Tag Archives: Nintendo

Valfaris Review

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A couple of years ago now, a small independent action platformer got some attention. Slain had a brilliant art style that was combined with a soundtrack by Celtic Frost’s Curt Victor Bryant. If you wanted a video game that instantly made you think of Heavy Metal music, Slain could easily come to mind. It had a botched launch as there were a lot of technical problems. But the developers truly did overhaul everything to do customers who backed the game justice. And with Slain: Back From Hell they largely succeeded.

Valfaris is the new game from Steel Mantis. Much like Slain, it has a gristly, horrific art style. It too has a soundtrack by Curt Victor Bryant. But it seems to be advertised as more of a Contra inspired game rather than a Castlevania inspired one. Did the folks at Steel Mantis give us an exhilarating Run N’ Gun that old-school NES era Konami fans the experience they remember?

PROS: Builds on everything the developers learned when making Slain.

CONS: It’s a triumph! But it isn’t quite the Contra-like the trailer teases.

METAL: Everything you see and hear screams “Crank it to 11 & break off the knob!”

One thing you can absolutely tell if you’ve played Slain before playing this game is that Steel Mantis learned many good lessons from that process. Right on the title screen, you can notice some cool details. Just like Slain, it oozes Heavy Metal. Your character is dressed like a Warhammer 40k Chaos Marine. There are mountains of fossilized remains of people and creatures everywhere. And you can notice a faded 3D render of the face of the protagonist as if it were made for an early Windows 95, PlayStation, Saturn, or Nintendo 64 game. It brilliantly blends the eras of the 16-bit and early 32-bit and 64-bit processor powered consoles.

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Upon beginning the game you’ll see a cut scene setting up the story. As Therion, you’re off to a mysterious space station; Valfaris upon it reappearing near a red giant. It was once your home and with its discovery, you decide to investigate. Upon landing on the citadel world it immediately becomes apparent that evil forces have taken it over. So right out of the gate, you’ll be confronted with enemies.

Now while many might think of this game as a Run N’ Gun in the vein of Contra or Metal Slug, it really isn’t. You will be getting many cool weapons throughout the game, and you will be shooting a lot of stormtroopers, monsters, space insects, and more with them. But it doesn’t have that constant, “Go! Go! Go!” pace of a Run N’ Gun. Save for a couple of enemies that actually spawn enemies and a couple of auto scroller moments you can take moments to breathe. And while the game’s stages are linear, there are a number of hidden areas you’re going to want to seek out. In reality, it feels somewhere in between Konami’s two biggest franchises of that bygone era.

 

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Basically, it builds on the core gameplay introduced in Slain, and it does so beautifully. It feels very refined in the melee combat. Of course, all of the game’s enemies have an entirely different speed. So while you can indeed, expect to use parrying to your benefit you can’t expect it to be predictable. In Slain, knowing exactly when something was about to hit you was, strangely enough, easier than it is in Valfaris. Fortunately, parrying isn’t quite as necessary as it was in Slain, although there are definitely some moments where it is beneficial. So beneficial in fact, you’re going to want to get that timing down for when these moments come up.

So like Slain you have the ability to swing melee attacks, and you have a block button. The block can not only block attacks but as mentioned can also parry attacks if you hit one a split-second before it hits you. Underneath your health bar is a second bar that is tied to the blocks. Killing enemies with a melee attack can often refill it by dropping blue mana. This meter will deplete when you block attacks, and some enemies have powerful attacks that can take it to zero after one block! So there’s another reason to try to master parrying.

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Of course, the big addition to the gameplay here is the shooting. The game starts out by giving you a laser pistol and a lightsaber. But as you play through the game, you’ll discover newer weapons to use. Some of these are out in the open, but other ones will require you to find secret rooms or alternate paths in levels. Which is why the game never really hits the pace of a proper Contra game. You’ll need to take your time to look for these visual cues. It definitely is a bit peppier than Slain though. And while this game doesn’t have as many one-hit deathtraps in the background as Slain did, you still have to pay a lot of attention to the background. Some enemies really blend into the scenery and can knock you into pits, pools of acid, as well as other deadly places.

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Speaking of scenery, again, I have to point out the painstaking detail of the graphics here. There is a brilliant use of color shading and terrific palettes for every possible section. The environments are wide and varied in Valfaris. One moment you might be in a war-torn battle station. Another, you’ll be in a space bug-infested jungle where even the vines are sentient and lethal. Each stage has a multitude of bosses, most of which are insanely difficult while at the same time being completely fair. When you die in this game, 95% of the time you know it is your own fault. There are a handful of times where a Boss will pull a cheap trick at the last second or the rare platform that looks wider than it actually is. But on the whole, everything feels on the level. So the game fosters an environment where even though you’re going to die a ton, you’re also going to feel determined even if you find you’re getting mad at yourself for messing up.

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Obviously, the soundtrack goes along with everything perfectly, as Curt Victor Bryant returns from Slain to continue the shredding. Honestly, the music in this also feels a lot more varied than in Slain, as he touches on the many subgenres of Heavy Metal. There are orchestral moments that lead to a Symphonic Metal opus. There are classic Power Metal moments, Speed Metal tracks during some intense moments, and more. There isn’t much in the way of vocals here, but it’s totally fine. In fact, vocals might even distract from the action going on at any moment,

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And like Slain, you can expect to see a lot of intense, unsettling animations as enemies explode into gibs, get cut in half, smashed by parts of the scenery and more. Getting back to the gameplay, there are also Super Weapons you can use that also uses the mana the blocking function does. These do a lot of damage while consuming a lot of your meter so you may want to use it sparingly. In my playthrough, I tried to use them mostly for the more intense boss fights. Of which there are many. All of the weapons, the melee ones, guns, and super guns you find can also be upgraded at checkpoints. Throughout the game, you’ll find special items you can use to do so. Each of these can be leveled up to around four times and the cost to do so increases each time. As you play you’ll really want to think about what weapons to upgrade. Each weapon is effective on all of the enemies, but some are more beneficial on some than others. So there’s an element of Mega Man here for you to consider as well.

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When you do clear the game it will give you a pretty satisfying ending. Throughout the game, it definitely leaves some nods to Slain, but you don’t have to have played Slain to understand what is going on here. After the credits roll you’ll be given an end screen showing you how many times you died, how long it took you to beat the game as well as how many items you’ve found so that you’ll be inspired to play through the game again. It does try to get you to at least attempt a 100% completion run.

While as of this writing I didn’t see it on my physical Switch version of the game, the game’s Steam page does list a New Game + mode being added to the game. So if you want an even bigger incentive to go back to it once you’ve beaten it, you potentially have one. Ultimately though, even if you only play through it once you’ll feel very accomplished. This game pulls no punches. Even the most grizzled video game veteran will be challenged to the nth degree. But again, the whole thing generally feels fair. When you start to notice patterns and understand what you need to be doing things don’t feel so frustrating. They make you feel more determined. You can win the day, you really can. Valfaris is one game you should definitely look into. It’s gorgeous, sounds amazing and is filled with challenges. Just don’t come into it expecting a Contra-like. It is more of an Action-Platformer than Run N’ Gun. But still one of the best experiences you’ll have.

Final Score: 9 out of 10

Cave Story + Review

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Cave Story probably doesn’t need much of an introduction. It was one of the earliest indie games to garner a cult following. A Metroid inspired adventure game, Studio Pixel’s effort was praised and landed on Steam, even the Nintendo Wii’s WiiWare service.

PROS: An excellent Metroidvania with a few new enhancements.

CONS: Subsequent releases added costs.

SWITCH: Between the original and enhanced content.

Released by Studio Pixel in 2004, Cave Story was originally a freeware game with some updates over time. It was continually praised in gaming magazines and sites of the time. Eventually, after being picked up by Nicalis, the game would finally see releases as a digital product in 2010, most notably on consoles.

The 3DS, in particular, has two versions of the game. There is the downloadable version off of the game which features a lot of the things represented in the + version here. The retail version, Cave Story 3D was rebuilt from the ground up in order to properly take advantage of the console’s 3D effects.

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Which takes us to Cave Story +. What makes this version of the game different than the original release or its other many ports? Well out of the gate there is a big one: Graphics. Cave Story + has an updated look. Things look much sharper and as a result, you can make out a lot of little details you might have missed if you’ve played one of the earlier releases. The soundtrack has also been overhauled with enhancements. The result is the same songs you know and love, just in a much more produced form. It feels a lot like when you hear the difference between a stock Sega Master System soundtrack and the same songs on an FM Sound Unit. Undoubtedly some will prefer the original sound or look of either the graphics or audio. So Cave Story + will allow you to choose the original release’s video and sound or these enhanced versions. They also add a famitracker version of the soundtrack so if you want more of an NES -esque sound that is also an option. Other than that, there are challenges you can unlock as well as characters to use in a two-player version of the campaign.

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Cave Story + is basically the same game as the original release with the minor tweaks outlined above. Though there is also a new Wind Fortress area here. If you’ve never played Cave Story, you play the role of a Robot named Quote. You start out in a cave (hence the title) but before long, you’ll find yourself in a village of creatures who resemble rabbits. These creatures are called Mimigas and are quickly terrorized by a mysterious mad scientist. He calls himself “The Doctor”, and employs a couple of traitorous Mimigas to do his evil bidding. They kidnap one of the key Mimigas from the village, and so it’s up to you to rescue them.

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And from here the game begins to open up in the way the classic Metroid games do, allowing you to explore new areas as well as finding new ways to enter previous ones. One of the big hooks in the game are teleporters that let you fast travel between these sections. Combat in the game is entirely different than in Metroid or Castlevania though. While this is often thrown in the hat of names when the word Metroidvania comes up, there isn’t any real melee combat to speak of. It’s much closer to Mega Man in some respects, as well as early Commodore 64 games like Turrican. You will need some pixel-perfect jumping skills. And you’ll also have to become accustomed to the floaty gravity of Eurocentric computer platformers of the 1980s. Quote has a little bit of slide momentum when landing so when you need to land on that one tiny brick, keep that in mind.

Most of the weapons in the game allow you to shoot horizontally in a line as well as vertically. Though it is much like their later game, Kero Blaster. So there are no arcs. It’s straight up and directly in front of you. There is also an interesting leveling system in Cave Story. You have health pickups. You can also find items to lengthen the health bar. But you also have a weapon upgrade system. You can fill the meter of any of your weapons by picking up chips that resemble Doritos. Eat enough of them and they’ll become more powerful. You can max them all out at level three where they will do an insane amount of damage. It’s imperative you do this when encountering bosses as most of them are proverbial tanks and you’ll need to take down their health quickly.

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But there is a twist. When you take damage, not only does your health meter go down, so does your weapon meter! That means your weapons can actually decrease in power and if you get swarmed by baddies not only will you be coughing up oil, you’ll also barely break their skin when you shoot them. Fortunately, as with Metroid, there are times you’ll be able to farm small enemies to fill up before you move onto a tough horde or a boss encounter.

One really nice thing Cave Story has going for itself is the wealth of secrets and multiple endings. Depending on your decisions and on your puzzle-solving skills you can find a slew of items to give you a competitive edge near the end of the campaign as well as end your quest with a few different ends to the story. The best of which has quite a bit of fanfare and pizazz going along with it. It also gives the speedrunner crowd a lot to shoot for as well as anyone who is obsessed with 100 percent completion of any game they play.

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As mentioned earlier the cleaner graphics are quite good. But the original game was no slouch either. No matter which aesthetic choice you decide to roll with, the character designs look great. And no matter which version of the OST you play it’s going to feel right at home with everything else. All of this said, Cave Story is a lot of fun, but it also isn’t something you’ll blow through on your first run. There are certainly some difficult challenges near the final areas of the game you’ll uncover and while it can feel cruel at times, it is fair about it. The game also gives you a few difficulty settings to choose from.

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Overall, there’s a reason why this game has been so lauded for over 15 years. While I don’t know you need to pick up the + version here if you’ve played an earlier version, those who have never played it would do well to pick up this one for the bonus content. And with the Switch version (That I played here) the added portability of being on a dockable tablet makes it versatile. But if you don’t have Nintendo’s hybrid, the game is equally viable on any platform it appears on. And with fairly low requirements nearly anyone with a computer can play it there. In short, whatever way you have to play it, you should play this one. The general greatness overshadows the minor problems. Sure, it doesn’t have the most original story, but the character dialogue and design are top-notch. You’ve explored in a ton of games, and yet many don’t do exploration as well as this does.

Final Score: 9 out of 10

Splatoon 2’s competitive scene map debate.

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Recently, one of the top European Splatoon 2 players did a couple of video episodes on their thoughts about how they felt they could grow the community. Ways to help not only the top players keep their knowledge of the game ever-growing, but to welcome more people who are new to the multiplayer aspect of the game into playing more competitively. One of the major thoughts he had about this was to have the tournament scene agree on reducing the number of maps to use.

ThatSrb2DUDE argues that due to the fact that there are four major modes in the game (five if you find the odd tournament that includes the base Turf War mode) there are north of 100 maps in the game when you consider that there are small changes to each map for each mode. For example, if you fire up Shellendorf Institute on Splat Zones, you’ll notice some slight alterations to the basic Turf War version of the map. And that this added complexity could potentially turn off some people from getting into the competitive side of the game because of it. Instead of knowing 23 basic maps they have to know the 23 basic maps plus the four variations of each. So in a way, yes that’s 92 if you count variations. 115 if you’re also counting the basic Turf War mode as well. As he points out, most of the tournaments don’t play Turf War, but a handful of tournaments do play them so it’s worth noting.

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I want to start out by saying I do see where this movement comes from. If you’ve never played the game or you’ve only played a little of it and then decide you’d like to see what competitive gaming is like,  that is a lot of nuances to get by. Many of the changes to the maps between are true, minor, but they can greatly change the methods of which you traverse your way to the goals.

Be that as it may, I think I have a unique perspective on this, as from 2002-2009 I played a lot of competitive Unreal Tournament games. Now while I was never anywhere near a top dog in terms of getting out to scores of tournaments and racking up wins, I was in a clan and we had a lot of scrimmages. UT, UT 2k3/2k4. and UT3  all featured a scene with far more maps than Splatoon 2. That’s because not only were there whichever maps came with the game but also multiple modes and the community created thousands of maps and mods. Many of these also were played in tournaments.

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He brings up the point in the video that some may cite a lack of variety if some map/mode combinations were ignored but that all 23 base maps would have at least one of their variants played so there would still be variety. And that is true. But from my time in UT, the map variety could be endless depending on the given tournament you were in. But many would point out and rightfully so, that in UT most of the maps were made for specific modes. Facing Worlds was made for CTF for example.

Still, it was possible for the community to alter maps for other modes or even invent entirely new ones. I know my clan had a hell of a time playing 2k4 Freeze Tag, a fun take on Team Deathmatch where everyone was frozen in place when killed, and a teammate would have to revive you. The round would end when one side was entirely frozen. It’s the vast kind of variety that I became accustomed to. If my memory serves me right a number of contests implemented some of this community content. Modes, maps, bright skins, the list goes on. But of course, some of these events had their own specific rules. It wasn’t just one wholesale ruleset across the board. On our server, we kept a large swath of maps going in the UT2k4 rotation. Ask most veterans of the game, and they’ll tell you as great as a map as it was, playing only Rankin could get old quick. (It was the lone map on many of the demo servers that let you try the game out.) That isn’t to say there weren’t favorites. Every UT had a variant of Deck. The original version had Conveyor, the iconic Facing Worlds and the beloved low gravity map Morpheus. UT2k4 gave us the aforementioned Rankin, Citadel, Albatross, and many more. UT3 had a few memorable ones too like Shangrila, Tolan, and Rising Sun. And it wasn’t long before each game would see ports of each other’s maps showing up in addition to the slew of community content.

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And I think that’s where my opinion would lie. I think every tournament should be able to decide on their own which maps and mode combinations are permissible. The exception being a Nintendo backed tournament, where Nintendo would probably decide that. But since they generally do their own World Championships I don’t think that would be an issue. This way one show might allow for say Clam Blitz on Walleye Warehouse when another show might not.

I think within those organizations though they should hear all opinions because not everything the top players want is going to be appreciated by the lower-ranked players until they get to that level. At the same time, sometimes someone who is starting out can bring a perspective the more skilled players hadn’t considered before, and the organizers can try to find a ruleset that they feel best fits the needs of the different player levels.

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Having said all of that, I know the current professional players have a much different perspective than I do being on a different (ie: higher) level. They’re going to know things about the game that I don’t. They’re going to have a larger range of experience and knowledge seeing they have played thousands of hours more than someone at my level. Against the best players in the world, I should add. They are going to have information that is invaluable. So that isn’t to say I’m completely dismissing the idea of a mode reduction should all of the shows adopt it. And if I were to enter a tournament with three friends I don’t think any of us would suddenly not play because Arowana Mall‘s Tower Control variant wasn’t included.

But opinions were called for across the spectrum. And because I religiously played a game that called for an insane number of variations at the time,  I have no problem personally, with the maps in Splatoon 2. Or their variants. Although I will concede that ThatSrb2DUDE’s point about clams spawning near goals in Clam Blitz could be seen as cheap. If you have someone stocked up on Ninja perks, and speed perks, they could conceivably sneak into enemy territory, and rack up a bunch of free points before getting noticed with little effort. Maybe that’s something Nintendo could look into with a future patch.

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In closing, I will say one thing I absolutely do not want to see happen is barriers being placed in between skill levels. Let me explain what I mean, using a game I loved playing as an example. Near the end of its peak, Chivalry: Medieval Warfare had a lot of beginners pick it up during deep discounted Steam Summer Sales. And they weren’t being retained due to the high skill ceiling. Now part of the turnoff obviously were some of the indifferent or even sometimes cold veterans whose attitudes were “Git Gud” rather than ask “What are you needing help with?” But worse than that, the developer didn’t address their concerns either. Instead of helping to cultivate a better environment they created “Beginner” servers where only low-skill number players could play together. In doing this it didn’t enable any of them to learn any nuance or meta-strategy. So when they got too high a level to play on the beginner servers they were just thrown to the wolves and slaughtered where many just stopped playing altogether. As wonderful as that game was, It was a huge problem that ended the life of that game far sooner than it should have. I don’t see that happening in Splatoon 2, at least on Nintendo’s end. They’ve always been good about trying to make games interesting for dabblers and enthusiasts alike.

But I don’t want to see that happen in circles of the community. You don’t want to have a system that coddles new players. They’ll never grow without challenges to overcome. But you also don’t want to inadvertently create a gatekeeping scenario where only people already way into the game will want to get invested. It is a video game after all, and most of us, even the competitive ones want to have fun. More importantly, we want people to play against, and those people are only sticking around if there’s some fun to be had in doing so. So if you do see someone new playing the game on stream or at a convention or your house, be welcoming to people. One thing I’ll never forget about Unreal Tournament III was a loading screen tip that rings true. “Practice good sportsmanship. You were an n00b once too.”

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Again I’m not a top dog in Splatoon 2 by any means. I’m just a big fan of the game trying to grind his way to X rank if it’s possible. I’m not in a clan and I’m probably one of the older fans as I have the salt and pepper on my chin as I crack open my can of IPA. Still, I think for a geezer in the “A” ranks, I hold my own most of the time. And no I don’t think the game should be UT, I very much enjoy it for what it is. It’s an excellent and unique take on one of my favorite genres. But I see parallels at times. Having a wide range of modes and maps is one such example.

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Anyway, if you play any Splatoon 2 or even if you don’t, what do you think? ThatSrb2DUDE posted a link to a survey, that I’ll put below! It runs to 11/8/19 so you have a few days to look it over and make your voice heard. And hey, again, I am not a top-level player by any means so don’t take my opinions as facts here. But if you do happen to be at the top of the mountain reaching for the brass ring, I hope something I’ve talked about is at least useful to some degree. Either way, it’s definitely an interesting topic to weigh in on whether you’re a top-level player, a fan like me who plays regularly, or even an occasional dabbler.

Competitive Splatoon Survey.

The Legendary STARFY Review

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Nintendo has always been known for its platformers. Most would argue they’re the Kings. Super Mario Bros. Donkey Kong and Kirby are three of the most popular franchises the world over. Each of them involves going through a plethora of themed worlds on a quest with a playable mascot. And while that premise may sound similar the execution is different within each. Often to well deserved critical acclaim. It’s very rare to come away from one of their titles visibly upset with it. Other M notwithstanding, and even that game was far from the broken mess so many other games turn out to be.
But way back in 2009, another game was quietly released here in the United States featuring a new character that appeared to be a cuter Ristar.

Maybe it was the fascination with other games at the time. Maybe it was the mass market fascination with Nintendo’s Wii or the Call Of Duty sensation Activision struck proverbial oil with around that time. But in any case, this was probably a bad time for us to have crawled back under our rocks and gone back to whatever we thought was hip. Because in the process we missed a cool newish IP at the time.

PROS: Terrific graphics. Fun level design. Humor.

CONS: Probably takes more cues from other Nintendo platformers than it should.

HEEEEEEEEEEEEEE!: Everything Starfy says sounds like this.

I say “newish” because Starfy is actually a long-running series in Japan that started out on the Game Boy Advance. For whatever reason Nintendo didn’t think the series would translate to the North American market very well. But suddenly they changed their tune when the Nintendo DS was striking it big.
In this game, you take the Star Prince on an adventure (I forgot to mention Starfy is royalty.) when a mysterious rabbit in an astronaut costume crashes through his ceiling. The rabbit freaks out and runs away. So Starfy is sent on a quest to figure out just who the heck this bunny is and where he came from. A few stages in you’ll figure out that his name is Bunston and that the long-eared mascot has amnesia.

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The Legendary Starfy is in many ways its own animal, but it does borrow a couple of things from Nintendo’s better-known platformers. You’ll have the Super Mario Bros. 3 map structure. Each of the worlds you play through has an environmental theme and you’ll clear areas on the map to progress. Things on the maps often change when you clear a stage. But, it also will draw many comparisons to Kirby because of the cuteness factor of it all. Starfy looks like he could come from one of those HAL powered games. From the adorable smile to the cute “HEEEEEEEEEEEEEE!” he’ll exclaim. And there are secret rooms as well in many of the stages.

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Finding these rooms will often give you an arcade challenge to complete. If you can do so there are a number of rewards for your success. Sometimes it’s new cosmetic items to dress your Starfy in. Other times its chat logs that explain more of the backstory. And in other cases, they lead to secret exits that open up new hidden levels on the map, which have secrets of their own.
Over the course of the game’s worlds, you’ll find most of the stages feature a lot of underwater sections. That’s due to the fact that many of the game’s mechanics are centered around swimming. Starfy starts out with some light twirl attacks, and there’s even a bit of jumping you’ll need to do when you’re not submerged. Most of the stages are surprisingly large with a lot of health pellets to collect. There are also hidden gems you can find that extend the number of hearts on your life meter. A big chunk of the fun in this game is exploring stages to find these items and the aforementioned secrets.
The combat in it does open up over time though. You’ll get upgraded swimming attacks, jumping skills and more. Plus as time goes on you’ll find items that allow Bunston to merge with Starfy. These mergers turn the two characters into different creatures you’ll need to use in order to solve puzzles, defeat certain enemies, or even access secret areas.

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In fact, many early stages have sections you can’t access until much later in the game when you have collected all of Bunston’s merger items. This fosters a sense of replay value as on top of the secret stages, these areas are more content for you to go looking for on a second run. Adding to this replay value is Starly, Starfy’s Sister. Throughout the game, you can call on her for help, and there is a two-player mode you can access through the DS’ local wireless option where you each can use a character. But if you clear the game, there is a bonus world that opens up where you play as Starly. Starly also plays a little bit differently than her default Brother does. So you can have a largely different experience using her.

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The game doesn’t have the high challenge of the Super Mario Bros. tougher entries, nor does it have the lower bar set by the Kirby games. It’s pretty easy going although there are a few moments where the game does surprise you with a puzzle or a boss. And most of the bosses here are really cool. A few of them even take advantage of the Nintendo DS dual-screen setup to give you a little bit of added depth. The final confrontation at the end can actually be a bit cheap at times, but once you master the pattern it isn’t too much of a spike.

One thing The Legendary Starfy does exceptionally well is its visual style. It’s a blend of 2D sprite work and 3D backgrounds. In a way, it’s a lot like Falcom’s releases of Ys on Steam. But it’s even better here taking advantage of a lot of colors. Even when you’re in kind of dreary areas in the game it’s still very colorful. A lot of bright reds, blues, greens with terrific gradients. Sprites are crisp and feature a lot of great details as well as a simulated cel-shaded look. It’s a beautiful game. Even though the 3D graphics aren’t the most exciting or detailed models, they still fit the world well and don’t really clash with the sprite work.

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The game also has full-motion videos that resemble animated comic book panels. These push the story along as you meet up with certain characters, fight bosses, and discover key areas that trigger them. Fortunately, you can press Start to skip these if you do get stuck on a certain boss or puzzle so you don’t have to watch a 2-minute segment every time you have to continue. And while I can’t say there are a lot of songs that stay in your head long after you’re done playing, they are all something that fit in the environment well.

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When you get done with the main game’s campaign and the bonus world you still aren’t fully done because you can go back to replay old stages to find new areas you didn’t find previously. Among some of them are minigames you may not have already found during your campaign. There are five of them. Once you’ve found these you can play these separately from the main game alone or with friends using the DS’s wireless functions.

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Overall, Starfy is a rather fantastic platformer. It may borrow a little bit from Nintendo’s mainline platformers at times giving an impression it might be derivative. But it really is far from the case. The majority of the game’s water-themed levels leads to some unique gameplay. Plus the bright, cheery, optimism of the game’s environment is a change of pace. Even from something like Mario or Kirby. It’s too bad the earlier games were never localized because Starfy is pretty great. It’s lighthearted, it’s fun and genuinely funny. Tose’s little Star has an infectious charm about himself even if the only thing he ever says is “HEEEEEEEEEEEEEEEEEEEEEE!”. The Legendary STARFY is one legend you’ll want to add to your Nintendo DS collection.

Final Score: 8 out of 10

The Art Of Splatoon Review

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For those who don’t know, I’m not someone who has the privilege of making any considerable income off of my online endeavors. Like most of you, I have another ongoing job while this is largely a hobby with the potential to become a side hustle. And to be frank, never go into a passion with the express purpose of being the main gig. If it happens, great. But you’ll more than likely make nothing, or worse, get paid in exposure and burnout faster than a cashier dealing with murderous hyenas on a Black Friday.

But fortunately, one perk in my pedestrian work is a paid week of time off. Usually, I use it during a convention week or to maybe, actually go somewhere. But with the need to replace my car, get a phone, and some unforeseen expenses cropping up I couldn’t really afford to see much of the world, or much beyond my State. So I went with what we call a “STAYcation”. A week where we stay up all night, sleep in or do nothing at all. And we LOVE it.

PROS: 320 pages of assets and artwork associated with Splatoon.

CONS: If you’re not a Splatoon fan you might appreciate it slightly less.

ASPIRING: Artists and developers may want to look into this book as well as fans.

Anyway, if you followed me at all online you would have seen I used a big part of my time moving the needle ahead, then behind, and then ahead again in Splatoon 2’s Ranked Modes. I streamed a large amount of it on my Twitch channel and had a blast most of the time. I even titled them “Staaaaying Fresh on STAYcation.” I thought it was rather clever. Although there was one point where I had a severely bad run and became more tilted than a five-year-old who wasn’t allowed to get an overpriced Superman figure at CVS. At least it wasn’t the breakdown GunstarHeroes had while playing through Battletoads on the Game Gear. Also, you should follow GunstarHeroes because he’s a really swell guy who runs a very entertaining stream whether he’s having a stellar run or not.

But it’s no secret I’m a big fan of Nintendo’s competitive shooter. It has a unique take on the idea and some great implementation of its ideas in more traditional modes. On top of a fantastic single-player campaign. It’s no wonder over two games the new IP has slowly been building a competitive as well as an involved community of fans of all stripes. This is especially true in Japan, where there are even physical releases of the games’ soundtracks. As well as live concerts, albums of those concerts and even a number of behind the scenes books of sorts.

Imagine my surprise when I found out Dark Horse Comics actually published an English translation of one of these books. I found a lone copy on one of my STAYcation days when I went from my area of Connecticut to the Shoreline for a change of scenery and pace. Frankly, it’s amazing. And I don’t only say that as a fan of these video games. Even if you don’t care about the franchise, this is a very insightful book because you can see the amount of love and talent the artists behind the game put into it. There are almost 400 pages of concept art, sketches, preproduction art, postproduction art, test renders, promotional art, animatic layouts, you name it.

Considering how many things go into a game these days the amount of stuff here is staggering. And this focuses solely on art assets. That’s before the soundtrack, sound effects, voice acting, or the coders or animators or the other load of things involved. Unfortunately, I can’t show off a lot of it here seeing how I don’t know how much would get me into hot water. But suffice it to say as a fan of videogames this is something you may consider picking up.

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I would also recommend it to anybody who is an aspiring artist because of the peek behind the curtain. You can get a glimpse into some of the techniques that were used for the game and again, you can really appreciate the amount of care and detail in every piece of it. Even seemingly small things like the billboard art and logos for fictional brands, or a texture used for the world’s streets, or a backdrop used for a skybox have an importance you don’t always get to appreciate when you’re busy trying not to get killed by an Octarian sniper as you’re playing a stage.

These are the kinds of hardcovers I wish there were more of, especially for games or other creative endeavors I become a big fan of. But many games don’t foster enough of an audience for publishers to see the return of investment on. While I wouldn’t be surprised in the least to see a multitude of things like this for Fortnite, or Final Fantasy or Grand Theft Auto or Overwatch see the light of day, even popular games like Splatoon have often been seen as not quite popular enough.

Thankfully, this one has done at least well enough that Dark Horse appears to be releasing a translated edition of The Art Of Splatoon 2 later this year. In any case, those who have been interested in seeing just how much goes into the average Nintendo game’s artwork would do well to give this book a look. Or anybody interested in making art assets for any video game for that matter. When we play a game it’s easy to miss a lot of this sort of thing because to take your eyes off of a goal can often lead to a fail state.

Likewise, I would recommend this to artists, or anybody who just appreciates great artwork in general. There are all sorts of styles, techniques and more to be seen here. Watercolors, acrylics, line work, T-poses, even a bit of the bubble method. And even as a novice one can see that any given piece of art in this book took hours, possibly even days to get the way the creators wanted or needed it to be. If this book does nothing else for you, it will make you appreciate the work that goes into games just a little bit more.

Obviously, for fans of Splatoon, this one really is a no brainer as you’ll get to see the artistic evolution of the character designs, world-building and many of the ideas born during the creation of the original Wii U title. Everything imaginable is here, even including the fonts and typefaces used in the Inkling and Octoling languages throughout the game.

The presentation is great too. Not only is this printed on a very high-quality paper stock but there are even little clear screen printed textures on the hardcover background that only show up in certain angles of light. The Art Of Splatoon may be the art book with SPLATtitude. But the book is one of the best of its kind even rivaling Tim Lapetino’s Art Of Atari which is another fantastic artbook fans of video games ought to check out. If you’re a video game fan interested in seeing the level of work that goes into a game these days, The Art Of Splatoon does indeed, stay fresh.

Final Score: 10 out of 10

ASTRAL CHAIN Review

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PlatinumGames has always been known for its fast-paced action games. MadWorld took the brawler in an interesting comic book meets film noir direction while implementing a scoring system based on how brutal you could be. (A location People Can Fly arrived in when they made Bulletstorm as well it would seem.) Bayonetta made for a great action hack n’ slash game that implemented guns, swords, and interdimensional mechanics as well as themes. The sequel improved upon all of that stuff. Vanquish was a terrific third-person combat game with great cover shooting mechanics. The Wonderful 101 was a quirky action game that had elements of all of these all while doing things on the Wii U gamepad that couldn’t be done on other consoles of the time.

In short, this is a studio that has always had a knack for making fun, action games that seem to go a step beyond similar ones. It’s rare they put out something nobody likes. Every project also seems to have something special about it. Even if there are a million other games of a similar vein, there’s something that stands out about it.

PROS: Brisk, rewarding gameplay. Replayability. Storyline & characters. Co-op.

CONS: Menus lag. Inconsistency reading chain jumps.

COPS: Fighting crime in a future time.

Astral Chain continues that trend of great action gaming with visual flair. When you start the game you’re dropped into a character creation menu where you choose to either play through the game as a male or female police officer. Once you choose one and customize them the game begins. Whichever you didn’t choose appears in the storyline as your twin. Once the game starts it immediately begins to feel like a big-budget action movie in the vein of Timecop or Robocop.  You’ll find yourself riding a motorcycle in a tunnel when you answer a call. This immediately transitions to a rail shooter filled with the kinds of stuff you’d see in a Dolph Lundgren vehicle.

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When you get through it you’re off to fight off a tough challenge, and this is when the game’s storyline picks up. As new recruits, you and your twin sibling have been sent to fight crime for NEURON the police force for the bustling city of Ark. Without giving away too much, the gist is these aliens from another dimension begin crossing the Astral Plane and kidnapping people, giving them diseases or both it’s time for our heroes to investigate.

 

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And investigate you will. Because even though this game is in many ways the action game you’d expect from the people who brought out those other games it is also a police serial. Over time you’ll begin to see the pattern the game has to offer. You’ll have a combat section, and that will be followed many times by a detective section. In these parts of the game, you’ll have a primary objective to perform or complete, but before you can do so, you’ll need to interrogate people to get information.

You don’t need *all* of the information to move on, but if you do go ahead and get everything there are bonuses to be had. During any of the sections, there are also side missions you can do. Sometimes these will get you items like medicine to heal with or a booster to increase your attack damage. Other times they will be things that can actually affect the storyline to some degree.

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Another cool thing they’ve done in these investigative sections is sprinkling a dash of Batman: Arkham Asylum in here. In its own way of course. You’ll have some sections where you’ll have futuristic recordings of events where, much like Batman, you have to deduce what happened to get more evidence or track a character down.

And throughout the game, you’ll have side missions that take you into the Astral Plane for some enemy closets to open up on you. Surviving these, as with other side missions, can net you some bonuses. Some of these aren’t just out in the open you’ll need to find them. How do you find them? In many cases, you’ll have to employ the use of a Legion. What are Legions? Well, you’ll discover through the storyline that the aliens from the Astral Plane are known as Chimeras. Among these Chimeras are Legions. These are more powerful aliens that have specific abilities. In fact, NEURON uses them as Police animals after taking control of them and using them to fight crime, there is a point where they get loose and go rogue.

 

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Of course, yours (a Legion with swords for arms) doesn’t escape. So this leads back to the structure. You’ll do detective work, then go hacking n’ slashing. Eventually, you’ll get to a fantastic boss, and upon defeating it you’ll go to the police station. The police station is a preparatory area where you’ll talk to colleagues, use a training room, buy or upgrade weapons, maintain your Legions, buy medical supplies and even use the bathroom.

It is also where you’ll be introduced to the game’s comic relief character; Lappy. Lappy is a giant mascot meant to keep youngsters on the straight and narrow. But they also show you around the station through a series of jump scares. They also narrate the training exercises as well as become a part of the storyline.

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You’ll want to listen to Lappy though. While they sound suspiciously like Sandy Cheeks they do cover some of the more advanced techniques for solving puzzles and getting around traps. All while getting accustomed to using the various Legions. After you leave the police station you’ll continue the cycle of missions. But the thing is the game is so engrossing with its story, characters and combat you will barely notice it. Even if you do notice it you won’t care.

Throughout the campaign, you’ll come across the other Legions. When you do you’ll have a bit of a fight on your hands because you also have to take control of them again. When you do, you’ll be using them not only in a combative role, but to solve puzzles too. They also add a bunch of replay value, because you can go back to previous areas with them to find secrets or side missions you might not have been able to before. You’ll also find items over the course of the game that you can add RPG like buffs to each of your captured Legions. You can add moves, or unlock new abilities or simply make them deal out more damage.

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You also can’t leave out the Legion all game long. They have a meter that empties, and if it does there’s a cooldown period before you can use them again. There are of course items you can find to reduce the consumption but make a good habit of putting them away for a little bit mid-battle for a few seconds. In each stage, you can also try to collect a bunch of the red matter poisoning the world to make your way toward other goals.

As for the combat itself, it feels classic PlatinumGames. There is a slew of elements that you may have seen in other games they made. Notably Bayonetta. The RPG elements can also feel a little like the ones implemented in Bayonetta, although I’m reminded more of The Wonderful 101. Be that as it may, they are expanded here. On top of that, the use of the Legions really makes this game stand out a lot. You’re essentially controlling two characters. One hand is your Timecop and the other is your Legion. You can do a bunch of different attacks between both of the characters. Plus you’ll eventually reclaim all of the missing Legions. You can switch between them on the fly, which you’ll need to do as some enemies are weaker to certain Legions. Plus as I alluded to before, some Legions can access some areas when exploring the others can’t. Or in some battles, you might need to switch between them depending on the form a certain boss may take.

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Among them is the Sword Legion you start with which fights with rather brisk sword swings, and can also be used for recon moments. There’s also the Arrow Legion which is a great option for airborne enemies or getting the jump on distant ones. The Armor Legion is basically a hulking beast of armor you can wear or send out to beat the tar out of bad guys. It can also be used to move things. Then there’s the K9 Legion which behaves like a dog. You can have it dig through things to find items or have it chase a scent. You can also ride it like a horse! And finally, the Axe Legion which can put out a forcefield, destroy key objects, or attack things with an ax.

If all of that wasn’t enough, you’ll want to use the IRIS system the game implements. This puts the visuals into a sort of wireframe mode which allows you to spot some objectives, items, or weak points easier. It’s also a handy way for you to use stealth tactics when necessary. It’s also a must if you want to measure that boss health. And it does all of this under some of the most appealing visuals on the Nintendo Switch. PlatinumGames has always had good looking games but they really push some great details in this highly stylized action game. There are some terrific vistas you’ll see. Some wonderful skylines. Some abstract art, and some unsettling yet minimalist sections as you visit parts of the city and Astral Plane.

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The characters are also splendid with a nice blend of modern, and futuristic themes. It shouldn’t be a surprise as they brought in Masakazu Katsura who is famous in Anime and Manga circles. He’s best known for Tiger & Bunny, but he’s been in those worlds for years. His character designs pop off of the screen here. And that isn’t to say everything in the game is top tier visually. There are some things in the background that are clearly enabling lower textures or details. Sometimes you may notice a certain wall or floor looks a little flat. But overall these decreases in visual fidelity are minor in the grand scheme of things. You’ll likely be too busy being mesmerized by flashy finishing moves, and trying to survive waves upon waves of enemies.

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And all of this is married to a storyline that is honestly quite good. It has characters you’ll get attached to. It has some swerves. Some you’ll see coming. Some you won’t. It has some terrific performances by the voice actors involved. And while the story does have some of the tropes you may expect to see in a tale like this, it still earns some genuine emotional responses. Going back and analyzing things in it is something you’ll likely find some depth in. It isn’t going to be as profound, and thought-provoking as some of the films or novels you’ve read. But it does go deeper than a simple “This is the antagonist. This is what they did. Stop them.” you might expect to get from most action games. And the fact your decisions impact how things play out a bit means you’ll want to go back to it for a second or third playthrough. And before I forget, the soundtrack is great too. There are some insanely good heavy metal tracks when the action heats up, and a few electronic pop tracks that fit the theme well when exploring, or sleuthing.

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There are a couple of problems I did have while playing the game though. Mainly with the chain jump mechanic, you’ll get to use at some point in the game. The problem with it is that in a couple of situations it isn’t clear where you’re going to land. Unfortunately, this means you may lose a ton of energy or even a life missing a jump that you (at least in your mind) should have made with no problems. These aren’t frequent moments. At least they weren’t when I played through it. But it is something to make a mental note of. The other thing is the game sometimes has inconsistent load times between areas. Again, nothing that makes you crazy, it’s just a strange minor annoyance.

Still, it’s a fantastic game overall. One I highly recommend picking up even if you think it might not be your cup of tea. There is a bevy of difficulty settings as well. There are your usual Easiest, Easy, Normal, Hard, scale. But there is also a separate option for using the Legions. You can either control them manually, or you can have the A.I. control them. Frankly, even though it might take you a level or two to get used to them (there’s a lot of functions you can do with any given one of them),  it’s far better than relying on the computer to do things. That said, it is a nice option for those who feel they need more time to figure out how their main character works.

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And if all of that isn’t enough for you it has a cooperative mode where one player controls the police officer and the second player controls the Legion whenever they’re needed. In an age where most any multiplayer option is online-focused, it’s nice to see a console game take the classic couch approach. That said, be prepared to have some classic arguments with your pals if they can’t keep up with you. Even on lower difficulty settings, Astral Chain is quite the challenge.

Ultimately though, Astral Chain is a must-play release. It’s classic PlatinumGames through and through. But it also improves on many of the features introduced in earlier games while giving you a bunch of new features and a wealth of content. This is a game you’ll complete and then want to replay to either find things you missed before or to see how different choices affect the story. There’s also the fun of turning up the difficulty as you replay it for an even bigger challenge. As contemporary action games go, Astral Chain is a keeper.

Final Score: 9 out of 10.

GATO ROBOTO Review

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Like the term or not, Metroidvania games have seen something of a resurgence in the world of independently made games. Large maps where you have to slowly discover and uncover areas through exploration have been around for years. But the best games with this design philosophy have had their own little hooks that make them stand out from the crowd. Axiom Verge, VVVVVV, and The Messenger all had unique takes on the idea. And Gato Roboto also has its own things it brings to the table.

PROS: It’s Metroid, The Nodes Of Yesod, Blaster Master, and Mega Man. With KITTIES!

CONS: Short. Veterans may find their way through even faster.

HUMOR: This game will get some laughs out of you.

Let’s get this out of the way. Gato Roboto is an excellent game. I think most people who buy it will enjoy it immensely. You’ll enjoy the gameplay, laugh at the jokes, and the Undertale inspired character designs are pretty good too. Aesthetically, Gato Roboto also wears the clothes of games played on our IBM PC Compatibles, Apple II’s, Commodore 64’s, Atari 800’s, and ZX Spectrums back in 1984. Outside of a handful of other mentions, most games that take the retro look take inspiration from the NES. So Gato Roboto stands out from the crowd a tad bit more in this regard.

It also helps that everything about this game is so darn cute. It’s like the folks at Doinksoft pretty much knew this was going to have to resonate with the Hallmark Card crowd, and it really does. You play the role of a cat who is on a military vessel with its owner. You, being a seemingly oblivious pet step on a keyboard which causes the navigation system to go off course. This results in a crash getting you and your owner marooned on an alien world. Your owner can’t escape the wrecked ship, so you agree to go do the job they cannot. Fortunately, they know a little bit about the planet and give you some clues.

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Before long, you’ll discover a lab that looks suspiciously like the save stations in Super Metroid. You’ll also find a vehicle that looks suspiciously like the vehicle from Blaster Master. And like the latter, throughout your adventure, there will be times you’ll need to get out of it. The difference is in Gato Roboto you’re entirely defenseless when roaming on foot. These moments have an element of stealth gameplay, where you have to sneak around or approach a situation like a puzzle. When riding around in your vehicle you convert into a tiny kitten themed mech. And much like the Metroid games, you’ll have to find items to give you more powerful weapons, longer health bars, and the ability to go places you previously could not.

It also has a bit of the pre-Metroid exploration games like The Nodes Of Yesod, and The Arc Of Yesod. Those games also had you rolling around a large map for items. But they didn’t scroll. Gato Roboto has some areas like this, where the screen just flips to the next one. And with the art style used, it really fits the motif. Even if it can be jarring with the spots that do have four-way scrolling.

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If Undertale made you laugh, it will be apparent to you that Toby Fox was an inspiration here. There is a lot of similar humor here. Characters balk at certain interactions. They’ll make references that are just vague enough that the intended audience gets them. And there are a few spots where they go the opposite direction with reference humor to make sure everyone gets the gag. They also throw in some stuff that only pet owners or the friends or relatives of pet owners will get.

Through it all, everything feels pretty tight. There aren’t too many moments where you’ll die and wonder why. That said, things do feel different when exploring the world on foot than they do when you’re piloting a vehicle. You have a little bit more momentum when scrambling around on four legs. You have a different arc and sense of gravity when jumping. There are also places you can go on foot that you can’t when piloting your mech. It all feels really good.

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Boss fights usually feel right out of the Metroid games. Though there are a few that will hearken back to the NES Mega Man games. One fight, in particular, reminded me of a very specific Sonic The Hedgehog fight. While another reminded me of playing Super R-Type. So there are a number of old-school references geezers like me can enjoy along with the contemporary ones those I have a decade on will love as well.

Throughout it all, the audio soundtrack complements it well. If I had any complaints about it, there isn’t any particular tune that really stood out to me. Nothing that I know will make me go “I know this was from Gato Roboto!” years from now. But there’s nothing here that will feel out of place.

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The only thing I feel that some people won’t like is just how short it can feel. My first playthrough was done in less than four hours. I found nearly 75% of all of the items in the process. By contrast, I probably put a good 20 hours into The Messenger, and Axiom Verge each. Be that as it may, Gato Roboto’s vehicle mechanic and collectibles do feel unique from other exploration games. It’s also a good candidate for speed running. In fact, one of its achievements on Steam is centered around it. As for the collectibles, you can find up to 14 hidden cartridges in the game’s map. If you manage to get them, they’ll allow you to change the color scheme from black and white graphics to other two-toned visual solutions. But more importantly, finding them all will allow an NPC to give you better equipment. If you go for a 100% completion run this might extend that playtime a bit. Especially if you decide to do that before trying to speed run the game or getting through it without going for the better items.

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In conclusion, Gato Roboto does do enough to set itself apart from other Metroidvania style games. It’s very funny, has some challenging bosses, and some of the items can be pretty tough to get. I just wish it could have been just a little bit longer. On the other hand, a good game should leave you wanting more. Gato Roboto is a good game. One you ought to check out. Especially if you’ve already played some of its acclaimed contemporaries. And even if you haven’t, you’ll still likely enjoy it a lot. Especially if you like to get legitimate moments of comic relief in your games. Gato Roboto is one stray worth taking in.

Final Score: 8 out of 10.

Things that most intrigued me from E3 this year.

Well, another year, another E3. Per usual there has been a slew of major announcements, directs, and panels. There’s a lot of talk about the Nintendo, and Square Enix presentations being the highlights of the year. While there’s no question there were a lot of major revelations and surprises that came from these two juggernauts, there was a lot of stuff overall. And while it’s true that some of the major panels turned out to be duds, there were some big titles that came out of the least hyped pressers.

E3 may not be as exciting as it used to be, but it still remains one of the biggest game-themed conventions around thanks to its long-standing relationship with being an industry, and press themed show. In recent years they’ve allowed fans to attend, but it is still geared far more toward showing off products than it is toward fandom.

In any case, every year I find myself more interested in some of the more obscure games than many of the popular ones. This year seemed to follow that trend for me, though there were still a couple of huge hits that squeaked their way in. In any event, read on. Maybe some of these will pique your interest too.

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10.) AMD Ryzen 9 3900X

A lot of folks were probably way more hyped about Final Fantasy than a computer component. But for those who tuned into the AMD conference this year, this was a major revelation. At $499 it’s price competitive with as well as comparable to the Intel i9 9920k.  They also showed off the benefit of extra cores when showing off the 8 core Intel i9 9900k, and 12 core AMD 3900X chips running Division 2, with OBS, on maxed settings. While the game itself ran comparably, the stream quality was night and day. If you’re a streamer who is going to be in the market for a new build in July, this may very well be worth your consideration. Especially when considering the current 12 core Intel solution is $1200 as of this writing.

 

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09.) No More Heroes III

While Travis Strikes Again wasn’t fantastic, it wasn’t bad enough to sour me on the franchise. No More Heroes 1, had a great story, fun characters, and dark humor. Bogged down by a barren overworld. No More Heroes 2: Desperate Struggle was streamlined and a terrific hack n’ slash game as a result. All we really got was a trailer with a glimpse of familiar gesture moves. But it was well put together. It veered toward the stuff we loved about the first two entries on the Wii. So I’m cautiously optimistic that Suda51 will deliver.

 

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08.) ASTRAL CHAIN

We previously only had a glimpse of this one, but the expanded footage made this game look even cooler. Giant robot monsters. Robot Police Officers. Fast-paced combat that Platinum Games is known for. The aesthetics are bombastic. The visual presentation is something that gets a resounding “Yes.”. Hopefully, this game continues Platinum Games’ tradition of quality action games.

 

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07.) Daemon X Machina

Last year Nintendo showed off a quick trailer of this one which looked amazing. Then they put out a short playable demo that gave us the basic concept. We know there will be a customizable character you can play as and that the system for doing so is deep. We know that you’ll be piloting giant mechs and that during missions you can even get out of them to fight on foot. The controls needed some fine tuning but other than that it felt like it would be a solid action game. This year’s trailer showed off a lot more. It looks even more expansive and the action looks even more hectic than before. Here’s hoping the extra time made everything that much better across the board.

 

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06.) Enter The Gungeon: House Of The GunDead

Devolver Digital always seems to have a great conference every year as they’re able to find a way to tell people what they’re releasing candidly while lampooning current trends the entire time. They showed off a few cool looking indie games but then they dropped a bombshell. The company is bringing out an actual arcade cabinet based on Enter The Gungeon. This game is a rail shooter in the vein of Operation Wolf, but with full-on light guns. It looks awesome. While I don’t have space to house it or the budget to buy one, I am interested to see one in action. Hopefully, a convention like RetroWorldExpo or Portland Retro Gaming Expo may have one on display someday.

 

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05.) The Messenger: Picnic Panic

The Messenger was one of the coolest takes on the Metroidvania in a while. It had fantastic action, a great story and terrific time-travel themed feature that was used very well. If you still haven’t played it, you should. It’s awesome. For those who have played through the game and were left wanting more Devolver also revealed that the expansion pack to the game will be coming soon. Plus it will be free! The trailer shows off a new beach themed area, new enemies and even a cool octopus boss fight. Any excuse to fire up more of The Messenger is a good one. Let’s see what Sabotage has in store.

 

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04.) Cyberpunk 2077

While RPGs aren’t my go-to genre, I can appreciate a good one and CD Projekt Red‘s next outing looks like it could be as big as their Witcher franchise. The expanded footage they showed off during Microsoft’s conference gave some nice details on the storyline where we’ll be playing the role of a mercenary in a dystopian future. The facial animations were quite impressive and the action looked great. This one may veer toward the Action RPG than the Witcher games did but even if that turns out to be true it will hopefully have enough to sate fans of the slower methodical pace of traditional RPGs too.

 

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03.) Outriders

While it’s hard to say how this is going to turn out as Square’s segment on it showed very little outside of a prerendered trailer, I am intrigued. For a couple of reasons. First, People Can Fly is a studio that has always made fast-paced First-Person Shooters of a very high caliber. Painkiller was an amazing FPS with a Smash T.V. feel. It was like a darker version of Croteam’s Serious Sam. Years later they would find themselves working with Epic and EA where they made Bulletstorm. This was another high-quality game that felt like Half-Life 2’s linear style of action game in one sense. You played through different set pieces as the story demanded. But on the other hand, the action felt a lot like Platinum Games’ MadWorld. You had to find creative ways in the environment to dispatch your enemies for big rewards. Oddly enough, Steven Blum voiced the protagonists of both Bulletstorm and MadWorld. Outriders will be a completely different kind of experience. It already seems like there will be some sort of hero or class system. But the character design looks really cool. Especially the monsters you’ll fight which remind me of the old Inhumanoids toys. Couple those toys with People Can Fly’s track record and we may see something special.

 

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02.) The Legend Of Zelda: Breath Of The Wild Part II

Yeah, I know everyone is pretty much excited for this one. But seeing how great the first one turned out coupled with the imagery from the teaser, you can bet I’ll keep an eye on this one. There was a lot of Zelda shown off this year between the reboot of Link’s Awakening (which looks adorable by the way. I love the claymation art style going on), and Caydence Of Hyrule. But this one already looks pretty amazing. It’s probably a good two years out, but it looks great.

 

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01.) Chivalry II.

I’m going to preface this by saying that no, the original game wasn’t perfect. It had its share of bugs. When you made it to the highest level of play there were ways to exploit the movement system to do things the developers didn’t think possible. And while the expansion pack was fun, the lack of a true Team Objective mode meant many fans merely dabbled in it whereas in the base game they poured scores of hours into it. But in the grand scheme of things Chivalry was, and still is one of the most enjoyable competitive First-Person action games of recent memory. It did something few other games thought of at the time: Take the objective focus of a Modern Military Shooter like Battlefield and change the setting to the Medieval period. And while the game really veers into the Hollywood action side of things by portraying everything similarly to old time castle siege movies, there is some realism. The weapons in it existed. The missions take liberties with some of the dark war practices of that part of history.

So the original game was a blast in spite of all of its faults. This game looks to build upon the original’s solid foundation by adding new features. You’ll get to ride horses bringing essentially vehicular combat to the game. You’ll have newer objectives apparently. And they claim that the slashing action is being completely overhauled so some of the cheap looking stuff that could be done in the first game won’t be replicated here. I loved the original game so much that I put hundreds of hours into it. But as much as I love Chivalry I am tempering expectations a bit. The 1-year exclusivity with the Epic Games storefront is going to be a turn off for some. And while Mirage: Arcane Warfare was a fantastic take on the Hero shooter, it was a commercial failure. One can only hope that didn’t leave too bad a taste in the mouths of some buyers. All of those caveats aside, I really do hope Chivalry II lives up to Torn Banner Studios‘ advertised features. The trailer looked fantastic and something fans of the original 2012 release have wanted for a long time. It’s due out next year so hopefully, it shows up ready for primetime.

 

So there you go. Ten of the things that I was really invested in seeing. By no means is this complete, but these are the ones that stayed the freshest in my mind. But how about you folks out there? Feel free to comment below! Perhaps there’s something I missed or overlooked!

GUNLORD X Review

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

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

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

CONS: Some enemies blend into backgrounds. Small bugs.

X: Features some modern tweaks.

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

Final Score: 9 out of 10

PowerA Enhanced Wireless Controller for Nintendo Switch Review

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The Third-Party Controller. It’s been a mainstay since the days of the Atari 2600. For over a generation, one of gaming’s running jokes has been this familiar scene. You’ve invited someone over for a night of video games. You want them to play with you, but you don’t have the cash for a second controller. They’re expensive. You need an alternative that isn’t as costly. So you pick up a compatible controller for a third of the price and force the guest to use it. Why is this a joke? Because for over 40 years, there have been countless controllers made by companies other than the platform holders. Controllers that have often been shoddy, made from cheap, brittle plastics. Controllers that often wear out fast, or simply aren’t as responsive as the stock controller that came with the console.

In short: Third-Party controllers have often been largely inferior to their First-Party counterparts. But, over the years there have been exceptions. The long-defunct Suncom often made controllers on par with the likes of Atari, and Coleco. ASCII made a couple of terrific pads for the NES, Sega Genesis, and Super Nintendo. But, by and large, these were never the rule.

PROS: Feature rich. Build quality. Affordable.

CONS: No NFC chipset for Amiibo figures. No Lithium-Ion battery.

NOW: You’re playing with PowerA.

In recent years a newer name has come into view. PowerA. This company has controllers you’ll see sprinkled along with First-Party controllers on pegs in Walmart, Target, and Gamestop stores all across the USA. They started out making some inexpensive wired controllers, and have slowly introduced some wireless alternatives. This is especially true in the Nintendo Switch sections. Near the end of 2018, their wireless offering began showing up, and initially, it might seem easy to write it off like another bad knockoff. But quite honestly, you might just want to consider this one.

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With Nintendo’s own Pro Switch Controllers costing nearly $80, you may not be prepared to get one on a whim. A set of Joy Cons and another grip is also not an inexpensive endeavor. PowerA’s offering is almost less than half the price of Nintendo’s and is as responsive in its reaction time. I’m serious. You can approach any game you own on the console with it, and it performs wonderfully. The thumbsticks have a very nice grip along their circular rims and feel great. It also has a sturdy, yet light feel. Enough heft without weighing down your wrists during long play sessions.

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There’s also a nice bonus in that there are two programmable buttons they’ve added to the underside. If there’s a game that has a sequence you want to assign to either of them, you can press the center button on the other side, and then program the sequence to either side button. This can be handy in some games where you don’t want to deal with a combination of simultaneous movement. Maybe you have a game that requires you to press Y, and X at the same time for certain tasks. And for whatever reason, you can’t get a handle on it. Now you can make that a single button press. Or maybe there’s a game that makes pressing a weird, unintuitive combination mandatory. Now, you can skip that.

PowerA also made a controller that pairs with the Switch fairly easily. All you have to do is go under the grip order menu and press the sync button along the top. It may take a moment longer on an initial synchronization but after that, it’s pretty quick. The controller also features some really well-made face buttons. the A, B, X, Y buttons have a nice feel, and the D-pad feels terrific. The shoulder buttons and triggers also have a great feel to them. The +, -, Camera, and Home buttons feel a little bit brittle and cheap. But they’re also not the most essential ones either. Unless you just have to take 30-second clips of everything, it probably won’t matter much to you.

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The controller also includes a gyroscopic movement! Until recently, most Third-Party offerings omitted this to get to a lower price. The thing is, there are a handful of games that really do play better with motion controls enabled. Super Mario Sunshine’s Cappy trick jumping, and Splatoon 2’s smooth, quick aiming go much, much better with motion controls. In the case of the latter, the difference between using the right thumbstick, and tilting the controller is night and day. So having that feature in a controller is a must for some players. Some who enjoy Mario Kart 8 Deluxe might enjoy motion steering.

But, there are a few concessions here to be aware of. First, the battery. The PowerA solution does not have a rechargeable Lithium-Ion battery like the Pro Controller does. Instead, the company went with traditional AA batteries. There is a plus, and a minus to this. On the minus side, you’ll have the expense of buying AA batteries in bulk or rechargeable AA batteries, and a AA battery wall charger. You won’t have the same battery life Nintendo’s solution gives you either. But on the plus side, if you’re still playing games on the Switch in 15 years, you’ll still be able to find batteries. And you won’t have to take the controller apart to replace them.

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Sadly, this controller also eschews the NFC chipset the Pro Controller has. So you can’t use Amiibo figures or cards with this. You’ll still need to use your Joy-Con controller to scan in the collectibles if you want to use their features. It isn’t the worst thing in the world, but it is inconvenient if you want to play Smash Bros with this controller while also training Figure Players.

Considering the cost of the controller (at the time of this writing) though, these omissions may or may not bother you too much. It manages to come through on all of the most important fronts. It also performs as well as the Nintendo options in your games save for the cut feature or two. If you’re in the market for a second controller for your Nintendo Switch, this is definitely one worth considering. Just keep in mind you’ll need a stash of batteries, and Amiibo Figures aren’t compatible with it. You can also find it in a variety of different colors or screen prints. Sadly none of these feature the Squid Sisters or Inklings. Despite there being a non-motion controlled wired Splatoon themed controller by PowerA. Hopefully, future revisions will include other Nintendo themed screen prints.

Final Score: 9 out of 10