Valis: The Fantasm Solider Collection – Steam Review

Overview – developed and published by Edia Co, Valis: The Fantasm Soldier Collection hits the steam platform, offering players the first three titles in the legendary side scrolling series. As the hero Yuko Asou, become the Valis Warrior and stop the evil ambitions that seek to destroy the earth, land of the spirits and the dream world. This version of the game is exclusively available for the Steam Platform, with a link to the release at the bottom of the review.

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

Now with the introductions out of the way, let’s get into the review. As this is a compilation release, I will be discussing each of the titles on their own, with a segment discussing details of the plot and general game feel. Also, this release has the individual games separated as roms, allowing players to pick and choose which game they want, with a free launcher to run them as a front end.

Valis: The Fantasm Soldier1992

This is the first title, starting the series off with a bang. The player takes the role of Yuko Asou, a Japanese teen schoolgirl who has been chosen to wield the mystical Valis sword, becoming the Valis Warrior. As the legendary hero, she must protect the Earth, Land of Spirits and Dream World, which are being threatened by the demon lord. During her journey to combat this threat, Yuko must run, jump and slash through the enemies that get in her way.

The game is a side scrolling action platformer, where the player controls Yuko, moving her through each stage and fighting the enemies that appear with her sword. She can run, jump, slash and slide to get past the many obstacles in her way. Enemies will appear and attack the player, with Yuko needing to strike them down with her sword to get past them. These enemies will often take 1 or two hits to defeat but some will need more to take them down.

The player has a standard attack, which is a simple sword swipe, but by destroying emblems that appear in stages weapon power-ups can be found. These upgrades will give the player access to new attacks, including energy balls and a crescent slash. Picking up these items will replace the current power that players are using, making it important to hold onto the power players want. The power-ups that are present have letters assigned to them, making them easy to see.

During exploration, the player will be able to collect items like health ups and extra lives. These items will be scattered through the stages, with some of them being hidden in plain sight and others in areas that appear just out of reach. These bonus items are rewarding to find, acting as an incentive for players to look all around stages as they make their way through them. But be aware that time is ticking down so don’t take too long to search for hidden items.

Players can also use magic, which will provide special protections and abilities to help take down enemies much easier. At the end of each stage, the player will encounter a boss that will try to kill the player with an array of attacks, which will quickly drain Yuko’s health. The boss enemies will have varied attack patterns, which can deal a lot of damage, making them the toughest sections of the game. If the player survives the battle, Yuko will gain upgraded abilities.

Last for this entry is the cinematic scenes. During the course of the game, the player will see cinematic scenes that tell the story of Valis. However, the only disappointing thing about this is that the cutscenes are entirely in Japanese, with no apparent option for subtitles. This makes it difficult to enjoy these moments, with a single viewing being more than enough for those who want to experience all of the first game.

Valis II – 1989

Like its predecessor, this title is a side scrolling action platformer, with the warrior of Valis, Yuko, returing to battle another demon lord and save the realms again. Taking up her sword again, Yuko sets off on her quest battling monsters across a series of challenging platform stages, all framed in with animated anime style cutscenes. This title came before the PC-Engine Super CD version of Valis: The Fantasm Soldier, so the cutscenes are of a lower quality.

The gameplay loop is the same as the previous title, with the player moving through each stage, jumping from ledge to ledge and battling enemies. At the start of the stage, the player has a sword attack, with an energy ball projectile as standard. However as the player makes their way through the game, they will be able to pick up more powerful attacks, like rockets and wave slashes. When picking up a new power, the previous will be replaced.

Players can also collect upgrades for their character, increasing the overall strength, health and defence for Yuko. These power-ups appear during stages, which are less open than the previous game, keeping the player on a fairly linear path. When these are collected there are some visual elements that will change, like expanding the health bar and numbers next to attack powers. Players can also collect magic which is extremely powerful, but limited in its uses.

At the end of each stage, the player will encounter big boss opponents which are signalled with an on screen warning before the battle starts. The health for the boss appears on screen below Yuko’s, which is very helpful for players. The last thing to mention is the outfit changes, during the course of the adventure, Yuko will gain new armor which will change her overall appearance. This appears to have little impact, but is a good narrative plot point.

Valis III – 1991

After her last battle, a long time has passed and things seem to be peaceful. However, a new threat arises with the Dark World ruler, Glames at its core, who has been taking other worlds to keep his own alive. Trying to stop this, Cham a girl from the resistance against the ruler enters Yuko’s world, stealing the Valis Sword in hopes of stopping the dark king. But Yuko catches up and retrieves her sword, but with this turn of events a new adventure begins.

Following in the same style as the previous games, Valis III is a side scrolling action platformer, where players must battle their way through each stage. Yuko has a health meter and magic meter on screen, along with a sword that fills up between attacks. This sword meter determines the power of attacks that players can use, with the player unable to perform rapid strikes, which slows down the flow of action and making it more tactical.

Like the other games, players can also use magic attacks, which can be collected by destroying red markers. As magic is used, the player will deplete their MP and it must be replenished by collecting green gems, found by breaking the red markers. Players can also find attack upgrades, which will increase the length of the sword, allowing Yuko to perform stronger attacks in succession. These attack increases and magic powers last until the player is defeated.

This title has a heavy focus on platforming, with an increase in the pitfalls that are in stages, requiring players to slide to cross gaps or use the high jump ability. These sections increase the challenge, leading to a quick death if players are not careful. Just like the other games, there will be boss battles at the end of each stage, where the player is locked into a battle to the death. These battles can be fairly quick if players effectively use their magic power.

Between stages, there will be animated and voiced cutscenes, which are an improvement over the Valis II animations and closer to those of the first game (which was released last). There are also dialogue scenes that will occur during stages, with a text box that shows up on screen. The last thing to discuss, is the inclusion of two additional playable characters that can are added alongside Yuko, who will be added to as the narrative progresses.

Each of the playable characters have their own unique skills and magical abilities, with Yuko using her Valis sword and projectile attack. Then we have Cham, who is first to join the team, who has a long reaching whip attack unaffected by the power bar. Finally we have Valna, who is armed with a staff that can fire projectiles, but they are lower in power. The player can freely switch between characters, giving a greater level of strategy to the gameplay.

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

General Package – as this is a compilation, the games use a launcher, which is available for free and acts as a front end for the games. Then the games are available separately as DLC, allowing players to pick and choose which titles they want to add to their collection. The games in the collection also come with manuals and galleries, which can be located through the launcher, with videos playing in the PC media player and manuals as PDFs.

There is also the option for players to purchase a dedicated Artbook and Soundtrack as DLC, providing players with a collection of materials to peruse at their own leisure. These additions are a nice touch, as the soundtracks, visual assets and more that have been included in the bonus packages are a great touch for fans who want a little more. Both the Artbook and the Soundtrack can be viewed from the launcher front end.

Controls – in general the games control very well, but can feel a little slow to those who have not played Valis before. There is also the option for keyboard inputs, as well as controllers supported by steam controller profiles, allowing for players to enjoy the games however they want. This is most useful with devices like the steam deck, or other PC based handheld systems, with the ability to remap all of the inputs from the menus.

Difficulty – these are challenging games, which require a little skill to get through. If the player dies during any of the games, they will lose progress and will be sent to a checkpoint, but if all lives are lost the player can continue from the start of the stage. There has been some quality of life additions made to the games, which allow players to be able to make their way through each adventure a little easier. These are fairly simple, being a rewind and save/load states.

Presentation – the titles in this release look just as they did on the PC-Engine Super CD, which is nice as they maintain the aspect ratio of the screen at the cost of black bars. This can make some parts of the games look a little odd, but everything is nice and clear. For those who want it, players can increase the render resolution. The sound has been emulated perfectly, with all music and dialogue in cutscenes being nice and clear during play of each game.

Final Thoughts – I have known about Valis for many years, originally playing Super Valis IV on the SNES and the Mega Drive (Genesis) versions of the other games. So I was very excited to be able to get my hands on this collection. I can happily say I was not disappointed with this package, as all three games included in the collection are good fun and enjoyable to play. The bonus materials of manuals and galleries is a fantastic touch.

This is a solid collection, offering players the chance to experience the classic magical girl series, with the only downside being the lack of English translation for the first Valis title. The quality of this game, gives me hope that the other games in the collection gets released in the future. I have no issue with recommending this collection of games to anyone and everyone, the only thing I feel that may put players off is the way games are released as DLC.

In the end, I give Valis: The Fantasm Soldier Collection a final score of 4.5 out of 5. This is a solid collection of magical girl action titles, offering players a chance to experience an overlooked series, which has been locked to the dead hardware and the Nintendo Switch. If you want to check this package out for yourself, a link to the collection will be below.

Link to Steam version (HERE)

IREM Collection VOL.2 – Nintendo Switch Review

Overview – developed by Ratalaika Games in collaboration with TOZAI games and IREM, with publishing by ININ games digitally, Volume 2 of the IREM collection blasts its way into the future with three titles coming to modern consoles. This collection of three titles have been locked on expired hardware for 30 years, with this being the first time two of them have left arcades. This release is available on all console platforms, with a link to each version of the title at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of IREM Collection Vol.2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As this is a compilation release, I will be covering the feel of the individual games in chronological order, then move onto discussing the overall package of this release. I have also previously covered the first volume of the IREM collection, which you can find (HERE).

Air Duel – Arcade 1990 (Japan)

This title is a vertical shooter where the player must blast their way through 7 stages, blowing away the enemy forces that try to blast the player craft. At the start of a stage, the player will be able to select their craft between a jet fighter and helicopter. The jet fighter fires straight ahead, starting with a single shot. The helicopter fires thinner shots that have lower power, but can be aimed by moving the craft left and right.

Both aircraft have the ability to drop bombs, destroying all that they make contact with, as well as the shots by the enemy. These bombs are limited, with the only way to get more is to collect them from destroyed enemies, or by the player getting shot down. Enemies can also drop power-ups, which will provide the player with an increase to their shot power. Which will be lost if the player craft gets taken down by an enemy shot.

Enemies will try to swarm the player, with heavy artillery in the background trying to take the player out of the air. Most enemies can be taken down quite easily, with a single shot doing the job for the majority of foes. However, there will also be enemies that take substantially more shots to be eliminated, especially the end of stage bosses which are pretty resilient. If the player is fulfils special conditions, they will challenge a second run of the game at a higher difficulty.

GunForce – Arcade 1991/SNES 1992/SFC 1992(Japan/World)

This run and gun puts the player in the position of a gun fighter, who has parachuted into hostile territory to take down the alien threat to Mother Earth. This is an eight way directional shooter, similar to the Konami series Contra, with the player being able to run and shoot in all directions. The game takes place over multiple missions, with the player blasting away the army of the invaders that will swarm the player.

As the player makes their way through the stages, they will encounter large enemy vehicles like choppers, tanks and armored vehicles. The large mobile artillery can be destroyed if the player hits them with enough shots. There is also allied vehicles that appear, allowing players to board them and use their mounted weapons for a time. These vehicles are limited in their use, with damage being taken by them and forcing the player to disembark.

The player can find weapons dropped along the battlefield, with different weapon types that can be picked up. These include auto fire heavy weapons, explosives and fire, which last until the ammunition in the weapon pick up expires. Additional weaponry can be collected, but the existing gun will be replaced which makes for an interesting tactical option. Players can also collect more ammo for their guns, extending the use a little longer.

Alongside the running and gunning are platform segments, where the player will climb rocky cliffs, ladders and cross dangerous environments. These are challenging areas, as the player must keep their feet firmly planted on the ground, as there are deadly pitfalls in these areas. At the end of each mission, the player will encounter challenging boss fights. In these battles, the player must not only deal with the boss, but also swarms of enemies that will spawn in.

There are some significant differences between the arcade and home versions of GunForce. This is evident in the length of the game, as the Console version has a severely truncated gameplay experience, with an entire stage of the game being removed. The camera also behaves rather oddly, with the player being able to run into the edge, rather than being in the center which can lead to repeated death. These flaws and differences, makes for a less than enjoyable port.

GunForce II/GeoStorm – 1994 Arcade (Japan/World)

This follow up to the first GunForce is often seen as the predecessor to Metal Slug, the legendary military style shooter series from SNK and Nazca Corporation. In this release the player takes on another invading force, with the players taking the roles of Max and Lei. These soldiers must run and gun their way through 5 missions, where they will battle soliders, aliens and more as they make their way through a post-apocalyptic setting.

To make this game stand out from the previous title, the player dual wields weapons being able to cover two of the eight directions that players can fire in. As the player moves, they will encounter endless streams of enemies, which will need the player to stay on their toes or they will die in seconds. Thankfully, the player can run, jump and climb across the different missions, with the player being able to use parts of the stages to their advantage.

At the end of each stage, the player will encounter large dangerous enemies, which will be able to easily destroy the player during the encounters with them. These battles will put the player in a dangerous position, where the player must destroy a weak point to take them down. There will also be sections that function like mid stage bosses, with the player needing to destroy large enemies in order to progress onto the next section.

Like the previous game, this title also includes weapon upgrades and vehicles that the player can find. The weapon upgrades will improve the main weapon that the player holds for a limited time, lasting until the ammo runs out or the player dies. Then there are the vehicles, which the player will be able to ride until they break down or reach a set point. The vehicles will change between stages, but all of them will have mounted weapons.

New to this game are female POWs that can be rescued by the player and medals to collect. For all of the medals and rescues that are successful, the player will gain bonuses at the end of a stage. When the player clears a stage, they will receive bonus points and at different medal milestones, the player will rank up, with 7 different rankings. Unlike the other games in this collection, this title will also loop indefinitely, allowing for massive scores to be achieved.

Now with the gameplay for each title covered, it is time to move onto the other aspects of this package, starting with the additional features of the package.

New Features – for this collection, there are two game modes for each game, with a casual and classic mode. In casual mode, players will be able to rewind gameplay, use cheats, make save states and modify the game settings. The classic mode however, gives players a single credit to get the best possible score they can, adding it to the rankings when it is over. This allows all players to have an experience that fits their own style of play.

Controls – the controls for all of the games in this collection are carried over very well, with no issues when it comes to lag or delay. It will be possible for players to adjust all of their inputs, allowing for a variety of controllers to be used when playing the game. It is also possible for players to play the game with a single Joy-Con, letting players enjoy the game with another player at home or on the go. I do recommend using an arcade stick for these games, for an authentic experience.

Difficulty – all of the games are pretty tough, as they were designed for players to pump coins into the machines when they were originally released. All of the games are super tough, pushing the players to the limits of their skills as they try to make it through the hail of bullets. Thankfully the arcade titles have the ability to implement unlimited credits, with multiple difficulty settings that can be set. For those who struggle, the cheats can help them make it to the end.

Presentation – all of the visuals and sound have been brought over well, with the feel being as close to original hardware as possible. This means that any slowdown or stutter present in the original will be there, which is especially evident in GeoStorm/GunForce II where the slowdown occurs early on. These games still look and sound good in motion, sadly the console version of GunForce falls flat. For those who want it, there are also filters and settings to change how the games look.

Final Thoughts – I enjoyed the first volume of the IREM collection, so I was pretty excited to get my hands on this as I was aware of the links to GunForce and Metal Slug. I jumped into this expecting a pretty basic set of games, but they were enjoyable and the action was pretty fast paced. However, I was a little disappointed with the SNES/SFC version of GunForce, as it felt incomplete and a rather low quality port. But the overall package was satisfying.

The additional features for casual/challenge game modes, filters and cheats was a nice choice, which makes it easy for players to get to the end of the games and make the most of the experiences. If you are a fan of run and gun titles, then this will be for you and makes it easy to recommend this game. It is a nice collection of classic titles, which are just as they were when originally released, just be aware that the slowdown is how they were made and not the emulation.

In the end, I give IREM Collection VOL. 2 a final score of 4/5. This is a good collection of action shooter titles, offering a nice selection of games, offering two good platform shooters and a vertical SHMUP, which will satisfy the needs of those who are looking for action packed shooters. If you want to check this release out for yourself, a link to each version of the title is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Shadow Corridor 2 – Nintendo Switch Review

Overview – developed by Space Onigiri Games and published by Regista, Shadow Corridor 2 is the next entry in the horror series focused on stealth, survival and escaping horrific apparitions. As Shigure, you find yourself in a mysterious world after attempting to end the misery and sadness by jumping from your apartment balcony. This version of the game is available exclusively for the Nintendo Switch, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Regista for providing the copy of Shadow Corridor 2 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. During the coverage, I will only be covering the core gameplay mechanics of the game. This is to prevent spoiling the experience for players. Also, please be aware that this game features graphic depictions of suicide, violence and domestic abuse, so if you are uncomfortable with this, check out the other content on the site. I also covered the first Shadow Corridor, which you can find (HERE).

Story – Shigure, who has been living a life of sadness wishes to end her life, jumping from the balcony of the apartment that she lives in. however, she finds herself in a mysterious coffee shop called the Dragon’s Whispers, tended by a man named Yakumo. The unusual barista informs her that she is in Ame no Yohira, an underworld filled with the corruption. Shigura must find Magatsukumari no Kami, the god of this underworld that has called her to this place.

Gameplay – like the first game, Shadow Corridor is a first person dungeon crawling horror game, placing the player in the underworld of Ame no Yohira. This underworld consists of randomly generated zones, each made up of multiple corridors, rooms and levels. While inside these areas, the goal is to locate Magatama, special beads that are filled with spiritual energy that make them glow. After collecting these Beads, the player must place them on a special alter to escape.

To help the player navigate the distortions of the underworld, a variety of items are available, including a cigarette lighter and Flashlight but these attract unwanted attention. Players can also find other items that are scattered throughout the halls, including keys to unlock doors and stones to use as markers. Players can also find souls within the dungeon levels that Shigure explores, which can be used in special shop points that can appear within the randomized layouts.

However, the player is not alone in these areas, as there are ghastly apparitions that roam the corridors. If these creatures locate the player, they will hunt them down and will only stop if the player hides, or they make contact and kill Shigure. For the player to be able to escape from the specters, they must find a spot to get out of the line of sight. This can be by hiding in a dark corner, behind objects and hiding inside spaces like cabinets until the creature leaves.

There are also defensive items that the player will be able to find and use. The most common of these is firecrackers, which can be used as a distraction for the enemy, as well as defeating them under certain circumstances. It is also possible to find special barrier talismans, to create safe spaces and even a gun if the player is lucky. But it is important to keep in mind, that the most important tool for survival is caution and stealth in the corridors.

When moving through the corridors, the player will make a medium amount of noise by simply walking. If they decide to run, they will be able to sprint for a limited amount of time, but at the cost of making a lot of noise and alert the monsters faster. The safest but slowest way to make it through the halls of the underworld is stealth, using crouch walking to produce the smallest amount of sound. This will take longer but provides a better chance at making it out alive.

The apparitions of the corridors will kill the player immediately, but those are not the only threat to Shigure. Within the boundaries of the corridors, insects, traps and the corruption of the environment itself can cause harm. When this happens, the health bar on screen will run down, with death occurring when it is empty. Thankfully, healing items can be found during exploration, which will vary in their restorative capabilities, but can be the difference between life and death.

If the player succeeds during their excursion or succumbs to horrors of the corridors, they will be returned to the home base of the Dragon’s Whiskers Coffee House. This is where the player will be able to prepare for their journey into the underworlds. Here is where players can equip special KARUTA Cards, which are cards that possess special abilities that can help Shigure succeed. The player starts of with a few cards and one slot, but more will be available over time.

These cards include providing a map that uses souls and a kit that gives the player items, making these cards an important factor in the success of the player. Then there is the coffee Menu, with a selection of drinks that players can select from. The player starts off with a basic cup of weak coffee, which provides a small soul collection benefit. But as the player collects coffee beans in the corridors, they will obtain new drinks that can be consumed and provide a greater benefit.

At the end of a successful run, the player will be given awards based on their performance, with these bonuses providing Magatama bonuses for players to use. The Magatama serve as a currency, allowing players to use them to buy new KARUTA cards to help them in the next exploration. Once a player has completed a stage, they will be able to move onto the next, or replay the stage to look for coffee beans, earn more Magatama and gain a better score/ranking.

Last to discuss is the general game feel. The game feels a little stiff compared to the previous game, with some issues with movement and the game itself. There are issues with the general performance, as the draw distance and rendering is very inconsistent. These flaws negatively affect the gameplay experience, due to being able to see items through walls, items not loading in correctly and some unfortunate loading lag which can be quite jarring.

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

Controls – the control layout is pretty easy to pick up, with the traditional twin stick first person movement style. There are action, crouch and run buttons on the face and shoulder/trigger buttons which are easy to use. Everything is laid out pretty well, making it easy for players to get into the action fairly quickly, with pop-ups to remind players of the buttons. The controls are comfortable to use, thankfully with little lag during play.

Difficulty – there are three different difficulty settings for this release, offering an experience for everyone that wants to give the game a try. These options are Beginner, Intermediate and Advanced. The lower difficulty allows stages to be cleared with only 3 Magatama, but the other two need 5 and the encounter rates with the Apparitions is increased. The challenge is clearable but can make it feel like players are fumbling in the dark, due to the random generation of dungeons.

Presentation – Visually, the game looks okay but has some sadly glaring faults. The rendering on the Nintendo Switch system is very inconsistent, with assets popping in and out when just turning. This combined with awkwardly animated and rendered characters doesn’t help, as some it sadly makes the game look and feel a little cheap. The sound is well done, which is nice and the voice work is pretty good in contrast to the unfortunate visuals issues.

Final Thoughts – after playing the previous game in the Shadow Corridor series, this release excited me and appealed to me as a fan of Japanese horror. Sadly I found this to be a little disappointing. There are numerous graphical issues with the game, which are worse when playing the game in handheld mode. But they are less offensive when played on the big screen. I found things to be a little jittery too, with the occasional stutter during play due to the rendering troubles.

I am unsure if I can recommend this game at the minute, as the inconsistencies and difficulties of the game make it feel unpolished. I wanted to enjoy this game, as there is so much potential in Shadow Corridor 2, with the expanded narrative, KARUTA cards and the coffee menu systems. I hope that there is the chance for patches to be implemented to fix the issues, as right now it is a bit of an unpolished release that players may find difficult to play.

In the end, I give Shadow Corridor 2 a final score of 2.5/5. This is an unfortunately disappointing horror adventure, marred by issues with rendering and draw distance, which sadly spoil the potential for this to be a great experience. The building blocks are present, it just needs to be polished up a little more. If you wish to check this title out for yourself, a link to the game will be below.

Link to Nintendo Switch version (HERE)

Clock Tower: Rewind – Nintendo Switch Review

Overview – originally released by HUMAN Entertainment, Sunsoft and Capcom, with WayForward and Limited Run bringing it to modern platforms, the legendary cult Survival Horror officially comes west as Clock Tower: Rewind. As Jennifer Simpson, survive the horrors of the Barrows Mansion, called “the Clock Tower”, while being hunted by the hideous Scissorman. This title is available on all platforms, with a link to each game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank WayForward for providing the copy of Clock Tower: Rewind 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 all of the main gameplay aspects without spoiling any secrets, I will also be covering the package as a whole, with the new features and bonuses.

Story – Jennifer Simpson, an orphan from Granite Orphange was adopted alongside other girls named Laura, Anne and Lotte. The benefactor is a wealthy recluse named Simon Barrows, who lives in a mansion called the “Clock Tower”. Upon arrival at the mansion, Mary, the woman who brought the girls to the mansion leaves to meet with Mr. Barrows. After some time, Jennifer goes to investigate, but after hearing a scream, she returns to the main hall and the horror begins.

Gameplay – Clock Tower is a 2D point and click survival horror, where the player must guide Jennifer through the Barrows Mansion, investigating clues and collecting items. The player does not directly control Jennifer’s actions aside from walking left and right, using a cursor that will highlight points to be investigated. By clicking an area or item of interest, Jennifer will interact with it, causing dialogue to pop up or potentially triggering an event.

When the player finds an item that is deemed important, they will pick them up and add them to the inventory. These items will often be used to complete puzzles, or used as steps in the completion in a puzzle needed to progress. If the player lacks the item they need, they will be unable to progress often triggering an event that will punish the player. However, if the player does have the item in their inventory, they will be able to use it and get closer to escape.

Speaking of escape, as the player is trying to guide Jennifer through the mansion, they will encounter the murderous Scissorman. This deformed child-like monster will hunt Jennifer through the mansion, trying to kill her with his massive scissors. The arrival of this beast can often be signalled by a scene, showing the death of one of Jennifer’s companions. When the creature appears, Jennifer will be put into a panic state and they must escape.

During these events, the player must find a hiding place for Jennifer or trigger a defense event. When a chase occurs, if Jennifer is caught by the Scissorman, a struggle will occur and if the panic button is hit enough, Jennifer may escape. But if the player is trapped and unable to shake off the monster, Jennifer will die and suffer a DEAD END. These poor outcomes can also be caused by events in the mansion itself if poor choices are made.

DEAD END and Scissorman events aren’t the only scenes that can play out. While Jennifer makes her way through the Clock Tower mansion, she may witness the deaths of her companions, through drowning or being defenestrated. Jennifer can also be put into story changing situations, where the mysteries behind the horrors can be uncovered. These scenes can be horrific, further building the sense of tension and dread of the mansion.

When Jennifer is attempting to navigate the mansion or encounters a panic event, she will become tired as her stamina is drained. This is shown by the color behind her portrait changing from blue, to orange to red. When this happens, the chances of her tripping over during movement, or becoming a victim of the Scissorman increases. The only way to recover stamina is to allow Jennifer to sit and rest, with the color returning to blue after a time.

While Jennifer makes her way through the mansion, it will be possible for the choices made to trigger an ending scene. There is a total of nine possible endings that can be triggered in the game, when this happens, the player will be able to start the game again and aim for another. If the player completes a special set of requirements, they will be able to uncover the true ending for the game, but this must be done without any mistakes.

Upon completion of the game, the player will be able to start again with the intro cutscene, or just jump right in. The ending that has been achieved will appear in the endings tab, allowing players to tick them off during their time playing. Players may also make up to three saves per version of the game, as there are two distinct playable versions of Clock Tower to play. The Main one that fans will want to start with is the Original version.

Then we have REWIND, which is a special modified version of the game containing additional features, enhancements and content that was added to the PlayStation 1 version. These changes that have been added make for a different experience, providing players with a new challenge. Then we have the bonus content that has been added to the game, giving players a museum of content to peruse between attempts at surviving the horrors.

Inside the extra menu, there are image galleries of the box art, manuals and more for players to look over. Then there are the motion comics, which are unlocked during the course of the game. These story segments are fully voiced and bring the panels to life. Then we have the bonus interview with the director and creator of Clock Tower, Hifumi Kono, which is split into numerous chapters. There is more bonus material, but I do not wish to spoil it.

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

Controls – as Clock Tower is a point and click title, the controls are very simple to pick up and use. The thumbstick controls the cursor, the face buttons control the interaction, inventory and panic actions. The front shoulder buttons control Jennifer’s movements, allowing the player to quickly move and run in the desired direction. All of these inputs work well, providing an experience that it responsive and as enjoyable as possible.

Difficulty – there isn’t much of a real difficulty curve to this game, as most of the experience is completed via trial and error. It can be a little frustrating at times when trying to figure out puzzles, as players can find themselves going in circles. This is due to items that need to be activated hiding in plain sight, with the player often missing items needed to progress. But if players have some time and patience, they will be able to get through this horrific adventure.

Presentation – visually the crisp spritework of the Super Famicom has been brought over perfectly, with all digitised characters and settings looking as crisp as always. The haunting and tense atmosphere, alongside the oppressive and nerve shredding audio have been perfectly preserved. This is in tandem with emulation features, opening theme and motion comics that compliment the original game very well, bringing the whole package together.

Final Thoughts – the original Clock Tower coming to the west has been a long time coming. The Super Famicom version has been fanlated and shared since 2001, which made this game a cult favourite in the horror community for years. So when I was given the opportunity to check this game out, I immediately lept at the opportunity to get hands-on with this game. I had an excellent time with this official release, and the new/bonus content was a wonderful addition.

I will say that this game is not for everyone, because the point and click system will be a little slow at times, as well as the trial and error nature of play. But if you give it a shot, you will find a horror experience that will keep you on your toes. The narrative twists, turns and multiple endings enhance the experience, giving players a reason to return to the tower time and time again. If you are a fan of horror and want something different, this is definitely for you.

In the end, I give Clock Tower: Rewind a final score of 4.75/5. This is a legendary horror title that is well deserving of its cult classic status, with an experience that is still as tense as when it first released, with additional content that makes this the definitive way to enjoy Clock Tower. If you want to check this release for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Shadows of the Damned: Hella Remastered – Nintendo Switch Review

Overview – developed and published by Grasshopper Manufacture in collaborations with NetEase Games, Shadows of the Damned: Hella Remastered revives the cult classic from Suda51, Shinji Mikami and Akira Yamaoka. As Garcia Hotspur, take on the lord of the underworld during a quest to save his love Paula who has been kidnapped. This title is available on 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 NetEase Games for providing the copy of Shadows of the Damned: Hella Remastered that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, this title features sexual content, graphic violence and depictions of Suicide. If you are uncomfortable with any of these subjects or content, please click off this page and take a look at the other coverage that is available on the site.

Story – Garcia “G” Hotspur is a crass demon hunter, slaying hell spawn with his skull companion and former demon Johnson. After getting home from a hunt, he finds his lover Paula dead and he is attacked by demons. During this attack Fleming, the Lord of the Underworld appears and kidnaps Paula’s soul. Determined to reclaim his love that has been stolen from him, Garcia and Johnson traverse the depths of the underworld, laying waste to all in their path.

Gameplay – Shadows of the Damned is a third person action adventure, putting the player in the role of Garcia Hotspur, the foul mouthed demon hunter on a mission to save his love. In this horror styled adventure, travel through 5 acts, split into multiple chapters that span the depths of the Underworld. Each of the chapters progress in a linear fashion, with the player moving through hellish environments and battling Flemings demonic forces.

During exploration of the Underworld, the areas will be split into segments with gates separating them. Most of these gates will be unlocked just by eliminating the demonic threats in the area. However, there are special puzzle gates and baby gates, needing special requirements to be completed. Baby gates are the more common of the two, which require items to be fed to them like strawberries to open them up.

To battle the demons of hell, the player must use Johnson, the former demon who can transform into multiple weapons and serve as a light in the darkness. When moving around the different locations, Garcia will carry Johnson as a torch, illuminating the darkened passages of the underworld. Johnson in this form can also be used as a defensive weapon, allowing the player to knock back the demons, potentially destroying them if charged.

When Johnson is in his weapon form, he can use his bones as ammunition to kill the unholy armies of the underworld. The base weapon is the Boner, a revolver styled gun that fires single shots, dealing an average amount of damage to enemies. Then there is the Monocussioner, which is styled like a shotgun, dealing heavy damage up close to enemies. These two weapons are available from the start, being very useful in battle with the damned.

Weapons in this game have limited ammunition, with the chance to run out of bullets if the player is careless. But thankfully, there are ammo boxes that can be found in stages, extending the supply by a modest amount. If Garcia is in a pinch and low on ammo, Johnson can fire the Lightshot, a special concentrated light bullet that can stun normal enemies. When an enemy is stunned, the player can close in and deliver a gory coup de grace to them.

The demons will appear as the player makes their way through the stages, attacking relentlessly until they are taken down. But they are not the only threat to Garcia and Johnson during the quest to save Paula. The darkness will appear throughout the underworld, which will enshroud Garcia and hurt him if he is exposed to it for too long. The most common way of exorcising the darkness is by hitting a goats head with the Lightshot, but there are other ways.

There will be moments where the player must be in the darkness for extended periods of time. While exposed to the darkness, the player can solve puzzles, which will often involve shooting switches to open doors to progress. The player will need to travel through the darkness at points, which can be extremely dangerous and risk death. While in these areas, Garcia must consume human hearts to prevent his body from failing him.

The darkness can also empower demons, covering them in a layer of shadow and making them more deadly. To defeat these foes, the darkness must be expelled by hitting them with a Lightshot, allowing Garcia to kill them. Demons will also spawn from corpses while in the darkness, making for a hazardous situation that can lead to a quick death if the player is careless. The darkness does have benefits to it, as there is the chance for it to affect demons too.

When Garcia slays a demon, they have the chance to drop items that will be collected automatically. The most common item to drop are white gems, which will be added to Garcia’s bank and are used for the in game shops scattered through the underworld. In these shops, the player can purchase drinks which are the main form of healing lost health, with Hot Sake, Tequila and Absinthe available, providing varying amounts of recovery.

Red gems can also be found during the adventure, which are extremely important to progressing through the hells. These special blood red gems are used to upgrade Garcia’s weaponry and maximum health, with each subsequent upgrade giving the demon hunter more power. These gems can be bought from a special vendor, who will happily take the banked currency in exchange for these special, all powerful gems.

As the player makes their way through the Fleming’s domain, they will encounter powerful foes in challenging boss battles. These battles will lock the player in an arena, where they must dodge, dive and blast their way to survival in a multi-phase battle to the death. During these intense fights, the player must damage the weak point of the enemy until it breaks. If the player can successfully survive the encounter, they will be rewarded with a Blue gem

When a blue gem is collected, Garcia will attach it to Johnson, empowering him and unlocking new forms to be used in battle. These new forms are important to the quest to save Paula, as there will be stronger and increasingly deadly threats that will appear. These foes will require stronger weapons to defeat, like armored demons that need to be blown up, and the giant Hell Monkeys, which can only be annihilated by Johnson in his BIG BONER form.

But the game isn’t all bloody guts and gore, as there are special side scrolling shooter sections that appear during the adventure. These segments are in a colorful paper doll style, giving a brief reprieve from the crimson coated carnage. During the side scroller sections, the player can move all around the screen and aim/fire their weapon in a 180 degree arc. White gems will spawn in these stages and if players can collect them all, they will get a red gem bonus.

Last to discuss is the special remastered additions that have been implemented. In the Nintendo Switch release, the player can use gyro control aiming when looking down the sights. This grants players with the capability to fine tune their shots, which is useful for some areas as the aim can be a little wonky at times. Then there are the additional costumes, with new outfits and looks for Garcia that change how he looks during action and cutscenes.

Finally we have the implementation of New Game Plus. Once the game has been cleared, players can embark on the road trip through hell again. But this time they will carry over all of the items, upgrades and weapons that they had during the last run. Having access to the full arsenal of weaponry, upgrades and power boosts makes for a very fun time, offering higher replay value that the original release sadly lacked at the time.

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

Controls – there is a pretty easy to use control system in this release, with tutorials that teach the player how all of the mechanics work. It features a movement and aiming system that is similar to Resident Evil 4, with the camera trailing behind the player. The moment to moment action works well, with inputs being reactive and laid out in a comfortable way. The optional motion controls for aiming are also nicely implemented, allowing for more precision.

Difficulty – there are multiple difficulty options for this title, with an Easy, Normal and Hard setting that can be selected from the start of the game. If the player is able to clear the game, a Very Hard difficulty will be made available for the next attempt. In general the game is pretty challenging, with the boss battles being the hardest part of the game. But in general, aside from a few minor difficulty spikes, the experience is pretty solid and balanced.

Presentation – visually, the dark and menacing tone that the original release carries over well. The settings, enemy designs and the large scale bosses all look pretty good, with the most important elements of the lead characters looking the best. This release performs pretty well on the Nintendo Switch, with my experience suffering little in terms of frame drops or lag. The experience is pretty smooth when played in both Handheld and Docked play modes.

The sound design elevates the experience to something pretty special, created by Legendary Silent Hill composer, Akira Yamaoka. The score is heavy and atmospheric, with a sense of dread that permeates throughout. The main theme for the game is performed by British Punk Band, The Damned. There is English and Japanese voice over, featuring the talents of Steve Blum (Cowboy Bebop) and Paul Mercer (Resident Evil 4) in the English cast.

Final Thoughts – I had played Shadows of the Damned long ago, with some experience back when it first came out on Xbox 360, so I was very excited to get to grips with this remastered version of the game. I will say now, if you aren’t a fan of gross bloody violence, obscenity filled dialogue and dick jokes, this game may not be for you. There is that distinct SUDA51 style that is present throughout the game, with the subtle story details, character interactions and overall narrative all tied together well.

I did have a few minor hiccups during my time with the game, with a couple of glitches and a crash or two, but it didn’t sour my experience. I was fully invested in the game and narrative from start to finish, enjoying all of the intricate details that were present. So I have no issue whatsoever with recommending this game. If you played it when it first came out, you will probably have an even better experience with this new iteration, especially with the new game plus mode.  

In the end, I give Shadows of the Damned: Hella Remastered a final score of 4.5/5. This is a damned good trip to hell and back, with an engaging story, entertaining characters and jokes, challenging boss battles and an absolutely rocking soundtrack. This is the revival that Shadows of the Damned deserved. 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)

Link to Xbox version (HERE)

Link to Steam version (HERE)

REYNATIS – PlayStation 4 Review

Overview – developed by FuRyu in collaboration with Natsume Atari and published by NIS America, REYNATIS is a magical Action RPG set in a stylised recreation of modern day Shibuya Tokyo. Experience two sides of the night in Shibuya as the M.E.A. patrol the streets, cracking down on Illicit magic use and the Stray wizards, who just want to be free. 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 NIS America for providing the copy of REYNATIS that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will be omitting some details when discussing the gameplay. This is to prevent spoiling the story and surprises that I feel players should experience first-hand. I have also previously covered titles by FuRyu, which can be found (HERE). Also note, images used are provided via the REYNATIS press kit.

Story – In this world, there are those who can use magic and those who cannot. The wizard minority are seen as dangerous and feared by the public. Many wizards are forced to hide themselves and live in seclusion. In Shibuya, Tokyo, a voluntary night-time curfew is in place, set by the Criminal Magic Response Act, but it is seen as nothing but a formality that few follow. Marin Kirizumi has lived his life oppressed for being a wizard.

Believing in the words of his father, Marin Sets off to Shibuya to obtain the freedom he desires. When Sari Nishijima came into her magic, she chose to use her power for order, enforcing her own sense of justice to protect shibuya from illegal drugs that turn people into monsters. During the night Marin, who has been supressed against his will, and Sari, who supresses others to uphold justice cross paths in Shibuya.

Gameplay – REYNATIS is an action RPG, similar to previous titles by FuRyu, mixing exploration, dungeon crawling and fast paced hack and slash combat. The game plays out over multiple chapters, split between the two perspectives of the Stray Wizard Marin and M.E.A. operative Nishijima. Each chapter will have a core objective that needs to be completed before progressing, which can have multiple steps that need to be cleared to proceed.

Each of the chapters will have cutscenes and story dialogue that occur during play, giving further depth to the plot that unfolds during the game. These scenes will transition players into battles, new areas and into big boss battles with cinematic scenes. In the chapters, the player will be able to explore Shibuya, moving around as both characters. While exploring the city, the player will be able to interact with people and take on side quests.

During exploration, the player will encounter hostile forces in Shibuya, who will engage the player in battle. These enemies can be Rubrum addicts called “Damned”, anti-magic watchdogs and magical beasts called M. When one of these battles occurs, the player will enter battle in an enclosed arena, with the objective being to take down the target. While in combat, the player can use two distinct modes which are part of the “Hoodie System”.

Both the Marin and Nishijima have two modes that they can switch between, which are Supression and Liberation. In suppression mode, the player is unable to attack as their magic is sealed, but they have the ability to dodge enemy attacks. Then there is Liberation mode, which unlocks their abilities and allows them to take down their foes in quick, often brutal fashion. Effective use of these two modes is important, as the characters have limited Magic power.

As the player progresses through the story, additional characters will join the player party to assist in combat and push the narrative forward. While in the party, the characters can be freely switched while exploring, but during battle there are some restrictions. During a battle, there is a cooldown between character switches and they will stay in battle for a short time, which adds some strategy to party combat. If a character is taken down, the next will be tagged in.

While in combat, the player has access to a standard combo string, comprised of multiple successive attacks. Then there are the Wizart attacks, which are two special powers that can deal tremendous amounts of damage to foes. Player characters have two Wizart attacks as standard, which are unlocked at set points. Additional Wizart attacks and special Wizart abilities can be obtained, which are activated through graffiti that is on the walls of Shibuya.

In battles, the player has a magic meter which will deplete when in Liberation mode, with each attack using up this precious resource. When the magic power has been used up, the player will be forced into Suppression mode. While in this vulnerable position, the player will be unable to attack, but it will be possible to dodge and avoid enemy strikes. In this state, a marker can appear when enemies attack, allowing players to dodge and gain magical power.

By using this magical absorption, the player can fully max out the magical power meter and cause it to glow. When this occurs, the player will be able to unleash a Liberation Burst, dealing damage to surrounding enemies and quickly closing in to eliminate the target. This can be very useful against powerful foes, but some enemies have attacks that cannot be absorbed, slowing down the charge of and release of a Liberation burst during battle.

All characters have an ultimate attack, called a Final Menace. This cinematic ultimate attack is used by filling a diamond shaped icon that is on screen, which is accomplished by dealing damage to enemies. If the player is in a pinch, this devastating power can be used as a desperation move, especially if the character is close to death. Effective use of all Wizart skills, Liberation Bursts and Final Menace can make the most imposing foes more manageable.

When a battle has ended, the player will be graded with a score and a rating out of 5 stars. The higher the star rating the better the experience boost they get, with bonuses given for good performance. When a character gains enough EXP points, they will level up and their stats will increase, making them stronger. They will also earn upgrade points, which can be used to power-up the Wizart skills, increasing their power and strength in battles.

In and out of battle, the player will be able to heal any damage they have taken, using food resources to help recover lost vitality. The player is able to heal by using items that have been purchased from shops, vending machines and as loot drops on the floor. Some care must be taken during and between battles, because there is always a chance for the party to get wiped. If this happens, the player can retry, flee or reload a save.

Out of combat in Shibuya, the player will be returned to the point the battle started. But it is important to be aware of your surroundings, as there is a danger to Stray Wizards that become liberated in Shibuya. If the public sees a Stray Liberated, a countdown will appear in screen. If this counter reaches 1, the M.E.A. will appear and eliminate the player. To prevent the M.E.A. from appearing, there are special safe zones that can be found to escape.

Scattered throughout Shibuya, there are fog gates which will transport the player to a mysterious world called Another. When the player enters this alternate world, the gameplay style changes and becomes a dungeon crawler. In these zones, the player can freely move around the area, but in this mysterious world monsters will spawn to battle the party. Successive battles against foes can occur here, so health management is important.

The last thing to discuss is the Malice and Stress systems, which can affect player progress. Malice is the animosity that the public has against Wizards, visualised by a purple miasma. This can be lowered by side quests, which will allow players to collect powerful Wizart when certain levels are met. The Wizart that can be found can also provide bonus EXP, extra money and even empower existing arts, so it is important to lower Malice in Shibuya.

Then there is stress, which is accumulated through conversations with the public, being seen when liberated as a Stray and other activities. When stress builds for a character, they will gain a boost to power but at a reduction of defensive power. If stress is maxed out, the character will be forced into Liberation mode, which is especially dangerous for Strays. To effectively reduce stress, the player can purchase items from vending machines to manage stress.

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

Controls – there is a fairly easy to use control system for this release, using a traditional twin stick control system for movement which is comfortable and effective. The face buttons and shoulder buttons are for attacks, skills, mode change and dodge/magic absorption. All of the inputs work very well and the game is comfortable to play, but due to the fast paced combat, the camera may struggle to keep up.  Thankfully, there is a lock on system using the R3 input.

Difficulty – this title feels rather well balanced in the difficulty department, as there is a steady increase in challenge as the player progresses. There are some instances where the difficulty may spike for a time, most notably against bosses and new enemies. But it is fairly easy to adapt to these enemies and players can even grind experience. There are also generous save points throughout Shibuya and Another, which help with challenging areas.

Presentation – visually, this title looks gorgeous, with an anime style to the visuals and the detail that is put into the recreation of Shibuya. There are some minor issues with frame rate, causing occasional blips when the picking up items, entering/leaving battle and when transitioning between areas. This may be due to the hardware limits of the base PS4 model, so if using a PS4 pro or even a PlayStation 5 system, the experience may be much smoother.

Thankfully, the frame drops and freezes don’t occur during combat itself, which means these inconsistencies don’t negatively impact the gameplay experience. The cinematics are all animated well, with the scenes being extremely pleasing to the eye. The soundtrack is excellent, with music and sounds that tie the whole experience together, topped off with voice work that is clean and gives additional depth to the characters portrayed in game.

Final Thoughts – I have played a few different FuRyu titles, so getting the opportunity to check this game out really excited me. I went into it hoping for a fun and exciting hack ‘n’ slash RPG, which this title delivered in spades. The story really pulled me in, making me want to keep going and see what happened next, especially with the dichotomy of the twin protagonists. The detail that was added to Shibuya really enhanced my enjoyment, there is even a Burger King!

There is so much to enjoy in this game, with the main story, side quests and the dungeon crawling offering a tremendous amount of content. Players can even engage in text chats between characters, which adds more life to the game world. I have absolutely no issue recommending this game, especially to those who enjoys Action RPGs, as this is a solid experience that is worth the effort. Just be aware, there may be some performance blips on base PS4 consoles.

In the end, I give REYNATIS a final score of 4/5. This is an excellent hack ‘n’ slash action RPG, offering an engaging story with an interesting premise of twin protagonists. The combat flows like water, with flashy combos that have both style and substance, all wrapped in a fantastically stylised recreation of an iconic Japanese city and mysterious other world. 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)

Moe Waifu H BlockBlast – PlayStation 4 Review

Overview – developed by Yume Game Studio and published by Eastasiasoft, Moe Waifu H BlockBlast is the latest in the cutesy anime girl puzzle series, this time with a break out theme. Play through 15 whole stages, with 5 girls to “woo” with your brick breaking prowess as you make it through the game. This title is available for the PlayStation Worldwide and exclusively in Japan for the 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 Moe Waifu H BlockBlast 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. There is no story for this release, so I will be going straight intro discussing the gameplay. There is also no sexual material aside from some suggestive swim suits, contrary to what the title may imply.

Gameplay – this is a rather simple puzzle game, taking the traditional Breakout or Arkanoid style of gameplay and applying anime girls to it. The gameplay loop consists of using a paddle at the bottom of the screen, to bounce a ball and break the blocks on screen without it touching the bottom. When all on screen blocks have been cleared, the stage will be completed. After clearing a stage, players will be awarded points and the next level will open up.

There are 5 girls that appear in the game, with each of them having three stages to challenge. The game progresses in a linear way, where each girl must be cleared in order to unlock the next. As the player makes their way through each girls challenge, they will appear in skimpier outfits, with the last one being what appears to be a swimsuit. All of the outfits that have been unlocked can be viewed in the gallery, letting players see the full image of the girl.

The moment to moment action of the brick breaking is rather cumbersome, bordering on frustrating as the game fails at having any real momentum during play. Where the games that came before this had fast movement, straight lines and predictable ball patterns, this title has none of that. The ball momentum is slow and it moves in an arc, with any speed that is build up being lost almost immediately. This grinds the standard gameplay to a halt.

In what seems to be an attempt to remedy this situation, there are power-ups that make the game function closer to what players would expect. These include a fire power, which immediately goes through any block clearing them away immediately, as well as a lightning bolt, that speeds the ball up considerably. The items make the action flow better, but due to the inconsistent ball physics, this can lead to the ball getting lost in seconds.

Sadly there are some power-ups that feel rather redundant, give the inconsistent way that the game plays. There is a multi-ball that lets an additional ball be launched, along with a rocket blaster that sends out automated shots. These don’t really do much for the gameplay, aside from multi-ball being useful as an extra life. Speaking of extra lives, the player is limited to 3 when starting each level, but more can be collected during a stage as all items are random.

This game seems to lack the polish that other games in the brick breaker genre have, which makes it feel tedious to play. The paddle only has one speed, which is neither slow nor fast and adding nothing to the experience. There is also a timer that ticks down during each stage, adding unnecessary challenge to the game and further frustration. This is made worse by the stage layouts, as there are unbreakable bricks which can only be broken by fire or lightning balls.

In general, this game doesn’t appear to have any of the quality or replay value of other games out there. Lacking any leaderboards for score, coins that aren’t used for anything and with only 15 stages it can be done in an hour. There are trophies in the PlayStation version, but they can all be collected by just playing the game once, with the platinum for clearing all of them. There is a gallery and jukebox, but they don’t give any further depth to the shallow experience.

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

Controls – there is not much that can be said about the controls for this game, they are incredibly simple with the D-pad or thumbstick moving the paddle and the x button launching the ball. It works, but while you are playing with one hand, you can eat a sandwich, smoke a cigarette and answer a phone call. The menus require more buttons, but that doesn’t really make for an engaging use of the Dual Shock 4 controller during the gameplay experience.

Difficulty – the game is frustrating more than difficult, as the inconsistencies of the ball mechanics, the lack of real momentum and the baffling inclusion of a timer just make it a bore to play. The real challenge of the game is wanting to keep going, as there is no real incentive for players to get to the end of the short 15 stages, aside from the platinum trophy. It feels more like luck rather than skill when a stage is cleared, due to the ridiculous layouts in later stages.

Presentation – visually the game looks pleasant with the 5 different girls, their outfits and their backgrounds all being fairly nice to look at. But there isn’t much substance for all that style, as it has the presentation of a flash game just with sharper visuals. Thankfully, there is no issue with lag or frame drops which is good. The music is okay but it feels generic, which is understandable for a budget game, but other sounds are cheap and become irritating very quickly.

Final Thoughts – I am an enjoyer of the brick breaker, with my favorites being Arkanoid and Alleyway, so I went into this excited for more brick breaker goodness. Sadly, I was disappointed for the vast majority of my time playing, due to the short length, inconsistent gameplay and lack of replay value. The game feels like a chore to play, with the frustrations of what feels like luck determining if I am successful or not, along with the annoying sound effects.

I did not have a great experience with this game as it doesn’t feel right at all, the ball physics feel wrong, the lack of adjustable speed for the paddle is bad and it just isn’t fun. There isn’t any real engagement with the game, not even a giggle or sigh from the girls when playing. Due to being able to play this with one hand, you could probably scroll TikTok as you play so you don’t fall asleep. I can’t really recommend this game unless you are desperate for another platinum trophy.

In the end, I give Moe Waifu H BlockBlast a final score of 2/5. This is a disappointing and fairly boring brick breaker, with a lack of any real depth, challenge or fun to be had. The short length of only 15 stages could have been a benefit, if there was any reason to replay the stages. If you want to check this game out for yourself, a link to each version of the game is below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE) – Japan only

LUNA-3X “Even if the world ends, we will be here” – Nintendo Switch Review

Overview – developed by PygmyStudio in collaboration with Lunatan Production Committee and published by Red Art Games, LUNA-3X “Even if the world ends, we will be here”, is a cutesy rhythm action adventure all about saving cute critters from a coming disaster. As Luna and Jonah, work together to save the critters with the power of the rhythm. This title is available exclusively on the Nintendo Switch, with a link to 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 Luna-3X “Even if the world ends, we will be here” 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 introductiosn out of the way, let’s get into the review, starting off with the story. I will be referring to this title using the shortened name of Luna-3X, for the sake of brevity.

Story – long ago, in the city of water a mechanical giant lived among the people. One day, the giant discovered a stone that made water burn, called the “Hadouseki”. This stone brought free energy to the city of water, but led to the air becoming polluted. A solution was found, called the “wave of love” to make the air pure again. Through a combination of the two, balance was restored, but this wasn’t to last as a cataclysmic event was on its way.

Gameplay – Luna-3X is a rhythm action adventure, consisting of 8 worlds, split into 3 stages each for players to challenge. The mechanical giant Luna uses a fishing rod to lower Jonah into ravine, where the young boy lures the critters in with his tambourine. To do this, the player controls Luna and Jonah, who must work together to capture and rescue the beasties. But players need to make haste, as there is a time limit applied to all of the stages.

During the stages, Jonah will hang from the line, shown by Luna in the corner of the screen and hit his tambourine to attract the critters. This is achieved by tapping the button in time with an on screen marker, which will drop notes. If the notes touch the critters that have a note bubble, they will jump at Jonah and cling to him ready to be rescued. If the player can chain a combo together, FEVER will activate to rapidly collect critters.

When the player is ready to return to the surface, the player can reel Jonah in with Luna. But great care must be taken to achieve success with each rescue, as the player must navigate hazards as they head back up. As there will be wind that can occur, potentially causing Jonah to swing way too far if the player isn’t careful. If the player hits the sides of the ravine, or ledges that stick out too much the critters can fall off meaning they won’t be counted.

The ravines and ledges aren’t the only obstacle, as different hazards will be featured in each world. One threat a giant fish that jumps out of the water, eating all the critters that Jonah is holding onto. The dangers posed by the stage hazards can make stages more challenging, especially with the stage time limit. Which can leave the player with little time to save more critters, but there are time bonuses that appear to give those a chance if they wish to risk it.

To clear a stage, the player must collect the required critters that appear on the screen before starting. When all five of these beasties have been rescued the stage will be cleared. It is not necessary for all 5 critters to be rescued in the same attempt, as those rescued are added to a check list. This is very helpful, as the appearance rate of creatures is random during each attempt, as well as the risk of losing them while reeling Jonah in.

When a stage is cleared, the player will receive points for successful rescues, with the first time giving a higher point bonus. Alongside the needed critters, there will also be special bonus critters that can be rescued, with some being scarcer than others. Plants can also react to the tambourine and jump out at Jonah, allowing him to capture them. Each stage has 3 bonus critters and plants to check off, adding replay value to stages after clearing them.

During stages, Jonah’s friend Nene can appear to cheer the player on, with the word LUCKY often showing up in tandem with her. When LUCKY appears, the player will be able to activate FEVER mode easier, speeding up the critter rescue. The last part of gameplay to cover is the Dress up system. By completing challenges or by purchasing them in the shop with points, costumes can be unlocked and applied to Jonah, providing a variety of bonuses.

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

Controls – this title has two distinct modes of play, with the main one being gyro control. When connected to a TV or in table top mode, the player must tilt the controller or left Joy-con to move Luna’s Rod. If playing in handheld mode, the player can use the thumbstick to control the rod. Both control methods use the L shoulder button to raise Jonah and the A button to hit the Tambourine. Both control systems work well, but the Gyro controls are harder to use.

Difficulty – it is difficult to judge the difficulty of this game, as it can be vastly affected by the control type the player is using. It was more difficult with the gyro controls compared to handheld control, but this may be different from player to player. There are difficulty spikes with the hazards, but they can be adapted to fairly quickly. It is also possible to play the game two player, with one controlling Luna and the other Jonah, this may change alter the difficulty.

Presentation – visually the game is adorable, with the designs for the characters and critters having a super cutesy look to them. This style gives the game a whimsical feel, making the challenges feel less daunting than they otherwise may be. The game performs very well, with zero issues in terms of frame rate or lag during play. The sound is very good, with distinct sounds for the critters and a musical number that is quite pleasing to the ear.

Final Thoughts – when I first saw this game, I was not sure what to think but the cutesy look really attracted me to it. At the start, I didn’t quite get the game, but after a while it all just fell into place and I had a lot of fun with it. I found that the difficulty of the game did spike at times, with the hazards in some of the worlds being a little frustrating. However, I found myself wanting to give it one more try and pushing through to the end.

There is a lot of fun to be had with this game, the story is simple yet I found myself wanting to see what happens. Personally, the handheld experience was much more enjoyable than it was when playing on the big screen, which is due to the inability to disable motion controls. But overall this is a fun game, with an enjoyable gameplay loop and cute characters that I can easily recommend, especially for those who enjoy cosy games and family game nights.

In the end, I give Luna-3X “Even if the world ends, we will be here”, a final score of 4/5. This is a fun and enjoyable rhythm action adventure, with a vibrant world, cute sprites and lots of replay value on offer. It isn’t the longest game and it can be a bit difficult in places, but is worth the time and money. If you want to check this game out for yourself, a link to get it is below.

Link to Nintendo Switch version (HERE)

Marble Maid 2: The NEGAtive Levels – Steam Preview

Hello! Today I have a special piece for you to check out, courtesy of our friends over at Shady Corner Games. I was given access to their upcoming title Marble Maid 2: The Negative Levels, which is currently scheduled to release in the near future. This title is coming exclusively to the PC, offering a higher level of challenge than their previous release, Marble Maid, which I previously reviewed on the Nintendo Switch (HERE) for you to check out.

This is a follow up that acts as a prequel to the previous game, setting players in the role of the Nega-Maid, who was the antagonist in the first title. In this entry, the player is trapped in the basement of the manor, with the Dust bunnies and the Bun Babes. Her goal is to defeat the Bun Babes and capture all of the Dust Bunnies, allowing her to unleash them upon the manor above and cause chaos.

In this preview, I will be going over the core mechanics of the game, giving my experience and some thoughts on my time with the game. This will be spoiler free for the surprises, bonuses and extra content that is included in the game. So let’s get started with talking about the gameplay.

PLEASE NOTE: This is an adult title, featuring explicit content of 18+ characters in fantasy settings engaging in consensual acts. This content is for those of 18 years or older, if you are under the age limit or find sexual content uncomfortable, please leave this page and check out the other content available on this site.

Gameplay – Marble Maid 2: the Negative Levels, uses a ball rolling style of play reminiscent of the Monkey Ball series. The premise of the game is pretty simple, clear each of the stages by capturing the dust bunnies that are infesting the dungeon below. To achieve this objective, the player is able to roll, bounce and dash as the Nega-Maid through the different settings that make up the basement dungeon, with many secrets to uncover along the way.

The game itself is split into worlds that contain 9 standard stages and a boss battle, with the objective of the game being to clear all of the worlds. In each of the stages, the player must get to the goal after collecting Dust Bunnies, with a minimum of 3 out of the 5 in each level needed. But that isn’t the only challenge that players will face in these stages. Each of the worlds are accessible via the Hub world, which players can explore freely and practice their skills.

Within the stages, there will be hazards that will “kill” the player if contact is made. The most common ones are spikes, which kill on contact, along with rolling obstacles and pitfalls that will cause the maid to fall out of bounds. It is also possible to just fall off the stage and go out of bounds, causing the player to earn a miss. When this happens, the player will be sent to the start point, or if a dust bunny has been captured the player will respawn there.

Each stage has a time limit, with some being tighter than others. This is the main thing that players must take into account when tackling the stages. To help players get to the end of a stage, there can be hourglasses scattered in stages, with small ones offering 7 seconds, with large ones providing 15. These can be critical to success with a stage, as running out of time will lead to a game over, making the player start the stage from the beginning.

New to this game are elemental powers, which are available from the start and can be harnessed in order to overcome obstacles. These powers are the flame, which can cross lava and protect from explosions, alongside the electric spark which can stun dust bunnies and use power lines. These powers also affect movement speed, with the fire being slower and the electricity being faster when compared to standard movement. Efficient use of these powers can make harder sections much more manageable

At the end of a world, the player will face a Bun Babe Boss, who will trap the player in an arena. The Bun needs to be defeated before the player can proceed, which is accomplished by pushing them out of bounds. The Bun Babes can attack the player with a variety of abilities, as well as push them off the stage. if the player is defeated before the boss is taken down, they will be sent back to the start of the battle, if they have been beaten the dust bunnies will appear to open the goal.

Like the previous game, when the player clears stages, collects dust bunnies and completes special objectives, new content will be made available. These can be found in the main hub world, where the player can view a gallery of adult images featuring the characters in various compromising situations. There is also a special Bun Book, where special dust bunnies that have been captured in stages will appear, detailing their name, age and some details about them.

There are many more secrets and bonus content that this game contains, but I do not want to spoil the surprise for players, so I will be leaving some of those details out. Now onto the general game feel when playing Marble Maid 2, starting with the controls.

Controls – there is a generally solid feel to the controls of this title, with movement that works very well, but can feel slippery when trying to perform precise movements. This may be due to the controller I was using, but as a whole the game works very well. There is the option for mouse and keyboard or Controller Inputs, which provide a flexible way to play the game and the inputs are laid out well. However, for the best experience it is recommended to use a controller.

Difficulty – this is a much more challenging experience compared to the previous release, which is the only real issue that I had with game. The most challenging aspect of the general difficulty is the time limits of a stage, which can be extremely tight in some stages, especially those with water. But there are also some stages that have a dark theme to them, which can be difficult to see where you are going. This is caused by low screen brightness, so you may need to adjust your screen settings.

Presentation – Marble Maid carries over the cutesy style from the previous game, which carries over to the characters and vibrant settings, giving the experience a stylized look. The 2D art featured is drawn by Gingy Kitten, who gives the experience an additional layer of cuteness with the work that she does. The music is thematically fitting and enhances the visual presentation. There is also voice work from the talented KumBomb and Voice of Midnight featured in this title.

Final Thoughts – Having played the previous Marble Maid title, I went into this expecting more of the same, but boy was I in for a surprise. The overall challenge of the game was significantly higher than I expected, with the new stage layouts, hazards and game mechanics really knocked it up a notch. There were some parts that need a little more polish, like the collision with edges when in water stages, but overall it is a very satisfying game to play.

I very much enjoyed my time with this game, I have only just scratched the surface of the game when it comes to the secrets, but I plan to return to it and get them all. This title is coming soon and I look forward to others getting to grips with this game. However, it will test your endurance and skills as it can be really tough in some sections. But for fans of the first marble maid game, this will be right up your alley, as it elevates everything that was established in the first game.

In the end, Marble Maid 2: The Negative Levels is something that fans of the first game and those who love adult games with substance must play. It is a fun and challenging experience that will push your skills to the test, rewarding those who really go for it with optional harder challenges, a gallery of spicy content and lots of secrets to discover.

Please be aware, this is the only trailer currently available, Marble Maid 2 starts at 1:17

If you are interested in this game, you can wishlist it on Steam (HERE), you can also check out the official Shady Corner website (HERE) as well as the official SNS page for them (HERE) where they post updates about games, share previews and more.

Turbo Sliders Unlimited – Steam Review

Overview – developed and published by Antti Mannisto, Turbo Sliders Unlimited is a motorsport racing title, inspired by classic top-down racing games from the early days of racing. Take on 20 player races across a variety of tracks, along with a selection of bonus game modes and community driven creations, like cars and tracks. This title is available exclusively for PC through the Steam platform, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the developer for providing the copy of Turbo Sliders Unlimited 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 story to this title, so I will be going straight into discussing the gameplay. I will be going into the main gameplay elements, as there is so much content in this it would take a very long time to cover it all.

Gameplay – this title is an old school style arcade racer, inspired by the old top down racers of the past. There are two different gameplay modes, with the option for both single player and multiplayer gameplay experiences. This game is aimed at a general audience, offering a game for those who want a serious, casual or sandbox gameplay experience. There is also a big community focus with the game, with the ability to download and share community creations.

First to discuss is the single player gameplay content and general game experience. In the Single player mode, there is a full campaign available, with a variety of tracks to challenge. These race events are against AI opponents, with special events for players to take on. Each of these races have objectives to meet, with stars that can be earned for placements in races. To progress to the next race, the player needs at least 1 star to get to the next race.

The races will have set cars that can be used in the races, starting off with a balanced speedy car that is good for learning the ropes. The further the player gets into the campaign, the further that players get the more selectable options that will be available. There are four car types featured, with a rather basic design for each of them. These cars can be customized and modified, with customization packs that can be purchased in the steam store for a low price.

Then we have the time trials mini campaign, which is a selection of races that players must reach timed targets to gain stars. There is also a Hotlap mode, allowing players to race on tracks and set the best time over 5 laps. These challenges also have the option for ghosts, allowing the player to race against their own best times, giving a competitive element to it. For both Campaign and Time Trials, players can download player made packs, offering new offline content.

Players can also set up quick games, which act as mini cups of multiple single player events. Then there is custom game, where a session can be modified freely. This lets players change vehicles, game modes, AI control and more. These modes and the ability to make custom content is a good touch, as it allows players to be able to extend the gameplay themselves. This provides an almost endless amount of gameplay content, which is great to player retention.

There is also the option for local and online multiplayer, offering a whole suite of content types for players to enjoy. Players can challenge others on leaderboards, going for the best possible time on a worldwide leaderboard. Then there is local multiplayer, which allows for split screen play across a variety of modes like soccer, obstacle courses and more. Last is the online multiplayer, where players can connect to others globally and create custom games and servers.

Moving onto the general racing mechanics, which is where this game sadly falls apart, as there are some unfortunate issues. During races, there is an awkward feel to the way that cars move. As the title suggests, drifting is an important part of the racing experience. However, this does not work as well as one would expect. The cars feel stiff when trying to take corners, which makes it difficult to stay on the track, leading to going off road easily.

There is also a general lack of speed, as the momentum of the cars feels rather lacking. It doesn’t feel like the car is going at the pace that is implied, which can kill the momentum. Then we have the AI, which is one of the worst aspects of this game, as the CPU will either slam into the player, other cars or just stick to the road. This inconsistency in the way the offline CPU racers work sours the experience, creating something that isn’t as fun as it could be.

Last to discuss is the racing physics, which can negatively affect the racing experience. The cars feel like they don’t have any weight to them. This is most noticeable when cars flip over, spin out or get stuck on their sides when contact is made with the environment and other cars. These minor troubles also affect the player during races, as being knocked off the track or spun out leads to significant time loss, losing the position in the race quite easily.

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

Controls – the control system for this release is pretty easy to get to grips with, offering both controller support and keyboard inputs. There is also the ability to adjust the control layout, which can make it a little easier for players to play. However, there are no adjustments to controls that can be made to fix the feel of play, which is unfortunate. In general, the controls can feel like a battle between the player and the game itself.

Difficulty – the real difficulty of this title is in the CPU racers for the offline play, which makes it difficult to judge due to the AI inconsistencies. There is the ability to edit the difficulty of the AI when playing custom games, which can make it a little easier but doesn’t fix the issues. The difficulty of the game will likely lessen if the player puts a lot of time into the game, but I don’t feel the effort to get good at this game is worth the frustration.

Presentation – visually, the game looks fairly good for a small developer, with track designs, environments and vehicles that have a retro charm to them. The performance is stable and looks good at a range of quality settings, with no issues in terms of frame rate or slow down. The menus are pretty clean and easy to read, making them easy to navigate. The sound is good, with some decent menu music and effects that are quite cohesive.

Final Thoughts – I enjoy racing games, so I went into this with some high hopes, but sadly I was disappointed with my experience of Turbo Sliders Unlimited. There is a lot of content on offer in this title, but sadly the gameplay doesn’t live up to the potential that the game has. The handling of cars is inconsistent, with an inability to take most turns at a decent speed, needing to slow down to a crawl. This took me out of the experience, killing all momentum.

The poor AI and unbalanced physics of the game also soured any fun to be had, with the frustration of being hit by a CPU racer and getting flipped over being the worst of it. The amount of customization, the track builder and community content makes up or it a little, but the negatives unfortunately outweigh the positives. I am unsure if I can recommend this game to players, unless it is on sale as the overall quality of play doesn’t live up to the potential it has.

In the end, I give Turbo Sliders Unlimited a final score of 2/5. This is an unfortunately frustrating racing game, with all of the potential to be great, offering a lot of single player and community created content, but it sadly fails at providing a solid racing experience. if you do want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)