Sigma Star Saga DX – Nintendo Switch Review

Overview – originally released by Namco and Wayforward for the GBA, Sigma Star Saga DX is an enhanced release of the cult classic Shooter/RPG hybrid, powered by the Carbon Engine. As Ian Recker, explore alien worlds and infiltrate the alien Krill Empire, on a mission to save mankind from annihilation. This title is available on PlayStation 5, Nintendo Switch and Steam with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank WayForward for providing the copy of Sigma Star Saga DX that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be covering the core experience of the game, making sure to omit details that could spoil the secrets for players.

Story – in the distant future, Earth is invaded by the Krill, an alien force that leads an invasion and compromised the planet. This caused the Oceans to boil, almost ending all life on earth, putting mankind in great danger. Now Ian Recker, a decorated pilot is deployed by the Allied Earth Federation as a double agent, tasked with infiltrating the Krill Empire. Can he complete his mission undercover, stop the Krill and save Mankind?

Gameplay – Sigma Star Saga DX is a rather unique hybrid of genres, with a mix of scrolling shooter and top down action RPG. The player controls Ian Recker, the ace pilot that has been deployed as an undercover agent in the Krill Empire. As a new member of the Krill, Ian is equipped with a parasite suit, which enhances his power above that of a normal human. This allows him to become capable of being deployed on missions for the empire.

Before deploying for missions, the player will be able to roam the different interior sections, interacting with different characters. This will push the story forward, as interacting with key figures will give the player the tasks that they need to complete. While in the different interiors, the player will be able to save the game, talk to NPC characters for hints and more. The player will be able to disembark for missions in the sky and on the ground from here.

The missions will have the player going to the ground, exploring the alien planets on foot in a top down perspective. Each of the different areas will be split into zones for the player to explore, with the player roaming the overworld and battling the local inhabitants. There will be enemies that will pop out, attacking the player and they need to be blasted by the player. If the player takes damage from enemies, a portion of health from the health bar will be lost.

While exploring and blasting enemies there is the chance for items to appear, containing bombs and life ups, restoring damage that has been taken during exploration. On the overworld map, the player will need to move towards highlighted points, where the story will push forward. To make it to these areas, the player will find themselves climbing ladders, blasting boxes and exploring caves during each of the missions.

Randomly as the player explores the different overworld maps, they will be summoned to their ship, for aerial combat. During these random battles, the game will select the ship that the player will pilot, with different sizes for each craft that can be piloted. During the battles, the RPG system comes into play as EXP orbs will drop when enemies are defeated. When enough has been collected, the Player will level up increasing their power and defense.

To shoot down the enemies, players will be able to use the infinite blaster shots, which can be auto fired by holding the shot button down. But if the player collects bombs from boxes and enemies, they can be used here and when deployed, they will clear the screen of enemies within the blast. But enemies will fire back, damaging the player with shots or if contact is made. The ship will also take damage if they make contact with the ground or structures.

The random battles will be cleared by defeating a target number of enemies, which can consist of a large number of smaller enemies or a single “sub-boss” enemy. Once the target has been achieved, the player will be returned to the point they were when they were summoned. At set points during the game, there will be mission battles, where the player must work through a set area, battling large amounts of enemies while avoiding various hazards.

These segments feature a powerful boss opponent, which will need to be defeated to progress. If the player is shot down at any point during the missions or random encounters, a game over will occur, sending the player back to their last save. This can also occur during overworld exploration, as there are enemies, hazards and traps that will harm the player. It is important to save frequently during the game, as death can be a significant setback.

Unfortunately, there is one big flaw to the gameplay of the shooting, which is the speed of the ships. In general, the free movement of the ships in shooting sections feel slow, like trying to steer yacht through molasses. This does lead to issues with avoiding hazards and enemy attacks, which can be hard when the camera moves suddenly. There is a button that allows the ship to speed up, but it doesn’t feel like much of an improvement at times.

By clearing the story mission segments, the player will be able to push forward and progress the adventure. This will introduce new mechanics and equipment for the player in the overworld, allowing new areas to be explored, as well as areas that were previously blocked. However, this is not the only form of upgrade that players will collect. Hidden throughout the game will be Gun Data, which are special upgrades that can be found in special boxes.

The Gun Data is a rather unique system that allows the player to unlock a plethora of shot types, which can be mixed and matched with Red, Blue and Yellow options. These different shot types include rapid fire, long range, twin shot and explosive, which can be combined freely as they are unlocked. This gives players a great amount of flexibility, as there is a near infinite number of combinations of shot types that can be combined for battle.

As this is an enhanced port, there have been quality of life adjustments and improvements made to the game. The enhancements that have been made include rebalanced EXP, the random encounters have been adjusted and there are various fixes that have been made. There are also additional features, which affect the way the game looks, offering different resolutions sizes and filters. These  provide visuals that are as close to original as possible.

There is also the option to save freely wherever players want to, which can be helpful during tense sections, allowing for quick saves and reloads. Included in this release is the ability to rewind the game, allowing for mistakes to be rectified on the fly, which can be useful if players are struggling. The last thing to mention is the extra content, which consist of a gallery of sprite art and concepts, alongside a jukebox for all the music and a new theme for the game.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – as this is a Game Boy Advance game, there are only six buttons that are used to match the original layout. These inputs are pretty easy to use, with shooting and speed up/run on the face, and all other features on the shoulders and start/select. All of the action inputs work well, with the shooting being rather reactive and movement being intuitive. The only issue there is with these inputs is that there is no way to adjust the mapping for accessibility.

Difficulty – this game is rather well balanced in terms of difficulty, with most of the challenges being fairly approachable. However, there are some moments where the difficulty will spike, with bosses dealing significant damage to the player, and obstacles that can be hard to distinguish from the background. This can lead to sudden and preventable deaths, which are frustrating, but the save states and rewind system can help alleviate these troubles.

Presentation – Visually, this game looks rather good with colorful sprite work in the shooting and overworld sections, alongside pleasing portraits for characters. However, due to the size of the overworld sprites, there is a lot of screen crunch. This can be offputting as it makes it difficult to see some of the hazards. The sound is really good, with a fun soundtrack with some good chiptune tracks, and a brand new vocal theme for this release.

Final Thoughts – I had seen the original GBA title back in the day, but not had the chance to play it, having forgotten about it until the announcement that WayForward was bringing it back. I got the opportunity to play this revamped release, having been re-released after 20 years and I had a rather pleasant experience. The quality of the story was rather good, with interesting characters and an engaging plot, that managed to keep me invested throughout.

The gameplay was a bit of a mixed bag at the start, with some awkward shooting and the screen crunch that took a little while to get used to. There are hiccups with the gameplay, like the slow ship movement and some elements that are hard to tell from the background. But in general, this is a fun mix of top down action, RPG and scrolling shooter, with plenty of depth and content. So I am happy to recommend this as it is a lot of fun to play.

In the end, I give Sigma Star Saga DX a final score of 4/5. This is a fun a challenging experience, that mixes top down action, shooters and RPG mechanics in a way that makes it feel unique, while not relying on gimmicks to keep players engaged the whole time. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 5 version (HERE)

Link to Steam version (HERE)

Ariana and the Elder Codex – Nintendo Switch Review

Overview – developed by Idea Factory, Compile Heart and Hyde, with Publishing by Idea Factory International, Ariana and the Elder Codex is a 2D action adventure set in a world where magic has vanished. As the Librarian Ariana, venture into the Seven Hero Codices and repair them, battling monster and uncovering the stories within. This title is available for PlayStation, Nintendo Switch and soon on steam, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Ariana and the Elder Codex used for this piece, via the Keymailer Service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be focusing on covering the core gameplay aspects of this release, as I don’t want to spoil any of the secrets or surprises that this game has in store for players. Please note, the game was played on the Nintendo Switch 2, so the experience on original Switch may vary.

Story – The Librarian Ariana’s mission is to repair the Seven Hero Codices, which have been altered. Due to the terrible damages, magic has vanished from the world. By utilizing special Librarian magic that allows her to enter Codices, Ariana seeks to mend the books to bring magic back to the world. Can Ariana safely repair each tome and unravel the mysteries hidden within the Library?

Gameplay – Ariana and the Elder Codex is an action adventure, which mixes platforming, magical combat and light RPG elements together. As Ariana, players are tasked with entering the Seven Hero Codices, mystical books which allow magic to be harnessed in the world. These books have been damaged by an unknown force, causing magic to be lost to the world. Ariana must enter these books and repair them, while learning their stories and their power.

This adventure is split into stages, taking place within the Seven Hero Codices, the magical books that are stored within the Hall of the Seven Heroes. The player must enter these books, exploring the damaged pages and battling monsters while trying to uncover the story within. As the player navigates the worlds inside the Codices, there will be perilous platforming challenges, where players need to dash and jump to avoid the hazards within.

Throughout the stages, there will be deadly hazards, including spikes and poison, which will damage Ariana if she makes contact with them. But the traps aren’t the only danger that players will face, as there are monsters within the Codices which will attack Ariana. As she moves through each page, players will need to use her magic to fight monsters. These creatures vary in size and shape, being able to attack Ariana up close or at a distance.

At the beginning of the adventure, Ariana is able to use a small set of magic spells. The first is a magic sword spell, which lets players strike enemies multiple times in a combo. Then there are the projectile spells, with a fire blast and a shockwave attack. Last is Ariana’s healing magic, which restores health in bursts for a limited time. Magic is split into five types, with Elemental magic of Earth, Wind, Fire and Water, alongside Ariana’s Innate Neutral Magic.

All of the magic can be deployed in battle, fighting the monsters that appear. But don’t be careless, as many of the spells have to cool down before using again. During combat, enemies have two distinct bars above them, with a red bar for HP and a Yellow Stun Gauge. As monsters take damage, the Stun Gauge will be reduced alongside their health. If the Stun Gauge hits zero, the foe will be temporarily unable to move and they will take increased damage from attacks.

However, stunning enemies is not the only way to quickly take down enemies. There is also the Elemental Burst, which is activated by hitting enemies with multiple elemental magic spells. As enemies are hit by the same element magic, a gauge will fill up and when it is full, the magic will burst from them. During a burst, the damage will spread out to other enemies, with the potential to defeat multiple enemies at once in a chain.

During exploration of the Codices, she will be blocked from progressing by a magical force. When this happens, enemies will appear and the player will need to defeat them in order to progress. The monsters will appear in waves, with all of them needing to be eliminated to progress. Once all of the monsters have been slain, the path to progress will open up. These are tied to progression of the story, but they aren’t the only way the narrative continues.

There is a story to each of the Seven Hero Codices, which will be shown to the player as they make their way through each adventure. Each story is split into chapters, with cinematic scenes as well as books that will appear for the player to read. The ethereal passages that appear can only be seen by Ariana, allowing her to understand the magic within. These stories are also tied to the repair points, fractures within the Codices that need to be fixed by Ariana.

As the player makes their way through the each of the stages, they will find the fractures that have damaged the Codices. These rifts need to be repaired to restore their magic, allowing the world to use them once again. Interacting with most of the fractures transports Ariana into an arena, where she must battle monsters to repair it. The creatures within must be eliminated as fast as possible, with multiple waves that appear to stop Ariana.

Then there are the challenge rifts, with the player needing to complete different action sequences to be able to get to the goal. These repairs can be failed in two ways, with the most common being defeat at the hands of a monster in battle. But the Repairs can also be failed by running out of time, as there is a timer that will tick down. If the player can clear the repair, they will be awarded a rank based on clear time, with the chance of rewards for success.

The last type Repair Point that can be found are the guardian rifts, where powerful monsters will reside. There are two different types of guardians that can be encountered, with sub-bosses that appear without entering a rift attacking Ariana around story plot points. The sub-boss guardians are more of a roadblock than a real challenge, as they will have a limited number of attacks. However, the same cannot be said for the main bosses.

At the end of each of the Codices, the guardian will be waiting for Ariana to challenge. These powerful opponents will push the skills of the player to the limit, with multi-phase attacks that can devastate the player if they are careless. There is no time limit to these battles, which does take some of the pressure of from repairing the rift. Once the guardian is felled, the fracture can be repaired allowing the full story to be revealed.

The player will then return to the Library, where the main plot of the game will unfold. The Library itself operates as a base of operations for Ariana, where she is able to interact with various characters. The most important of these Library staff are Vester and Divina, who support Ariana in her adventure. Vester can provide Ariana with the means to access magical items, through purchase or crafting, alongside Divina who can teach spells and enhance existing ones.

To use these services, players will need to use the resources they have collected during their adventure. These magic materials are collected be defeating enemies, breaking crystals and closing rifts as fast as possible. The costs for enhancement and crafting will increase as the player progresses, making exploration and obtaining good ranks in rifts essential. These services can be accessed from the rest points within the Codices.

These rest points appear as chapter checkpoints for the Codices, with Ariana activating them during her adventure. When using one of these points, players can recover lost health during her adventure, while also accessing the Library services and saving the game. It is also possible for players to fast travel between rest points. This comes in handy later in the game, as some areas will need the player to unlock new skills, as they may be unreachable the first time around.

If the player is defeated at any point during the adventure, they will be sent back to a checkpointed rest point or if one hasn’t been found, the start of the stage. This may feel like a harsh punishment, as it would appear that progress has been lost. However, the rifts that have been repaired, paths that have been opened and items obtained will be retained. Unfortunately, the enemy encounters will often be reset upon death, but this isn’t a significant issue.

The last thing to discuss is the relatively non-linear progression of the game. After the first stage has been cleared, the Hall of the Seven Heroes will be unlocked. This allows the player to access the magical books and pick the stages they want to challenge, as well as returning to stages in progress. The different books have a difficulty tied to them, as well as a percentage that shows how close they are to full repair. Once this has been achieved, something special may happen.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – there is a rather easy to use control scheme for this release, with all of the important buttons appearing on screen for players to reference. During the flow of platforming and action, there are no issues in terms of lag or delay, with snappy and responsive inputs that are satisfying to use. The default control layout works well, but if players want to adjust the inputs to their liking, there is the option to reassign most of the inputs.

Difficulty – this adventure has three difficulty settings for players to select from, which will affect the way that the gameplay feels. The Simple option, reduces the challenges of battle, allowing players to enjoy the story. Then there is Normal which balances the combat and story as a whole, with Hard being the choice for those who want to push themselves. The inclusion of these settings makes the game approachable by players of all skill levels.

Presentation – from a visual perspective, this game is stunning, with the worlds of the Codices being highly detailed, alongside character/enemy models are pleasing to the eye. This game also features beautiful anime style art throughout, further adding to the charm of the experience. The sound is also very good, with music that builds atmosphere, effects that have impact to them and an English dub led by Kira Buckland as Ariana, alongside the option for Japanese dialogue.

Final Thoughts – Ariana and the Elder Codex is a rather unique adventure, which initially caught my attention when it was first announced. My interest grew with the details that were dripped out, so when I got the opportunity to review it, I was happy to take it. The narrative is engaging with endearing characters, some humor and depth to the world. Then there is the action, which is balanced well between combat and platforming challenges.

This experience is a lot of fun, with a tremendous amount of depth to the spells, upgrades and player skill options. It does however have one small flaw, which is the amount of backtracking required, and the limitations of the checkpoints/travel points. This can make it feel like a bit of a slog if the player is defeated, but it doesn’t impact the overall quality of the experience. I am happy to recommend this to those looking for a fun and engaging action adventure.

In the end, I give Ariana and the Elder Codex a final score of 4.5/5. This is an excellent action adventure, mixing platforming, combat and light RPG elements together, creating a challenging experience that is both visually stunning and tremendous fun. If you want to check this game out for yourself, a link to each version of the game will be below. Please note, Steam version available April 29th, demo available on steam page.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Super Alloy Crush (Early Access) – Steam Review

Overview – developed and published by Alloy Mushroom, Super Alloy Crush is a fast paced 2D action brawler, with roguelike elements that are inspired by classic action games. Play as Kelly and Muu, who are on a mission to obtain the ultimate cosmic treasure: planet AE-38, while also encountering deadly enemies and alien forces. This title is available exclusively on Steam in Early Access, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank JF Games PR for providing the copy of Super Alloy Crush that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note that this game is in early access, so I will only be discussing the experience that I had while playing the game.

Story – Welcome to the ranger, an interplanetary ship that houses the crew of explorers in search of the treasure planet AE-38. Two of the crew members are Cosmic Hunters, fighters who take on the hostile forces they encounter during their travels. They are Muu (Unit-02), a robot girl who uses powerful close combat arts to eliminate foes and Kelly, a human that wears a power suit and uses an arsenal of weapons like his trusty blaster.

Gameplay – Super Alloy Crush is a side scrolling action game, that offers players the option between brawling or run ‘n’ gun style combat. When starting the game, the player will be able to select between Muu and Kelly, with the choice of character determining the style of play. Muu is a close quarters fighter with deadly claws, while Kelly uses a variety of ranged attacks. Both characters offer a unique and distinct action style for players to engage with.

The adventure is broken down into missions, where players are deployed into the battlefield. Each of the missions has the player move through each area, fighting the enemy forces that appear in intense battles. The mission locations are segmented, with screens that will scroll horizontally and vertically. As the player navigates these areas, there will be some platforming required, which will make use of a triple jump and dash to cross gaps.

In the different zones, there will be enemies that appear to get in the way of the player. The enemy forces consist of infantry and artillery, with enemies that will attack on the ground and in the air. To combat these foes, the player will be able to use a range of basic attacks. Muu has a standing attack combo, alongside a crouch, launch and aerial strike. Kelly is more simplified, with the ability to shoot in all four directions with his blaster, attacking at a longer range.

The core attacks are versatile and can easily dispatch of the majority of enemies, making it easy to get into the action. However, as the player makes their way through the game, their toolkit will expand, introducing special attack skills. Both characters can unlock a variety of skills, with up to four being equipped at once. To use these skill arts, the player will need to hit the skill button, while standing still or using a direction, unleashing a powerful attack.

All of the skills use up varying amounts of SP, which is generated by attacking enemies or by collecting gems. It is possible to chain multiple skill Arts together, leading to destructive chains that will devastate foes. This makes their use a tactical choice at times, as the player can be pushed into a corner if they are surrounded with no SP. While these special attacks are strong, they aren’t the most powerful tools in the Cosmic Hunter arsenal.

The ultimate power that Cosmic Hunters wield are their Overdrive attacks, the most devastating power that can be unleashed upon the hostile forces. These super special powers have their own requirements, requiring EP power to use them in battle. To charge up the EP mater, players will need to destroy enemies or pick up purple crystals. Once it is activated, a cut in of the character will appear on screen, followed by the attack.

The last part of the Cosmic Hunter loadout are the support allies, who can be called into battle with the push of a button. These supporters offer a variety of buffs for the player, including a burst of healing or a quick charge of SP to use Arts in a pinch. The supporters have a limited number of uses, which adds more strategy to the combat in missions. At the start of the game, there is a small number of support units, but more can be unlocked during play.

During exploration of the different areas, the player will be locked into battle with a set of enemies. Many of these battles will be part of the natural progression of the mission, however, some of them will be much more challenging. In the missions, it is possible for powered-up enemies to appear, posing a deadly risk to the player as they will hit much harder than others. Once all enemies are defeated, the path to progress or leave will open.

At the end of each mission, the player will encounter a powerful boss that must be defeated. These combatants are very strong, with their own attacks and gimmicks that make them unique. During a boss battle, the player will need to deplete two shield bars and a final energy bar. As the player damages their opponent a stun meter will charge up, shown as a silver outline around their energy bar. When this is filled, the boss will be temporarily unable to act.

But be advised that it can be foolish to try and rush down the bosses, as they have their own unique power attacks that can devastate the player. This is shown as a purple power bar, filling up during the battle and being unleashed with a special animation. The bosses will also have phases to their attack patterns, with increasingly destructive attacks the closer they get to defeat. If the player defeats the boss, a box will appear containing treasures to collect.

At any point during a mission, if the player is defeated, they will be able to use readiness points to revive. The recovery costs will vary during missions and play, bringing the player back into the fight at a cost. If the player has enough points to cover the cost, all health will be restored, but if the player is short, a reduced amount is recovered. But if there are no points left, the player will get a game over, needing to start over or retry from a checkpoint.

Throughout the missions, players will be able to collect coins from enemies, as well as destroying boxes and parts of the environment. These coins are added to a bank, with the total shown at the end of a mission. Players will also get a score for the mission upon completion, with points awarded for defeating enemies, bosses and more. Once the results screen has finished, the player will return to the ship, which serves as their base of operations.

Between missions, the player will be able to explore the ship and interact with the different residents. Some of the crew members will offer the players enhancement services, which use the coins earned during missions. The most important of these is the chip system, where players slot power chips of varying shapes onto a grid. There are limited open spaces on the grid, but more can be opened in exchange for coins.

There is also a trainer, who will teach new skills and arts to Muu and Kelly. By trading coins, the player will be able to unlock new arts, skills and abilities, which can be used in the missions. There are four slots for Arts and a movement skill, which can be reassigned before deploying for a mission. Players will also be able to unlock additional special Overdrive attacks, which have special conditions that need to be met to be able to equip them.

Players can also buy new drop ships and upgrade their existing ones, increasing the number of support units and recovery points that can be used. The new ships and upgrades will be added as the game progresses, adding more depth to the gameplay. All of the skills improvements, customisation and upgrades will cost more and more coins with each purchase. This is where replaying missions, and special bonus modes come into play.

Within the ship, there is the transfer zone where missions are deployed from. This is managed by Flora, who will brief the player on the mission before they set off. From the deployment menu, players can replay missions that have already been cleared, improving scores and gaining more resources. New game modes will also unlock during play, with the endless Battle Rush and Ultimate Challenge, which will test the skills of the player.

The last thing to discuss is the Multiplayer mode, which can be accessed from the main menu. In multiplayer mode, two players can take on the challenges together, working in tandem to clear the missions. Both players share the ship recovery points, as well as the support units that can be used. This makes communication and teamwork important to success, as these limited resources can add tension to the missions and boss battles.

Now with the gameplay covered, it is time to cover the other aspects of this release, starting with the controls.

Controls – the controls for this title offer both Keyboard and Controller support, giving players the choice of input that is best for them. All of the inputs for actions are laid out in an easy to use way, which feels responsive and reactive during play. The action flows well, with no issues in terms of lag or delay, which makes the combat feel smooth. There is also the option for Steam Input, which gives players the ability to use a range of controllers for play.

Difficulty – there is an escalating difficulty curve to this adventure, with the missions increasing in challenge the deeper the player gets into the game. The challenges of the game will get tougher, with more powerful enemies and deadly bosses that appear. Luckily, there are frequent checkpoints in each mission. To make the tougher challenges more manageable, players can grind out coins to upgrade chips, replaying stages to unlock more power-ups.

Presentation – the visual style for this release has a retro feel to it, with spritework and environments that are reminiscent of 16/32-bit games. With anime style elements to the character pointraits and stills, which feel like they are straight out of the 90s. Players can also apply CRT filters, emulating the look of classic screens during play. The sound is very good, with chiptune music that really rounds out the overall presentation.

Final Thoughts – I very much enjoy side scrolling action games, like Mega Man, Metal Slug and Shinobi. So this game really caught my eye, as it has so many elements of what makes the genre so much fun. The story is done well, with classic Sci-fi and anime tropes that successfully blend together. Then there is the action, which is snappy and responsive during play, making it a lot of fun to play as either of the characters.

Both of the character styles offer a unique experience, which does feel like it is two games in one, which further adds to the value on offer. There is also a lot of content on offer, with plenty of story content and challenges that extend the game further. I am happy to recommend this to fans of side scrolling action, or those looking for a something a little different. It is a little rough around the edges, but that isn’t uncommon with games that are in active development.

In the end, I am unable to give Super Alloy Crush a score, as it is in still in Early Access development. This is a fun side scrolling action game, offering a gameplay experience that feels like it is more than the sum of its inspirations, with the two character playstyles feeling distinct from each other, alongside a good amount of content and game depth. If you want to check it out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Parasol Superstars – Nintendo Switch Review

Overview – originally developed by Taito, with porting and publishing through ININ Games, Parasol Superstars is a vibrant bundle that brings two classic platformers to modern platforms. Take on the challenges of Parasol Stars: The Story of Bubble Bobble III and Spica Adventure, two very different adventures that share one thing in common, Parasols. This bundle is available on all console platforms, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Parasol Superstars that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As this is a bundle release, I will be covering the titles in their own segments, then cover the bundle as a whole. Please note, that I have already covered the standalone release of Parasol Stars, which you will be able to find (HERE), but as this is a bundle, I will be revisiting the game in this review.

Spica Adventure

This adventure features Nico, a little girl on an adventure through space. As she is on her journey, she finds herself crash landing on the planet Spica, which is inhabited by robots. Armed with her trusty parasol, she sets off on an adventure across the planet. This game is a colorful 2D platformer, where the objective is to reach the goal at the end of each stage. To accomplish this task, Nico uses her trusty parasol to traverse these strange blocky environments.

In each of the stages, the player will guide Nico to the goal, while using her parasol to fight off the robots that appear. With her parasol, the player will be able to strike enemies, damaging and defeating them if they are hit enough. The basic inputs for the parasol are a standard strike that can be linked into a combo. But there are more unique skills that players can use, including an upward swing that can launch enemies into the air.

The parasol is more than just a weapon however, as Nico can use it to traverse great heights and cover great distances. This can be done by opening up the parasol and riding fans, lifting her up and carrying her on the air great distances. The parasol can also be used to float after jumping, covering smaller gaps between platforms. It is also possible to stick the parasol into surfaces, hanging from it and using it to launch Nico across the screen.

Nico can also fire the canopy of her parasol from the shaft, using it as a projectile against enemies. It can also be used to zip to a wall if contact is made, allowing for quick platforming and stage clears. While travelling, Nico will be able to use her special parasol as an umbrella boat, letting her cross water and fight enemies by spinning at enemies. The last use of the parasol is to deflect star shots, sending them back to the enemy and damaging them.

In each of the stages, players will have two optional objectives to clear. The first is to cause flowers to bloom by walking on flat surfaces, with each step leaving a floral mark on the robotic planet. Then there are the gems, with three different colors that are scattered throughout each stage. The gems can be used as a guide for players to get through the stages, forming lines and arrows. Players may also find special point items in the stages for a score boost.

All of the stages have a time limit, which will tick down during play and if it expires, a giant robot will chase Nico to stop her. The robot will only go away if Nico loses a life, or if the stage is cleared. Upon clearing a stage, players will be given points based on their performance, with bonuses for blooming flowers and collecting gems. If all of the flowers are bloomed, gems are collected and no damage is taken, a big score bonus can be earned at the end of a stage.

The adventure is split into several zones, consisting of three stages each. After the first two stages of each zone, a boss will appear and engage in battle with the player. The different battles have unique gimmicks to them, making each of them distinct from each other. After defeating a boss, a map will appear, offering branching paths for players to explore. This system adds some replay value to the game, as players will be unable to play all stages in one go.

As this is a home port of an arcade game, there are additions that have been made to the game. The biggest one is the Normal Mode which offers an enhanced version of the arcade game. This enhanced mode features quality of life improvements, with wide screen play, streamlined controls and unlockable content. Then there is the Challenge Mode, where players try to get the best score they can to put on the global leaderboards.

The last mode is the Original Mode, which is as close to the original experience as possible. This mode uses the original aspect ratio, as well as two button inputs for the classic arcade feel. All of the game modes have settings options that can be adjusted, allowing players some level of customisation. And for those who are fans of Taito, there are many references and secrets to discover, covering the history of the company and their games.

Parasol Stars: The Story of Bubble Bobble III

Originally released on the TurboGrafx-16/PC-Engine, Parasol Stars is the third adventure for Bubby and Bobby. They defeated the monsters that terrorized the Rainbow Islands, being rewarded with magic parasols for their bravery. After peace settled in Rainbow Island, they received a distress call from a nearby planet calling for help. The two brave heroes raise their parasols up and soar into the sky, setting off on a new adventure.

This title is a single screen arcade style platformer, where the objective is to clear each screen by stunning enemies and throwing them across the screen. To stun enemies, the player can hit the enemies with the parasol, changing their color and stopping them in their tracks. Once the enemy is stunned, the player can pick up and throw the enemies with the parasol. When an enemy is thrown, they can reveal point items and hit other enemies.

Players will be able to put multiple enemies into a dazed state, which will provide a big score boost if they can be defeated in a chain. Enemies that have been stunned will only stay that way for a limited time, reviving after a few moments and becoming enraged. If this happens, they will get faster and more aggressive towards the player, trying to kill them. luckily, when enemies are daed by the parasol, they don’t pose any risk to the player.

In the stages, there will be droplets that will appear. These items consist of four elements, Fire, Water, Lightning and Star, which can be used as weapons against enemies. Players can pick up and use these one at a time to quickly defeat enemies. However, if a little caution is taken, it is possible to pick up multiple drops at once. By collecting up enough droplets, a super attack can be used to wipe out several enemies at once.

As enemies are defeated, they will drop point items that disappear after a little time passes. These items can significantly boost the score for the player, allowing them to get extra lives. It is also possible for special items to appear in stages, with items like speed up boosts and screen clearing attacks. There are many secrets to discover, but there is also the pressure of time, as Death will appear to kill the player if they take too long.

The adventure itself is split into worlds, with several stages and a boss at the end. The boss battles are unique compared to the regular stages, as they can only be cleared with element attacks. To be able to attack the boss, the player will need to use bottles to create element drops to throw at the boss. But the element drops will be lost if the player is hit. Once enough damage is done, the boss will drop a big score bonus after being defeated.

As an arcade style game, there are limited lives to make it through the adventure. If the player runs out of lives during a round, a continue screen or the score board will appear if a high score is earned. Players can continue the game using a credit, resuming the action immediately. In the event all credits have been used, the game will end. This applies to the Standard mode, whereas the Arcade mode has 99 credits for players to get through the full game.

In standard mode, there are adjustments to the game, updating the gameplay to be more accessible. There are additional features for players to make use of, like cheats, rewind and save states that can make the game a breeze. There is also an additional challenge mode, where players must get the best score they can with a single credit, alongside global leaderboards. Then there is the arcade mode, which is a straight forward arcade style experience.

This release can be played either solo or with another player, allowing for a lot of fun to be had. There is also the option of English and Japanese language, with their own challenge rankings, settings and options. As it is an emulated port, there are also options for visual effects, filters and color adjustments. This allows players to customise the look of the game, offering a highly customisable experience for players to tinker with.

Now with the games covered, it is time to discuss the other aspects of this bundle, starting with the controls.

Controls – The controls for both games are implemented well, giving players responsive and reactive inputs that are comfortable to use. Then there are the enhancements, with Spica Adventure having adjustable hybrid inputs, as well as special updates that allow players more flexibility. Parasol Stars can allow the inputs to be remapped, while also offering updates to the behaviour of inputs. The best way to experience the games are with a controller with a good D-Pad.

Difficulty – the core challenge of Spica Adventure is rather low, with players able to make their way through the game with little issue. This makes for a fun and accessible adventure, especially with the infinite credits. Parasol Stars on the other hand is much more challenging, as there are difficulty spikes after the early parts of the game. The limited credits in standard mode add to the challenge, but the cheats and the 99 credits of Arcade mode make the game beatable.

Presentation – both games are visually stunning, with the colors popping off the screen. There is a contrast between the pixel sprites of Parasol Stars, and the flat smooth sprites of Spica Adventure. These two games have distinct looks, which allow them to stand apart, while maintaining that distinct Taito charm. The visual enhancements and updates for both games are a nice touch, with Wide screen display for Spica Adventure and CRT filters for Parasol Stars.  

Then there is the sound, with excellent music from Noriyuki Iwadare for Parasol Stars, who has composed music for Langrisser, Lunar and Ace Attorney. The soundtrack for Spica Adventure is performed by Zuntata, the band that is responsible for the music of Darius and The Ninja Warriors. The music in both games is emulated well, with crisp and clean audio, with a good balance between effects and music that feels good during play.

Final Thoughts – I am an unabashed fan of Taito, having covered and enjoyed many of the games, including Parasol Stars. So when I was given the opportunity to play Spica Adventure, a once Japanese release, I jumped at the opportunity. Spica Adventure is a fun and entertaining adventure, with that distinct Taito feel to it. The adventure may be short, but it does have a lot of replay value, as there are many unlockbles to discover.

I also revisited Parasol Stars for this review, and my thoughts on it have not changed. It is a solid challenge that feels like a natural evolution of the Bubble Bobble gameplay. Both of the games in this bundle have that special quality, which makes you want to return to it time and time again. There is that pick up and play feel, which makes it rather accessible for players. I am happy to recommend this bundle, as it offers two great games in an inexpensive package.

In the end, I give Parasol Superstars a final score of 4.75/5. This is an excellent double pack of arcade action, showcasing two games that offer wildly different experiences, yet share the common thread of the Parasol, with quality of life improvements and lots of replay value. If you want to check this game out for yourself, links to the digital and physical releases will be below. Please note, the physical release doesn’t have a solid release date yet.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Physical version (HERE)  

Judy’s Adventure DX – Steam Review

Overview – developed by Phoenix Adverdale and published by RAWRLAB Games, Judy’s Adventure DX is a Game Boy Color platformer, with precision based action in a retro style. As Judy, go on an adventure to get back home after a mysterious hand steals her house key, exploring a colorful pixelated world. This version of the game is available on the Steam service, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank RAWRLAB Games for providing the copy of Judy’s Adventure DX used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As the story is rather simple, I will be combining that information into the gameplay segment.

Gameplay – Judy’s Adventure DX is a retro Game Boy Color precision platformer, where the player controls Judy, a bunny that fell asleep during a picnic. During that her nap, a mysterious hand stole her house key and now Judy must go on an adventure to get home. As the titular bunny, players will be able to walk, run and jump to navigate each of the areas of her world. The world is split into 8 areas, with over 140 rooms to challenge.

To get through each of the stages, players will need to navigate challenging platform layouts, climb ladders and avoid hazards to reach the goal door. There will be static platforms, that can be hopped between rather quickly, but in some areas, there will be platforms that move and react to the player. The many rooms will have layouts that use a mixture of vertical and horizontal scrolling, with the capability for the screen to move in all four directions.

As the player makes their way through each of the different themed areas, the difficulty of rooms will increase. There will be enemies that attack, bottomless pits and deadly spikes, which will reset Judy to the start of the room if she is killed by them. Players will also need to find keys, which will allow her to progress. There will also be hidden items, including Judy’s retro consoles, which she misplaced and can’t remember where she had them last.

There will also be special challenge stages scattered through the game, which will push the skills of the player to the limit. These challenges are hidden behind orange doors, with a reward at the end of them. After entering the door, the challenge will begin with a significant difference. Unlike the regular stages, there are no checkpoints between the rooms of challenge stages. If the player dies at any point, they will be returned to the start of the challenge.

The general platforming is rather solid, with physics that are a little slippery, but this is worked into the experience. This allows for quick rapid hops between platforms, making it feel snappy and speedy during play. However, there are a couple of hiccups with general platforming, as all momentum is lost when making contact with walls or ceilings. This can lead to deaths and some minor frustrations during gameplay.

Thankfully, there are plenty of save points that players can use to preserve progress. These are behind pink doors and can usually be seen pretty clearly, but there are some that will be a little more out of view. There is only a single save point for the game, so players will be unable to have more than one active game. If players do want to try from the beginning, a new game can be started from the main title screen.

As Judy’s Adventure DX is a Game Boy Color game, the whole game can be cleared in a couple of hours. This is a good amount of content for a smaller title, with a good amount of replay value as the game will keep track of the time and number of retries. The inclusion of these trackers allows players to try and improve their performance, lowering the time and number of deaths. There are also achievements for players to clear with this release.

There are additional features for this release, including support for a range of controllers, with rumble functionality. Then there are several different bezels that can be used for the screen, which are designed well and have a lot of detail to them. There is also unlockable art, music options and the most interesting is the extra version of the game. The original prototype build, as well as the non DX version of the main game are included as bonuses.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – as Judy’s Adventure DX is a Game Boy Color Game, there is a very simple two button control scheme. The inputs for the release are the jump and run buttons, which work very well, with no issues in terms of delay or lag during play. I would recommend using a Nintendo controller, or reassign the inputs to have the A and B buttons flipped. This makes the game feel more natural, as these match the original hardware the game was made for.

Difficulty – there is an escalating difficulty curve to this release, as the challenge will ramp up over the course of the game. The early segments of the game are fairly easy to get through, but the further the players get, the more challenging it becomes. This is most notable with later segments that require consistent platforming, due to the way momentum can be lost by poor platforming. But with some persistence, it is possible to overcome all challenges.

Presentation – Visually, the game looks just like it was pulled from 1999, with colorful sprite work and vibrant backgrounds. The experience looks good on any size screen (even a Game Boy Color), with all of the visuals being clear and easy to see. Then there are the extra visual details, like the bezels that are pleasing to the eye. The sound for the game is done very well, with music that makes the most of the limited sound engine for the system.

Final Thoughts – I do enjoy playing new games for obsolete hardware, having covered previous Game Boy Color titles like Marron’s Day (HERE) and Yosei Wars (HERE). So when I was given the opportunity to play Judy’s Adventure DX, I was more than happy to take on the experience. The gameplay is a lot of fun, with a challenge that does have some blemishes, but is generally polished well, making the most of the old hardware.

I had a lot of fun with this release, and the bonus versions of the game that are included.  There is access to the roms for the three versions of the game, included in the Steam files. This allowed for the games to be put on a flash cart, making it playable on original hardware, which is a good alternative to a Steam Deck. In general, I am happy to recommend this game to everyone who is looking for a new challenging platformer with a retro aesthetic.

In the end, I give Judy’s Adventure DX a final score of 4.75/5. This is an excellent retro precision platformer, which feels like it was pulled from the end of the millennium, offering a challenging experience, with vibrant visuals, a solid soundtrack and plenty of content in a relatively compact package. If you want to check this game out for yourself, a link to the game will be below.  

Link to Steam version (HERE)

MOMO Crash – Steam Review

Overview – developed by SKOOTA GAMES and published by SCOOTER FILMS, MOMO Crash is an anime style rhythm action games about the adventures of the Thigh Warriors. Take on rhythm action challenges as one of three Thigh Warriors, who possess the power to save souls with their thighs, while also battling a mysterious virus. This title is available exclusively on Steam, with a link to the game and the new Expansion DLC at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank SCOOTER FILMS for providing the copy of MOMO Crash used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. I will be omitting the main details of the story, as I don’t wish to ruin the surprises of the experience, so I will be going directly into the gameplay with some details sprinkled in.

Gameplay – MOMO Crash is a rhythm action game with a unique theme, as players don’t control musicians, but instead the focus is on three girls dubbed the Thigh Warriors. This trio is made up of the fashionable Daia, the optimistic traveller Hikaru and the shy sister Seika. These girls will battle against a mysterious virus that causes an obsession with thighs, while also saving the souls of the inflicted with the power of their thighs.

The game is split into two distinct modes, with the story mode being the main focus of the experience. In this mode, players will play through a story arc that begins with a cinematic, establishing the Virus and the role of the Thigh Warriors. After this, the player can dive into the Arc itself, which is split into stages to challenge. The game is separated into three segments, one for each girl, with their own set of stages, culminating in a finale.

To clear the stages, players must fight the virus and save souls to the beat of various songs. For the rhythm gameplay, there is a lane in the center of the screen, with the thighs of the chosen girl at the bottom. During each song, the embodiment of the virus, as well as the souls of the affected, will move down the lane towards the selected girl. When they reach a designated marker, the player must act by using their thighs at the right time.

During play, there is a dedicated button to attack and to perform a squishing movement. The red viruses must be struck to defeat them, knocking them off the lane when hit, with the blue lost souls being squished to offer salvation. There will also be feline visitors that will appear on the land, wanting attention from the Thigh Warriors. When the cat reaches the girl, the player must hold the squish button as a heart fills up with the cat jumping off when full.

As the player performs these actions, depending on the timing a rating will be given, going from bad, to good and the best being perfect. Each success will fill a meter under the score, while also building up a combo that can be seen on the lane. If the player uses the wrong action, or fails to act at all, a miss will occur causing the combo to end and bar progress lost. At the end of the song, if the player fills the meter past the clear marker, the song will be cleared.

On the results screen for the stage/song, the player will be given a performance rating, with D being the lowest going up to A and maybe even higher. If the player is able to hit all of the beats without missing a single one, they will also get a full combo mark on the song as a bonus. The player will also gain affinity with the girls by clearing songs, increasing based on the rating. When the affinity meter reaches milestone, pieces of a puzzle are earned for a gallery.

Between stages for each of the girls, there will be cutscenes that will push the narrative forward, presented in a more traditional anime style. There is currently only one story arc available, with the potential for more to be released in the future. Outside of the main story mode, there is the free play mode, offering players the ability to freely play any of the songs. It is also possible to select costumes from purchased DLC, which will change the look of the girls.

In free play Rhythm mode, the songs that appear in the main story mode will be playable here, unlocked as the player makes their way through. There is also a selection of bonus songs for players to challenge, included with the base version of the game. Additionally, players can also purchase a special song expansion pack, offering 10 more songs to add to the game. The bonuses and DLC add more play value to the game, extending it after the main story.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – MOMO Crash uses a very simple control scheme, making it accessible for all players to jump into it. There are only two buttons that are need to engage with this title, the strike and squish buttons. This allows players using a keyboard or any standardised controller, the ability to jump in and play. It may even be possible through steam input to allow for more unorthodox controls to be used, such as dance pads and music game controllers.

Difficulty – there are three difficulty settings available for this game, offering an Easy, Normal and Hard setting for all the songs. The difficulty affects the number of beats and their pattern, with a level tied to the challenge of each song. As this is a skill based game, the reflexes and timing will determine how well the players do, but the Easy setting can be beaten by everyone. Players can change lane speed, which can affect the difficulty of songs.

Presentation – visually this release has a very cutesy aesthetic, that is bolstered by the anime style that permeates the whole experience. This works with the comedy elements of the game, making the time watching the animations and gameplay fun, but it can be a slight distraction. The animations themselves are done very well, with a quality similar to broadcast anime. The scenes are also subtitled, with easy to read text and good timing.

The music selection is very good, with electronic versions of classic music tracks, like Holst’s Jupiter, Pachelbel’s Canon and Ode to Joy. There is also a variety of sound effects that can be used, adding to the fun of play. Throughout the story and in the menus, there is a lot of dialogue that is entirely in Japanese, which is performed very well by the voice actors. There is a lot of energy to the voice work, which adds a level of excitement and fun to the narrative.   

Final Thoughts – I very much enjoy rhythm action games, having played games like Rock Band, Osu!, Beat Mania and Pop ‘n’ Music over the years. So I am often on the lookout for unique and interesting music/rhythm games, with MOMO Crash really scratching that itch. The gameplay may be simple, with only three different types of action to perform, there is plenty of challenge on offer. This simplicity also makes it accessible to all, which is often a hindrance for rhythm games.  

Then there is the entertaining narrative, which is relatively short, but the amount of content on offer overall does make up for this. There is a good amount of variety and value to basic soundtrack, with the additional DLC song packs boosting this further, and hopefully there will be more in the future. This is an easy recommendation for those who like games with unusual themes, as well as those looking for a unique and interesting rhythm action experience.

In the end, I give MOMO Crash a final score of 4/5. This is a solid and unique rhythm action game, with an easy to access game loop, a goofy yet fun story, a gorgeous art style and a soundtrack selection that starts of great, made even better with the addition of DLC song packs. If you want to check this game out for yourself, a link to the game and the DLC will be below.

Link to Steam version (HERE)

Link to Song DLC page (HERE)

The Liar Princess and the Blind Prince – Steam Review

Overview – developed by Nippon Ichi Software and Systemsoft Beta, with publishing by NIS America, The Liar Princess and the Blind Prince is a hand-drawn puzzle adventure with a heartwarming story. As a princess with a magical secret, guide a prince who has lost his eyesight on a perilous journey to restore his vision. This title is available on PlayStation, Nintendo Switch and Steam, with links to each version of the game at the bottom of this review.

Disclaimer: before if get into the review, I would like to thank NIS America for providing the copy of The Liar Princess and the Blind Prince that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will be keeping the details on some parts of the game light, as I don’t want to spoil any parts of the experience. I will be referring to the game as the shortened name of Liar Princess for the sake of brevity.

Story – once upon a time, a wolf lived in the forest and sang in the moonlight, with a voice that didn’t match her monstrous appearance. This voice attracted the prince who lived in the nearby kingdom, who would listen to her singing. The cliff the wolf sang from obscured her appearance from the prince, but this was about to change. One night, after the wolf finished singing, she looked down and saw the prince climbing the cliff.

In a panic that the prince would never want to see her again, the wolf attempted to cover the prince’s eyes with her paw. However, her claws tore at the prince’s eyes and left him blind. The prince no longer came to hear the wolf sing, having been locked in the tower for bringing shame to the royal family. The wolf discovered this and broke into the castle, finding the prince in rags with his face wrapped in dirty bandages.

The sight of the prince made the wolf’s heart ache. She called out to him, with the prince realising it was the voice that would sing to him. To hide that she was the monster that hurt him, the wolf lied that she was a princess. She wanted to take him to the witch of the forest, who had the power to make any wish come true. The wolf went to the witch’s house, she was going to become a princess, who would rescue the prince from the dreary tower.

Gameplay – in Liar Princess, the main objective is for the player to escort the prince to the Witch’s house. To achieve this goal, players assume the form of the princess, allowing them to hold hands with the prince. While holding hands, the player can guide the prince through the perils of the forest, keeping him safe from harm. As the princess, players will be able to run, jump and interact with different environmental elements.

While travelling through the areas, there will be puzzle elements that need to be solved to progress. There will be switches, which will activate platforms, gates and more to open the way forward. Some of these will require multiple steps, like the player needing to activate multiple switches and plates. There will also be puzzles that require the player to perform multiple steps to progress, like using solving a number puzzle or lighting fires.

For many of these segments, the player will need to use both the princess and the prince to get through. The main way that a lot of the sections can be handled is by holding hands, with the prince following behind and letting go when needed. But as the game progresses, it will be possible to issue commands to the prince. These allow the princess to guide the prince at a distance, or when two actions must be performed.

There will also be physics based areas, like logs that need to be weighed to reach higher points, as well as platforms that will be weight sensitive. Some of the platforms will be unstable, needing to be crossed one at a time, as too much weight will cause them to collapse. For the weight related areas, The wolf weighs more than both the prince and princess, so it will be important to know when to use that weight, making it possible to progress.

Many of the areas will contain monsters, which will hurt both the prince and the princess. In order to navigate these areas, the player can transform the princess into her wolf form. When she is her true self, she will be able to use her claws to fight the monsters, slashing them to defeat them. The wolf will also be able to use her claws to interact with the environment, such as pushing heavy weights to hold down pressure plates or breaking boxes.

Alongside the puzzle solving and monster combat, there is also a heavy focus on platforming and exploration. With the princess and the prince, they are able to cross small gaps and traverse some of the bumps and jumps. There will also be moving platforms, as well as bouncy mushrooms that will launch the prince and princess into the air. It is important to take care when platforming, as Both the prince and princess can die if they fall from a great height.

It is also possible for the princess and prince to die from being attacked by monsters, with a single hit ending the journey for them. But there are ways to prevent this, with the main one being the use of the wolf form, allowing the player to fight back. There will also be the lantern, which will scare monsters away from the prince as he carries the flame. This flame does not last forever, so it is important to clear out the monsters to ensure safe passage.

While in wolf form, players will be able to jump much higher than the princess, allowing her to reach higher points and cross perilous gaps. She will also be able to fall from great heights, not taking damage when landing on the ground. There will still be points that the wolf can die, like falling into a bottomless pit, which will lead to failure. Thankfully, there are generous checkpoints, so deaths and failure aren’t a significant setback for players.

Throughout the experience there will be story segments, which give important details to the narrative as it unfolds. These interludes in the adventure, feature images behind text that is read aloud by a narrator. In the scenes, there is more depth given to the world, the characters and the events that are playing out. This is akin to that of a story being read aloud, with page turning effects that add to the charm of the presentation.  

The last thing to discuss is the collection system, as there are items that can be found throughout the adventure. These consist of golden leaves, scattered through the stages that are discovered through exploration. Players can also find flowers, which the princess will gift to the prince in special scenes. If the player misses any of the collectables, they will be able to return to previous stages, allowing players to get 100% of the items to complete the collection.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – Liar Princess has an easy to use control scheme, with the ability to play the game with a controller or keyboard/mouse. The feel of the inputs with both control options are reliable, with reactive and responsive inputs. The game also supports a variety of controllers via steam input, allowing players to enjoy the game however they want. I will say that my preference is to use a controller, as it feels the most natural way to experience the game.

Difficulty – there is a relatively soft difficulty curve with this release, offering players of all skill levels an experience that can be cleared. Some of the areas have more challenging segments, which may lead to some frustrations. This can be due to some awkward platforming and the chance to softlock progress. Thankfully, there are generous checkpoints and the option to skip stages, which take the sting out of failure a little, and they can be challenged again later.

Presentation – the artstyle for Liar Princess is beautiful, with hand drawn art that looks like it leapt from the pages of a story book. This works very well to present the fairy tale aesthetic, as it has hatch lines for shading and details that look like they were painted by hand. The sound is excellent too, with a soundtrack that builds the atmosphere, complimented by a narrator that adds an additional layer of warmth to the experience.

Final Thoughts – I had missed The Liar Princess and the Blind Prince the first time around, as it was released on PlayStation and Nintendo Switch several years ago. But I had covered the follow up, The Cruel King and the Great Hero (available HERE). So that experience made this very appealing to me, and I am happy to say that I wasn’t disappointed. The gameplay is fun and engaging, with an emotional narrative that made it hard to pull myself away from it.

The different elements of the experience are crafted well, with the visuals and presentation being my favourite aspect, as it is something of a rarity. There are some minor hiccups with the platforming, especially when trying to guide the prince, but I don’t feel like they hinder the experience. There are allowances made for those who struggle, with the option to skip stages. I am happy to recommend this game, as it is a beautiful and heartwarming experience.

In the end, I give The Liar Princess and the Blind Prince a final score of 4.75/5. This is a beautiful game, with a narrative that is emotional and engaging, alongside a challenge that can be overcome by all players, with a presentation that makes it stand out among all of the other offerings in the genre. If you want to check the game out for yourself, links to each version of the game will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Etrange Overlord – Nintendo Switch Review

Overview – developed by SuperNiche, Gemdrops and BROCCOLI, with publishing by NIS America, Etrange Overlord is a mission based action RPG, mixing tactics, real time battles and lots of sweets. As Étrange von Rosenburg, embark on an adventure through Hell itself as she tries to live her best life, with musical set pieces along the way. This title is available for Nintendo Switch, PlayStation and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: Before I get into the review, I would like to thank NIS America for providing the copy of Etrange Overlord that was used for this piece, via the Keymailer Service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story (details taken from the official website). Please note, I will be omitting some details for the game in the review, as I do not want to spoil any of the secrets or surprises of the experience.

Story – Lady Étrange von Rosenburg is framed and executed for a plot against the royal family, waking up in Hell. Unfazed by this turn of events, she encounters demons that attempt to persecute her, combatting them with her dark arts. Through her power and charisma, Étrange quickly amasses followers, while encountering denizens of hell and those tied to her previous life. The curtain rises on the adventures of a most gorgeous and elegant villainess.

Gameplay – Etrange Overlord is a mission based action RPG, where the player travels through hell, completing mission objectives to progress. Hell itself is split into segments, making up a large overworld map, which will be opened up by completing missions. These missions are shown on the map as towers or buildings, with flags flying above them. Each of the areas of hell has multiple locations to conquer with the next opening with each victory.

The missions themselves will have a variety of objectives that can be applied to them, with the most common being enemy annihilation. In these missions, the player must defeat all the enemies within a time limit, with many of them having a boss monster appearing at the end. Then there are the more challenging objectives, like defending a specific character or capturing designated zones. All of these missions have a time limit to complete them within.

When starting the missions, the player will be able to deploy a party with a maximum of four characters. The player can alter the formation of the party for the most part, but there will be missions that have fixed members. Before the missions begins, the player will see what the core objective for the mission is, but there will be additional challenges that can be cleared. These will be obscured when starting the mission, but will be shown at the end of it.

During the missions, the player will control one of the party, moving around the battlefield and fight off enemies with their attacks. All characters have a combo attack that they can use, with characters either having a melee strike or ranged attacks. Many of the objectives can be cleared by relying on just the standard attacks, but some will require more involved methods. This is where the LANE and gadget systems come into play.

LANEs are the manifestation of musical energy, which carry support items along them for the player and party to grab. The support items consist of attack boosts, shield bonuses and health recovery, which will give the player an edge in battle against the demonic horde. There can also be items like bombs, which can be grabbed and thrown at enemies for big damage. There will also be platforms that can be ridden on, which will let the player cover dangerous gaps.

Within some of the battlefields, there will be gadgets that appear like catapults and energy generators, which will need to be activated before use. The gadgets can be important to success in missions, especially during some of the more challenging boss battles. This is due to bosses having weak points which need to be hit, these can lead to the enemy being stunned for a time. When an enemy is stunned, their defense will drop completely.

During the battles, players can pick up special items that will give them super attack charges. These will allow the player to unleash an ultimate attack with that characters, with a cinematic flourish before unleasing their ultimate skill. It is possible for party members to be defeated, having their health depleted and incapacitating them. If this happens, the player will have a chance to revive them, but this can be risky if they are surrounded.

The player can switch between party members, allowing for various tactics to be deployed in the battle, it can also be helpful to keep characters from being defeated. A.I. controlled party members can have one of three directives applied to them, with Gadget, Victory and Enemies as options. The Gadget command has them focus on using gadgets, Victory directs the party to focus on the objective, with Enemies telling them to seek and destroy.

At the end of a mission, the player will receive rewards for clearing the objective, as well as bonuses for completing the bonus challenges. If the player fails the mission, either through defeat of by running out of time, there will be two options. The first is the retry option which will restart the mission, letting players give it another go. Then there is Give Up, which will return the player to the overworld, this will let players prepare before challenging it again.

Throughout the experience, there will be story scenes that push the narrative along, with Étrange interacting with different characters. There are also additional scenes that will add some additional drama and intrigue, building the atmosphere of the adventure. During the course of the game, there will also be musical numbers, where Étrange will sing about the events and her adventure. These elements add more fun and whimsy to enjoy.

The last thing to discuss is the base, which allows the player to access various facilities. In the base, the player will be able to use the shop, where various supplies can be purchased, using funds earned during play. Then there is the cooking station, where foods can be made to provide buffs for the party, which will last for a limited time. As the player makes their way through the game, additional features and facilities will be added to the game.

The last thing to discuss is the Multiplayer modes for Etrange Overlord. This adventure can be played by up to four players, offering both online and local co-op play. As the story progresses, there will be multiplayer challenges that can be played. These challenges are separate from the main game, with their own gimmicks and elements, adding more play value. However, there will be spoilers for the experience so proceed with caution.

Now with the gameplay covered, it is time to discuss the other elements of the game, starting with the controls.

Controls – There is an easy to use control scheme for this release, offering players a layout that is fairly comfortable to play with both regular controllers and the Joy-Cons. All of the inputs feel snappy and responsive, with little in terms of delay or lag during play. There is also the inclusion of on screen prompts, showing what to press to perform actions. As this is a real-time combat action RPG, everything works well and is a lot of fun to play.

Difficulty – there is a fairly challenging difficulty curve for this release, with the tight times for some challenges that can be a little rough. Sadly, the A.I. can be a little awkward during play, not making the most intelligence choices and getting swarmed. Thankfully, for those who may struggle a little, there is an option for players to activate Sweets mode, which will ease the difficulty of play. Thankfully, failure doesn’t punish the player too much.

Presentation – from a visual perspective, Etrange Overlord is gorgeous, with artwork/designs for characters and environments that really pop off the screen. There are elements of the characters and art style, alongside the setting feel like they would fit in a Disgaea title. This is likely due to the original creator of the strategy RPG being involved. Everything runs flawlessly on the Nintendo Switch 2, but I was unable to test it on the previous system.

Alongside the outstanding visuals, there is the sound which is a big part of the experience. There is a fantastic soundtrack, with music that has elements of classical, medieval fantasy and orchestral compositions. These work very well to build the atmosphere of the experience, which is combined with the musical set pieces that round it out. There is only Japanese voice acting, which is performed well and has a charm to the characterisations.

Final Thoughts – As a fan of Disgaea, this title really appealed to me as the creator of the series is behind it, with the premise or a musical RPG being rather unique. When I got to play the game, I was not disappointed, as there is a lot of fun to be had with the action, alongside a story that was just as entertaining. The action of battle was responsive, with smooth reactive attacks and special moves that were exciting, making it a joy to jump into battle.

There are a few hiccups with the game sadly, like the A.I. that can make less than intelligent decisions, as well as the fairly tight time limits. But, aside from those issues I had with the experience, the rest of the experience is well polished. There is a lot of content on offer, as well as the multiplayer adding even more value. I am happy to recommend this release to everyone, as it is a very fun time, with silly humor and a unique premise.

In the end, I give Etrange Overlord a final score of 4.5/5. This is a very good action RPG, with reactive and fast paced action, unique gameplay mechanics, a charming cast of endearingly odd characters and a narrative that is bolstered by the musical set pieces. If you want to check this release out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

FUR Squadron Phoenix – Steam Review

Overview – developed and published by Raptor Claw, FUR Squadron Phoenix is an on-rails space shooter featuring anthropomorphic animals, taking on action packed space combat. As a pilot in training, take on the enemy forces in virtual worlds, upgrade your ship capabilities and prepare to protect the federation from a looming threat. This title is available for Nintendo Switch and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the rep at Raptor Claw for providing the copy of FUR Squadron Phoenix used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be omitting some details of the experience, as I want to prevent spoiling any of the surprises and secrets the game holds.

Story – Robin is a pilot that was part of Pheonix Squadron, sent on a mission to combat a deadly threat against the federation. After a mission results in the loss of their team, Robin is assigned to the FUR Squadron for additional training. During this special training, Robin will take on combat missions through the use of Virtual Reality tech. Will they be able to hone their skills, before the threat of the Marauders is too much for the Federation.

Gameplay – FUR Squadron Phoenix is an on-rails space shooter, reminiscent to titles like Star Fox and Panzer Dragoon. The player takes the role of Robin, a new member of the Fur Squadron, who must complete a series of training missions. By completing these missions, robin will be able to prepare to battle the threat of the Marauders, a deadly threat towards the Federation. They are also responsible for the demise of Robin’s previous squadron.

In each of the missions, the player will pilot their ship through a variety of locations, each with their own distinct themes. These include an island paradise with crystal clear waters, as well as a city bursting with neon light and Japanese motifs. Each of the stages will have the player blasting wave, after wave of foes in the air and on the ground. The type of enemy will vary depending on the mission, with mechanical and organic hostiles to fight.

Enemies will try to fly into the player, or try and shoot them down with lasers and rockets. The player has a limited amount of shield, which appears at the top of the screen, being drained with each attack the player takes. As more damage is taken, the Shield meter will change from blue, to yellow to red, with the mission failing if the player is shot down. Some enemies will drop Shield power, refilling the meter a little when collected.

To combat the enemies that appear in the missions, the player will be armed with laser weapons on their ship. These cannons will have two fire modes that can be used, offering a rapid fire and charged attack will lock on to single targets. The auto fire is the most useful as the on-screen crosshair, which will hover to targets that get close to it. Many of the hostiles can be shot down with a couple blasts, but there are some that need more power.

Throughout the environments, there will be larger targets including tanks and battleships, which players will need to deal significant damage to destroy. Then there are the shielded enemies, which will be immune to the standard lasers. In order to bring the shielded craft down, the player will need to hit it with a charged attack, destroying the shield and opening them up to attack. If the player can destroy the larger ships, they will drop battery power.

As the player collects battery power, a meter will fill up under the shield bar. This will fill up by collecting the batteries from heavy enemies, powering up special weapons. The player starts off with a Bomb that will deal significant damage to enemies in the blast radius, using up a chunk of the battery when deployed. As the game progresses, more powerful special weapons will be unlocked, including a powerful laser that cuts through enemy ships.

The laser cannon and special weapons are not the only tools the player has in their arsenal, as they can also perform two aerial manoeuvres to navigate the airspace. The first is the drift, where the ship will turn 90 degrees with the wings being positioned vertically, allowing the player to slip through tight spaces. Then there is the barrel roll, which shifts the position either left or right, while providing a moment of invulnerability to attack.

Finally the ship has a unique power called Overdrive, which will charge in two ways, the first is by destroying the powerful enemy craft. Then there are the special Squadron challenges, with pilot specific challenges that can be completed. If the player succeeds, they will gain a fair amount of Overdrive charge. Once the meter is full, if activated, time will slow down for a brief time, while increasing attack power and providing shield/battery charge.

By effectively using each of these tools, players will battle their way to massive enemies that will try to stop them in their tracks. At the end of each stage, as well as in the middle of others, imposing bosses will appear. Each of the bosses have weak points that need to be destroyed, while avoiding the barrage of attacks that are unleashed. This is where the barrel roll can be very useful, as there will be big attacks that can deal significant damage.

When a mission is concluded, either through defeating the boss or the player being shot down. The player will receive upgrade points based on the score they have earned. The higher the score, the more upgrade points that will be earned, with combos for shooting down enemy craft without taking damage. These upgrade points can be spent to improve the capabilities of the ship, offering improved movement, laser damage and more in the Mod menu.

Stages can be replayed from the mission select menu, with cleared missions having a high score that player can challenge to try and improve their score. This makes it easier to earn upgrade points, boosting the improvements that players can make. But upgrades aren’t the only reason to return to missions, as there are secrets and special rewards that can be discovered. This gives players more of a reason to return to previously cleared missions.  

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – This title offers support for both controller and mouse/keyboard, with the preferred input method being a pad. Both control methods offer an intuitive and enjoyable gameplay experience, with no issues in terms of delay or lag during play. All of the inputs are laid out in a comfortable manner, with HUD elements that offer a reminder during play. By using Steam Input, there is the option to use a range of controllers, including retro style control pads.

Difficulty – This title can feel rather inconsistent in terms of difficulty, with some players having trouble getting through the missions after the introduction. However, with the upgrade system and by learning the enemy patterns, it becomes easier to get through each of the stages. Unfortunately, this may frustrate some players, as some missions can be very difficult without upgrades. But with enough patience, players can get strong enough to beat the challenges.

Presentation – Visually, this game has a bit of a retro look to it, with large chunky models, vivid colors and good use of lighting. This works well for the different environments, especially with the neon city with hologram effects. The art for the pilots is also pleasing to the eye, with voice work for them that is a mash of word like sounds, making up their dialogue. Then there is the music and effects, which work pretty well and add to the excitement.

Final Thoughts – I have played a lot of on rails flight/shooting games, like Panzer Dragoon and Star Fox, which I have had fun with. So when I was given the chance to play this, I was excited to jump into it and give it a shot. I will say I have some mixed feelings about this release, it is a lot of fun, with exciting action and fast pace shooting action. But it isn’t without flaws, as there are some elements of the game that can be a little disappointing.

While this game has a lot of replay value, through the secrets and the unlocks, it can feel relatively short, with a few hours of unique gameplay. This can make it feel like a one and done for some players. Then there is the upgrade system, which is a bit of a grind to unlock all of the improvements, which may put some players off. But in general, this is a very fun game and I am happy to recommend, as it will scratch that space shooter itch.

In the end, I give Fur Squadron Phoenix a final score of 4/5. This is a fun game, with some good action and challenging boss battles, while offering a familiar but fresh experience, with all of the elements that make on-rail shooters of the style enjoyable to play. if you want to check this title out for yourself, a link to each version of the game will be below.  

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Calamity Angels: Special Delivery – Nintendo Switch Review

Overview – developed by Compile Heart and Idea Factory, with publishing handled by Idea Factory International, Calamity Angels: Special Delivery is a delivery service RPG with a board game twist. As Yuri, command the Cutie Angels, a delivery team that travel perilous lands to make sure packages get there on time. This title is available for PlayStation, Steam and Nintendo Switch platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Calamity Angels: Special Delivery used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the official website). I will be covering the core gameplay mechanics of the game, making sure to keep any of the surprises and secrets from being spoiled. I will be referring to the game as simply Calamity Angels for the sake of brevity.

Story – Delivery: a job that carries packages and emotions alike from one person to another. In world where ferocious monsters roam just outside the city walls, Yuri has just passed the guild leader’s exam. Their first assignment? Leading the infamous rookie team, The Calamity Angels. With a crew of quirky, free-spirited teammates, they set out each day to deliver everyone’s hopes and wishes. Their goal is to become the number one delivery team!

Gameplay – Calamity Angels is an RPG where the player takes the role of Yuri, a newly qualified Delivery Leader as part of the Delivery Guild. At the start of the game, the player gets to select their preferred look for Yuri, with the male Type A and female Type B. This choice has no real impact on the experience, with dialogue and interactions playing out the same. The only difference between the two is the appearance and voice used.

As Yuri, the player will lead a team of delivery personnel called the Cutie Angels, but they have the nickname of Calamity Angels. The narrative for this adventure takes place across episodes, where the Cutie Angels deliver packages around the region. At the start of the game, the Delivery team will have four members, consisting of Yuri the leader and the combat team of Ivris, Somnia and Suliya. The team is supported by Poten, the Post Fairy imbued with Omoi power.

From the guild, the player will be able to select a delivery, with a rating that is applied to them that signals the difficulty. The lowest rank is F, going up to E, D, C and further. Each delivery request has requirements applied to them, with the delivery destination, a deadline and rewards for completion. Once the delivery has been accepted from the request board, the player will be able to depart from the Delivery Guild, setting off to deliver their package.

On the world map, the delivery locations will appear, with the list starting off small and expanding as the player progresses through the adventure. There is also the shop, where weapons, armor and accessories can be purchased for the team. Weaponry will be available for all of the delivery team, with unique items for each, whereas armor and support items are for everyone. The selection will increase as the team’s overall deliver rank increases.

During each of the deliveries, the Cutie Angels must navigate the lands surrounding the city and guild, which are perilous to those who leave its walls. After leaving the guild, the world map will show up, showing the areas that can be explored. The location for the delivery will have a package icon attached to them, showing the delivery destination. When the player has selected the delivery destination, the unique elements of the adventure come into play.

As the player embarks on the delivery itself, the player must travel an overworld map in a Board Game style of progress. When the delivery starts off, the player has a set number of Omoi power, which is listed as Willpower on the map, along with the distance to the destination. Before each turn starts, the player will spin a compass wheel, which will determine the number of squares to move. This wheel is numbered from 1 to 6.

Once the compass has been spun, the player will be able to able to move the number of squares up to the result. When the player stops, the event of the square will play out. There are several types of square that can be landed on, with positive and negative random effects. These can include taking damage, restoring lost health and picking up special items. Then there are spaces that will give players bonuses to attacks and critical rate, but some will do the opposite.

Then there are the battle spaces, which will have the player engage in combat with the monsters that prowl the land. In battle, Yuri and three of the delivery team will enter battle. The battles play out in turn based combat, where the player and enemies will make their moves based on their speed. If the combat members of the party have a higher speed, they will be able to act first, but the last character to make a move each turn will always be Yuri.

The combat Party will consist of different classes, like Support/Healer, Fighter and Mage, which are the first members of the team. As the player progresses through the adventure, more members will join the team, bringing their own unique skills and classes to the table. During a turn, the player will be able to use a range of skills for combat members, including Melee attacks, Magic strikes, unique character abilities and defensive skills to prevent damage.

All party members have their own unique personalities, which can affect their behaviour in battle. Characters will have preferences for how they want to act, Like Somnia preferring to sleep rather than fight and Ivris wanting to punch things instead of use magic. Depending on the choices made, the mood of the characters will change, increasing or lowering their tension. The portrait image of the character will show how they will likely react to commands.

In a battle, the higher the tension, the happier the party member will be. If the player selects a command that the party member likes, their expression will reflect this and they will be highly likely to increase their tension. However, if the player selects an action or skill that lowers the tension, the party member may completely ignore the command and decide for themself. But if the player is very unlucky, they may just refuse to do anything at all, passing their turn.

There are basic skills that each party member will have that have extremely low costs, making them useful to employ at any time. Then we have the skills that use SP, which are special skill points, with each character having a set amount of SP for these special abilities. Some of the skills have special requirements, like Suliya the healer using Money to cast spells, which is tied to her personality. Some SP will be recovered at the end of each turn.  

During a battle, there is the chance that special ultimate powers could be used. These powerful skills and powers have hidden requirement, which will make them accessible when they are met. There are ultimate skills that will activate automatically, with no control from the player. When either skill is active, a cinematic will play out and more often than not, they will be attacks on enemies. But there are some skills that will have unique effects that impact battles.

The enemies that players encounter will have unique weaknesses, which will affect the amount of damage that they will take. These different effects can appear on the name icon for the enemies, allowing players to check what will be most effective. However, when the enemies first appear, the weakness will not show up. All of the details on enemy weaknesses to can be viewed in the Monster Encyclopedia, alongside threat level, attacks and where they appear.

Once all combat participants have made their moves, the player will be able to act. Yuri will be able to pass onto the next turn, use special items from the bag, with recover and effect items that can be used. Some effects include poisoning and burning, which will cause damage at the end of each round, increasing harm on enemies. Finally, the player can attempt to retreat and escape, but if this fails, the player will be unable to try and escape the next turn.

Usually combat will end when the enemies have their health reduced to zero. However, there are special creatures called the Omoikurai, a race of monster that is drawn to Omoi energy. These creatures are deadly and must be weakened by the party first, attacking them to reduce their energy to zero. When all of the creatures are knocked down, Yuri will be able to engage her Relic Weapon, slamming it on the OmoiKurai and defeating them for good.

When a battle is completed, the player will receive rewards for defeating the enemies. These consist of Kit, the money of the world, special items and experience points. The most important reward from battles is Omoi Power, which will extend the number of turns that players have to make the delivery. Be careful when it comes to items received in battle, as there are limited slots in the delivery bag, so not all items can be collected.

If the player fails the battle, they will be given two choices, to try again or retreat from the battle. If the player chooses to try again, they will be able to give the battle another shot without penalty. But if the player instead decides that they want to escape the battle, they will lose some of their Omoi power and be at a disadvantage. This makes the choice to retreat a strategic one, as players must decide if they want to risk the delivery being late to get out of fighting.

Throughout the delivery routes, there will be special spaces that players can visit, like the shop or treasure spots. These options will give the player a chance to collect rare items, while buying and selling what they have on them.  Another special space that can be visited is the post box, where players can collect packages and return them to the Guild for a bonus. But just like the items, if there aren’t enough slots in the bag, they cannot be collected.

Once the delivery is completed, the player will be able to go back to the guild to collect payment. There will be the standard reward for just clearing the mission, but if the player has Omoi power remaining, a special bonus will be provided to them. The bonuses for collected packages from post boxes will also be awarded here. If the player doesn’t want to go back to the guild, or wishes to collect more items, they can explore the routes freely between deliveries.

If the player is able to accomplish specific criteria, they will be able to rank up their overall delivery grade. The criteria to achieve this includes completing specific delivery requests, achieving a set number of experience points and the total number of deliveries reaching a set target. When the party increases the rank, they will become stronger, unlocking new skills to use in battle as well as improving their general stats and capabilities.

The last element of the game to discuss is the team menu, which can be accessed in the guild and on delivery routes. Here the player can change the active party members, selecting from those who have joined the team. This can be done on the fly, allowing injured characters to tag out for those who are fresh, which is useful when low on support items. Equipment can also be modified in this menu, and skills can be viewed to check the options for battle.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – as this is a mix between board game and RPG styles, this game is very simple in terms of controls, allowing players to just pick it up and play. There is a lot of menu navigation that is needed, which is responsive and easy to get through, with inputs for features on screen. There is one slight hiccup with the inputs and that is during the map navigation, as they don’t always get picked up using the direction buttons. But this is a minor issue.

Difficulty – this title has a rather gradual difficulty curve, where the monsters and battles will scale with the progress of the player. The intensity of battle and the damage done by enemies, won’t overtake the player in most situations. But there are events where deadly enemies may appear, causing full party wipes and defeat, leading to a loss of power during deliveries. Thankfully, the game is rather generous with items and restoration, so defeat can be infrequent.

Presentation – Calamity Angels is gorgeous, with character designs and artwork from Kei Nanameda, the character designer behind Mary Skelter and Death end re;Quest. This gives the game a sense of familiarity, maintaining a distinct look to the cast of characters that is easily recognisable. The overworld, environments and event scenes are also gorgeous, with a great use of vibrant color and classic fantasy elements, adding to the charm of the experience.

The sound for the game is also fantastic, with music that fits each of the event scenes perfectly, with soft melodies and dramatic musical stings. Then there is the intro theme, accompanied by a fun opening animation to introduce the characters, as well as an ending theme that caps the experience off perfectly. There is English and Japanese voice acting available, with dubbing from Bang Zoom entertainment, who have dubbed Kill la Kill, One Punch man and Madoka Magica.

Final Thoughts – I love playing unique and different RPG titles, especially those from Japan as they will often go in unique directions. Calamity Angels was no different, with the weird, wacky and different approach to the usual RPG mechanics. I very much enjoyed the board game delivery, as well as the unpredictable battle mechanics, although this may frustrate some players. while it may appear clunky on the surface, after a short while, it all falls into place.  

Then we have the story, which pulled me in and made me want to know what happens next, right to the end. It also has that fun quirk factor, with distinct and charming character personalities that are uniquely their own. My personal favourite is Somnia, the sleepy and adorable sword fighter, who made me laugh with how goofy she was. I am happy to recommend this game to everyone looking for a unique RPG experience, especially those who are into board games.

In the end, I give Calamity Angels: Special Delivery a final score of 4.75/5. This is a charming and fun RPG experience that has humor, drama and a unique gameplay system that makes it stand out, while it may not seem like it would work, the game really does deliver. If you want to check this title out for yourself, a link to each version will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)