Kotodama: The 7 Mysteries of Fujisawa – Review

Overview – developed and published by PQube Games in collaboration with Art Co, Kotodama: The 7 Mysteries of Fujisawa is a hybrid of Puzzle and Visual Novel, where a new kid gets wrapped up in the mysteries of a High School. As the new Kid, Uncover the mysteries of the school, along with the hearts of the cast of characters. This title is available on PlayStation, 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 PQube for providing the PS4 copy of Kotodama: The 7 Mysteries of Fujisawa 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.

Mature Content Disclaimer: Please note, this game contains material that is not suitable for all audiences. The game features Partial Nudity and Sexual Content, so if you are uncomfortable with this, or under the age to access it, please check out the other content on this site. All characters depicted in this title are 18 years or older.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be referring to this game as simply Kotodama, for the sake of brevity.

Story – as a new transfer student, they have joined Fujisawa Academy midway through the semester. But they are not alone, as they are accompanied by a fox demon, who grants the new kid mysterious powers. On the first day, while looking for their homeroom, they encounter another student, who mentions something about a curse at the school before running away. This meeting sets in a series of events with seven mysteries tied to the school at the center.

Gameplay – Kotodama is a hybrid of visual novel and Puzzle gameplay, with the story playing out in chapters. During a chapter, the player will encounter a varied cast of characters, with the story taking place across the different locations of the academy. Using the traditional visual novel style of progression, the player will be presented with dialogue options. These choices have an impact on the story, with various endings to achieve.

During each chapter, there will be a mystery that the Occult club wants to solve. These mysteries are tied to the different characters the player will meet, as each character has some darkness in their heart. To uncover this darkness, as well the mysteries of the academy, the player uses a special power, provided by the fox demon companion. This power allows the player to enter the targets mind, uncovering the truth that they are hiding.

When this occurs, the player enters into puzzle battles using the power of Kotodama. These are where the puzzle aspect comes into play. The puzzle sections play out in match three action, but there is a bit of a twist to the gameplay. Instead of switching the gems on screen with those next to them, the players send the gems to the top of the screen. This causes the rest of the gems above to drop down, allowing players to create matches.

When the player matches three or more icons, either horizontally or vertically, they will be destroyed and the energy will attack the character. As the player attacks the target, they will fill up the happy meter on screen. The gems are split into color coded attributes, with each character having a preferred type. When the player matches the preferred gems, they will fill the happy meter faster, while also giving the player stars.

The stars are a key component to success, as collecting 4 will add a skill use for the player, allowing them to use one of the abilities on the right side of the screen. These are important, as the player has a limited number of turns they can make. But with the special skills, the player has the chance to earn more moves with each successful use. However, the skills come with a risk attached, as they can agitate the target causing them to attack the player.

When the target attacks the player, they will make gems unusable, reduce the Happy meter and more. These make the puzzles tougher, with the potential to fail by using up all of the moves. The Happy meter is split into four segments, with the stage being completed when all four segments are filled. When a segment is completed, the player will gain more moves and the target will lose a piece of clothing, as they get closer to the naked truth.

If the player runs out of moves during a puzzle stage, they will get a game over, sending them back to the title screen. When this occurs, the player must make their way back to the point they failed. Luckily, there is a skip button that will allow the player to pass the dialogue they have already seen. There is also the option to save at any point during story segments, which can minimize the loss of progress when failing a puzzle battle.

After successfully completing the stage, the narrative will progress, with the mystery of that chapter being uncovered. But this is not all the gameplay loop has to offer. There is a simple navigation system, where the player can go to different areas of the campus, allowing for a less linear story progression. This doesn’t make any significant changes, but it may lead to different dialogue options, which can be explored on later play routes.

There is also a rather simple levelling system, where the power of the Kotodama Gems will gain increased strength. This is accomplished by collecting color coded words, which are added to a magical book. When enough words of a set color are collected, the level of the associated gem will be increased. By strengthening the words, the investigation puzzles will become a little easier, but still pose a challenge.

If the player wants to practice, they will be able to go to the dormitory and use the power of Fantasize. This is a type of free play mode, where the player can freely play the puzzle stages. This lets the player polish their skills, set new scores and even unlock new underwear to be revealed. As puzzles are cleared, the target character will be added to this mode, so they can be challenged freely. This mode can also be accessed from the main menu.

Last to discuss is the additional side content of this release. There is a gallery for the player to view the different images that have been unlocked, this may take multiple attempts to fully fill out. Then there is the Tips section, which holds information on the different characters and story details. Finally, we have Quaker, which is a parody of social networks giving extra bits of story to the player, accessible from a pop up on screen or the menu.

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

Controls – there is a nice and easy control system for this release, as there is little in terms of complex gameplay. The inputs required will be shown on screen for the player, allowing for quick and easy reference at any time. During the puzzles, the player uses the D-Pad for moving the cursor within the field. The thumbstick is used to move the cursor to the skill actions and apply them to the target. The Nintendo Switch version also supports touch screen controls.

Difficulty – in terms of challenge, for over half of the game there is no challenge, due to the majority of the game experience being a visual novel. But during the puzzle battles, there is a fair amount of difficulty, due to the limited number of moves and possibility to get bad luck. This makes saving important before the puzzles, as it will reduce any time lost from failure. There is a Hard option that can be unlocked for puzzles when conditions are met.

Presentation – from a visual perspective, this is a pleasing title, as it has some art that is very pleasing to the eye. This is from the anime style of art that is used, alongside well designed backgrounds and a good use of color. There is little animation during the puzzles, but it doesn’t impact the game. The music is nice and simple, with some pleasant melodies, there is also a full Japanese voice over for all characters, except the player.

Final Thoughts – I am a rather casual enjoyer of the visual novel genre, due to the unfortunate amount of shovelware on the market. This also applies to the match 3 style of puzzle games, as there is a lot of low quality content out there. However, this game managed to offer a pleasing experience, with both of the genres it uses. The story was engaging and I enjoyed the narrative, with the gameplay adding to the experience by breaking up long stretches of text.

I had picked this game up a long time ago for the Nintendo Switch, and only recently got round to playing it. I was very happy with the experience, with the quality of the gameplay on both PlayStation 4 and Nintendo Switch. There is a lot of gameplay content on offer, with the story routes, endings and free play puzzle options. I am comfortable recommending this game to visual novel fans and puzzle enjoyers, as it offers a lot of content in a modest package.

In the end, I give Kotodama: The 7 Mysteries of Fujisawa a final score of 4.5/5. This is a fun and enjoyable mix of visual novel and puzzle gameplay, with a story that is engaging and well written, with multiple routes, endings and a lot of replay value for players to enjoy. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Moons of Darsalon – PlayStation 4 Review

Overview – developed and published by Dr Kucho! Games in collaboration with Astrolabe Games, Moons of Darsalon is a retro styled sci-fi rescue adventure, where the player takes the role of a Darsanaut on a mission to save their companions. Traverse alien environments, interact with destructible environments and solve puzzles to rescue your comrades. This title is available on all platforms, with a link to each version of the dame at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Jesus Fabre for providing the copy of Moons of Darsalon 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. Please Note, the game has some elements of A.I. for art assets, which are optional and can be disabled for the original art, as this is an updated port of the game.

Now with the introductions out of the way, let’s get into the review. The game is light on plot, so I will be going straight into discussing the gameplay, any relevant plot details will be added to the gameplay section.

Gameplay – Moons of Darsalon is a retro styled action platformer, where the main objective is to rescue the Darsanauts who are lost in each stage. Through the various stages, the player needs to perform rescue missions, leading the lost spacemen to a base station. These lost cosmonauts will use A.I. path finding to follow the players commands, as they must use four orders to get them to follow. These are go left, go right, wait and follow.

During a mission, when a voice command is used it will pass through walls, this is tied to the puzzle solving mechanics of the game. When one of the missing starmen hears one of the commands, they will follow the order immediately. If the Command of Follow is given, the NPC will attempt to make it to the voice, but they can get further lost. This can occur if an area is dark, but a flashlight can be found, allowing the player to illuminate areas for better visibility.

When the player gives the command of go left or go right, they will keep moving for a set amount of time. After this, the character will wander around a little until another command is given. It is important to take the areas themselves into account, as an NPC during a rescue will have self-preservation built into them. Those being rescued won’t jump into holes or put themselves in danger, but they are still susceptible to getting hurt.  

As the player guides the rescue targets across the alien environments, there will be many dangers and hazards to overcome. Taking place across the Moons of Darsalon, there will be hazardous terrain, natural traps and even hostile alien life. These dangers must be overcome in order to complete each mission. If the Darsanauts are lost for good, the stage will end and the player will need to restart from the beginning.

To ensure the safety of those being rescued, the player must protect them. This is accomplished by using a variety of tools. The first is the Laser Gun, which can be used to fight alien invaders, but it can also destroy terrain. Speaking of terrain, there is the Ground Maker Gun, which can be used to create land bridges, block enemies and stop dangerous acid hazards. These guns use a twin stick system, allowing players 360 degree aiming.

Alongside the Laser and Ground guns, the player can also collect a Light Gun, which will allow them to throw lamps out that will illuminate areas. This weapon can be used where a flashlight may not be as useful. If a missing spaceman is in darkness, or darkness is in the direction they are travelling, they will stop or go back. This can cause issues when trying to guide a group, as they will get lost easily, so effective use of the Light Gun is very important.

The space age weaponry isn’t the only way to get through the missions. There will also be special vehicles that can be used, with the player having access to a rover, rescue air craft and more, there is even a Jetpack for players to get their hands on. The vehicles have their own durability, meaning they can be destroyed if the player is not careful, failing the mission. Then there is the Jetpack, which has several mechanics tied to it.

When the jetpack is acquired, the player must take a few things into account. The main one is the temperature, which will cause the Jetpack to cut out if it is used too much. When this happens the player will quickly descend. Then there is the fuel, which will run out over time and must be refilled from gas cans. If the player hits a wall or terrain while taking flight, they can take damage, this can happen a lot due to some awkward physics during flight.

The player must use all of these different elements, alongside special stage gimmicks to complete the rescue missions. But performing rescues aren’t the only challenge that players can take on. Each of the stages will have additional objectives, including time challenges, getting to the end without taking damage and limited commands. This system adds to the replay value of the game, as players will gain bonus stars for completing these missions.

All of the stages have four objectives, with the game being beatable by only focusing on the rescue objective. After clearing the stages, they can be replayed to get better scores and times. This gives players more reasons to return to the game, as a lot of the challenges won’t be beaten on the first attempt. However, there is a special bonus that requires all objectives to be completed at once, for even more stars, which is a very tough challenge.

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

Controls – there is an unconventional control scheme for this release. Movement and aiming uses a twin stick system, while jumping and firing of weapons uses the triggers. Then there is the weapon switch system, which uses the face buttons and voice commands, using the D-Pad. This system is unusual and feels counter intuitive, but with time it can be adapted to. But, if players have difficulty with this system, all inputs can be remapped.

Difficulty – this title uses both a fixed and adaptive difficulty system. When using the fixed option, the challenge will be fairly tough, where the enemies and environments will pose and increase to the player. This is for those who want a consistent challenge. Then there is the adaptive setting, which will change the difficulty depending on the player performance. This will ease the challenge if the player makes mistakes, making it easier for those who struggle.

Presentation – this game mixes many different art styles together, with a mix of pixel art, 3D models rendered into 2D and elements of old computers. The character animations for the Darsanauts have a high level of fluidity to them, combining retro looks with modernised lighting. Then there is the audio, which uses an 8-bit sound engine giving it an 80’s sound, combined with digitised robotic voices. All of these elements combine to create a nostalgic experience.

Final Thoughts – I had not heard of this game before it was presented to me, but the general look of the game appealed to me. When I got into the experience, there were some minor hiccups when starting, as the unconventional controls took a moment to adapt to. However, after a little time, it started to become more natural during play. I did enjoy the gameplay loop, but it did get a little frustrating in areas, due to some awkward physics.

In general the gameplay experience is fun, mixing the retro look with modern game mechanics. The rescue system has been done before, so it isn’t entirely new, but the implementation of it feels fresh. There has been some controversy around the use of A.I. assets, which are optional so they don’t impact the experience much. So I feel happy to recommend this game to other players, as it is a solid love letter to retro gaming, especially with the C64 style loading screens.

In the end, I give Moons of Darsalon a final score of 3.5/5. This is a fun and enjoyable action platformer, offering a distinct gameplay experience that is a real blast from the past, combined with pop culture references and retro aesthetics. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Tokyo Clanpool – Nintendo Switch Review

Overview – developed by DenPile and Compile Heart, with publishing handled by Eastasiasoft, Tokyo Clanpool is a dungeon crawling RPG where japan is led by a group of magical girls. As the Diet Dolls, travel through a mysterious tower that threatens to destroy Japan and the world, with the only thing that can stop it being the prime minister and her cabinet. This title is available on PC via GOG and Nintendo Switch, 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 Eastasiasoft for providing the copy of Tokyo Clanpool 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. Please note, the Nintendo Switch version is only available via the Hong Kong eshop, so a region specific account is required to play.

Mature Content Warning: this title is intended for mature audiences, as the title features Violence, sexual themes, partial nudity and mature language. If you are under the recommended age for this title, or the content mentioned above makes you uncomfortable, please proceed at your own discretions, or check out some other content on the site.

Now with the introductions out of the way, let’s get into the review, starting with the review. I will only be covering the core gameplay mechanics of this game, as there are many fine details, variables and secrets to discover, which I don’t want to spoil.

Story – In a near future version of Tokyo, the government collapsed after a mysterious tower extended from a city that appeared in the sky. During this event, the tower connected with the National Diet Building, with a warning that the world was soon to end. To stop this grave threat, the Prime Minister Natsume Kannuki, leads her cabinet of magical girls, dubbed the Diet Dolls, on a mission to stop the tower and save the world.

Gameplay – Tokyo Clanpool is a first person dungeon crawling JRPG, with a significant focus on exploration and puzzle solving. The story is broken into multiple chapters, where the progression of the gameplay and dungeons is tied to the narrative. As the player makes their way through each chapter, there will be a heavy amount of exposition, told with a dual backdrop of the National Diet building and the labyrinthine tower.

Throughout the experience, the player will have a party of four characters, with Prime Minister Natsume and three of her cabinet members alongside her. The different characters have their own strengths and weaknesses, which are tied to their presentation and personality. All of these elements combine to make the cast of playable characters, as well as the supporting cast stand out from each other, giving the experience life.

The core of the gameplay experience takes place in the tower, where the player moves around the tight corridors and open spaces. Taking place through a first person perspective, the player will navigate the party through the different areas of the tower, split into different floors. These tower zones have their own distinct theme, alongside hazards, pitfalls and puzzle segments. But the obstacles aren’t the only danger that players will face.

Throughout exploration of the different floors, the player will randomly encounter enemies. When an encounter occurs, monsters will appear and challenge the party in turn based combat. At the start of a battle, the order that party members and enemies make their move is tied to their agility score. The higher the points the sooner they can act, giving battles a tactical element, where all actions will require some amount of preparation.

During the preparations for action, the player has several options that they can use. Here is a breakdown of the actions that players can apply to their party members:

  • Attack – select from a range of combat skills, with the ability to assign up to 5 different attacks that will be used in a combo. Attack skills use EP, with amounts for each skill to be used. The power, number of targets that can be hit and other effects can change the amount of EP needed. Attacks for the party will combo, increasing damage dealt to enemies.
  • Digimagic – unleash magical powers to damage enemies or support party members, offering health restoration, positive effects and massive damage to enemies. These special skills have a limited number of uses, so saving them for a tight situation is often the best option.
  • Apps – the party has access to special powers provided via smart apps, allowing for healing and more effects to be used. These skills require battery percentage to be used, but there is a limited amount of battery that can be used.
  • Precious – these are the items in this release, with restoration, resurrection and battle support items. Using these can change the tide of battle, bring back downed allies, preventing massive damage and hitting multiple enemy targets.
  • Sacred Union – unleash the combined power or the Diet Dolls and their Gadgettia, digital companions who can lend their power for a limited time. There is a chance of failure, with this union, but if it is successful, that character will have their health restored and stats boosted significantly.
  • Wait – pass that characters turn and allow them to increase their stock of EP, with each turn that is passed while not using skills, EP can increase with the chance for huge combo attacks.

When a battle is concluded, the player will be given a rating based on their performance, they will also receive experience points, gold and obtain precious drops. As the player gains experience points, the party and their Gadgettia will level up, increasing their stats and powers. Players will also gain support from the people of Japan, as the expeditions into the tower are live streamed. The support will increase the amount of EXP and gold earned.

The support that the player earns is called public opinion, which is influenced by various factors. The percentage will go up and down, depending on the actions that taken. As the amount goes up, the player will get bonuses, with boosts to experience, sacred union percentage and more. This is called Fever, and will max out at 100%. However, if the percentage hits zero, the cabinet will resign and they will be forced out of the tower and return to base.

Back to exploration, the player will have a mini-map on screen, which will be filled out as the player moves through the floors. This map will show the hazards, gates and more, allowing players to navigate the different locations. While moving through the different areas, the player will encounter obstacles that will require app power to move forward. These are as simple as breaking through walls/floors but can be more complex.

In some areas of the game, there will be switches that may require battery power to be activated. These can unlock new areas or provide paths to traverse previously unreachable areas, but some of them come with a caveat, like timed platforms that need to be reactivated. The apps that can be used will also provide a range of benefits, like preventing enemies from spawning and healing allies out of battle. All apps require varying amounts of battery to use.

If the battery runs out while exploring, the player has a few ways to recover lost energy. These are items that refill a percentage of battery, special recharge points and by returning to the home base. Effective management of battery power is very important, as using too much can lead to the player wasting time while trying to progress through the tower. Speaking of items, these pick-ups called precious can be found throughout the zones of the tower.

The items can be equipment, support items and resources that can be used inside and out of the dungeons. Support items can be used both inside and outside of battle, but equipment must be changed between battles and at the home base (the National Diet building). The equipment is split into weapons, armor and accessories, with their own benefits and drawbacks. By changing gear, the player may gain boosts in one area but drawbacks in others.

Collected item points will respawn each time the player leaves the tower, allowing players to farm some items and resources to prepare for the later areas of the game. This can be critical to progression, as the party can be fairly squishy and vulnerable during the early parts of the adventure. If the party gets wiped out, they will be forced out of the dungeon, needing to regroup leading to more time lost and back tracking.

At designated areas of the dungeons, the player can encounter travel points, which are split into a few types. The main ones are the floor change, which let players climb to new floors or return to previous ones. Then there are the exits and warps, which allow the player to either quickly escape from the tower, as well as quickly jump between different floors. The warp travel points must be found before they are activated.

The travel points aren’t the only points that can be found in a dungeon. There are event points, that will appear in the dungeon. These are separated into Conversation and Combat, with both of them being critical to the progression of the game. The Combat events are often boss battles, which will push the party to their limit in tough and challenging battles. After these two events, additional story sections will occur and the player may need to go back to base.

At the base of operations, the National Diet building, the player can use several facilities between excursions to the dungeon. The most important facilities are the Precious Study, Gadgettia Department and App Development Center. While in the precious study, the player can identify unknown precious to get special items, create precious using resources and buy/sell items. This gives players a way to prepare for the tough battles in the dungeon.

Then there is the Gadgettia department, which allows players to craft and enhance the Gadgettia support units that the Diet Dolls use. This is split up into multiple features. In Produce, the player uses materials to create new Gadgettia, but these require recipes to be unlocked. In combine, the player can mix Gadgettia to create new ones, with elements of the two used potentially combining together. Gadgettia can be turned into precious, if not needed.

There is also the ability to evolve and upgrade Gadgettia, which can improve the overall power of the unit. In the evolve area, special items will the rank of the support, causing them to change in appearance and increase the boost that they provide, with the chance to learn new skills. Then there is Enhance, where items can be used to increase the boost provided to the Diet Doll, making them more powerful when battling enemies.

Last we have the App Development Center. This facility allows the player to unlock new Apps, which are used in the tower, providing various benefits and enhancements to the player. New exploration options, alongside abilities that will help the player can be unlocked here. To unlock new Apps, the player must use gold, with new levels and abilities being unlocked over the curse of the game. These are the most critical facilities that players will use.

Alongside the facilities mentioned above, the player also has access to a couple more areas. The Stigmata Lab allows players to gain upgraded boosts for their players, boosting the bonuses that are earned for each Diet Doll. Then there is the Diet, where proposals can be put forth, including new items for the party, which are voted on to be passed or rejected. Last is the Data Room, where side quests can be accepted, giving players additional challenges.

There are additional spaces that will be accessible in the base, which push the story forward, these are the rooms of the heroines as well as other areas. These can have additional side story events, which give a little more depth to the characters. The last thing to discuss is the Digiskin and element system. The Digiskins are similar to classes, where cosmetic items can be equipped altering the look of party, their skills and capabilities in combat.

Then we have the element system, with 6 main elements that interact with each other, with some being weak to some but resistant to others. The elements are Wood, Fire, Earth, Metal, Water and the special Null. All but Null can have some interaction with the others, but remain neutral to their own. A chart can be accessed during combat, showing how all of the elements interact, with the weakness and resistances of each of them.

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

Controls – there is a is a simple but very effective control scheme for this game, with the directional buttons and shoulders being used for movement. The left stick controls the camera, the right changes the current Cyberbrain App and the face buttons are for key funtions. The menu navigation and battle inputs are intuitive, with on screen inputs for easy reference for players. All inputs work well in both on and off the big screen.

Difficulty – there is a rather moderate difficulty curve for this release. There is a singular difficulty setting at the start of the game, but an easy and hard option can be unlocked by passing a bill in the Diet facility. For those who may be having a bit of a rough time, there are some special items that can be activated on the main menu. These will give significant boosts to the playable party. Players can also spend some time grinding to level-up their characters.

Presentation – from a visual perspective, the game looks fantastic, with a beautiful anime style that is synonymous with games from Compile Heart. The characters all have that distinct Moe style, which contrasts with the monsters of the tower and the environments they explore. The story has a visual novel style, with event graphics used for key moments in the narrative. This works well, but may feel like it drags in places for some.

The sound design for the game is also a highlight, with some of the areas having an unsettling feeling to them. This builds up the atmosphere when exploring the different areas, giving more depth to the overall experience. The game only has Japanese voiced dialogue, with full English translation for all of the text. All of the elements of the presentation come together well, creating an experience that matches the tone of a dark magical girl JRPG.

Final Thoughts – I had heard of Tokyo Clanpool back during the surge of niche JRPG titles on the PlayStation Vita. But unfortunately I was not able to experience it at the time, due to it being Japanese exclusive. Then Eastasiasoft announced the English translated release, which excited me to no end. Unfortunately, the official western release is indefinitely delayed, so the only way to get this game now for Switch is the Hong Kong eShop.

But, the game experience is worth jumping through those hoops, especially if you want to add this game to your Nintendo Switch collection. The adventure is a lot of fun, with a gameplay loop that is reminiscent of other Compile Heart dungeon crawlers, like Mary Skelter. There is a lot of depth to the combat system, with four characters that bounce off of each other well. Then there is the larger cast of characters which have a lot of charm to them.

I very much enjoyed the different environments, enemy types and boss battles that looked really cool. This is a game that really should have been brought out sooner, as it is perfect for the Nintendo Switch, with a story that really pulled me in for duration. I am happy to recommend this to those who enjoy dungeon crawler JRPGs, especially those who like a little fanservice on the side. If you enjoyed the games like Moero Chronicle and Mary Skelter this is for you.

In the end, I give Tokyo Clanpool a final score of 4.5/5. This is a JRPG that has been a long time coming, with characters and a story that can keep players engaged, alongside a gameplay loop that has combat, exploration and puzzle solving working together in harmony. If you want to check this game out for yourself, a link to each version of the game will be below, alongside an affiliate link for the special physical version via PlayAsia.

Link to Nintendo Switch version (HERE) – Hong Kong eShop

Link to GOG Windows version (HERE)

Link to PlayAsia Physical version (HERE)

Moe Waifu H Fantasy – Nintendo Switch Review

Overview – developed by Yume Game Studio and published by Eastasiasoft, Moe Waifu H Fantasy is a casual arcade style rhythm puzzler with simple to pick up gameplay mechanics. Play through 15 stages, split between 5 fantasy girls with anime style visuals to get the highest score possible. This title is available for PlayStation and Nintendo Switch, with a link to all versions of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Moe Waifu H Fantasy 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. Please be aware, there is no planned release for western territories on the Nintendo Switch at this time, meaning a Hong Kong account will be required to buy and play.

Now with the introductions out of the way, let’s get into the review. There is a lack of any plot for this release, so I will be moving directly into discussing the gameplay section for this release.

Gameplay – this title is a relatively simple to pick up rhythm action game, with arcade style gameplay that lets anyone get straight into it. There are 5 girls to impress, with three stages each to clear. The gameplay loop is pretty simple, with symbols moving across the screen. These symbols match up with markers on screen, which the player can press the corresponding button to capture the icon and earn points.

During each of the stages, music will play in the background, giving the game a traditional rhythm action feel. However, there is a disjointed feeling between the music that plays and the symbols on screen. This can make it feel less like a music game and more like a basic puzzle match game. There is also a lack of real feedback when hitting the icons, but there is a sound that plays with each successful hit, although it does blur with the music.

When playing a stage, the player must make sure not to miss any of the icons, as they will lose a life each time they miss. When all lives are lost the stage ends, giving the player a game over and making them start the stage again. There is also an item system, which will increase the score that the player can earn. A pop up will appear in the corner of the screen, which can be activated with a button press, lasting for a limited time.

Later in the game, there will be a hazard introduced, which are skulls that must be avoided in order to succeed. This does add an extra wrinkle to the gameplay, but aside from that, there is not that much in terms of challenge within these stages. If the player manages to hit all of the notes, they will get a bonus to the final score. The max combo will also be recorded alongside the highest score earned during the stage.

At the end of the stage, the player will unlock the next song and outfit for the girl they are playing. The cleared stages can be challenges again, allowing players to get better scores, this doesn’t have much of an impact aside from setting new score records. After clearing all of the stages for the selected girl, the next set of stages will be available. Each of the stages has a unique piece of music, which is added to the jukebox when unlocked.

The girls also have three different outfits, with some of them being more risqué than others. These outfits can be viewed in the gallery mode, although this feature doesn’t really add much to the gameplay experience. This is due to the gallery being functionally identical to the character select menu, with the only difference being the images that appear. There is a very basic help menu, with very limited detail about the controls for play.

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

Controls – the control system for this game is as basic as you can get, the four shoulder/trigger buttons are used for the music notes, with the B button for the score booster. This works well enough but the general gameplay experience would benefit from more options, especially as the Switch has touch screen options. Aside from this gripe, the game controls are competent, but the ability to remap inputs would have been nice.

Difficulty – there is little in terms of difficulty with this game, but for those who play rhythm games regularly, it will be jarring due to the music not matching on screen prompts. This is a rather bland game in terms of challenge, with the only real thing that keeps it interesting is the introduction of skulls. These did make it a little more difficult, but not by much as I was able to clear it in a single session, and I am unsure if I will return.

Presentation – the game does have a pretty simple anime style to the look, which is the best part of the visual look. The backgrounds are rather basic, along with the HUD elements and icons. This is not a deal breaker as it is a budget title, which is what the Moe Waifu series excels at. The sound is unfortunately mediocre, lacking any real impact during the gameplay experience. There is also some voice work in the game, but it is limited and gets repetitive quickly.

Final Thoughts – I have played many of the games in the cute anime girl genre of puzzle/action games. I went into it expecting something a little more, but was disappointed by how mediocre it was which was unfortunate, as the games are more often than not pretty solid. Sadly I don’t think I will be able to recommend this game, as the gameplay is dull, the music doesn’t match on screen and there is no real replay value. The game is sadly a one and done.

In the end, I give Moe Waifu H Fantasy a final score of 2.25/5. This is an unfortunately bland and mediocre attempt at a rhythm action game, which unfortunately fails at providing a fun experience, with the only positive being the price point. There was even a song that just ends while icons are still moving on screen.  if you do want to check this game out for yourself, a link to the different versions of the game will be below.

Link to Nintendo Switch version (HERE) – Hong Kong account required

Link to PlayStation version (HERE)

Rally Arcade Classics – Steam Review

Overview – developed and published by NETK2GAMES, Rally Arcade Classics is a throwback to the glory days of arcade rally racing, which appears to take inspiration from SEGA Rally Championship, Colin McRae and more. Experience fast paced racing from several eras of the past, with a variety of courses spread across 4 different countries. This title is available for Steam, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NET2KGAMES for providing the copy of Rally Arcade Classics 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. There is no real plot or narrative for this release, so I will be going directly into discussing the gameplay.

Gameplay – Rally Arcade Classics is an old school style racing game, taking inspiration from arcade racers of the past. Race across four different countries, inspired by real world locations, with cars based on models from the 70s up to the early 2000’s. The challenges of this game are split into several different game modes, but before the player is able to get behind the wheel, they will need to prove themself.

When the game starts up for the first time, the player will need to earn a license to be able to take to the roads. There is a total of 6 license types for players to obtain, with the lowest being rank C and the highest being S2. To earn the first license, the player needs to complete 10 test challenges. These challenges are quick races, with 3 time targets, split into gold, silver and bronze. To earn the license, the player needs to earn at least bronze in all tests.

Once the rank C license has been earned, the game opens up and the other game modes will be available to challenge. In total, including the License mode, there are a total of six game types that the player can select from. First up is the Tour mode, which is split into individual chapters, with a different category of car to use. Inside the different categories of Tour mode, there are four types of event that will be available for players to challenge.

The events in the tour mode are as follows:

  • Time Attack – race to the goal as fast as possible, with three targets for player to try and beat.
  • VS – race head to head with another driver, trying to reach the goal ahead of your opponent. Get to the finish first to get Gold, with silver and bronze for being a close runner up.
  • Drift Challenge – score points by drifting around corners to earn points, with higher scores earned for chaining together drifts. Get the best score possible to hit the three target scores.
  • Race – take on four other opponents in challenging races, trying to reach the finish ahead of the pack. Earn scores based on the final position at the end of the race.

In each event, there are multiple race challenges, with a total of 15 stars to earn. These stars are added to the player total, going towards unlocking new events, chapters and license exams. By completing Tour events, the player will also earn credits that can be used to unlock new cars. The player starts off with one car, which is a good beginner vehicle, but it is a good idea to check out the different cars that can be unlocked for that rank.

To progress through the Tour Mode, as well as unlocking access to the higher rankings of license, the player needs to earn stars. The stars are tied to the ratings, with three for gold, two for silver and one for bronze. When enough stars have been earned, the player will be able to challenge the next license. By upgrading the license, the player will be able to unlock new chapters of Tour. The stars and licenses will also unlock more content for players.

The other modes that players can access are Arcade, Rally, Chrono and Events. The Arcade mode is split into car types, with sets of races tied to a car. Each Arcade challenge has four stages, with 14 rivals to overtake, with a time limit for each stage. If players are able to beat all four stages and get to the goal in first place, a special variant of the stage car will be unlocked. These arcade challenges require stars to unlock.

The Rally mode is split into four countries, each with their own car categories and difficulty rating. The easy Rally stages have the player race through 4 stages, medium has 6 stages and hard contains 11 race stages. During the course of a Rally challenge, the player must get the fastest time possible, with times combined together after each race. At the end of the rally, the player has their total time added up, with a ranking at the end.

To be able to race in the different groups in Rally mode, the player needs to unlock cars for that group. The most common way to unlock the cars is by playing the Tour mode, but to get ahead with progression, the player can purchase cars using accumulated credits. This system allows players to approach the different stages at their own pace. At the end of a set of Rally stages, the player will earn credits, which can go towards unlocking new cars.

Then there is the Chrono mode, which is a free play style of mode. In this mode, the player is able to freely select the setting, course, car and more to be just have fun with it. This allows players to try out cars and tracks, making this perfect for players to practice in the areas that they may struggle. All of the best times are added to the local leaderboard, which can be good for local players who want to challenge themselves and friends.

The last mode is Events, which are split into weekly and monthly events. This is an online game mode, where all players across the world are given the same track, car and weather for the challenge. The best times are added to the online leaderboards, making for a solid competitive option for those who enjoy climbing the rankings. The challenges use the same event types as the Tour mode, with VS, Drift, Race and Time Attack.

The last thing to discuss is the general online connectivity of the game. For the different challenges in Tour and License, there are online leaderboards for each. The best time that the player gets will be added to the ranking if connected, showing the top times and the current player position. This gives an additional competitive element to the game, increasing the replay value by pushing players to keep racing and get up the rankings.

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

Controls – the control system for this release works well, with controller/wheel support as well as traditional keyboard inputs. After trying the different input methods, both the controller and keyboard option are intuitive, offering a solid gameplay experience. My personal preference for these types of game is the Keyboard, with the controls split across the keyboard. This works well for all players, with a range of control options.

Difficulty – this is a fairly balanced game in terms of gameplay challenge, as the targets for the Tour and License races are manageable. Some of the gold targets for Time Attack and Drift can seem high, but with a little practice, they can be obtained after a few attempts. The most challenging part of the game is the dedicated weekly and monthly events, which feature much higher targets, complex race tracks and powerful cars.

Presentation – the visual aspects of this release are a little bit mixed, with car models and environments that look excellent in motion. Then there are the additional assets, like the spectators, which have a low budget look. The overall visual performance is solid, with no framerate issues and a range of camera angles to use. The sound is decent, with a varied soundtrack that plays during menus and races. The effects are good, with nice engine sounds and co-driver calls.

Final Thoughts – I am an enjoyer of old school arcade style racing games, which this game scratches that itch. The gameplay reminded me of SEGA Rally Championship, with the co-driver calls and the imitation cars, which were a nostalgic throwback. I like the tutorial system that challenges you before you start, with the License system being a nice touch to the game. The racing is intuitive, but can be a little wonky when it comes to handling at times.

There is a lot of content on offer in a rather modest package, with a good amount of replay value, with the leaderboards and events that appear. The general gameplay experience is a lot of fun, giving players after that old school style of play that arcade style hit. My favourite aspect of this release is the cars, which are based on classic vehicles like the Toyota Celica and Lancia Delta. These elements make this an easy recommendation for racing fans.

In the end, I give Rally Arcade Classics a final score of 4/5. This is a decent nostalgia fuelled arcade style racing game, offering a good mix of race types, leaderboard systems and vehicles based on the racing classics of the past. All of the elements come together to make a solid old school racer. If you want to check this title out for yourself, a link to the game will be below.

Link to Steam version (HERE)

ENDER MAGNOLIA: Bloom in the Mist – PlayStation 4 Review

Overview – developed by Adglobe and Live Wire, with publishing handled by Binary Haze Interactive, ENDER MAGNOLIA: Bloom in the Mist is a search action adventure set in a post-apocalyptic fantasy world. As Lilac, an attuner who is able to harness the power of Homunculi, artificial beings created by magic, go on a quest to recover her memories and the mysteries they contain. This title is available for all 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 Stride PR for providing the copy of ENDER MAGNOLIA: Bloom in the Mist 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 mechanics of this experience, as this is the best way to prevent spoiling the important parts of the game. I will also be referring to this game with the shortened name ENDER MAGNOLIA, for the sake of brevity.

Story – in the Land of Fumes, there was a prosperous magical super power, where the magic was used to create Homunculi, artificial life forms that served humanity. However, toxic fumes caused the Homunculi to turn into horrific mutants. Lilac, a young girl with the power of an Attuner, awakens in an underground lab, with no memories of her past. She encounters the Homunculus Nola, who agrees to help her recover her memories and the mysteries of her past.

Gameplay – ENDER MAGNOLIA is a side scrolling action RPG, featuring elements of search action, platforming and light puzzle solving. The player controls Lilac, the Attuner who has the power to harness Homunculi that she encounters, wielding their abilities during her quest. At the start of the game, Lilac is defenceless, only able to run, jump and dodge enemies. But when Nola is discovered, the player is able to defend themselves against enemies.

As Lilac lacks any combat capabilities, she is reliant on Nola to protect her and defeat the mutants of the Land of Fumes. The moment to moment combat is smooth, with the player summoning Nola to strike down enemies. Enemies that are encountered need to be struck multiple times to defeat, dropping magical fragments when they are eliminated. Players will also collect experience for defeating enemies, increasing Lilac’s level at set milestones.

The mutated creatures that are encountered will attack Lilac on sight, using a variety of attacks that will severely harm the player. There are melee, ranged and area attack creatures that will appear during the course of the game. In the early parts of the game, the monsters are simple, using chainsaws and cross bows. However, as the player gets deeper into the adventure, the creatures become increasingly more dangerous to Lilac.

Enemies can be resilient, taking a lot of hits to be able to defeat. This can make combat deadly, but the frenzied homunculi have a weakness, called guard crush which will stun the enemy if enough damage is done. When this occurs, the enemy will be stunned and if they are in the air, or on a wall, they will fall and take damage when they land. Stunned enemies can take increased damage for a time, which can get the player out of a bind.

Nola is not the only Homunculus that joins Lilac during her adventure. At set points during the adventure, the player will encounter other Homunculi, who have been become frenzied by the fumes. These beings must be saved from the madness that consumes them, engaging in multi-phase boss battles against them. The encounters can be tough, as the opponents in these battles can be extremely powerful, posing a deadly risk to Lilac.

When the player defeats the boss, they will be able to “Tune” with them, getting to see parts of their memories as they are purified. The main boss Homunculi that Lilac purifies will join her, providing their abilities to her and aiding her in the mission. These abilities include both combat and exploration skills, which will aid progression in the story. Up to four Homunculus combat skills can be assigned at once, giving the combat depth.

There will also be additional skills that Lilac can obtain, either through battle or by interacting with NPC characters. These can help the player in various ways, with the most important being the ability to fast travel. With this skill, Lilac will be able to quickly move around the different zones, moving between safe points across the game world. These points are called Respite zones, which provide safe harbour for Lilac and her companions (explained further below).

Then there are lesser boss battles, which can be found during exploration of different zones. These battles are often option, but will help the player during progression, as these enemies will provide upgrade resources for the summonable allies. The boss fights are not the only form of progression, as there are gates and barriers that need to be opened up. This can be done by finding keys, using switches and employing special abilities from allies to open them up.

As Lilac makes her way through the hazards of the fumes, and those who dwell within it, she may be injured. When this occurs, she can use a special power to heal damage that has been taken. This power has limited uses, leaving Lilac defenceless when all uses are depleted. But they can be refilled by using the Respite safe zones, special safe points that Lilac can rest at on her adventure. These points have a blue marker on the map.

While resting at the Respite, all damage sustained will be healed, the heal uses will be restored and a checkpoint will be set for Lilac. The Respite is also used to manage the skills, abilities and give combat skills upgrades, using parts that have been collected from lesser bosses. Players can also equip relics, which provide a range of benefits for Lilac. These items use slot points, which are limited to start but items to increase slots can be obtained.

There is also a store where special unlocks can be purchased, using fragments that are obtained from defeating enemies. These include new costumes, gallery items and more, with the options increasing the further the player gets into the game. Here the player can also have conversations with the Homunculi that join her, giving more depth to the mysteries surrounding them. The respite is also where players save the game, making it important to use them often.

The last thing to discuss is the item system. While exploring the different parts of the world, Lilac will collect materials and items by defeating enemies, breaking boxes and opening chests. Many items show up on screen as purple markers for easy identification. Materials collected are used at the Craftory, a shop where new equipment and special upgrades can be purchased. These provide a range of benefits for Lilac and her party.

The most common equipment are bracelets, which can be attached on the left and right, then there are Totems and Carapaces, with only one slot each for these. Players can also obtain special gems, which increase the maximum health for Lilac permanently, as well as Grimoire pages, that increase the shop offerings. Equipment that has been obtained can only be equipped at Respite points, but others can be activated immediately.  

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

Controls – ENDER MAGNOLIA features an easy to use control system for platforming, combat and general exploration. There are a lot of inputs to learn and use during play, but there are handy pop-ups that appear during play, as well as on the HUD. This allows players to quickly see what needs to be pressed. The only ones that need to be remembered are jumping and dodging. But in general, the control feel for this game is comfortable in action.

Difficulty – there is a very flexible difficulty system with this release, offering players the ability to modify the settings to fit their style. This can make the experience more approachable for players, but it comes at a cost. If the game is made easier, there will be reduced fragment rewards, with greater benefits if the challenge is increased. Regardless of the difficulty chosen, there are still many difficult sections in game, especially the challenging boss battles.

Presentation – from a visual perspective, ENDER MAGNOLIA is visually stunning, with an art style and cutscenes that look gorgeous in motion. The animations of combat, platforming and general exploration flow smoothly, with the only slowdown that occurs being intentional. This means there are no general issues with performance that affects the gameplay experience, as any of the instances of slowdown are upon player death, or defeating a boss.

While there is a lack of voiced dialogue in this game, it doesn’t hurt the overall gameplay experience. The general sound design further elevates the presentation, with impactful sound effects, environmental sounds and general audio. Then there is the soundtrack, composed by Mili, the artist behind the opening to anime Goblin slayer. The music expertly builds the atmosphere, with tracks that further bring the world of ENDER MAGNOLIA to life.

Final Thoughts – while I sadly missed out on the previous title ENDER LILIES, when I got the opportunity to check this out, I was happy to take it on. The world of ENDER MAGNOLIA is beautifully crafted, with characters, environments and music that create a desolate yet beautiful experience. The narrative really pulled me in and without realising, I had spent 7 hours playing during my first session, with time passing by as I was fully invested.

The balance of action, exploration, puzzle solving and the narrative itself is balanced perfectly. The combat is satisfying and the boss battles are tough, but they don’t feel unfair, as every death meant learning something new. When obtaining new abilities, there was a little bit of a learning curve, but it falls in place and becomes natural quickly. As an exploration action RPG, this is a perfect start point for new players, and an excellent choice for long-time fans.

In the end, I give ENDER MAGNOLIA: Bloom in the Mist a final score of 5/5. This is a expertly crafted exploration adventure, with a grim yet lively world to explore, satisfying action gameplay and a soundtrack that evokes emotion during play. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Marron’s Day – Nintendo Switch Review

Overview – developed and published by NPCKC in collaboration with RAWRLAB Games, Marron’s Day is a cute game about a little bunny going on an adventure in Game Boy Color style. Play as Marron, who is a young bunny in a small town, who has been given the task of getting people to sign up for the town festival, or it will be cancelled. This adventure is available for the Nintendo Switch and PC, 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 RAWRLAB Games for providing the copy of Marron’s Day 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.

Story – Marron is a young bunny, living in a nice and peaceful town. One day, Marron is visited by her friend, who informs her that the town festival has been cancelled, much to Marron’s shock. So she sets out to find the mayor Donut, who tells her that if she can get enough people to sign up, then the festival can go on. So with her goal in mind, Marron sets out to get the town’s people to sign up and save the festival, he favourite day in the town.

Gameplay – Marron’s Day is a retro adventure, with a design that is reminiscent of classic Game Boy Color games. The game plays out in a top down fashion, similar to that of games like Link’s Awakening, with each area split into different colourful zones. The objective for the game is to talk to the town residents, complete requests for them and get them to sign up for the festival. But some of these tasks can be easier said than done.

During the course of the adventure, the player will receive tasks that have multiple steps to complete. These tasks that Marron will receive are tied to the character, like a baker that is after new flavors and a geologist looking for stones. To complete the requests, the player may need to locate items or solve puzzles. These objectives will often require the player to talk to other residents, who will give clues and info about the topic asked.

Then there are the mini game objectives, which need to be cleared for the resident to agree to sign up for the festival. There are minigame challenges that are inspired by classic hand held titles, with a block pushing challenge and fishing system. These give the experience a fun and cosy feel, with little stress when playing. However, there is an additional minigame that a little less cosy, being a bit of a frustration due to the random nature of it.

In this adventure is a competitive game, called Battle Eraser. This is a battle game, where the player must roll erasers to perform various actions. There are four options to put on the eraser at the start, with attack, guard, heal and skip turn. These have points tied to them, with each action using up limited points. After the player sets up their eraser, the battle begins and the objective is to defeat your opponent in battle, rolling erasers to make actions.

A game of Battle Eraser is completely random, with both turns occurring at the same time. These can cause some mild frustration, as a battle can be lost very quickly, with some actions not appearing. There is also the chance for a draw, when both health bars are depleted, but this will count as a loss in battle. All of these elements make Battle Eraser the only negative for this release, as it is entirely reliant on chance to win in battles.

When all objectives are cleared, the festival will start, with activities to end the game. This is a fairly brisk adventure, with an average playtime for the main story at about 90 minutes to 2 hours. But that isn’t a negative for the adventure, as there are some things that can be done when the main story is completed. Marron can talk to the residents after the festival, go back to the festival to do other activities and more, further extending the play time.

The last thing to discuss with this release is the bonus content for the game. As this was originally released for the Game Boy Color, there is a scan of the manual that the physical cartridge comes with. There is also a gallery of images to unlock during the adventure, alongside a music player that will add new songs when they play in game for the first time. Finally we have the achievements, which are six challenges that can be done for some extra completion.

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

Controls – as Marron’s Day is an 8-bit adventure, the only buttons used are A, B, Start (+) and Select (-), which make it easy for everyone to pick up and play. There are additional buttons like a menu button to go back to the front end, alongside the screen resize button. All of the inputs work well and are responsive during play, making for a nice cosy adventure that can be enjoyed on the big screen, or in the hands.

Difficulty – there is little in terms of difficulty for this game, with the only thing that may be considered a challenge being puzzles or Battle Eraser. But with the latter, the challenge comes from the random chance of the rolls during battles. This can be a disruption to the gameplay, but they can be returned to if the player wants to try again later. The game is marketed as a cosy and relaxed adventure, which I believe the game lives up to.

Presentation – from a visual perspective, this game looks like a game you would find in the late 90s, with adorable spritework and an excellent use of color. All of the assets, sprites and environments are crafted with love, with character text that is easy to read on the big and small screen. The music and effects give the game a wonderful nostalgic feel, with bright happy music that elevates the cuteness even further, rounding out the experience.

Final Thoughts – This is an adorable game, which I learned of though an email from RAWRLAB. The main aspect that really caught my attention was the classic style of play, with the top down perspective that were part of the best adventures of that handheld era. I will say that learning of the brief runtime of the main adventure, there was some scepticism. However, this is a wonderful adventure that is worth every second of gameplay.

It may seem like a short experience, but the post-game activities allow for a few more hours of gameplay, extending the adventure further. This is a title that can be enjoyed by everyone, with the chance for parents to share an adventure with kids. So with that being said, I am happy to recommend Marron’s Day to all players, especially those who love cosy games. It does have a few hiccups, but they don’t negatively affect the overall experience.

In the end, I give Marron’s Day a final score of 4.75/5. This is a cosy and fun adventure, which is filled with the nostalgia of the days of the Game Boy Color, with a story that is fun, cute character sprites and lots of fun minigames/puzzles to solve. 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 Steam version (HERE)

Link to ITCH version (HERE)

Neptunia Riders VS Dogoos – Review

Overview – developed by Idea Factory and Compile Heart, with publishing handled by Idea Factory International, Neptunia Riders VS Dogoos is an action racing spin-off featuring the Goddesses of Gamindustri. A lone CPU Goddesses has found themselves in a mysterious dimension, surrounded by Dogoos and must find a way to escape with the others. This title is available for Nintendo Switch and PlayStation 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 Neptunia Riders VS Dogoos 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. For the sake of brevity, I will be referring to this game as simply Neptunia Riders. I have preiously covered other games in the Neptunia series, which you can find (HERE).

Story – Uzume, the Orange CPU Goddess is in an unknown dimension, being chased by a horde of Dogoos, slimes with dog-like features. Before this, she was in a trance being friendly with a Dogoo, before coming to her senses. Suddenly, she finds herself surrounded and must escape, finding a motorcycle that is strangely made just for her. With this bike she makes her escape, setting out on a quest to find her friends and escape this Dogoo world.

Gameplay – Neptunia Riders is a battle racing game, which plays out over 5 chapters and a prologue tutorial. The main objective for each stage is to collect a fixed quota of Dogoo, which are scattered across the stage. To accomplish this task, the player must drive into the various Dogoos, collecting them when they enter into the capture radius. But the player isn’t alone during these race stages, as there will be other riders who will try to collect Dogoos first.

During the tutorial, this will be a simple one on one racing battle, where the player learns the basics of bike combat. In the stages, the player can use a variety of skills to aid them in collecting the Dogoos. The main abilities are the drift, jump and boost, which will help the player cross the stage in style, with the drift expanding capture radius. Then there are combat skills, consisting of a melee and ranged attack, which will let the player steal opponent Dogoo.

The boost and attacks need to cooldown between uses, which adds a strategic aspect to the race combat. Then there are the Dogoo effects, which can affect the player, with some slowing the max speed of the player, giving them flight and more. The Dogoos can also be launched at the opposing riders, transferring negative effects to them, giving further depth to the combat experience. All of these mechanics make for a satisfying race combat experience.

Within the stages, there will be Dogoo boxes that contain a selection of random Dogoo that will be collected after breaking. Then there are enemies from other neptunia games that appear. These enemies can be attacked and will drop even more Dogoos to be collected, expanding the collection options. Some stages will also have unique gimmicks, like gates that have conditions to unlock, alongside unique stage specific mechanics.

When the game starts proper, the player will engage in two VS two racing battles, challenging elite Dogoo. But these are not the only opponents that appear, as the Goddesses of Gamindustri have been brainwashed, becoming infatuated with Dogoos. The only way to save them is to defeat them and their subordinates in bike battles. As each of the Goddesses are freed from their brainwashing, they will join the party as playable riders.

The player can use up to two characters at any one time, with a main and support rider. Each of the playable characters will have their own strengths and weaknesses, which will make them feel different during stages. But some of their capabilities can be affected by the bike they are riding, which can be altered by equipping them with new parts. These parts are unlocked during play, with new bike bodies, wheels and mufflers.

When modifying the bike, the changes aren’t all positive as there can be drawbacks to altering the parts. Some of the parts will give a boost in areas like acceleration and top speed, while lowing handling and boost power. This system makes experimentation important, mixing and matching parts for riders to find what works best. All of the parts, as well as cosmetic accessories for the riders are unlocked by spending BP earned during stages.

When stages have been cleared, the clear time will be added to the record, along with the Dogoos that have been collected. Stages that have been beaten will also have additional challenges after, with a solo clear and time target challenge. These are pretty self-explanatory, with the solo challenges needing only the main rider. However, the time challenges can be a little tougher, as the target times can be relatively tight during play.

Between stages, there is a mini hub world that can me wandered around, with the different worlds for each chapter on show. While in the hub menu, the player will also be able to access the library and customisation menus. The library menu contains a lot of information, with the most important being the Dogoo encyclopaedia. This gives players information about captured Dogoos, showing the effects that they have on riders during stages.

Last to discuss are the narrative segments, which will play between each of the stages. These narrative segments play out in two ways, with both animated cutscenes and relatively static visual novel style events. These scenes are fully voiced, making them easy to follow and making the characters expressive. If the player wants to revisit events that they have already seen, they can be accessed in the library, letting players refresh themselves on the story.

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

Controls – the control scheme for this release is satisfying to play with a variety of controller options. All of the inputs are laid out in an easy to use manner, giving the game a pick up and play feel. When playing in handheld mode on switch, the game feels comfortable with the Joy-Con. Then we have big screen play, which offers an experience that felt good in the hands with a pro-controller and Dualshock 4. All input methods were responsive, with zero input delay.

Difficulty – Neptunia Riders is not the toughest game, with the experience being beatable in just a few hours. But the additional challenges are where the difficulty can increase, as the solo and time attack challenges can be tougher. The main game can be made a little more difficult by tackling all of the stages solo, or by using only the basic bike. Then for those who may struggle with some areas, the upgraded bikes can make optional stages easier.

Presentation – visually on both the Nintendo Switch and PlayStation 4, the game is pleasing to the eye, with smooth animation and lag free performance. The PlayStation version has higher fidelity, but the general gameplay experience for both looks good. There is some compromise made with the Switch, especially in handheld mode, but it doesn’t compromise the experience. The animations and character models/art look good, with that distinct Nep charm.

Then we have the soundtrack, consisting of music that fits the motorcycle theme of the game well. The opening theme is a stand out, setting up the adventure perfectly, with a fast paced, energetic melody and beat. The event scenes round out the experience, with fully voiced dialogue available in both English and Japanese. The voice cast for the English dub features the iconic talents of Melissa Fahn (invader Zim), Erica Lindbeck (Helluva Boss) and more.

Final Thoughts – as a Neptunia fan, I was excited about Neptunia Riders, having heard about it all the way back in June of last year. So when I got the chance to play it, I happily took the opportunity to play it. I will say that it is not the longest experience, but it is still a fun and satisfying game that I will return to multiple times. The number of stages in game is limited, but the additional challenges and general replay value make up for this.

This is a satisfying experience to play, with a fun gameplay loop that can be enjoyed by everyone. There was little difference in terms of performance between the Nintendo Switch and PlayStation 4, with a smooth and responsive gameplay experience. This makes the game approachable for those who enjoy play on a big screen or in a handheld form factor. I thoroughly enjoyed my time with the game and I am happy to recommend it to everyone.

In the end, I give Neptunia Riders VS Dogoos a final score of 4.5/5. This is a fun and satisfying spin off in the Neptunia universe, offering an approachable experience that can be enjoyed by all. It is not the longest, but there is enough content on offer for players to sink their teeth into. 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 version (HERE)

DreadOut: Remastered Collection – Nintendo Switch Review

Overview – developed by Digital Happiness and published by Soft Source Publishing, DreadOut: Remastered Collection is a double pack of two supernatural horror adventures. As Linda, survive the horrors of an abandoned ghost town in DreadOut, then in Keepers of the Dark, Linda is in the Mirror realm, banishing spirits from ghostly domains. This release is available on Nintendo Switch and PlayStation, 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 Evolve PR for providing the copy of DreadOut Remastered Collection, via the Terminals 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 this is a compilation title, I will be discussing the two games as their own sections, then the package as a whole. Both games share many of the mechanics and there is a lot of crossover between the games, so there will be some details that are repeated.

DreadOut

Story – Linda is a high school student that is on a field trip with a group of her peers and teacher, when they find themselves in an unknown area. Venturing further, they discover an abandoned ghost town, which appears to be lost to time. However, this seemingly peaceful place is not what it seems, with what started as exploration turns into a nightmare. Now Linda must find a way to survive the horrors that she has found herself caught up in.

Gameplay – DreadOut is a third person exploration horror, where the objective is to solve puzzles and escape the nightmare that the protagonist is trapped in. The game takes place over multiple story acts, with objectives for each chapter that must be cleared to progress. There is an opening chapter, which serves as both a prologue and tutorial, guiding the player through the basics of how to survive the supernatural events around her.

During the course of the game, the player will need to explore the different areas, uncovering items and clues on how to escape. To aid the player in their exploration, Linda has the power of Blue Vignette and her camera. This power allows her to find points of interest, hidden items and aid in puzzle solving, by showing a blue glow around the edge of the screen. The use of Blue Vignette is important, as key items can be very hard to locate.

The range of the blue effect is fairly wide, intensifying when closer to the target. The items that can be found include keys, clues and survival items. Players can also locate hidden pathways, gates and other points of interest. This can be accomplished by using the camera, which can pierce the veil and show the spirit world. However, the Blue Vignette is not the only power that Linda can use, as she has a secondary ability to help her survive.

During her trials in the spirit world, Linda has the secondary ability of Red Vignette, which is to alert her to the presence of malevolent spirits. These spirits come in two forms, one is intangible which cannot be seen by the naked eye, with the other being more powerful that they can manifest themselves. Not all sprits are evil, but many of the phantoms that will be encountered harm linda, dealing either physical or mental damage her.

Linda is not defenceless against the spirits, as she can use her camera to fight back. When she is looking through the camera at a ghost, she can take photos of a spirit. These photos will damage the ghost and can even banish the ghost entirely. The spirits will often have a weak point, which will vary based on the spirit encountered. With some only taking damage if this point is hit, being defeated after successfully targeting that point.

Then there are the boss battles, which need to be overcome to progress the story. These battles will trap the player in an arena with the spirit, with the only way to escape being to defeat them. When fighting a powerful spirit, they can have multiple phases, with other enemies or hazards appearing between them. The more powerful phantoms can quickly overwhelm Linda, killing her with ease due to unfortunately slow time it takes to bring up the camera.

If Linda is killed at any time, she will find herself in Limbo, a place between the world of the living and dead. In front of her is a light, guiding her spirit back to her mortal form. If the player chooses to run to this light, they will return to before they were killed, allowing another chance at escape. This is very important when battling the most dangerous of spectres, as some trial and error is required to defeat them and make it out alive.

Thankfully, death is not a significant setback to progress in this adventure, as the game will save progress and give checkpoints when something happens. This includes collecting items, entering areas and defeating spirits. Players can check their objectives, details on spirits and more in the log book. There is also an inventory, where collected items can be viewed, giving players information about what they have at a quick glance.

Last to discuss are the cutscenes, which will be triggered when an objective is cleared. Some of these will be interactive and be impacted by player choice, giving different outcomes each time. Then there are the more traditional cinematic moments, where Linda will be in an area and must follow a set path. During all of these events, more depth is added to the narrative, making them essential to understanding what is happening to Linda and the others.

DreadOut: Keepers of the Dark

Story – in this sequel story following the events of the ghost town, Linda finds herself in the mirror realm. This unusual place acts as a portal to 8 different worlds, where ghosts from folklore roam in a state of limbo. Linda must navigate these different realms, putting these spirits to rest as she tries to escape this domain. But it will be a challenge, as the ghostly apparitions in these realms will do everything to prevent her survival.

Gameplay – as a follow up on the events of DreadOut, there are a lot of mechanics that cross over to this adventure. The Blue Vignette for exploration return, alongside the Red Vignette and camera mechanics for battling ghosts. But there is a big change for this chapter of the DreadOut story, as the progression has changed from linear to a selectable stage system. Here in the Mirror Realm, the player must tackle 8 different haunted worlds.

Starting from the main hub of the Mirror World, there are 8 doors to select with two candles in each. These candles refer to the spirits and objectives that must be completed. But there are some challenges that span across multiple locations, before being resolved in their designated setting. Many of the locations featured within these ghastly domains are from the previous instalment, but have become further twisted and warped by the apparitions.

The main form of progression for this adventure is through Spirit Banishment, giving the experience a boss rush type of feeling. Within the different zones, the individual progression of objectives may vary. This can consist of simply locating the spirit, engaging it in battle and then banishing it from the domain. However, some of the spirits will have objectives that are spread across that zone, or cover multiple locations within the mirror realms.

Just like the first chapter in the DreadOut story, the player progress will saved at regular checkpoints during play. This is most important during boss battles, where the player will often have progress saved between phases of battle. If Linda is killed during a battle, she will be sent to limbo, where she must walk into the light to return to her physical form. After returning, the player may resume their battle with the spirit to exorcise them.

There are two ways to leave the domains of the mirror realm, with the first being to defeat the spirit contained within. Then there is the mirror gate, which can be used to quickly escape back to the hub world. When leaving this way, the items that have been collected will remain, but progress with boss fights will be lost. Speaking of items, there are many collectibles to collect with this adventure, with some that are in pieces spread across the realms.

When exploring, items will be scattered across the domains, with documents that provide information and lore about the phantoms. The items required to trigger some bosses will also be hidden in the stage, which need to be collected first. There will also be entities that offer items in exchange for completing tasks, like the spirit of a young girl who wants to play Hide and Seek. These ghosts won’t Kill Linda, but they may cause her some harm.

Due to the non-linear aspects of this release, the narrative strands that are picked up may be jumbled, which are found in the in-game journal. The journal and inventory are where the player will be able to track objectives, items collected and more. There is even a ghost section, like the previous game, where the details and lore around the spirits encountered will be added. These features can help those who are struggling with objectives.

Last to mention again is the narrative sections of the game, which are different from the companion game. There is still the presence of cutscenes, which trigger when specific objectives are completed and tell the greater narrative. Then we have the lone keeper of the Mirror Realm, a janitor who can be spoken to in the main hub. They will give some story details about the spirits, alongside hints on the greater story as a whole as it unfolds.

Now with the gameplay for both titles covered, it is time to discuss the other aspects of this release, starting with the package as a whole.

General Package – as this is a double pack of games, there is a menu that players can select the adventure they want to challenge when booting the game up. The two titles have their own individual menus, settings and more. There is also multiple save files for each game. It is important to note, there is no crossover data between games, even though the Keepers of the dark content was released as a DLC first.

Controls – there is a hybrid control method with this release, as the game uses a duel camera perspective of third and first person. This works well, offering players an experience that is fairly unique in the horror genre. In general, the controls work pretty well, even if there is one minor hiccup. It feels like there is a delay with the camera up button, which can be a little off, but all of the inputs aside from the camera are comfortable in handheld and docked play.

Difficulty – the challenge for this release is a little hard to describe, as the main difficulty present is from the cryptic nature of some puzzles. Then there are the ghost battles, which can spike in difficulty with the ghosts, as well as those that have distinct weak points. This is most present during the boss battles in the first game, alongside some of the more elusive phantoms in the second. But with some patience, the challenges in both games can be overcome.

Presentation – from a visual perspective, the game looks good on the Nintendo Switch. There are texture and graphical compromises, but the horrors of the phantoms and atmosphere is preserved. The game performs well, with a smooth play experience, but there is some texture load delay. When playing in handheld, it appears that there is a reduced resolution, which doesn’t seem to occur when playing the game on the big screen.

 The sound for both titles effectively builds the atmosphere, with a haunting use of environmental sounds and music that add tension. Then there are the ghost sounds, which alert the player to the presence of a spectre, with moans and cries that can be accompanied by a jump scare. All of these elements work well to create a tense experience. There is also an English voice over, which is performed well and doesn’t feel out of place.

Final Thoughts – I am a horror enjoyer, having played many titles in the genre, including those with similar mechanics to this, like Fatal Frame. Going into this, I was expecting a simple ghost story with some jump scares, but there was a lot more depth under the surface. I very much enjoyed the two different experiences that this package offers, with two distinct gameplay styles. This allows the two horror adventures to stand on their own merit.

The two stories aren’t the longest, with about 8-10 hours of gameplay across the two titles. This doesn’t impact the quality of the gameplay, as there is a lot of content on offer in a rather modest package. It does have some flaws, like the cryptic puzzles and hard to find items, but they don’t hurt the overall experience for players. If you are a horror fan, or looking for something creepy to dip your toes into, then this release is for you.

In the end, I give DreadOut: Remastered Collection a final score of 4/5. This is a challenging and solid horror double pack, offering players an atmospheric experience, which uses Indonesian folklore and mythology to good effect. The combined package isn’t the longest, but there is plenty of content to enjoy at a solid price point. 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)

Skautfold: Into the Fray – PlayStation 4 Review

Overview – developed by Pugware and Published by Red Art Games, Skautfold: Into the Fray is the next chapter in the eldritch horror adventure, set in an alternate version of Britannia. As Hito, a knight of the empire, explore the island of Portland and battle the rebellious Sons of Washington, who have made a pact with unknown cosmic entities. This version is available for all console 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 Red Art Games for providing the copy of Skautfold into the Fray 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 only be covering the core aspects of the experience, as there are elements that I feel should be experienced by players first hand. I previously covered Skautfold: Usurper, which you can find (HERE).

Story – in the year 1899, Hito, one of the Knights of the Empire of Britannia has been dispatched, to the island of Portland, off the south coast of England. He has been given the task to investigate reports of a missing royal and the presence of the rebellious Sons of Washington. During this investigation, Hito is mortally wounded, but is saved by a mysterious brain in a jar as a fog descends on the island. Now a new nightmare begins.

Gameplay – Skautfold: Into the Fray, offers players a top down twin stick shooter experience, with two styles of play to choose from. The first is Pure Mode, which removes levelling systems, giving players a straightforward action shooting experience. Then there is RPG mode, which offers a more challenging adventure, where stats must be levelled to survive. Both options offer the same core gameplay experience, with little difference in progression.

Speaking of progression, this title uses a fairly straight forward mission based system. During the adventure, the player must guide Hito through various locations, fighting the rebels who have captured the island. The game starts with an introductory area, where the player is thrown into combat immediately, teaching them the ins and outs of battle. This tutorial is brief before transitioning into the main story.

When the game starts proper, the player will find themselves in a town, where they must disrupt a ritual from being completed in order to escape. This section teaches the player about missions, with objectives and how to progress with them. The lessons that the game wants to impart can be found as statues in the stage, giving information when interacting with them. These are very useful during the early areas, where players are getting used to the game.

The stages are split up into zones, where the player will need to clear out all of the hostiles in an area to progress. When moving into new areas, the player needs to be aware of their surroundings, as they can get caught out by enemies quickly. The heavily armed rebellion forces will attack the player on sight, often attacking when off screen. This is one of the unfortunate flaws of this release, as it can lead to unwanted damage and sudden death.

The objectives for stages will vary, but the main mission will be to disrupt the eldritch rituals going on. There will be multiple rituals occurring, with the player needing to clear out all enemies and destroy the ritual sites. Then there are the rescue and annihilation objectives, where a set number of captives must be rescued or enemies eliminated. These are but a few types of mission that needs to be completed, making it a varied experience.

After clearing the opening mission stage, the player will find themselves on an open map. This map shows all of the areas of the island of Portland, where the player can freely move around them. The mission areas will show up as red markers, showing the player where they need to go. After a set point, the player will unlock the safe house, a base of operations where they can rest, interact with characters and resupply before venturing out again.

The player will also obtain new, devastating weaponry during the course of the adventure. At the start, the arsenal will consist of only a Hand Cannon pistol and sword, but quickly the player will obtain the Triple Barrel Shotgun. The ballistic weapons have a limited amount of ammunition, which must be replenished from killing enemies and collecting munitions crates in the stage. This makes the sword a good fall back but it does have limitations.

Hito has a limited amount of stamina, which is used when swinging the sword, but is also used up when using the dash ability. The Dash is an important skill, as it can prevent damage from being taken during intense battles. But overuse of it can lead the player to taking unwanted damage. Effective use of the dash skill, as well as weapon management is key to survival in this game, as there will be many close quarters skirmishes.

However, there is a way for players to heal the damage taken during combat. When fighting the enemy forces, Hito will be able to use the power of his eldritch cape to kick enemies to finish them off. If the player is uses the kick, the slain foes will leave a red soul marker behind, which will restore health when collected. Some enemies will be easier to finish than others, so it is important to be able to judge when to use the finisher against enemies.

During the course of the game, the player will encounter boss battles against powerful foes. These take place in an enclosed arena, with various hazards and traps that can quickly kill the player. The battles can be tense with the bosses having varied attacks, which can leave little room for error. There will also be limited ammunition pick-ups, as well as a lack of healing. This makes resource management crucial for success against these opponents.

Due to the intense nature of this experience, death is likely to occur, especially during the challenging boss battles. When death occurs, the player will lose all progress and items collected. This can be fairly punishing if the player falls right at the end of a stage, or before getting the final hit on a boss. After death, the player can choose to immediately retry, or go back to the map and regroup before trying again.

There is a mostly linear progression to this experience, with the new areas opening up as dictated by the story. But there will be areas that will open up away from the main narrative, which can be challenged ahead of time. These are some of the most difficult areas of the game, with the player being heavily pressured by a horde of enemies. The player can also be ambushed while moving on the map, with sudden combat encounters that come out of nowhere.

During the game, the player will also earn morale, which will be added to the safe house which is operated by the militia on Portland island. This serves as a story progress mechanic, aswell as affecting the resources at the safe house, increasing the amount of ammo that can be restocked for weapons. It is unknown if Morale affects the endings that can be achieved, with multiple endings that can occur based on choices made during play.  

The last thing to discuss is the progression of the RPG mode for this title. As discussed above, the RPG mode for this title requires the player to level their stats to progress. In order to improve the Hito’s combat abilities, the player must collect Yth Stones scattered across the stages. These stones can be added to stats like health, damage and speed, strengthening them for the battles ahead. The stones are one time use, so be careful when using them.

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

Controls – the control system for this release is set up in a fairly traditional twin stick style, with movement on the left and aim on the right. This works fairly well, but can be a little cumbersome at times when in an intense gunfight. The hiccups with the controls are most noticeable when trying to use finishers on enemies, and avoiding attacks. Once you get used to the slightly awkward flow of battle, it feel satisfying to control Hito and his arsenal.

Difficulty – there is a range of difficulty options available to the player, with the recommended choice being the normal option. If a lower difficulty is chosen, there will be changes to the gameplay experience. Endings will be locked off, enemy behaviour will be modified and on the lowest blood will be replaced with flowers. The higher difficulty settings make this a real challenge, as all enemies will deal heavy damage and the Hito dies very quickly.

Presentation – visually, this game has an old school look to it, with 2D sprites and art that works well for an ultraviolent top down shooter. The only issue that I have with the visuals is the camera, as it feels to close which can make it hard to see enemy attacks, but aside from that the game performs well. The sound is good, with oppressive and somber music, which builds the atmosphere. There is no voice over in game, with all dialogue showing up as text on the screen.

Final Thoughts – I had previously played Skautfold: Usurper and had a good time with the eldritch horror, so this was an easy choice for me to look into. However, my first impressions of the game were a little bit mixed, as I had some difficulty getting used to the controls. But after a while, it all fell into place and became very satisfying too play. I quite enjoyed the narrative that was being spun too, with characters that made me invested in the world further.

That being said, it is not without its faults. There is an unfortunate issue with the camera, where Hito is placed above the centre of the screen. Due to this, enemies can be alerted off screen and get free damage, which can lead to sudden and unexpected death. This is frustrating but it can be adapted to after a little while, all you need is patience. So with all of that being said, I can recommend this game to fans of eldritch horror and ultraviolent shooters, as it can be a lot of fun.

In the end, I give Skautfold: Into the Fray a final score of 4/5. This is a solid top down shooter, with a fun but tough gameplay loop, an engaging world and buckets of blood that are splashed on screen. it has some little issues, but as a whole, it is a satisfying horror experience. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

 Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)