Tag Archives: PC

Hori RAP. V HAYABUSA for Nintendo Switch Review

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The Nintendo Switch is the first Nintendo console since the Wii that has gotten a fair number of fighters, and likely the first since the Gamecube that saw a lot of mainstream fighting franchises on it. Of course, the last decent arcade stick for a Nintendo system was probably the Tatsunoko Vs. Capcom stick for the Wii or the Soul Calibur joystick for the Gamecube. As great as those consoles are, many AAA publishers like Capcom, and Warner Bros. or Namco didn’t bring a lot of their top fighting games over to the Wii since the hardware couldn’t run their advanced graphics of the time, and the Wii U didn’t have the desirable sales figures. But over in the realm of the PlayStation and Xbox brands, there were many of them. As such a lot of high-quality arcade sticks came out to go along with them for tournament players. One of these companies is Hori. They’ve been making arcade-quality controllers and joysticks for eons.

PROS: Arcade-quality stick, and buttons. It also works with your Windows-based PC!

CONS: You’ll have to plug it into your dock. You can’t use it to play Splatoon 2.

SHORYUKEN: There are reskinned versions with fancy Street Fighter II art.

The Hori Real Arcade Pro V Hayabusa is an absolutely fantastic controller. It comes in a metal frame, something very rare as cost-cutting is a very major business move in video game peripherals. The red piano gloss finish makes it stand out when placed on your coffee table or desk, and it has a very nice rubberized material underneath it to ensure it doesn’t slide all over the place while you’re using it.

The joystick has an arcade-quality construction as do the pressure-sensitive buttons. Often times just grazing the buttons can denote an input, so you really won’t need to beat on this thing. The microswitches in the joystick give it that familiar clicking you’ll remember from your days in the arcade after school if you grew up in the 70s, 80s, or 90s. For everyone else that means a fairly accurate directional input which is a must if you’re looking to play a lot of fighting games with it.

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The Nintendo Switch has gotten plenty of fighting games too. While it launched with Ultra Street Fighter II and a few Neo Geo classics via its e-shop, it has since seen several collections as well as newer releases like Mortal Kombat 11, Blazblue Cross Tag Battle, and Samurai Shodown alongside their Xbox One, PlayStation 4, and Windows releases. If you’ve been buying a lot of these, you’re really going to love this controller.

On the face, of course, are the stick, Y, B, A, X, L, R, ZL, ZR, and + buttons. But along the right, you’ll have your screenshot button, – button, Home button, as well as buttons to set up Turbo settings, remap key configurations, as well as a switch to configure the controller’s stick to behave as either the left or right joycon stick. there’s also a switch to toggle between Nintendo Switch mode and PC mode.

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That last bit is a Godsend because if you’re like me and you buy games on your computer as well as for your Switch it means you don’t need to own two arcade sticks. If you play Tekken 7, Street Fighter V, Killer Instinct, or other major fighting games on your computer this is also going to be a terrific accessory for you to own.

And it isn’t just going to benefit those who eat, sleep, and breathe fighting games. This controller is great for many a retro gamer too. Playing old-school arcade compilations on this has been great. While not every arcade game is ideal (Twin-stick shooters are still going to be better with a gamepad. TrackBall games are still best with a mouse or a TrackBall. Paddle games just aren’t the same without one.) most of them are. Playing Final Fight, Pac-Man, Rolling Thunder, Dig Dug, and other games is absolutely fantastic. And there are a number of new games that go along great with it as well. Especially many of the great indie games that pay homage to many of those arcade games of yore. Those who love to play shoot ’em ups may also want to invest in one of these. I was able to play the aforementioned titles as well as Giana Sisters Twisted Dreams and Blazing Chrome on my PC with the stick with few if any issues.

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One other feature I really like is the trap door on the back, where you can snake the USB cable when you’re not using the stick. It makes it easy to put away, as well as less of a nuisance if you’re going to bring the controller to a friend or relative’s home, or if you’re a fighting game enthusiast going to a local Street Fighter II tournament. It’s just a small space covered by a piece of plastic, but it’s a very nice touch that solves an annoyance one might not normally think about.

Like I said earlier, this isn’t going to be a good all-purpose controller. Games that require analog controls like 3D Platformers or open-world RPGs obviously don’t work with it, nor do some other experiences like First or Third-Person Shooters or action games. So it isn’t going to be something everyone will want. But I can say, if you do love fighting games and have been on the fence about getting an arcade stick this will definitely fit the bill. It’s sleek, durable, and just feels so comfortable when you’re using it. The fact that it’s also a great PC controller means you can easily go between both platforms. Especially nice for those who might play the same game on both platforms.

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And while it’s a shame I can’t really play Splatoon 2 with it, the fact it goes so well with classic arcade genres like Beat ’em ups, Shoot ’em ups, maze games, and more makes it very versatile for retro experiences. If I were to complain about anything with this controller, I would say some are going to find they may not have space for it in their entertainment center. As wonderful as it is, it is a little large. Lengthwise it’s slightly larger than a beefy PC keyboard at around 17 inches and 9.5 inches deep. It’s also around 5 inches tall. So that’s essentially the He-Man of joysticks. On the other hand, He-Man is the greatest action figure of all time and the most powerful man in the universe. So why wouldn’t you want this?

Be that as it may, this one is still smaller than many of the arcade sticks you’ll find on the market without having to go down to something cost-reduced with lower quality parts to get the size down. So it is a good balance between size and performance if you can manage to have it at your desk or on your TV stand. The only two things I guess I can nitpick from there are the fact that the cable length may be too short in some living rooms. At a computer desk, it’s perfect, but I can see some scenarios where you may need a USB extension cable to get from the dock to your couch. The only other thing is that while the finish on the joystick is exemplary, it does collect dust, and palm prints quickly and easily. So if you plan on leaving it out as a conversation piece you’ll want a microfibre cloth to clean it up pretty regularly.

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Beyond a couple of very minor quibbles, the RAP V Hayabusa is one terrific controller. I can’t go as far as calling it essential. But for arcade and fighting game enthusiasts it’s an investment you’ll really be happy with. Especially since it works with PC as it you’ll still likely be using it long after Nintendo retires the Switch. Hori has done a fantastic job here. If you’re in the market for an arcade stick you may want to get yourself this one. Hori also has Street Fighter II-themed variants of the same stick including a rather nice one that mimics the look of the original arcade cabinet. Whether you get one of those or this original switch themed one it’s still the same components.

Final Score: 9.5 out of 10

 

Mortal Komat 11 Aftermath DLC Review

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Every so often, video games will have a DLC set that isn’t just cosmetic options, or loot boxes. Sometimes they’ll have a DLC that resembles the PC game expansion packs of the early 1990s. Like when DOOM and Duke Nukem 3D had extra episodes. These days, such DLC experiences are less common but Nintendo gave Splatoon 2 a substantial expansion, and now Netherrealm has done something similar for Mortal Kombat 11.

PROS: A second storyline campaign. New Characters. New Stage Fatalities.

CONS: A far better bundle for those who haven’t bought MK11 already.

FRIENDSHIP: The free addition of a classic Mortal Kombat II feature is here.

Fighting games adding a bunch of stuff is nothing new mind you. Mortal Kombat, Street Fighter, Tekken, Blazblue, and even Super Smash Bros. have had seasons of characters they’ve added over time to their games. And it’s not uncommon to see a final version of some of them that just include everything released a year or two later. But usually, that’s the extent of the content. Characters, maybe a stage or two, and that’s about it.

For this Mortal Kombat 11 update though, they actually have delivered enough stuff to warrant consideration. The biggest one being a second story mode that adds onto the one included in the original version. After the defeat of Kronika, Shang Tsung shows up to tell Liu Kang he can’t fully fix things because of how things went down in the main storyline, and in order to continue, he has to let him go back in time to before the point where Kronika’s underlings breached his island.

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So reluctantly Liu Kang agrees, and so you’ll spend another 4 hours or so going through a continuation of the storyline. And you’ll be spending most of that time waiting to see when the game will swerve you. Because you’re a classic Mortal Kombat bad guy, and that’s what bad guys do. The storyline is mostly pretty good, as it tries to explain away some of the smaller things the base story overlooks. But really astute viewers will probably find a couple of new holes to nitpick. Nevertheless, it managed to hold my attention over a few hours as I played through to the end.

Still, the game gives you two endings, and as the first story mode, there are a couple of times where you’ll get to choose different characters to use. Some of the newer characters that have been added since launch show up here like Sheeva and Fujin. And of course, Robocop is included as well, although he isn’t part of the campaign. These are welcome moments as they give you a good reason to go back and play it a second or third time to see the minor and major changes to the story.

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When you’ve completed the campaign though you’ll find the other inclusions will take up a fair amount of your time. You’ll get the aforementioned Sheeva, Fujin, and Robocop. All of which are incredibly fun to use (although Fujin launched with an unintended infinite combo that some of the best players discovered. So expect that to be patched out eventually.) Every character has a lot of effective special moves, 2-in-1 moves, launchers, links, and combos. So enthusiasts will have plenty of things to experiment with. On top of that, there are new costume options, and as with the base game, you can create your own alternate set of moves. As well as put in new augments to tweak their effectiveness or defensiveness. If you’re a fighting game dabbler, you’ll still be impressed with the spectacle of everything even if you have no intention of mastering any of it.

Aftermath Kollection also comes with the earlier Kombat Pack that had the previous DLC characters and skins that had been released up to its release. So if you’re someone who hasn’t played Mortal Kombat 11 at all, this is the way to go as it has pretty much everything. For people who bought the base game last year but didn’t keep up with the extra characters and other DLC, Aftermath + Kombat Pack bundle is the way to go if you want to get everything conveniently. If you bought all of that already you can get Aftermath standalone which gets you the new story mode and three characters you don’t have yet.

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The good news is that the story mode is pretty entertaining, and the lines in it are well performed. Those who play fighting games alone, rarely venturing online may feel it’s worth getting just to have another few hours to play through the extra storyline mode this adds.

As far as the audiovisual stuff goes, MK11 Aftermath is fantastic. The presentation continues Netherrealm’s tradition of detailed player models, backgrounds, and impressive graphics. You can’t talk about Mortal Kombat without talking about Fatalities, Brutalities, and other gory bits. Long time fans will really love the finishers here. Most of them are as over-the-top as ever, balancing R Rated Hollywood blockbuster gore with elements of dark comedy nicely. As such, there aren’t too many things that come off as either so brutal they’re disturbing, or so silly things just seem stupid. This is even true of the Friendships Mortal Kombat 11 has reintroduced for the first time in over twenty years (God I’m old.)

The Friendships mostly do fit their characters’ personas very well, while being genuinely funny. Part of that is due to the lighthearted, bubbly, synthpop piece that accompanies them. One of my personal favorites is The Joker’s where the game makes you think he’s about to use a handgun to do a fatality only to have an off-screen Batman intervene forcing him to give the opponent balloons.

There are also new Stage Fatalities to learn as well, via a free update inclusion with the Friendships. These aren’t quite as memorable as some of the mainline finishers here or as memorable as some of the ones from older games, but they’re still pretty good. Then there are the Brutalities that the newer characters bring along, and most of those can even hang with their Fatalities. Robocop has some especially gristly ones.

The sound effects are as good as ever with everything approaching movie sound effects as bones break, the flesh is stripped from the bone, and the cold ambient soundtrack rides along with all of this. I will also give a lot of credit to Shiver again because I have the Nintendo Switch version of Mortal Kombat 11. As I said with the vanilla version, it’s astonishing how they were able to get this big-budget blockbuster running on old tablet tech. Again, to accomplish the brisk 60 frames per second performance sacrifices were made. It’s obvious background textures are set much lower. It’s obvious that AA was set to low or off. Lighting effects were reduced. The Switch version of Aftermath looks as if you were playing on a computer with everything set to low or medium because your 8-year-old video card can’t process everything on high. But that’s not a bad thing. The game still looks great and plays great retaining all of the features of its PC/PS4/XB1 siblings.

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Online matches were mostly pretty good for me, although definitely not perfect. Over the course of playing online on and off during the week, I found most of my matchups ran fairly well. I was able to be destroyed fairly, and win fairly. But there were also a number of times I got into matches ranging between mildly lag ridden and borderline unplayable. This is likely due to being paired with opponents on the other side of the world, but it could still use some work. Still, with Shiver and Netherrealm keeping up with the updates and patches this will hopefully make badly connected matches a little less commonplace.

Still, MK11 Aftermath is a lot of fun, and the additions are going to please a lot of the franchise fans with the bonus characters, finishers, and expanded storyline. If you’re someone who always wants a full roster you’ll probably want to pick this up as well. I only wish there was a much deeper discount in its release window for those who have bought all of the previous stuff this bundled in already. Normally I don’t talk about pricing since that can change wildly at any time. But since it is the elephant in the room in the launch window, some in that boat may want to wait for a sale. But if you haven’t picked up MK11 yet at all, the bundled Kollection version is well worth picking up. Physical collectors should know that the retail release of the Kollection version on Nintendo Switch is just going to be a download code. So unless you really have to have that empty plastic case, you’re better served to buy it on the e-shop.  Some baffling retail decisions aside, Aftermath is an entertaining DLC you might want to look into if you enjoy Mortal Kombat 11.

Final Score: 8 out of 10

Sakura Stars Review


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(Full Disclosure: A review copy Steam key was provided by Super16bits. All opinions are my own.)

As big as independent games have become over the last 15 years, there are many, many games that get lost in the sea of titles. Some of these titles are put out by very small studios, many of which are even one-person operations. Today’s game is from one such small studio. Sakura Stars is a bullet hell shooter from Super16bits, and it’s something shoot ’em up fans may want to look into.

PROS: Bright, colorful characters. Tight controls.

CONS: Some gameplay imbalances. Minor hitches.

CLASSICAL: Hopefully you like classical music because the OST entirely made up of it.

When a demonic threat arises, a team of three appears to fight the menace. After a brief introductory paragraph, you’re greeted with the title screen. Sakura Stars is a shooter that allows you to choose between two girls and a raccoon. Each of the characters has their own attributes. It hearkens back to some of the classics of old in this regard. Games like TRUXTON, UN Squadron, or Strikers 1945.

One of the girls can shoot a single shot. The second girl can shoot a double shot. The raccoon can fire a handy spread shot. And while the first two characters give you two lives, only the raccoon will give you three.  Honestly, if you’re new or lapsed to the genre you’ll really want to start with the raccoon.

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The game is relatively short, only going on for four stages. But don’t let the short-run dissuade you from considering this one because Sakura Stars is tough. There are no continues, nor are there any 1-Ups. At least none that I found in my time with it. And when I say this is a bullet hell shooter I mean it. There are bullets everywhere. Each enemy type will fire anywhere from one to ten bullets in a myriad of patterns. Destroying enemies will often create another ten bullets in the explosion. If you were hoping for an 8-bit era horizontal Giga Wing with anime influences you’re in luck.

At the end of each stage, is a boss encounter. These are anime-inspired demon girls who do insane bullet hell attacks. Much like the rest of the game it’s going to be a war of pattern memorization as you try to avoid getting hit while doling out enough damage to defeat the bosses. All in all, it’s easy to describe the core concept. But it’s also going to take you many, many attempts to get anywhere close to beating the game.

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The game gets a lot of things right. I loved that it had a fairly memorable regular enemy or two. Flying space eyeballs with optic nerves flailing around and flying tengu faces are prevalent and have several different flying patterns. Sometimes they’ll come in horizontal rows, other times vertical. Sometimes they’ll zig-zag about. Early on, the eyes don’t shoot at you at all, but by the second stage you can expect a volley of bullets flying at you.

I liked the rather large sprites of the playable characters and their different firing mechanisms. But there were a couple of small things that I felt could have been done differently or improved. First of all, while the large character sprites are nice, it’s going to take you several deaths and restarts before you realize that their hitboxes are actually quite smaller than the characters themselves. You really have to navigate the characters’ eyes. If their eyes or the small circumference of pixels around them get hit, you’ll die. But hands? Feet? Hair? Bullets pass right through them.

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Once you get used to that, it becomes a much more manageable game. But that still doesn’t mean it will be easy. It’s still a pretty challenging if short game. Maybe not to the degree of the hardest Toaplan, Treasure, or Cave shooter, but still pretty challenging for what you’re given. Keep in mind you’re not going to see the crazy options, multiple power shots or other items you’ll get in those major names of yesteryear. That’s another reason why this one is such a trial. The other thing that seemed a little off to me though is really the balance between the first two stages. After dying a ton, you’ll begin to realize you can breeze through the first level without firing a single shot. As I said earlier, the eyeballs don’t fire at you at all, and the Tengu faces’ shot patterns can be navigated. Plus you avoid a ton of bullets by not killing anything. Because killing things creates more bullets. You still have to kill the boss to progress however.

But all of that goes out the window in the second stage as everything does fire at you and the challenge makes a large jump rather than an incremental one. It could have perhaps helped players get a better handle on the game’s rules had it been a little different. Be that as it may, I still enjoyed my time with the game. I could nitpick about the bosses’ minimal animations or the game playing chiptune renditions of classical music as it doesn’t seem to fit with the look of the rest of the game to me. But that’s exactly that: nitpicking.

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There is one thing I wish the game had though, and that’s a deeper options menu. You can’t really change the volume at all. It would have been nice to have music volume, effects volume, or overall volume settings. Especially if you want to play the game on stream. As is, you’ll need to figure out the volume in your own PC settings or streaming software if you do stream. There’s also nowhere to remap buttons. Though it is nice you can use an Xbox 360 or Xbox One controller without a problem. I was actually able to use my Horipad for my Nintendo Switch without any issues.

In conclusion, Sakura Stars is a solid effort from a studio that has only one previous game on Steam. Hopefully, a fleshed-out sequel or future project can iron out some of the minor issues I had with the game because overall it’s a fun, challenging bullet hell shooter. If you’re looking for something a little bit different or something small to play between some other games you may just want to give this one a look.

Final Score: 8 out of 10.

Super Mario Multiverse: Mario Bros.

 

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Well, the stars have aligned, the time has flown and here we are. The Well-Red Mage invited I as well as a slew of others to take part in the Super Mario Multiverse special crossover event. In it, you’ll see some words about the many, many, MANY games featuring Nintendo’s mustached mascot. Everyone remembers Super Mario Bros., Donkey Kong and Super Mario 64. But not a lot of people comparably talk about the first major game where his name was in the title.

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Mario Bros. came at a weird time for many of us. It bridged the gap between Mario’s adventures as a construction worker trying to save his girlfriend from a crazed ape and his time as a plumber trying to save royalty from a dragon turtle. And while a lot of people knew about it well in advance of Super Mario Bros. Some people didn’t. In fact, some people still don’t know it’s a thing. Imagine my surprise for instance, when a former coworker tried playing it on the Famiclone handheld I’d brought in for my lunch break one day. He kept trying to jump on the shell creepers and flies to no avail.

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Travel back to 1983 however, and you’ll find there were a few home versions released across several platforms. In Japan, the Famicom obviously got a version. But Hudson Soft also ported the game to the PC-88 computer. Ocean Software would port the game to a slew of computers in the European market including the ZX Spectrum and Commodore 64. Here in the United States Atari would get the publishing rights and proceeded to release the game for the Atari 2600 and Atari 5200.  The 5200 version is interesting because the console largely used the same components as Atari’s 8-bit computer line, the 400/800, XL (and later under Tramiel) XE. Despite this fact, the 5200, and 400/800 versions were different games. When the XE came out years later, a vastly superior version came out from Atari Corp. which was backward compatible with the 400/800 and XL lines. It makes one wonder why this couldn’t have simply been on the 5200 years earlier.

Atari also published North American computer versions on its Atarisoft label. Most famously for the Commodore 64. Of course, the North American video game market crash was right around the corner. So before long Warner Communications (Warner Media) would sell the home division of Atari to Jack Tramiel, who had been pushed out of Commodore. This version of Atari was called Atari Corp. to differentiate itself from the Arcade division Warner still owned. Which they sold to Midway, who renamed it Atari Games West, folded it back into Midway, and then Midway sold itself to Time Warner. (Warner Media.).

 

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But I almost went on a tangent of coincidence there. We’re talking about Mario Bros. And Atari Corp. would port Mario Bros. to the Atari 7800, and the Atari 400/800/XE. At a time when the NES was already killing it with Super Mario Bros. Though you can also find Mario Bros. on the NES as well. It’s also interesting how the porting rights worked out back then as it often led to computer platforms getting two versions of the same game. In this case, Ocean brought Mario Bros. to European C64 owners while Atari brought Mario Bros. to North American C64 owners.

 

As an aside, there were a bunch of unofficial ports and sequels like Thundersoft’s Mario Bros II, which was more or less a reworking of Mario’s Cement Factory into a bottling plant. You filled cases of bottles and put them on a truck. And if you messed up, the boss would come out of their office and berate the Mario Bros. Thundersoft was mostly known as a group of European code crackers who would give away retail games with the anti-piracy measures removed. But this seems to be the one lone quasi-original thing they did. which they also gave away. It does, of course, use Nintendo’s characters and concept. But it doesn’t seem to have lifted graphics. Many of the other ports and clones of Mario Bros. walked much closer along the line of legality.

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Nintendo itself has also given the game these stealth reissues over the years. As a mini-game in Super Mario Bros. 3 then again as a mini-game in Mario & Luigi Superstar Saga. The port jobs, in general, are pretty good. Save for one or two bad ones, every one of them gets the core concept right. Some even go above and beyond. Atari’s Commodore 64 (as Atarisoft), and Atari 2600 versions are fantastic. Yes. The Atari 2600 version is a great version of Mario Bros. Atari Corp. also re-released it when they brought out the 7800 version which is also an excellent version of Mario Bros. In PAL (European) territories the 2600 re-release came as a red label variant no less, driving completionists just a little bit more crazy as there were already two domestic silver label variants in the wild.

 

Despite, all of the ways that Mario Bros. has been available to play though, a lot of people never checked it out. Particularly, Stateside. There are a few reasons for this, but many hypothesize the North American video game market crash certainly didn’t help. Fewer people were getting games as there was a lot of drivel out there at the time. There were also a lot of consoles out there. Sure most of us remember Atari 2600, Colecovision, and Intellivision. Thanks to the wealth of info out there today many of us wish we had maybe gotten a Vectrex. But ask the average person about an underlooked good system like the Magnavox Odyssey 2, and you’ll get a blank stare. Ask about the Emerson Arcadia 2001 and they may start wondering if you’re from another world. Or on a watchlist.

 

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These days, people worry if a fourth contender tries to enter the console market. Well, back in 1983 there were far more than four video game systems on store shelves. And most of them looked about the same in what they could do. Even the ones that looked better still had very similar games on them. There were also a lot of tiny upstarts throwing whatever they could at the wall to see what would stick.

 

And the home computers were running the same games at a higher fidelity, running their own deeper experiences the consoles didn’t have the features to handle, and they were getting down to similar prices. Before long everything would implode and Mario Bros. was one game that for at least a few people got lost in the shuffle. Some of this was felt in arcades too. While I can remember seeing Donkey Kong, and Donkey Kong Jr. among the machine selection at Chuck E. Cheese, I really only remember seeing Mario Bros. at Riverside Park when the family went to Agawam, MA. on a summer day. (It’s Six Flags New England now.)

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My first experience with the Atari 2600 version was at a friend’s. They had the Atari 2600 Jr. as well as an NES. I had never seen it before. But there it was. And while it isn’t the prettiest version of the game, it nails most of the gameplay down. There are a couple of tiny things missing like the ability to jump on the POW block. But the most important stuff is there. I’d imagine a lot of people’s first experience with a Mario game was Super Mario Bros. if it hadn’t been Donkey Kong. The NES was a juggernaut largely in part because of it. And it’s much more vast, and a more complex game compared to regular Mario Bros. But here’s the thing. Everyone who has played Super Mario Bros. but not Mario Bros. Should play Mario Bros. And before everybody jumps down my throat just hear me out.

First of all, it’s a really fun game. One that has a great sense of risk vs. reward. It’s also quite competitive when you get a second player as Mario and Luigi have to rally to outscore one another. It even can be dastardly when you’re intentionally bumping your opponent into enemies to stay alive longer. But more importantly than that, many of the things you love about Super Mario Bros. began here. Shellcreepers were the forebears to the Koopas. Coins are a big part of both games. and it got the ball rolling on Mario’s platforming style. There will be plenty of times you find yourself in situations where pixel-perfect jumps and timing are the only way to get out of hot water.

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Mario Bros. is also where the earliest series’ jumping physics got started. While not the same as in the Super Mario Bros. trilogy on the NES, they are similar. You can see what that classic bump and jump gameplay was built upon. Most of the Super Mario games feature bonus stages and even those are in Mario Bros. in the form of coin stages. Speaking of coins, they make that familiar sound whenever you collect them. But in Mario Bros.,  you had better get all of them if you want that sweet stack of bonus round points. And Mario Bros. even proves itself a viable stage in Super Smash Bros. Ultimate. Even more so than Donkey Kong’s 75m stage.

It’s a game that is important on so many levels and is sadly overshadowed by historical factors and future Mario releases. Thankfully, Nintendo often reminds us of this with its presence in newer releases. And there is a slew of ways to play it today. Any number of the aforementioned home ports are out there for collectors to seek out. And you can still get the arcade version on the Nintendo Switch through the e-shop. The Nintendo Online service also includes sone NES and Super NES ROMs you can download at no additional charge. One of those games is the NES port of Mario Bros. So if you own a Switch, and have been considering paying the annual $20 to play against your friends in Mario Kart 8 Deluxe or Splatoon 2, you’ll also be able to check out NES Mario Bros. without having to track down the original Game Pak.

In any case, the next time you find yourself in a conversation about important Super Mario moments, remember that between chasing down a gorilla to save his ex-girlfriend and chasing down a dragon-turtle to save his current one, Mario ran a successful plumbing business with his brother Luigi. And it was during those years he gained the skills he needed to save the Mushroom Kingdom hundreds of times over.

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!

Mortal Kombat 11 (Switch) Review

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A few days ago the highly anticipated Mortal Kombat 11 came out, and has mostly gotten praise. But the Nintendo Switch version is often left out of the conversation. Like many people I was curious about how the game was going to work out on the console. So I picked it up after work on its launch, and I’ve been playing it after hours since. This is what I’ve found about the game on Switch, and the game in general. Much of this will likely apply to the other three versions out there as well.

PROS: Everything in the other versions is here. Plays great.

CONS: The visuals are downgraded. Crashes. Issues with the Krypt, and Towers.

WB: Still pulling pre-order shenanigans with Mortal Kombat.

Let’s talk about the elephant in the room right away. The graphics. Between the trailer we saw at the Game Awards 2017, and subsequent footage, everybody was wowed. NetherRealm studios did a terrific job building some of the most beautiful backdrops, and character designs in a Mortal Kombat game yet. They didn’t do this alone though. The level of graphics, and animation work in this game is staggering. So it should be no surprise upon seeing the end credits you’ll notice over 20 software developers, and animation studios were paid to help the game along. You can tell a lot of hard work went into the visual aspect of the game alone.

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So how does the Nintendo Switch version of this massive, illustrious fighting game fare? A small developer out of Miami, Florida called Shiver was contracted to port the game to Nintendo’s gaming tablet, and they did a fantastic job. While none of the consoles have bleeding edge tech in them at this point, there is a gap between a Tegra II tablet chip, and the AMD processors, and graphics chips in the Microsoft, and Sony boxes. As such there wasn’t much of a question that Unreal Engine 4 (the software that powers the game) would work well on those. It was possible to use on tablets, but how well was in question for the average player.

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Shiver has gotten the game running insanely well on the Nintendo Switch. It has all of the content the other versions have, and it looks pretty good too. It even runs at a high frame rate like the other versions. It just comes unsurprisingly, at a price. The best way I can describe it, is that fights look like you’re playing the PC version on just above the lowest settings. Which tells me that Shiver had the option to either make the game look like the other versions, but have a lower frame rate. Or they could have gone the route they did. And if I’m right about that, frankly, everyone should be happy they took that route. Mortal Kombat 11, much like previous games, requires very fast movement in order to pull off some of its best combos, and other moves. Frame rate doesn’t just effect what your eyes are seeing. It can often make a game feel more responsive. Something you need to have in order for a fighting game to work. Especially at a high level of play.

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And the end result still doesn’t look bad. You’ll notice the game changes visual quality at times too. During the pre fight banter the game looks like it runs at the lowest settings possible, and then ticks up to the lower, or medium settings when the fights begin, and stays there during them. The most noticeable downgrade is that the UE4 lighting effects have mostly been toned down or turned off. You won’t see a lot of reflections, or sheen on costumes, or metal objects in most of the game. Antialiasing effects are lowered, or off so you’ll see “Jaggies” as we used to know them. Most of the textures are still rendered at the standards of the other versions. But some of the background objects aren’t so they won’t look as crisp. Rather they’ll have a slightly blurred quality to them.

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And on some stages very little of these downgrades are that noticeable right away. It’s only going to be the absolute worst nitpickers among us who this will be a problem for. And at that level one could begin to nitpick the other versions too. Mortal Kombat 11 on the Switch may not look as nice as it does on the PS4 or XB1. But it doesn’t look bad either. If I had any issues with the graphics its that during the story mode it can be a little jarring to have the cut scenes running at their higher settings, then going to the lower settings for fights, and back to higher settings for more cinematic story.

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That said, Mortal Kombat 11 has a lot of content in it. As I’ve said before, the Switch version has everything the other versions have. The main single player mode on display is the Story mode, which has been an expected feature since Mortal Kombat 9. I didn’t play the tenth game, so I can’t really compare the story in this one to that game’s. But I did play through MK9, and I can say it is a substantially better storyline here. I don’t want to go too in depth here as a lot of folks still have yet to experience it. But the game introduces a new villain. A Goddess known as Kronika. She looks suspiciously like Sinead O’Connor, and can control time, and space with a magic hourglass. She sets up a plan to wipe out the realms, and so our heroes, and villains in the roster set out to stop or help her. There are plenty of moments that will make you laugh, surprise you, and the story even tries to make you cry a few times. It doesn’t really earn that much from you, but you will be entertained. Thanks to some terrific voice acting performances, top-notch animation, and pretty good writing it does feel like one of the old 80’s action movies that inspired a lot of the classic Mortal Kombat games.

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Like I said before, the Switch version can feel a little jarring as you go through it, because the game switches graphics settings on the fly between fights, and cinematics. There was a rare moment in my playthrough where the game hiccupped doing this near the final chapter. It didn’t effect the game or story, but goes to show there’s a glitch or two that may require a bug fix in the near future. Beyond that though, I enjoyed playing through the story mode. It held my attention, and a few times in it, you’ll get the option to control one character or another. So you do get some replay value by going back, and playing with different characters.

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Beyond the story mode, there is the classic arcade ladder mode you can play. Doing this more or less is what you’d expect. You play a gauntlet of opponents the way you have since the original Mortal Kombat. As has been the case since Mortal Kombat 3, you can choose longer, and more difficult arcade ladders as well. Clearing these with each character gets you those classic arcade style endings. Each told from the perspective of the character had they been the canon protagonist.

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Spinning off of the arcade ladder is something called Towers Of Time, where you play a similar series of arcade ladders. But the difference is the fact that each match has conditions in them. Such as “Don’t touch acid, or your opponent gets health back.”. These can be a lot of fun, and can even help you get better at avoiding certain attacks. The mode is also tied to the game’s returning Krypt mode. Winning in these towers, will give you a lot of the green coins, and other currency you’ll need to spend in the Krypt. It can be fun to go in to these fights to grind for money. But there’s one major problem with it. It takes forever. The rewards you gain, for some of these brutal fights can be miniscule. Plus on top of the main currency, hearts are another currency. Hearts are needed in the Krypt to unlock some of the biggest stuff in the game. And you can only get those by getting fatalities, and brutalities while playing.

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And before you spout off about Warner Bros. doing to Mortal Kombat 11 what they’ve done in their other games by closing stuff off with microtransactions, that isn’t the case here. Yes, there is a store. Yes, you can pay for easy fatalities. Yes you can pay to unlock Frost instead of just playing the story mode, and using her for free. You can spend money on a virtual currency it calls Time Crystals. But aside from a few skins, and one button fatalities for each character there isn’t much you can buy that would affect gameplay. So when it comes to the stuff in the Krypt, you really can’t. You can pretty much skip the store in this one. The one thing you can levy at WB is the fact that Shao Kahn was hidden behind a six dollar pay wall in order to encourage people to buy the game before it came out, or at least pre order it. If you didn’t put your trust in the game before having picked it up, it costs you another six bucks to play as the character. He isn’t in the DLC bundle pack either. So that is the one blemish here as far as microtransactions go.

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Be that as it may, grinding away the coins, green gems, and hearts for the Krypt can take a long, long time. Supposedly NetherRealm has addressed this on a recent video update, and will be putting out a patch soon as of this writing. This should make things feel a bit more manageable for players who don’t want to devote all of their game time to Mortal Kombat 11.

As for the Krypt itself, it feels somewhere between the ones in Deadly Alliance, and Deception. It isn’t a simple grid done in a graveyard style. But it isn’t a full-fledged adventure game involving NPCs either. You go around Shang Tsung’s island finding boxes. But there are some hidden walls you can break open to get to new areas, as well as puzzles to solve to gain access to certain chests. There are even a few booby traps. You can die in the Krypt.

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Opening the chests gets you anything from concept art to stuff you can use in the game. There are a few extra costumes, second fatalities, and augmentation parts you can use to enhance how your characters will play. This is a system that has been carried over from Injustice 2, and refined for this game. It’s a neat system because it adds an RPG like element to the fighting genre. One that might entice someone whom may not play many fighting games to give it a look. Of course, when it comes to the game’s online play there are modes where you can or can’t use them. Once you eventually open everything in the Krypt there is a building early on, with a round lever on it. If you have enough coins you can press it to close all of the chests in the Krypt, and fill them with different things. The other interesting thing about the Krypt is that every player will have a different experience. Because while everyone will have the same key items, the chests they are in, are in different locations. So you can’t simply try to look at a walkthrough on YouTube. The skin they found in a particular chest, may be in that chest. But in your playthrough that chest will be in a different place.

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The Augmentation system also ties many of the modes together by requiring you to play everything the game has on offer. If you want a certain hat for Raiden for example, you’ll have to unlock it by going to a certain mode, or completing a certain challenge. Some of these items will be in the Krypt of course, but many will not. So you’ll have to go down the list, read the description, and then try to unlock it by playing that mode. You can also create custom move lists here too. You may want to use a version of Liu Kang where you use a different attack in lieu of the bicycle kick for instance. You can have different profiles of each character with different move sets, different gear to buff said move sets, and an overall customized look. It’s honestly pretty cool. But again, when talking about the competitive side of fighting games, you’ll want to play without these things, as these things can affect the balance of the game.

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The game also gives you a Kombat Kard which gives you your stats, as well as a custom banner when playing online. It’s pretty much in line with other modern fighters like Street Fighter V, Blazblue Cross Tag Battle, and others. It’s nice that you can personalize your online avatar somewhat, and it makes it easy to look at your Win/Loss record, most used characters, and other information.

So the fighting is fast, and responsive on the TV against a friend, but what about online? Honestly, I’ve been pleasantly surprised by the game’s net code on the Switch. You can choose to display the ping while playing which is going to give you a good indication of how well it’s going to hold up in a match. If you see an opponent in the 100ms – 150ms range, as I’ve had most of the time, it’s pretty solid. I haven’t felt like too many button presses haven’t registered or that there’s been a notable amount of lag. Somebody who is a contender at EVO or other tournaments may have a different opinion, but I think for most people it is pretty good. Obviously, if you connect to an opponent with a 300ms time you’ll want to decline the fight to avoid warping, moves not working as intended, and the other signs of a lag ridden match.

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That is one feature I really appreciate. It’s not one you see outside of multiplayer PC games very often, and it can give players a much better idea of how the experience is going to be than the usual red, yellow, or green bars found in many other online fighters. There are also a few ways you can play online too. You can do casual matches with other people. Here you can choose to play with or without the augmentations on. They’ll force the competitive move sets, and options the developers intended to be set on. You can play matches, enter a king of the hill mini tournament, or have A.I. characters battle it out.

If you choose to play the competitive mode the augments never come into play. Also the competition is fierce. As good as you may be, this is the place where people who love fighting games will be found most of the time. But it’s also the best way to learn the game. Really. If you’re new or lapsed the prospect of losing a lot may sound scary, but it’s where you’re going to learn the nuances much better. Yes there is a training mode in the game, and it will get you set up with the basics, as well as let you practice the game’s combos. But going up against other people is where you’re going to really learn things like zoning, looking for openings, and how to get around something you might initially find insurmountable. Even if you’re not looking to be the best in the world, it is a great way to pick up some new things to take with you against your local friends, and family. Rounding out the online mode, are areas where you can do private matches, and lobbies. So if you just want to play with friends online, or a place where your groups can meet up, it’s convenient.

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All in all I really like Mortal Kombat 11, and the Switch version is a very viable version. If you’re somebody who only has a Switch it is very easy to recommend in general. I can also say if you’re someone who has multiple consoles, and already bought it for your PS4, you might at some point want it on the Switch for the portability factor. The graphics downgrade is less noticeable on the smaller screen, and the fact you’re getting something that plays just as well is something to marvel at. Shiver should really be commended on what they’ve accomplished. One small thing to note however is that also like every other version this one does have some infrequent crashes. You’ll be going along, playing a ladder or going through the story, or exploring the Krypt, and see an error message that will be burned into your brain. It hasn’t been a frequent occurrence for me. But it is something I hope they’ll be able to figure out soon. Also the game does play better with a Pro Controller, or equivalent or Arcade stick on Switch. The C buttons just don’t feel as familiar as a true D-pad does.

Still, with the refined fighting system, wealth of content, solid net code, and a meaty story mode, the good outweighs the bad.  If you have a Switch, Mortal Kombat 11 is definitely worth looking into. It’s an experience that will raise eyebrows at the local Starbucks, as well as play exceptionally well on the big screen. The downgrade in visuals isn’t enough to make the game any less fun, and they still bring the buckets of blood, and guts you would expect from the series. I didn’t even talk about just how over-the-top, yet somehow unsettling some of this iteration’s finishing moves can really be. Whether you’re a long time fan or newcomer, MK11 will impress you on any of the platforms it has landed on.

Final Score: 9 out of 10

U Youse Gaming Headset Review

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So you’ve managed to pony up $700 for that new killer rig, or for that Sony, Microsoft, and Nintendo console trifecta. Between that, and a few games to go along with the hardware, you suddenly realize something: You’re going to need a headset for those multiplayer games, or for streaming games on your Twitch or YouTube channel. But with the huge investment you’ve made, there isn’t enough left over to splurge on that awesome Sennheiser pair you’ve been eyeing. Hell, you don’t even have $40 for one of those respectable Turtle Beach sets you saw when you last visited a GameStop. What can you possibly do now?

PROS: It’s dirt cheap! It sounds good!

CONS: The build is also cheap. No Microphone volume dial.

MULTI-PLATFORM: The included Y cable means you can use it on computers too.

Well you can decide to dig through the garage for an old pair of tinny monaural headphones, and one of those old crusty wire microphones. But that’s probably not what you had in mind. There are also a slew of crappy, dollar store monaural headsets out there too. Heck, even some respectable ones exist, but they’ll often cost you $20-$30 at most big box stores. Not much less than a decent stereo headset.

But enter discount store Five Below. Everything the chain sells is five bucks or less, including headphones. And while you’d be right to be skeptical about the performance of any headset that a store charges so little for, The U Youse has some good things going for it. I know I’m going to sound crazy, but this is a viable option for anybody on an absolute shoestring budget.

For starters, it has some comfortable padded cups around the speakers. It’s adjustable. For such a budget device, it’s honestly on par with some of the stuff you’d pay four times as much for in a big box retailer. The speakers are actually pretty respectable. I’ve been able to hear game sound effects, and music clearly, and cleanly. When gaming, I’ve been able to hear other players fine through Discord, Steam Chat, and the in-game chat functions in many, many games. The microphone on it is halfway decent too. Other people can hear me fine, and I’ve even been able to stream with it.

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Of course, the old saying goes “You get what you pay for”, and that still holds true with this peripheral. You can’t come into this expecting miracles. The included Y cable is made very cheaply, and so you’ll have to be careful when attaching it to the headset. Depending on your computer, you may have to fidget with the jacks to get it to connect just right. Once you do, everything will be fine. But it is something to be mindful of.

Other things to be aware of is the fact that there is no volume dial for the microphone on the cord, nor is there a mute button. You’ll have to adjust the microphone volume through your computer or console’s sound settings. And while the headphones actually sound pretty good considering the low-cost, they don’t have a lot of bass. Or much in the way of treble. Again, don’t expect these things to hang with those Beats, or  Bose headphones you saw the last time you were in Best Buy. The plastic around the cups is also brittle. So be gentle when putting these on or taking them off.

But until you can save up some money for one of those higher tier solutions this can get you through. It’s also a terrific option for parents who can’t afford to drop a lot of money on a headset for their kids. Especially if they’re children susceptible to breaking headphones regularly. You can buy a few of them, and open one when someone trips over the cord or steps on one when it has been carelessly left on the floor. For those of us whom treat their electronics well, this is also a nice backup option. When your “Good” headset wears out, this is something you can use until you can afford to get a replacement set of equal performance.

While it might not be a terrific headset, it’s a cut above the cheap stuff you usually see in discount dollar stores. I’ve been pleasantly surprised by how well it’s performed for me over the past month, and I can recommend it. Again, it isn’t going to set your world on fire, but if you find yourself in need of a new headset at a time where you have to be especially frugal the U Youse is a viable option. You can easily do worse. If you have a Five Below store in your area, you may want to pick one up.

Final Score: 8 out of 10

DUSK Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In short; DUSK is freaking cool.

Final Score: 9 out of 10

No Thing Review

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

PROS: Simple, yet compelling game play.

CONS: Fairly short for anyone adept at it.

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

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10

Mega Man 11 Review

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

Final Score: 9 out of 10