begin you’ll be able to select one of three characters to choose from. This follows the character archetypes set up in Final Fight, and Streets Of Rage. Rick Justice is the loose cannon of the force who doesn’t play by the rules. He’s basically the power class of the three. He moves slower, but his attacks do a lot of damage. Then there’s Nikki Rage who is the opposite of Rick. She prefers to properly get arrests, and warrants. She is the more well-rounded class. She moves faster than Rick does, and can attack faster while doing a little bit less damage to opponents. Finally there’s Ashley King. A teenage explorer with the fastest, and flashiest style. Ashley is by far the fastest all around character, but does the least damage so you really need to master getting combos to use them.

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Once you’ve selected your character it’s onto the cut scenes that set up the plot of the game, before thrusting you into the action. Immediately Raging Justice begins showing you how it sets itself apart from the games that inspired it. You’re greeted with a screen overlay with some important information. Each stage features certain enemies who have a warrant out for their arrest. If you manage to arrest them you’ll get a health bonus, and if you manage to arrest all of them you can get 1-Ups too. There are also secondary objectives you can shoot for. If you’re successful you’ll score big points, and garner achievements.

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As you play you’ll notice certain enemies will have a red outline around them. These are the criminals with a warrant out for their arrest. This is also where the game begins to implement a virtue system not typically seen in games like this. If you do the right thing consistently (arresting perps rather than killing them), you’ll get the aforementioned perks. If you go the bad cop route, and knock their teeth in you don’t. However, if you’re enough of a loose cannon DTV character you can get help in other ways. Arresting people sounds easy enough. You fill up their dizzy meter by slamming them to the ground or using particular attacks. Then when it’s full, they will be dazed in one spot allowing you to grab them, and cuff them. But this is also much easier said, than done. Because they’ll never be alone. Raging Justice sends hordes of criminal waves at you. So it’s going to be tough isolating them long enough to pull this off. Even when you do, another bad guy can interrupt the process by knocking you down, or even knocking them down. Thus resulting in a resist of arrest. Sometimes you’ll be able to arrest someone. Other times you may find it safer to simply take them out.

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It’s a pleasant surprise to see a mechanic like this in Raging Justice, as it makes the game feel a little bit more unique. Few arcade genre entries have done this, the most notable one being classic Run n’ Gun NARC. For the most part it is implemented fairly well, though there are a few times when a warrant will be dazed next to a weapon or other item, and the game makes you grab the item rather than cuff the criminal at hand. Still, it’s pretty neat, and you can actually arrest most characters. Not just the ones with a warrant out for their arrest.

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The one thing in the game that may be a little bit divisive is the style of the artwork. The backgrounds are honestly quite good by any measure. They have a wonderful mix between pre-rendered models, and airbrushed matte paintings. At least that’s how they appear. The texture quality on all of it is very nice. There are also a host of homages you can spot throughout the game’s backgrounds to other games. Particularly to the original Final Fight’s latter stages. But there are others like Sega’s Streets Of Rage series, and Atari’s PIT-FIGHTER. One especially can’t help of think of that game near the end of the second stage where you’re met by a crowd of enemies in very much the same way that game set up bouts. The comparison continues with the character sprites, and this is why I think some will love the look, while others may not get behind it as much.

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The characters seem to have a similar style. The difference being they aren’t motion captured actors. Instead they appear to be pre-rendered models that were condensed down to sprites. Similar to how the characters in Donkey Kong Country, and Killer Instinct were created. However, the animation quality, while fairly good sometimes results in things looking a little choppy due to some of the wild movements in the characters’ positions in some sprites. Granted this is speculation on my part as I was never in the studio where this was made. But the end result resembles something to that effect.

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Nevertheless, it runs fairly brisk, and I can’t say I’ve even seen much in the way of slowdown in my playtime with it. It’s generally responsive, and there’s little to really complain about here. That said, if you’re not into the art style they were going for, that may disappoint you a little bit. One thing that I think should have been improved is the title screen. Mainly because it is used to sell the game on every digital store it’s stocked on, and sadly it looks woefully generic. Perhaps I’m being too harsh, but it gives the impression the title is something you’d find on the rack of shovelware at an office supply store. Not the incredibly fun, if silly homage to B movies, and brawlers that it is.

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And Raging Justice is incredibly fun. There are a wide variety of criminals to take down in the brawls. You have the archetypical street punks, gang members, street-walker, morbidly obese guys who stampede you, and knife throwers you’d expect. There are also 80’s movie drug dealers who throw dynamite from their trench coats, bikers, Rottweilers, and more. There are a lot of weapons, and background details that can be destroyed on display here as well. Barbed wire bats, knives, swords, clubs, hammers, crates, phone booths, and a slew of other things I’m likely forgetting. All of which can take down some of these enemies with ease. There’s even drivable vehicles at a few key points!

The bosses are also a lot of fun due to a combination of silliness, and nostalgia. There’s the typical brute characters, but then the game decides to have you fight a 10 foot super pimp. There’s a security guard who looks suspiciously close to Final Fight’s Edi. E. But not long after that fight you’ll be facing an abomination that may just remind you of PIT-FIGHTER’s Chainman Eddie. I won’t spoil every boss for you, but suffice it to say, you’ll come away from them both challenged, and entertained.

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Throughout all of it, the audio keeps up with everything. The clanging of knives, screaming of enemies, the bold announcements, all sync up. The ambient synth-pop goes along with the action well, again, bringing along memories of those obscure films you may have rented from the video store back in the day. Or perhaps one of the more recent ones you caught at 2am on HBO or saw in a Red box at the local grocery store. In any event, it’s pretty good. Musically, it might not be something you’d want to hear on the morning commute, but it does get the job done. The sound effects however, are superb.

There are a couple of things that hinder the fun. Namely a few small bugs. There were a couple of times the game hanged after I got a “Game Over”, and so I had to exit to my main menu on my Switch to close the game, and then reopen it. This wasn’t horrible, or something game-breaking. But it was annoying, as minimal as the occurrence was. Another weird bug I experienced, was upon losing my last life as I killed the third boss. Unfortunately, because of this it wouldn’t let me continue. The counter just kept going down regardless of my jamming on the “YES! I want to continue!” button. So I had to restart the stage.

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I will say one other novel thing about Raging Justice is its continue system. You get three lives, and a set number of continues. when you run out of continues, the game ends. Par for the course, right? Well, the cool thing the game does is allow you to select any stage played up to that point. The flip side of this is you’ll start in the condition you did when you initially played it. So if you make it to the final stage with one continue left, and lose when you select it later, you’ll begin with however many lives you had, and the one continue. You won’t start with a full set of continues. This really gives you incentive to go back, and do better at the earlier stages so that you’ll have enough continues to clear the game.

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Finally, there is the survival mode I mentioned earlier. There really isn’t too much to write about here. It’s what it sounds like. You start the game with the character, and difficulty setting of your choosing. Then you try to beat up as many waves of enemies as you can until you lose your sole life. It can be fun in short bursts but the main course is where you’ll get the most fun in my opinion.

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Raging Justice may not be the best game you’ll play all year. But it just might be one of the more fun ones. It’s silly. It’s over the top. It doesn’t have a deep narrative. But it has a lot of personality. It also does what a beat ’em up game should: make you feel like a bad ass. Between the moves, weapons, and everything else, you’ll honestly feel like you’re playing a Dolph Lundgren or Jean-Claude Van Damme vehicle. It’s just a fun game. And in the end isn’t that why most of us play games? Don’t let the tacky title card fool you. Raging Justice is a pretty awesome (if sometimes cheesy) brawler.

Final Score: 8 out of 10

Slam Land Review

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(Full Disclosure: I know one person that is attached to the creation of this game. Be that as it may, I paid for my own digital download of the retail release on Steam with my own money, and have not been endorsed by the studio, publisher or any creator. All thoughts are my own.)

Super Smash Bros. is one of Nintendo’s most beloved franchises of all time. It started out humbly enough on the Nintendo 64. Then it became a massive success on the Nintendo Gamecube, being one of the console’s top drivers. Every sequel since, has done gangbusters. Even iterations that weren’t as well liked, have all sold well, and have been enjoyed by the general audience. Super Smash Bros. Ultimate is one of the most hyped upcoming entries yet.

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So it should be no surprise, that over the years many games large, and small have experimented with Nintendo’s formula. From Cartoon Network Punch Time Explosion XL to PlayStation All Stars Battle Royale, other developers have tried making platformer fighting games. Some of them have been solid. Some have been pretty good. Some have been outright terrible. But Slam Land has to be one of the better takes on the formula I’ve purchased, and played.

PROS: Great visuals, audio, and a compelling twist on a proven formula.

CONS: No online multiplayer. Small character roster.

MISSED OPPORTUNITY: The announcer never shouts “BOOMSHAKALAKA!”

Why is this? Well, because it has a really simple mechanic that really changes the dynamics of the game. Instead of the game focusing on knocking every player out of the arena, it adds a proverbial basket to each of the game’s arenas. The object is instead, centered around throwing or punching your opponents into the goal like a basketball. But it doesn’t end there. You can stack multiple opponents together for major point bonuses when you dunk them. You can “Steal” the ball so to speak, by knocking an opponent out of the hands of another opponent, and catching them for yourself. This one simple change also keeps people running to the goal. So you don’t find yourself falling off of the stage, at the last second, unable to see yourself in the mayhem. At least not as often as you might have in some of the Super Smash Bros. games.

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Slam Land also makes a few adjustments to keep things from getting monotonous. Namely by adding a few different modes. There’s a Trash mode, where instead of throwing each other, you, and opponents collect garbage bags to throw into a goal. As is the case with the main mode, you can knock bags away from people or throw them off the stage to buy yourself some time. You can also, again, stack up multiple bags to dunk at the same time for big points. But the more you carry, the slower you move, allowing an enemy to knock you down, and take them away.

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Another variation is the game of Horse, where you spell the word “Horse” by getting baskets as in the basketball game. However, it does this by dropping Knight pieces with the corresponding letters into the map. And once you get one letter into the basket, you can’t score with the same letter again. So the four of you will be trying to balance getting letters you need, and throwing the ones you don’t need out of the map. This way you can keep opponents from catching up to you.

The other mode you can play is Peanut. This mode drops a peanut into the stage. Again, you’ll all want the peanut so you can shoot a basket for points. However, the longer you hold the peanut before dunking it, the more points you will get for doing so. So if you can hold it for several seconds you can be scoring 8 points or 12 points instead of only one. Of course, as in the other modes, enemies can knock you down. Thus claiming the peanut for themselves for a massive point boost.

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Every one of these variations is a lot of fun because they all feature a great sense of risk versus reward. Do you go for more bags for the big points, or do you just throw one to retain the speed to get away from everyone? Do you hold the peanut or go for a shot before someone can steal it? Do you throw your opponent now or wait until they’re distracted by someone else?

All of the modes go for three rounds too. So you might dominate one round, only to find you’ve been triple teamed faster than Braun Strowman in a fatal four-way. Even so, you’ll find all of them quite engaging. You can also play the primary mode with either time or stock rules. These work the way they do in Smash Bros. Where you’re either trying to get the highest score in a duration, or trying to be the last person with any lives left. The difference however is that stock mode in Slam Land, means you’re still going for points by eliminating opponents. Unlike Smash, you can be the last one standing, and still lose. So you can’t expect to turtle your way to victory.

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There is also a pseudo-campaign mode here, but really it just puts you in five games involving a mix of the pre-existing modes. I recommend playing through it initially because you’ll get acquainted with the modes right away to see which you enjoy the most. After that though, you can really roll with whichever modes you, and your group of friends like most. Rounding that out is a quick mode that just starts up a single game.

Audio-visually the game is really quite nice! Everything has a really crisp 2D look that resembles a sticker book. The characters all have a cute look infused with some pulp. It screams early 90’s Nickelodeon cartoons, and even some contemporary Adult Swim cartoons. One of the playable characters reminded me a bit of  The Ren & Stimpy Show, while the ominous blue character who shows up in some of the game’s stage backgrounds reminded me a lot of stuff like Superjail. But that isn’t to say any of this stuff feels like a copy of anything. Everything is wholly original, but these are just some of the things I was reminded of by the game’s art style. The bottom line is that it looks great. The light audio soundtrack, and booming announcer voice accent all of it very nicely too.

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There are a few things that I would have liked the game to have implemented though. While I love the look of the characters I would have liked to have had a bigger roster. Functionally every character works the same way of course. You move them, and then you have a jump button, a pickup button (which you also use to throw), and a punch button that makes your character throw an uppercut. A simple control scheme, that anyone can understand. But having more characters would have been a nice touch. The five characters you do get are pretty cool though, each with neat little details. The human walks around in his BVDs. The Skeleton has some great inking for wear, and tear. The bug animates nicely. The carrot has a giant grin, and the other garish figure is so weird you’ll just fall in love with it. I would have liked more of that.

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It’s also going to disappoint some of you that this game has no online multiplayer. So if you’re someone whose friends are mostly long distance, you’re stuck playing against bots. The bots have pretty good A.I. but there’s nothing quite like playing against other people. This is why the Switch version is also an attractive option. Because it’s exactly the short, and simple kind of game you can take to a family gathering, or play with strangers at a coffee shop or with your coworkers on a lunch break. The other versions are great if you do have people over regularly. But for those who don’t, but who do own a Switch, it’s something worth considering. If you pretty much only play by yourself though, it’s not as easy to recommend.

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All of that said though, this is a phenomenal multiplayer experience. It’s also a cut above many other Smash clones because it plays so much differently. There may be four of you, and an arena. But the basketball mechanics really make Slam Land stand out. In fact, if you’re looking for a party game, and you’re not a fan of Super Smash Bros., you may just find you’ll enjoy this because of that different goal. Bread Machine Games should really commend themselves on making such a simple, yet addictive spin on the platform fighter. It might not be as deep as Nintendo’s own game, but it is a super fun game that can complement it nicely. If you’ve got a Steam account, a PS4, or a Switch, and want something a little bit different pick up Slam Land.

Final Score: 8 out of 10

BlazBlue Cross Tag Battle Review

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Last time we looked at an old, and underrated fighter. But this time out we’re looking at something newer. Arc System Works created something special when it brought the Guilty Gear series to the world. A highly stylized 2D fighter, it had some of the smoothest, and most impressive animation ever. The details in the characters were also a sight to behold. They followed up that success with BlazBlue. A different series, but with the same commitment to detail, and fluid animation. This drew the attention of other creators, and before long they were making games based on other properties. So now we have a BlazBlue crossover game. Does it hang with the likes of Namco’s Tekken Tag games, or Capcom’s many Vs. titles? Is it something you should pick up? Read on.

PROS: The brisk animation, and gameplay you’ve come to expect from ASW.

CONS: Some may deride the repurposing of some sprite work.

HOLY CRAP: The finishers in this game are pretty amazing to watch.

The short answer to both of those questions is “Yes.” But let’s take the long answer road, and talk about why. BlazBlue Cross Tag Battle is a fighter that caters to the core player. The depth of the fighting system, and its complex multi-tiered combos are things you can spend hours just trying to grasp. Yet, it isn’t a game that newcomers can’t enjoy. Yes, there will be a vast skill gap when you first begin, and you’ll get destroyed online. But the game gives you plenty of features to start out with, and the tools to learn how to play properly.

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The initial mode of the game is a story mode.  It isn’t terribly deep, but it does try to set up some kind of reason why all of these characters from different games are here. As the game features a lot of characters from properties, I’m not intimately familiar with I couldn’t begin to explain every detail. But the primary plot is that one of the characters from the BlazBlue universe has created some kind of super computer that has forced everyone together to fight in a tournament. Over the course of the tournament, the teams discover secret gems they can use to escape. Subsequent play through will fill in some more gaps, but generally this is a great way for you to get acquainted with the basics. You’ll be forced to play tag battle, after tag battle until you’re able to complete it.

When you turn the game on, and start playing you’ll find yourself in an open arena with concession stands. These work as an elongated version of an options menu. You can walk to the center to begin the storyline mode. You can go to another door to go into the online lobbies, go to another to spend your in-game currency on avatars, icons, and tiles. Then there’s another that acts as an info desk. Of course you can also bring up a traditional menu if you’d rather do that. This can be easier than roaming around to different booths. One of the things you’ll find in the options is the training mode.

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The training mode in BBCTB is one of the better ones I’ve played in a fighting game. It tries to tell players in layman’s terms what the advanced mechanics do, which makes it helpful when you’re starting out. This isn’t to say that you’re going to play through the tutorial, and instantly comprehend it all. Yes, you can go through, and clear all of the lessons, but you’re not likely going to retain everything the game has to offer in one run of the sessions. These make for a pretty good reference guide. Even after you clear a lesson, when you forget how to do something, you’ll be able to go back to re-learn it.

Of course like all fighting games, playing the game often is going to really help you not only retain the knowledge of how to do things, but learn when to use them. There is a lot of a risk/reward at play in the fighting system. For example, many of the game’s mechanics like dashes, and combos are centered around rush downs. Going on the offensive is a big, big, part of BBCTB. If you can get even a few small combos in, and put opponents on the defensive you limit their options. However, there is also a big risk when you do go for big damage. Because if you whiff an attack, or the opponent knows how to spot a high, or a low opening they can get a jump on you. The game also has a parry system too. So if your opponent has mastered timing, you could find them escaping your onslaught, and countering you.

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The game’s tag system is an integral part of this as well. While in the midst of a combo you can call in your second character in for a double team. You can also then take control of that character during the double team, or leave them there fighting as an NPC beside you. Knowing when to use each option is key. Obviously you can also swap characters when the one you’re presently controlling is beaten down, and needs a breather. But, again, if you’re being rushed down badly with low health you might not have a chance to do so unless you can manage to parry first. Tag teams can also use up your gauges at the bottom, so you’ll also want to be managing those.

Also, being an Arc System Works game, you can expect a lot of highly stylized finishers of varying degrees. There are Distortion finishers where the end of a match comes with flashy spectacles filled with bright colors. But if you can manage to max out your gauges, and time the motions properly, you can do Astral finishers. These are mesmerizing displays that are so visually appealing you’ll enjoy them. Even when you’re on the losing end, you’ll be wowed upon seeing them the first several times.

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Playing the game online will be the bread, and butter for most people, and so you’ll be spending a lot of time in the lobbies. There are many of them. Some categorized for absolute beginners, others for the general audience, and then you have the ranked lobbies. In all of the lobbies, rather than be given a static menu, you move an avatar about an arcade. You can move up to the left or right position of any machine, and wait for a challenger, or walk up to anyone presently waiting for a challenger. The game also lets you communicate a number of ways. You can use icons with common gestures like “GG” or Good Game. You can use body language with your avatar. For instance you can have them bow. Or jump in place excitedly. Probably the best option is pulling up an on-screen keyboard, and typing in a short sentence.

Once you’re ready to fight, the game transitions to your character order screen. You can choose your characters in the online option menu before challenging someone. Once you’ve selected the order, one player chooses the stage, and you’re in a match. In my experience on the Nintendo Switch, most of the matches have had a solid connection even over my wireless network. There were a handful of moments where lag crept in, but for the most part it’s pretty solid. Other versions may fare better, but as far as I can tell, it should be a pretty good experience when playing online. You can also invite friends to play online should any of your friends also own the game.

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Local versus play is a lot of fun though, the wide variety of characters is nice. You’ll be seeing not only characters from BlazBlue, but those from the Persona series, Rooster Teeth’s RWBY, as well as Under Night In-Birth franchises. Plus every character seems fairly viable, able to dish out a lot of damage. Undoubtedly as the best skilled players get into the deepest pros, and cons of each there will be the expected tier lists of which teams are best suited. For anyone new to fighting games, there are also a few auto combos on hand. Arc System Works also follows the trend of other fighting games, by offering extra characters via DLC. You can buy them individually if you wish, but there is also an option to get all of them, including the ones that haven’t been announced. And while this is going to disappoint some players expecting a full roster out of the gate, they have vastly undercut other fighting games in this area.

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One really cool bonus that the game does include however is an EP on mini CD. A few of the more noteworthy songs from the game’s OST are on it. Speaking of the sound, it’s all very good. It includes not only a fairly good soundtrack ranging from Rock to Orchestral but the sound effects are loud, crisp, and sync up with the onscreen action. Moreover you get a lot of great audio performances here by both the original Japanese actors, and the English actors. You can also mix, and match by character. Visually, the backgrounds are nice, with some great 3D models, while the 2D sprites of characters, and animation are top-notch. One thing some fans have complained about however, is the fact that some of the characters are composed of frames of animation from older games. I will say this is noticeable, especially on a large TV, and the result is that in some matchups, one character will look a little bit grainy versus another. Overall though this is a fairly minor nitpick. The underlying mechanics in this game are fairly different from the other BlazBlue games for one. Second, this is hardly the first fighter to do so. Capcom Vs. SNK 2 was especially remembered for doing this, and it was still one of the most beloved entries in Capcom’s Vs. series. This is also a non issue if you’re playing this on the Switch on the go, as you’ll barely notice it on the small screen.

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In the end I think this will be fondly remembered by fighting game enthusiasts. Not everything in it is going to be loved. If you like a more defense focused fighter, you may appreciate it a little bit less, and you’ll be buying characters as it’s par the course these days. Still, I’ve found myself really enjoying the mechanics a lot in spite of being completely outclassed by nearly everyone online. If you’re a die-hard fighting fan who hasn’t checked it out already, or you’re just someone who hasn’t played a new fighting game in a while you may find yourself enjoying it as much as I have.

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All of that being said, those who decide they want the Switch version would do well to pick up a traditional controller option or an arcade stick. While the game is playable on the go using the joycons, the lack of a D-pad makes performing some of the sequences a bit more difficult. Beyond that, the game performs well on the console, and if you’re looking for a fighter for the Switch, this is a nice one.

Final Score: 9 out of 10

Splatoon 2: Octo Expansion Review

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Splatoon. It’s become one of the most popular Nintendo franchises in a fairly short period of time. And, as I’ve pointed out in two reviews, it’s easy to see why. It’s an excellent take on third-person team shooting. Plus, each of the games offered a substantial campaign that was easily worth the asking price. Now, Nintendo has gone 90’s PC gaming, and released an expansion pack for Splatoon 2. It boasts a whopping 80 stages, and promises to expand the lore. But does this expansion truly deliver?

PROS: An 80 stage campaign. Killer OST. Unlockable multiplayer content.

CONS: Some of the mission goals aren’t always clear.

PEARL & MARINA: Can be used to cheese your way through.

Splatoon 2: Octo Expansion does indeed deliver on its promises. Maybe not in the exact way you might want. But it gives you what it promised mostly in spades. The campaign centers around Agent 8, a Octoling who wakes up in a subway with no memory of who they are. You’ll start out by customizing the general look of your Octoling, like you did for your Inkling in the mainline Splatoon 2 campaign. As it turns out, Captain Cuttlefish from the original game is also in the subway. Over the course of the campaign we learn that the subway is actually a test facility.  That’s right, Inkopolis has its own Aperture Science.

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The way the expansion is structured is a bit strange at first, but eventually you’ll figure it out, and everything will make sense. Throughout the course of the game you’ll be riding along on a subway train. Stages are placed about along train lines. Some of these tracks intersect with other train lines, and if you want to see everything, you’ll need to complete every stage on a line. Beating any given stage, will give you something the game calls Mem Cakes, icons that resemble the characters throughout the Splatoon mythos. That is, if the characters were marshmallows in a breakfast cereal. Completing an entire line, and collecting all of the Mem Cakes will net you apparel you can use online when you complete the storyline. There’s a giant insect on the subway train. Every time you go to him with a set of Mem Cakes you’ll get the aforementioned clothing.  You can also play as a Octoling online if you complete the storyline. So this expansion gives you incentive to try to beat all eighty of its stages.

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In order to play stages you’ll need some power eggs, and the game starts you out with some. Each stage has an entry fee depending on how difficult the designers feel it is. Once the fee is paid you’ll begin the stage. Stages do show off a lot of variety. Many of the levels play like the ones in the primary campaigns of Splatoon, and Splatoon 2. You’ll go from point A to point B, and take out any enemies you see along the way.  While that sounds simple, in practice it rarely ever is. Your reflexes, and mind will be pushed hard as you try to balance combat, and platforming. These are a lot like EX grade stages in other games, where the bar is raised even higher. You’ll find yourself learning advanced techniques, and new mechanics. But don’t be intimidated. These skills parlay into the primary Splatoon 2 multiplayer, and you’ll likely do better at its other modes too.

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But that’s far from the only kind of stage you’ll be playing. Other stages are survival modes, where you have to go a period of time avoiding obstacles, and projectiles for a period of time. Some of them will send you into a room of death traps. Other times it will be a room of enemies. Often times you’ll be completely unarmed, and in just about every instance you cannot take a single hit of damage. The time limit can be as low as a few seconds, or as long as a few minutes. When you first start out these will indeed be pretty tough. But over time you’ll learn patterns, and eventually clear them. As frustrating as the early attempts can be, these stages are a lot of help too. Because again, you’ll learn how to better dodge, and outwit online opponents by playing them.

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The 8-Ball stages are about on par with what you’d find in Valve’s Portal series, at least in terms of complexity. Initially, things start out pretty softly. You’ll get the basic mechanics of the idea, shooting an 8-Ball at just the right angle to move it along a series of courses to the end. But as you unlock newer stages based around the mechanic, they become far more elaborate. Many of them have segments where there are no guard rails. So if the ball falls into the abyss, you lose a life. Some of them involve pinball bumpers, multiple balls, switches, and time trials. They’re some of the best stages in the expansion.

There are also a number of puzzle stages that involve rotating the stage around in order to reach your objectives. Again, these are comparable to some of the Portal puzzles in terms of complexity. Then there are the handicap matches. These are the multiplayer games, only instead of playing online, it’s just you up against a team of Octolings. These matchups can be compared to the ones in the main Splatoon 2 campaign. You’ll have to defeat the Octoling soldiers which seem to have advanced A.I.

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But it doesn’t end there. Some of the stages will give you an option of what weapon to use, while others will demand you use a specific one. There are also gauntlet stages, where you’ll have to defeat hordes of enemies in order to get to the next checkpoint. Some of these use the mechanics from the main game as well, such as invisible walls, and floors that need to be inked in order to see them, or switches that have to be shot in order to freeze a piece of geometry so you can jump on or over it. There’s even one that puts the attackers on a turn table, where a switch will cause enemies to spin around in front of you.

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There are also a few boss stages in this campaign. Many of them bring back harder versions of previous bosses. But there are also a few new ones that go along with the storyline of the Octo Expansion. The toughest part about these, are the high entry fees. If you lose, you’ll be going back to other levels to grind away enough currency for a re-match. Be that as it may, these can feel like a massive accomplishment when you finally emerge victorious. When I say these are harder versions, I really mean these are harder versions. The strategies you used before won’t always translate to the rematch. Plus you’ll have to dish out more damage than before, and be on the lookout for new tricks from these old dogs.

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The overall goal is revealed to you when you happen upon a phone in the early goings of the Octo Expansion. This mysterious phone wants you to collect four devices, that are represented on the rail line maps. In order to get to each, you’ll have to play stages that lead up to them in order. Once you’ve done so, you’re ready to escape (which isn’t as cut, and dry as it sounds) But you won’t see every rail line initially. You’ll discover them when you find a stage that intersects on them. So as I mentioned earlier the game gives you a lot to do. Especially if you want to earn those cosmetic items for multiplayer in Splatoon 2. Discovering new lines will also have the conductor giving you currency to enter new stages with so you’ll get a perk for doing so. Don’t forget clearing stages also gives you money so you’ll earn money to go on. As stated earlier, certain levels also give you a choice as to what weapon to use. So if you want to go high reward for an equally high risk, you can choose the least advised option for a bigger payout.

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Of course some of the challenges on display here take only the most honed skills. For many, this will only give the drive needed to complete these. But if you find them too frustrating you can call on Pearl, and Marina to let you skip them. It’s a lot like the aid Nintendo has put in some of its Super Mario Bros. games. Allowing people of a lower skill level to see everything. However the game also makes note of the stages you’ve skipped, and gives you faded versions of the meme cakes outlined earlier. This means you also miss out on some of the lore, because much of the storyline is built into background item drops, chat logs, and other devices. It isn’t all front, and center via cut scenes.

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A lot of this stuff is really well written too, and goes a lot deeper with allegorical commentary, than you might realize. But it also does it without beating you over the head. It’s subtle enough that those looking for it will find it, and those that don’t pay as much mind to it won’t miss it. And at the same time there’s nothing controversial one could glob onto. They did a great job of letting players see the events from a number of viewpoints. There is also some Sci-Fi in this that comes out of nowhere, and yet still fits the storyline like a glove.

You don’t have to clear every stage to be able to complete the campaign, but because of some of the multiplayer rewards, and some of the storyline elements you’ll have enough incentive to go back, and play the stuff you skipped, or replay the stuff you might have previously found too taxing. You’re definitely getting a lot of value in the Splatoon 2 Octo Expansion.

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Be that as it may, I do have a few minor gripes with it. The largest small problem is that it isn’t always clear where you’re supposed to go in some missions. In this handful of stages, you’ll figure it out simply enough with some trial, and error. But knowing off the bat helps immensely most of the time. A minor nitpick but there you are.  It’s also possible to cheese your way through by skipping stages after every two failed attempts. The flip side of this is that you’re not really getting the experience of actually playing the game. It’s certainly a viable mechanic for newcomers to be able to see more of the game, but it has the potential for abuse.

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I also would have preferred more original bosses over the returning bosses from the campaign. The new versions of these old bosses again, do present new, and more difficult challenges than before. But seeing these guys again just didn’t have the same magic. Especially when so much of the rest of the expansion is so new. Still, you’ll likely enjoy the tension that these skirmishes provide. It’s just too bad they couldn’t have had some more original characters for these encounters instead. Visually speaking, there isn’t a notable jump over the base game, but it still looks great. Nice designs, some slick textures, and visual cues. Pretty much everyone will be fine with it. But for those holding out hope this would look like a pseudo-sequel were probably aiming a little too high.

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And finally, I would have preferred more New Wave, Power Pop, and Pop Punk tracks than the expansion pack delivers, but the Electronica it gives the audience is very good. It’s at its best when it goes for ambience during some of the most difficult tasks at hand. There are also some great uses of sampling the original Wii U game soundtrack in it. So in terms of using the soundtrack for telling the story, one can’t complain much.  Again, all of my issues are minor, and two of them boil down toward preference more so than actual complaints. Really the main issue is that some goals aren’t laid out to you properly in a very small percentage of levels. In the grand scheme of things, that really isn’t that big a deal.

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Octo Expansion is a worthwhile expansion pack. Players who wished the base game had more single-player content than the base game should absolutely download this. With 80 stages, and so much variety, chances are you’ll be playing this a fairly long amount of time. It also has plenty in it for anybody who has become a big fan of the characters, and the world they inhabit. There is a lot of backstory here for those willing to look for it, and for those looking to uncover it. Not only in the cut scenes, and chat logs. But in the actual gameplay as well. It is even a solid buy if you come to Splatoon 2 for the Turf War, Ranked Battles, and Splat Fests. Because beating a lot of these stages will actually improve your skills online. They often require learning some advanced techniques to complete which then parlay into multiplayer. Plus there are all sorts of apparel, and Octoling options you’ll have access to once you manage to complete the storyline.

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Is Octo Expansion required to be able to enjoy Splatoon 2? Not at all. If you stick with the base game, you’ll still get to enjoy all of the Turf War, and Salmon Run you want. But if you like the idea of some added online perks, and hours upon hours of new content for a game you already love, Octo Expansion is a solid recommendation. There are so many things to love about this one. Whether you’re a hardcore fan who sings Calamari Inkantation every chance they get, or just somebody who happens to enjoy a good console shooter, Octo Expansion is quite the catch.

Final Score: 9 out of 10

Most anticipated titles shown at E3

Man, what a hectic last few weeks, with more to come. It’s kept me away from time to do much. Though at least I was able to get a couple of streaming nights in. Still, I missed most of the E3 conferences, and I’ve been playing catch up. All three of the platform holders had pretty average events this year. Bethesda did a 180 from last year, even if none of the people in attendance seemed to know who Andrew W.K. is.

Ubisoft seemed bog standard. I didn’t see EA’s though the reception doesn’t appear to have been too warm. But beyond the big conferences there were a lot of trailers, and announcements of smaller titles. And I tend to like to pay attention to those, because they can often turn out to be as exciting as the hyped stuff. So these are some of the titles I saw that caught my attention. Hopefully they’ll turn out to be great games we want in our computer, and console game libraries.

Daemon X Machina

Nintendo’s Direct was the first time I’d heard anything about this game. But a trailer’s job is to generate interest in the subject matter. So mission accomplished. It appears to be some kind of action game involving mechs. But what sets this apart (at least in the trailer) is the No More Heroes unsaturated art style, and a rocking industrial metal soundtrack. It goes really well with the depictions of exploding robots, and bloody skies. I want to hear more about this one. If you’re a fan of Voltron, MechWarrior, Metal Storm, Transformers, Gundam, or giant killer death bots in general, you may want to too.

Insurgency: Sandstorm

I’ve been looking forward to seeing more about this once since it was announced. The original game is a wonderful blend of tactical shooter, and team shooter. There isn’t much of a HUD if any. There aren’t any kill cams. Most of the weapons will kill you in one or two hits. If you have body armor, maybe three. There aren’t any unlockable items that require grinding. If your class can use a weapon, you can use it. They balance this with a point system that forces trade offs. And it has all of the modes a Battlefield player might want. This sequel hopes to bring that experience to consoles next year after it launches in September on computers. Without the focus on loot boxes or battle royal modes this could be something Battlefield, and Call Of Duty veterans may want to check out. For those who don’t like to deal with sore sports online, it also offers a robust one player campaign. To sweeten the deal NWI is bringing it out at less than half the cost of a AAA release, and giving customers who bought the old game 10% off. They’re giving an additional 10% off to people who preorder.

Super Smash Bros. Ultimate

Frankly, I don’t know how you don’t get at least a little bit excited for this one. Even if you’re a staunch fan of traditional fighters like Street Fighter, or 3D fighters like Soul Calibur or Tekken, this one should still impress you. Maybe just a tiny bit, but still. They’ve reworked the damage for 1 on 1 fights, heavily nerfed repeated dodges, and made short hop attacking a little bit easier. This is going to make the competitive end of the audience intrigued, and in some cases happy. For the rest of us, this is giving a lot of great stuff too. If you bought the figures, and adapters for your Gamecube controllers, they’ll all work on it. Every character from every previous Smash game is in here. Plus there is bunch of new assist trophies, items, and even some new characters.  This one comes out later this year, and I can already sense many will fire up the older games to practice up.

Serious Sam 4

Serious Sam may not have the star power he did back in the early 2000’s. But you’re always guaranteed a fun time filled with mindless action. For those who don’t know, this long running series by Croteam puts you in a large campaign of stages that have you constantly shooting, and managing resources. Some compare it to stuff like the original Doom. But that’s actually a long way off. The level designs are often interlocked arenas. So you’ll enter a room, destroy a wave of enemies, get an item, and destroy another. The thing is each room potentially has hundreds of enemies to contend with at a time. It’s more accurate to compare it to old Midway games like Robotron 2084, Smash TV, and Total Carnage. But the constant introduction of new enemy types, weapons, and the vast number of Easter Eggs to find keeps them fresh. This time they got the writer of The Talos Principle to write the story for Serious Sam 4. So who knows if Serious Sam will be Serious? Either way, I find these games fun so I hope to check this one out as well.

RAGE 2

Yes I know, there are a lot of shooters on here. But I did enjoy the original Rage when it came out. Abrupt ending aside, it was pretty cool. The desert was a hub world with towns in it. It had a pretty entertaining Mad Max inspired story, and it had the shooting you’d expect an iD game to have. So this sequel has me intrigued. The desert is more than a hub world supposedly, and there are a larger multitude of factions. The action looked good, and so I’m hoping for the best. The original didn’t sell horribly but it didn’t sell Doom, or Wolfenstein numbers either. So I was honestly surprised this sequel was green lit. Still, I liked the old one, and this one looks like it could be an improvement.

Tunic

I know there are a ton of Legend Of Zelda clones out there. But this one stood out to me during the Microsoft conference. It doesn’t look like it does a ton of new things with the gameplay, but at the same time it has an inviting art style, and I loved seeing some of the character designs. Hopefully it turns out really well. It displayed a fairly large map so there will be a lot of ground to cover.

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Similarly, at the Sony show there were a lot of big, anticipated games. But once again, something smaller showed up in the line of trailers. This one is by Remedy who invented the Max Payne franchise years ago. They also did the Alan Wake, and Quantum Break. While Quantum Break was derided for making people watch long, episodic cut scenes, this seems to have eschewed that experiment. The protagonist has this telekinetic ability allowing her to pick things up remotely, and use them as weapons. Sure it’s not the most original idea. But it looks cool in this one. When you’re done with The Last Of Us 2 you might want to pop this in. It looks fun.

Super Mario Party

I rarely get excited about a Mario Party game. Don’t get me wrong. I have most of them. Even the least exciting iterations are still a hit during holidays, and get together moments. But Super Mario Party is the first one in a long time that I kind of really want to play. For starters the frame rate (at least in the trailer) seems like it will be 60 fps on most modern HD TVs which will be pure glory for some of those mini games. Second of all, they seem to be doing interesting things with it if you network two Switches together. On the flip side, my nieces only continue to learn games in 8 seconds. So when I visit my Sister I’m likely leaving with the least amount of stars. They’re pretty good at Smash, and Kart too. But I suppose it happens to even the best of us. We get old, and our siblings’ progeny dethrone us eventually. Still, Super Mario Party looks pretty great even if it will leave me with zero stars.

Ninjala

I really want to see more about this one. Ninja kids Nerf sword fighting while doing parkour, and Baby metal is rocking out in the background? It looks like there is a big reliance on bubblegum. Not sure what that’s about, but it also looks like there is co-op, and versus modes in it. The trailer doesn’t go into much detail, but like Daemon X Machina, I am intrigued.

Ghost of Tsushima

This game looked really cool. The trailer didn’t show off much of what the objective or story was. But the combat, the environments, and characters looked really compelling. I would have liked them to have spent a little bit more time on it. But in any case, Sucker Punch got me talking about this game, and if you missed it or forgot about it, you may want to follow this one. Again, hoping it turns out great. But it looked really good, and like something those with a PS4 ought to look into.

Octopath Traveler

Even though I veer more toward the instant gratification of action genres, I do like a good RPG now, and again. This game has me interested for a few reasons. One is the look of everything. It reminds me a bit of the Ys remasters with its blend of 3D models, and 2D sprites. The filters on everything makes it look unique too. Another reason is that it’s giving players eight different characters to play with, each with their own career paths, and storylines. So it looks like it can be something a die-hard RPG fan can marathon for days. But also something someone with limited time can span out over a year by playing through one story, taking a break, then going back to it.

Mega Man 11

I’m a huge fan of the Classic Mega Man series. I’ve played through all of them. 1-10, as well as the GB line, and the side game Mega Man & Bass. This one looks like they’re trying to make it accessible to newcomers with a bullet time mechanic. But they’re leaving it optional so veterans can play completely old-school. They’re also returning to a more modern 2.5D look. It’ll be interesting to see how they do without Inafune at the helm. But the trailer does look decidedly Mega Man.

Cyberpunk 2077

CD Projekt Red always seems to deliver solid RPGs. (A few of which I still need to finish.) But this one looks like a big departure from what we normally see. It’s Sci-Fi instead of Fantasy. It’s taking inspiration from a pen, and paper series, and yet also seems to have action elements.  I do want to see where they take the not too distant future theme compared to some of the others that have ventured there.

The Messenger

They showed off a little more of this one in some interviews, and I’m even more excited about it than when I saw the initial trailer two months ago or so. It’s a love letter to both the NES Ninja Gaiden Trilogy, as well as action platformers on the Super NES. It’s fast, frantic, and being built with speedrunners in mind. The visual changes are tied to the game’s story, and it’s been confirmed to not only release on the Switch, but on PC as well. As someone who loves action platformers, I’m really looking forward to this one.

Metal Wolf Chaos XD

Originally released on the inaugural Xbox, most have never played this one. Because it was exclusive to the Japanese market at the time. These days, finding an original copy for your Xbox is an expensive endeavor. It’s a mech action game with the premise of a DTV B Movie.  By From Software no less. Devolver Digital is re-releasing this game with some updated visual options on Xbox One, Playstation 4, and PC. It’s completely silly, and over the top. If the high aftermarket prices online have kept you from getting this already, this is one remaster you might not want to miss.

 

So there you go. This year’s show might not have had the hype, and power of last year, but there was still plenty to look forward to. Whether you looked for grandiose blockbusters, or indie games, or somewhere in between. These were some of mine, and I hope you enjoyed this run down. Hopefully you’ll enjoy seeing some of these as much as I did. What were some of your E3 announcements? Feel free to comment below.

Wild Guns Reloaded Review

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Every now, and again a previously obscure game ends up in the spotlight. Often times because it turns out to be pretty uncommon or even rare. Said game then begins to skyrocket in price in the aftermarket. Wild Guns, is one such game. Originally released on the Super NES by Natsume, it was an action game with a unique setting, and mechanics. It blended Run N’ Gun gaming with Rail Shooter gaming. All in an attractive steam punk western setting. Of course to buy it now is an expensive endeavor. But Natsume, and Atari have brought it back in an updated package.

PROS: New content. 4-player Co-op. Tight controls. Visual flair.

CONS: Multiplayer has some design choices holding it back a bit.

SUPER PETS: There’s a dog operating a giant drone.

Wild Guns Reloaded is a beefed up version of the original Super NES game. As I don’t own the original version, I can’t speak to every minor difference but upon doing some research there are a few big ones. On the positive end, the game now supports 4 players. So you can enjoy this with more people. They’ve added two new playable characters, and you get some bonus stages in cooperative play that the original release didn’t have. The game now renders in a full 1080p resolution, so you don’t have to decide between pleasing your purist friends who want original aspect ratios, or pleasing your other friends who don’t mind stretch-o-vision over black bars. There are sliders for you to scale the image though, so lovers of the 4:3 standard can also rejoice.

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On the flip side, you do not have any continues in multiplayer. Which is absolutely absurd considering you have unlimited continues when playing the game alone. It’s the biggest blemish on the package. But as disappointing as it may be, this is a game you still may want to pick up. Because there really is a lot about this game to love.

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As I mentioned before, Wild Guns Reloaded is a blend of two action genres. On the one hand, you move your character about as if you were playing Sunset Riders. On the other hand, you fight enemies as if you were playing Operation Wolf. If that sounds like a strange combination, that’s because it is. But it’s one that works really well once you become accustomed to it. You move around freely, able to jump, and avoid the incoming projectiles. You can also use a melee attack on enemies that get in close. Some enemies can only be taken out this way. But when you start shooting, you’ll instead move a cursor about the screen. Aiming at all of the different threats around you. While firing, you can perform a quick dodge to get out-of-the-way, and you can even throw electric laser lassoes around bad guys. The lassoes temporarily hold them in place so you can deal with other impending threats.

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The end result is a fast action game, that also requires a lot of strategic thinking on your feet. You also have to have eyes in the back of your head, as you can’t really focus on just one threat. You have to be able to react to every last interruption on hand. Is it difficult? Absolutely. But at the same time it feels ever so rewarding when you’re able to complete a segment. The game starts you out in an initial stage that sets up the formula. You’ll play through one section until a timer hits zero. Then you’ll move onto the next section, and then if you complete that section, you’ll move onto a boss fight.

Once you win the initial stage, you’ll then move onto a Mega Man styled stage select screen. Here you’ll go on to play through each of the next few stages in any order you wish. Most of these follow the same sequence as the first stage. Though one stage is an automatic scrolling stage. But even this stage follows the trend of using three sections. After completing these you get thrown into the final stage where you’ll go through a huge gauntlet of enemies, and bosses.

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Wild Guns Reloaded offers four playable characters with their own traits. Clint, and Annie return from the original game. They perform similarly with faster firing weapons, and movement. They’re not exactly the same, Annie seems a little bit more mobile. Joining them are Doris, who throws grenades in lieu of using ballistics, and then there is Bullet. He’s a Dachshund.  A Dachshund with a killer drone. So he plays with a lock on, but like everyone else, one hit takes you out of the action. Clint, and Annie are probably the best all around characters to use. But Doris, and Bullet are great new additions for those who may want even more of a challenge.

That being said this game has three difficulty settings to choose from, but I wouldn’t call any of these particularly easy. The lower tiers make bosses a little bit easier to take down, and some of the midrange enemies take fewer hits. But you’re still going to die if you get hit by anything. So again, expect a challenge. But as the case with Contra or Operation Wolf, the challenge is more or less the point. Interestingly the Nintendo Switch version also includes a Beginner difficulty that just gives the player unlimited lives. Handy for a first time play through. But it also makes the campaign feel hollow as there is no way you’ll be forced to overcome any of the game’s obstacles.

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Playing with other people is a mostly fun endeavor. Having backup means you don’t have to manage every last obstacle, as the other players can do some of the work. But the lack of continues is a puzzling decision. Especially if you’re playing with a group where there’s a considerable skill gap. Because not only can none of you continue from the last stage you reach upon a fail state, your lives are all grouped together. If you have a friend or relative that can’t cut it, you’re getting held back. If you’re the one who can’t cut it, you’re holding your team back. It’s also strange because you have unlimited continues when playing alone. The Nintendo Switch version also doesn’t migrate that Beginner setting to the multiplayer. So you won’t get any mercy in that version either. Despite the odd decision to remove continues, playing with others is a fun time because of the reasons outlined above. It really is great when you are all able to rake in a high score, and defeat a giant boss together. As with the one player game, every little inch you scrape further feels like an accomplishment. But you’ll really need to grow a thick skin when playing with friends because once your lives are gone, that’s it.

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Visually, the game now renders in a proper widescreen aspect ratio, and resolution. The sprites, and backgrounds sport an immense amount of detail. This shouldn’t surprise anybody who has played the original Super Nintendo Game Pak. It was visually impressive then, and it’s pretty impressive now. The little details in the backgrounds, the wonderful use of gradients, all work with its anime-styled designs. The steam punk influence is obvious as you’ll fight robots, vehicles, and cowboys armed with laser guns. The audio goes along with it nicely, as explosions, and screams sound great. There’s also a techno-western fusion going on in the soundtrack.

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Performance is pretty solid too, with the game maintaining a steady frame rate. Even during battles where the screen is completely congested with projectiles. Whether you’re playing the PC version, the PS4 version or the recent Nintendo Switch release. The Switch version looks great in docked mode on the TV or in tablet mode when taking it out on the road with you.  All versions offer a scan line filter if you want to simulate the look of an old CRT Television. There are also an online leaderboard you can try to shoot for.

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Overall, Wild Guns Reloaded is a really fun, and challenging update to a cult classic. It has a great look, really intriguing characters, and does a lot with its setting. The enemy design is great, and it’s an enjoyable arcade experience. It’s just unfortunate it is so inconsistent with its rules for single player, and multiplayer. It’s strange that one can continue at their leisure when playing by themselves, but not with friends. One would think the multiplayer would be given similar stakes. Be that as it may, playing with other people is still fun to do. But you’ll definitely want your guests to know what they’re in for before you start playing.

Final Score: 8 out of 10

Fast RMX Review

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F-Zero, and Wipeout are two beloved series that rarely seem to make an appearance anymore. Nintendo’s flagship futuristic racing series has a deep (for a racing game) storyline, a huge roster of characters, and of course, high-speed races. It used to be a guaranteed appearance on Nintendo hardware. The Super NES, Nintendo 64, and a slew of handheld releases kept futuristic racing in the limelight. Psygnosis, and Sony answered with their own futuristic racing series; Wipeout. Both of these may seem similar, because they are in premise. But each has their own nuances making them both stand out on their own. But, while not as dormant as F-Zero, Wipeout still doesn’t get the attention it used to.

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But in recent years some independent studios have answered the call of those who long for proper futuristic racers. I previously looked at RedOut which will see a port to the Nintendo Switch at the end of the year. In Nintendo’s absence, German developers Shin’en created a small game on the Wii U called Fast Racing Neo. Which did well enough that it spawned some DLC. With no F-Zero on the horizon, they’ve made essentially a re-mastered director’s cut for the Switch. It includes all of the content the old game had. Plus new content. It also has a considerable upgrade in visuals. Released last year, this new version is an excellent title you might just want to pick up.

PROS: High sense of speed. Tight controls. Performance. Track layouts.

CONS: Online multiplayer has a low population.

EXPLOSIONS: Expect to see many when you’re first learning tracks.

Fast RMX is pretty great stuff. Immediately you’ll be taken back by how great this game looks considering its smaller budget. Then you’ll be taken back by just how great it performs. Where some other futuristic racers take influence from a few different franchises, this one mostly takes inspiration from F-Zero. The thing is, it does so well with the formula that it nearly rivals F-Zero many times. How close does it stick to the F-Zero formula? Pretty closely, but it does just enough to keep it from being a 1:1 knockoff of sorts.

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The vehicles are very much of the F-Zero vein. The designs will instantly remind you of the hovercraft driven by the likes of Captain Falcon, Pico, Dr. Stewart, Samurai Goroh, or even Mr. EAD. Oddly enough, this is where there is a big departure from F-Zero. There are no characters. There isn’t a storyline. One of the hooks with the later F-Zero games, especially F-Zero GX, was the comic book soap opera on display. Every racer had interview clips. There was a set of difficult racing challenges that told more lore about Captain Falcon with each one you were able to win. Every driver had a theme song. There is a lot of back story in the F-Zero series.

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Fast RMX dispels with any attempt to tell a story. There are no bounty hunters chasing super villains or criminals. It’s just pure, adrenaline rushing racing. Which is the most important part of any racing game. It’s the part that this game absolutely nails. Fast RMX may have a generic title, but it is succinct. There is a huge emphasis on speed on display as you’ll be boosting around hairpin turns on a rocket. The settings, and tracks continue the homages to F-Zero. Throughout the 36 tracks are space stations, futuristic cities, mining operations, and desert planets with sand worms right out of Dune. There’s even one race that takes place on a track as a giant robot is walking around, ready to step on you. It’s a pretty wild ride. A couple of tracks even retain F-Zero’s ride along the outside of a tube track designs.

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So there is a lot of love thrown to Nintendo’s racer. Fast RMX looks great doing it too. The highly detailed textures on everything look great. Many of the courses take advantage of wind physics, and filters to add to the sense of speed on display. There are even some really great weather effects in this game like rain, and snow. One of the courses even has puddles that splash when you pass over them. The game even uses some Ambient Occlusion for lighting, and shading effects. Fast RMX is an impressive looking game for the Switch. The sound quality is quite good too. The humming of the engines, the bombastic explosions of wrecked ships are great. There’s even an eccentric announcer who has some quips to cheer you on when you’re doing well, or to essentially boo you when you come in dead last. The low-key Electronica fits the racing well, though personally I would have preferred some element of Rock. But that’s a minor nitpick on my part.

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However, as I mentioned earlier, this isn’t a 1:1 carbon copy of F-Zero. Fast RMX has a few entirely different mechanics. First off, the energy system deviates greatly from F-Zero’s. There are no pseudo-pit stops to refill the boost meter. Instead, you have to be proficient enough to collect orbs at high speeds. These orbs will refill your boost meter instead. Secondly, your boost meter is not tied to your vehicle’s damage meter. If you run out of boost, you’re not going to explode. Third, there are explosions, but you aren’t out of the game after three crashes. You can keep going until the end of the race. However each time you destroy yourself by flying off the course, or hitting a wall you put yourself further, and further behind. Fourth, there are boost strips on the courses. But this leads to Fast RMX’s unique mechanic. Every vehicle has two phases. An orange phase, and a blue phase. Pressing the X button changes between the two, and the exhaust from your vehicle changes color to reflect that. If you’re coming up on a blue boost strip, and you’re using the blue phase, you’ll boost. If however you’re using the orange phase, you’ll be slowed to a crawl until you either shift phases or drive off of the boost strip.

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This leads to all kinds of boost strip patterns, which gives the tracks a puzzle game element. Not only do you need to memorize each of the turns, branching paths, and booby trap placements (Yep, tracks have landmines, omega beams, asteroids, and turbine fans to avoid.) but you’ll need to know boost order. Orange, orange, blue, orange, blue, blue, orange on one track. The next it might be blue, orange, blue, orange, blue, orange. Suffice it to say, you’ll be playing many of these courses many times over. There are several modes in Fast RMX. The primary one being its Championship mode.  This mode starts you out with three cups, each with three races in it. You don’t have to win every single race to win the cup because every placement gives you a certain number of points. So it works a bit like Mario Kart in this regard. However, by the end you’ll need more points than everyone else to claim the top spot. So every track you do badly on, means you have to do better on the subsequent races. If you can place at least third by the end of the cup, you’re treated to a short victory animation. Then you’ll unlock a harder cup, and often a new vehicle to use.

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Each of the 15 vehicles in the game handles differently, and are rated on the top speed it can reach, acceleration to that top speed, and the size of the boost power it has. Unfortunately, one bad thing about this, is it doesn’t give you any information about handling. So you have to try each one as you unlock them to see which style you like best. On the plus side, it does force you to at least take a little bit of time with each of them. One thing the ratings do tell you is that if a vehicle has a high top speed, it will take longer to get to that top speed. So these are usually going to be better if you’ve memorized every nook, and cranny of every track. Making a mistake will slow you down considerably. So when you’re just starting out you may want to pick something else. Going for a high acceleration means you’ll get to top speed faster, but you’ll want to master hitting those boost strips to compensate. Going for high boost means you’re at everybody’s mercy if you miss running over those aforementioned orbs.

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Once you get through all 12 cups, you’ll be graced with the end credits. But that’s far from the end of the line here. The game has 3 difficulty runs of the championship. So you’ll have to do it again, and again. Each of the tiers gets a bit more cutthroat. Think of it like the cc ratings in Mario Kart. The courses themselves aren’t that much harder, it’s the enemy pilots who become that much more brazen. Be that as it may, even on the initial tier, the last three cups have a huge spike in challenge. Not just because of the enemies, but because of the precision some of the courses require. It will take you back to getting to the Diamond Cup in F-Zero GX. These courses are a big hurdle to overcome. But once you do, you’ll feel very accomplished upon seeing the end credits for the first time.

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The game also has a mode called Hero mode. This one has you go through each individual track, one by one, and challenging you to come in first. That in of itself is pretty tough to do. Doing it on every track takes dedication. This mode is really for the player who wants to squeeze every last ounce of content out of their game. Much like the mainline championship mode, beating it unlocks another two tiers of difficulty. So if you’re looking for something that you can devote a lot of time to, Hero mode will keep you busy for a while. If that STILL isn’t enough for you, the game has Time Attack. Which is basically what it sounds like. You, practicing the tracks to get the shortest time possible. It isn’t the most exciting thing for the average player, but it is when racing games include them. If you’re having trouble with a certain track, it is nice to be able to practice it. Just as it’s nice to be able to ensure you’ve mastered it if you’re really good at the game, and want to compete in speed runs.

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Rounding things out are the multiplayer modes. The game includes two main online modes. One where you can race against random players online, and another where you race against your friends. Fast RMX is quite fun to play online. The netcode is fairly stable, and I rarely ran into any lag. That isn’t to say it doesn’t exist though. If you’ve connected to players who are on the other side of the world you’ll see their vehicles warping around a bit, or if someone has a bad connection you’ll see a stalled vehicle when they finally crash out to a menu. But by, and large it isn’t a bad experience. However, being released last year, you may find you have a long wait when trying to play online against random players. It took me a nearly ten minute wait to find an opponent. Once I was able to, a few other players eventually showed up, and I had a great time racing around 20 races before heading off to sleep.

That’s really about the only complaint I could levy here, is that there is a low online player population. Unfortunately it seems to be the case with many racing games, the online competition window is a short one. Still, the fact there are online bouts, and that you can play private matches is great. Fast RMX also retains the split-screen racing fun that made F-Zero, and Wipeout awesome party games. Up to four players can play in split-screen, and the frame rate doesn’t seem to be affected too much astonishingly enough. With all of the animation, and special effects going on it still retains a fairly good performance. Though some of the visuals do take a couple of cutbacks to compensate. Fast RMX also has a LAN mode, where you can connect your Switch consoles locally. So if you want to organize a local Fast RMX tournament, or party night you can.

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With its great visuals, excellent track design, and high frame rate it’s almost a no-brainer to download Fast RMX off of the Nintendo eshop. It’s an excellent game in spite of its generic title. I look forward to seeing what Shin’en brings to the table with any potential sequel. The only things to be aware of as of now, are the lack of players online this late in the game, and a big difficulty spike near the end. But in the grand scheme of things these aren’t major problems. In fact, I can’t say I ran into any major bugs while playing it. Shin’en really seems to have gone over everything with a fine tooth, and comb here. If you’re a Switch owner who hasn’t already done so, get this. Fast RMX is a winner.

Final Score: 9 out of 10