DreadOut: Remastered Collection – Nintendo Switch Review

Overview – developed by Digital Happiness and published by Soft Source Publishing, DreadOut: Remastered Collection is a double pack of two supernatural horror adventures. As Linda, survive the horrors of an abandoned ghost town in DreadOut, then in Keepers of the Dark, Linda is in the Mirror realm, banishing spirits from ghostly domains. This release is available on Nintendo Switch and PlayStation, with a Link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Evolve PR for providing the copy of DreadOut Remastered Collection, via the Terminals service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As this is a compilation title, I will be discussing the two games as their own sections, then the package as a whole. Both games share many of the mechanics and there is a lot of crossover between the games, so there will be some details that are repeated.

DreadOut

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

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

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

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

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

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

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

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

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

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

DreadOut: Keepers of the Dark

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In the end, I give DreadOut: Remastered Collection a final score of 4/5. This is a challenging and solid horror double pack, offering players an atmospheric experience, which uses Indonesian folklore and mythology to good effect. The combined package isn’t the longest, but there is plenty of content to enjoy at a solid price point. If you want to check this release out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Skautfold: Into the Fray – PlayStation 4 Review

Overview – developed by Pugware and Published by Red Art Games, Skautfold: Into the Fray is the next chapter in the eldritch horror adventure, set in an alternate version of Britannia. As Hito, a knight of the empire, explore the island of Portland and battle the rebellious Sons of Washington, who have made a pact with unknown cosmic entities. This version is available for all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Red Art Games for providing the copy of Skautfold into the Fray that was used for this piece, via the Keymailer Service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note I will only be covering the core aspects of the experience, as there are elements that I feel should be experienced by players first hand. I previously covered Skautfold: Usurper, which you can find (HERE).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to PlayStation version (HERE)

 Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Phantom Brave: The Lost Hero – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Phantom Brave: The Lost Hero is a brand new entry in the vibrant strategy RPG. In this adventure, join Marona, a young girl who has the power to communicate with phantoms, lost souls that wander the ocean world of Ivoire. This title is available on PlayStation, Nintendo Switch and the Steam service, 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 Phantom Brave: The Lost Hero 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. Please note, this review is for the base game only, as I do not have access to any DLC that is planned for release.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be covering the core aspects of the game, with some details about the new mechanics. But I will be keeping it brief in some areas, as I don’t want to spoil the surprises that this game has for players to experience. I have also covered the previous release in the series as part of the NIS Classic collection, which you can find (HERE). Note, assets used provided by NIS America press kits.

Story – Marona is a young girl, gifted with the power of a Chroma, one who can speak with phantoms. These are the spirits of those who have passed on, helping them and others with their problems. Accompanied by her friend, the Phantom Ash, she travels the ocean world of Ivoire, when a fleet of ghost ships attacks and separate them. After this, Marona washes up on Skullrock Island and encounters the Phantom Apricot, starting a whole new adventure.

Gameplay – this title is a strategy RPG, with the narrative taking place across multiple chapters. For this adventure, the player controls Marona, the protagonist and leader of the party, who takes residence on Skullrock Island. This territory belongs to the Argento Pirate Crew, who have been weakened in power, due to the disappearance of their captain. On this island, she meets the phantom of Apricot, the daughter of the missing Argento.

After this encounter, Apricot and Marona join forces, setting out to rebuild their territory, recruit new allies and hopefully locate Apricot’s father. To achieve their goals, the player must lead their party across the various islands of Ivoire, taking on monsters, pirates and other phantoms in battle. Between battle stages, there will be event scenes that push the story forward, with the player returning to the home base after the stage has been cleared.

Speaking of the home base, while at Skullrock Island, the player can access various facilities, including the ability to recruit phantoms. When Marona expands the party with Phantoms, they will be able to be summoned to the island, allowing them to be deployed in battles. Alongside their combat skills, the summoned phantoms will also bring their special skills to the island. These grant access to special facilities that can be used at the island.

These facilities include the standard merchant, skill unlocks for phantoms and a healing area to revive phantoms lost in battle. Then there are the more unique options for players, like the salvage, where players can fish for items and the Gadgets, where special equipment can be created to deploy in battle. Last is the Marina, a special facility operated by Apricot, where the player can create a pirate crew, providing the phantoms with special bonuses.  

As the player progresses through the story, new Phantoms will be available to summon, unlocking the different facilities mentioned above. New Phantoms and units will be added to Marona’s party during story sections, further expanding the cast of characters. These units must be summoned to Skullrock Island, as they will not be accessible if they are not part of the island. They will also be unavailable in combat if they are kept in reserve.

The phantoms in Marona’s party will often appear without any equipment, aside from those who join via the story. This means that the player will need to supply them with the items they need, which can be obtained from the Merchant. The equipment will have a level attributed to it, as well as unique stats that will affect the phantom that is holding them. Some objects provide special unique skills, like the watering can has a splash attack.

Moving onto battle, the combat plays out in a rather unique way, making it stand out from other titles within the genre.  At the start of a battle stage, the player will see the map, with enemies set out on the battlefield. Marona will be deployed from the start, making the first move at the beginning of the stage. This is where here special powers in battle come into play, as she must use her powers as a Chroma to give Phantoms a physical form.

Through her power of Confine, Marona can select objetcs on the field within range. These can be rocks, plants and even weapons that are on the ground. When Marona Confines a Phantom, they will be given effect boosts based on the object they possess. Phantoms on the field will have a limited number of turns to act called REMOVE, where they will leave upon expiration. A limited number of Phantoms can be Confined, adding to the strategy aspect.

When a Phantom is summoned, they will be added to the turn order, with their speed stat affecting when they can make their move. A unit with a faster speed stat can act sooner, with the slower units getting a lower priority. This system can lead to a back and forth of combat, with enemy and player units making their moves in a rather free-flowing manner. Marona can also use skills to make Phantoms last longer on the field, or be able to act faster.

During a confined Phantoms turn, they will be able to move freely within a set range, shown by a ring around the maximum movement space. They will also be able to use a variety of weapon related skills, which are affected by the item that they are equipped with. The various skills and attacks have their own range of effect, can deal attribute damage or have conditions for use. They may also be affected by class, giving them further flexibility.

As Phantoms and Marona battle the enemies, they will gain experience points, levelling them up when they hit set milestones. The rate for level increase varies from unit to unit, with many hidden factors that affect progression. In order to increase a unit’s level, the player will need to deploy them to the field, where they will gain experience when an enemy is defeated. This means that the support units, like healers can still improve away from combat.

However, confining Phantoms to objects isn’t the only thing that Marona (and the player) can do. In some stages there will be gadgets that appear, as well as Apricot having the ability to summon gadgets herself. These machines can have a phantom possess them through Confire, allowing for them to move and perform limited attacks with them. These include a cannon, which can deal devastating damage and even destroy elements of the stage.

The last of Marona’s special skills to cover is Confriend. This is her ultimate ability, where a Phantom will be able to Possess her for a short amount of time, providing her with enhanced strength for a limited time. During this state, Marona will change her appearance too, taking on aspects of the friend she has fused with, like gaining a pirate hat when fusing with Apricot. To activate this, the Confriend meter must be filled up in battle.

It is important not to be reckless in combat though, as player units can be downed in battle. When this happens, they will stay on the field until they are revived. But enemies can further attack them, destroying them entirely or they can send them off the map (explained further below). If all units are defeated, the battle will be lost and the player can retry or go back to the map. Any units that are completely defeated must be revived at Skullrock Island.

All of the skills and abilities for Marona and the Phantoms are important, as there will be obstacles and effects that will hinder the party in battle. On the battlefield, objects will not only have stat boosting properties but also special protection effects. These effects can make a unit invulnerable, give them increased resistance to damage and more. It is also possible for objects to block off access to parts of the map, with the object skill of “No Entry”.

The only way to get rid of these effects is to destroy the objects. This can be done in two ways, with the main one being to attack them with skills. But if the item has protection on it, then it will often be invulnerable to damage. When this occurs, the player must use a unit to either knock them off the map, or pick them up and throw them. This makes the object go out of bounds, showing a big O.B. icon on screen, destroying the object and the protection it provides.

The out of bounds system is very useful in general, as enemies can also be sent flying and will take damage when they go off the map. This can also affect the player party though, as they may be sent off the map and lose a chunk of health. A unit, either allied or enemy can be sent off the map when downed, which will instantly eliminate them. This will prevent them from being revived on the field, needing to be resurrected at the island if they are an allied unit.

At the end of a battle, the player will earn money (called B.O.R.) and Mana, with a portion of experience points being added to the juice bar (if set up). There is also an M.V.P. award that will be given to a unit, with the challenge being determined at the beginning of the stage. This can be most enemies defeated, lowest movement and most objects destroyed. These awards don’t give much in terms of rewards but are a fun addition to the gameplay loop.

The money, Mana and M.V.P. awards aren’t all that the players receive for clearing a stage, as there are additional item rewards that can be collected. These consist of items that have rarity and level attributed to them, with plants objects and even weapons. Then there are the Skill Scrolls, which will provide units with skills that can give them a boost. These are one time use items, making effective use of them very important for success in battle.

The last thing to discuss is the side quest system. As the player makes their way through the game, the ability to accept requests will be unlocked. These requests will have the player delivering items and battling set enemies, with varied rewards that can be good for rapid progress. There are many side challenges to take on, with more appearing as the story progresses, making for a good way to earn additional resources and items.

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

Controls – there is an easy to use control system with this game, with inputs that can be picked up quite quickly. There is a free camera that has been added, which gives more control for the player movement, as well as making it easier to judge distance. The player can also refer to an on screen guide, with all core inputs that will stay on screen. This system makes for an accessible experience, as there is also an in-depth control tutorial for players.

Difficulty – there is a fairly moderate escalation of difficulty with this game, with the challenge increasing alongside the player at the medium difficulty. But if the player wants a tougher or more lax experience, there are options for Easy and Hard to modify the challenge. For those who want to make the game even easier for themselves, they can spend a little time to grind, replaying earlier stages to level up and strengthen their party.

Presentation – this game is visually stunning, with vibrant locations and adorable character models for Marona and Apricot. The artwork used for event scenes and character portraits is beautiful, with that anime style charm that NIS games are known for. The visual performance is solid with the game, offering a smooth experience, with only a few blips here and in graphics mode. There is also a performance mode, at the cost of a little visual fidelity.

The sound is a treat for the ears, with wonderfully composed music that builds the atmosphere, giving depth to the world of Ivoire that the player explores. This music also has elements of traditional pirate themed sounds, further enhancing the adventure. The voice work for this entry has both English and Japanese voice over for dialogue, which players can choose between in settings. All of the events are fully voiced, rounding out the experience.

Final Thoughts – I have been a long-time fan of the RPG offerings from Nippon Ichi Software, which you can see from all of the games covered on the site. So I was very happy when I got the chance to cover this game. I was not disappointed with what I got to experience here, as the gameplay is expertly crafted, starting off strong and maintaining the quality throughout. I was fully invested in the narrative too, staying pulled in through all the twists and turns.

I have a deep appreciation for the world of Phantom Brave, as it takes the traditional strategy RPG mechanics and does something new with them. This gives players an experience that mixes fun, deep strategic combat and a story that is worth every second of gameplay. I can easily recommend this game to fans of NIS games, RPG players and those who want to dip their toes into the genre, as it is an excellent and well-rounded adventure.

In the end, I give Phantom Brave: The Lost Hero a final score of 5/5. This is an excellently crafted RPG adventure, with an engaging story, a charming cast of characters and a gameplay loop that is challenging yet fun. It has been many years since the last Phantom Brave release, and this has been well worth the long wait for fans. 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 Steam version (HERE)

Mika and the Witch’s Mountain – PlayStation 4 Review

Overview – developed and published by Chibig in collaboration with Nukefist, Mika and the Witch’s Mountain tells the story of a young witch on a big adventure. In this colourful adventure, Mika goes on a magical adventure around Mount Gaun, exploring the island, interacting with residents and delivering packages. This title has been released as a final gold 1.0 version now on all platforms, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Evolve PR for providing the copy of Mika and the Witch’s Mountain used for this piece, via the Terminals service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I have already covered the Nintendo Switch version of Mika and the Witch’s Mountain and the content update. So the contents of this review, will be very similar to that, which you can find (HERE). Please note, the images used here are from the official press kit.

Story – Mika is an apprentice witch, who has travelled to Mount Gaun to learn under Mistress Oligari, who lives at the top of the mountain. Upon meeting the elder witch, she is sent back down to the island below, breaking her broom in the process. After this set back, Mika meets up with Allegra, who is able to repair the broom. However, these basic repairs won’t get Mika to the summit, so she must find a way to earn enough to get a broom to get her there.

Gameplay – Mika and the Witch’s Mountain is an exploration adventure, where the player controls the young witch Mika, who must earn money to buy a new broom. To achieve this goal, Mika must get a job at the local delivery company, which serves all of Mount Gaun. As the new courier, Mika will deliver packages to the different residents, while also travelling across the beaches, coastal waters and open plains.

When Mika starts the new job, the player will be given an in-depth tutorial, teaching all the ins and outs of being a courier. The jobs will start off easy, with simple short distance trips, but as players progress, these jobs will become more challenging. These deliveries will have ratings based on performance, which affect the pay that Mika earns upon completion. The ratings are green for good, yellow for okay and red for bad.

The rating that Mika will earn can be affected in several ways, with three conditions that can apply to a task. These are “Fragile”, which means they will be damaged if the player is careless, with too much damage failing the delivery. Then there is “Keep Dry” these packages will get damaged by water, so dipping into the ocean waters will destroy the package. Last is “Time” where Mika must deliver the item as fast as possible, before it expires.

If the player is unfortunate enough to destroy the package, the delivery can be cancelled. When this happens, the package will respawn at the dispatch point, allowing the delivery to be attempted again. This feature gives players the chance to get all jobs done perfectly, earning the maximum amount for a successful delivery. Upon delivery of an item, the player will receive a mark on the delivery card, stamping the order as complete.

Some of the deliveries will lead to new tasks, where more items must be taken to other residents. these additional tasks, alongside the main deliveries push the story along, with each interaction revealing more about the island and its inhabitants. But that isn’t all, because when the card is filled, the day will be completed and Mika will receive her pay. Mika will be paid for all green stamps on her card, but not for yellow or red.

As each day on the island passes, Mika will be able to upgrade her broom by paying Allegra. This will help reach new places, perform new deliveries and be able to take advantage of the new areas. These upgrades include the ability to ride air currents, letting Mika reach higher places and access more of the map. This gives the progression system a nice and balanced feel, with the areas to explore gradually expanding over time with new characters appearing.

During the adventure, there will also be optional side missions to challenge, which will be located across the island. The most common is to find items for people, including bird eggs and lost kites that can be found on the island. These objectives are added to a special delivery card, which fills up as the player makes their way through the story. By completing this extra challenges, the player doesn’t gain any money, but they are satisfying to clear.

Then we have the special content that was added after the initial release of the game. These additions are two special minigames, that will be accessible after set points in the story. The first is save the kitties, where Mika must deliver food to kittens that are taking refuge in the town. Second, we have the Churro Express, where Mika can compete is special ring races around the island. The objective here is to deliver the Churros to the destination within a time limit.

During the course of the game, the player will also be given some choices that have the potential to impact the narrative. These are simple yes or no choices, which will pop up a few times during the course of the adventure. After the main story has been cleared, the game doesn’t end, as players will be able to return to play. During this post-game adventure, new secrets, special unlockables and more can be found while exploring the island.

The final element of the game to discuss is the collectable aspect of the adventure. throughout the island, the player can collect Napopo statues, which will be added to an on screen counter. These can be used to unlock new cosmetic items, like outfits that Mika can wear after unlocking them. Then there are special totems, which will provide Mika with new special effects for her broom. Last are the Gems, which can activate new areas of the map for exploration.

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

Controls – Mika and the Witch’s Mountain has a very comfortable control scheme, with intuitive and easy to control movements that are easy to pick up. The moment to moment action of flight is crafted expertly, with the movement flowing smoothly as Mika takes to the sky. All of the inputs are responsive, with the controls feeling comfortable in action with the Dualshock 4 controller. This makes for an experience that can be enjoyed by everyone.

Difficulty – there isn’t much in terms of difficulty, as the challenge is all based on how the player wants to tackle deliveries. If the player chooses to rush each delivery, they may seem tougher than they are. However, if the player decides to take their time, they will have an easier time getting those green stamps. The game also makes it hard to fail, as the deliveries can be reset, making this perfect for those who are looking for a calm cosy experience.

Presentation – the visuals for this release are stunning, with beautiful environments, animations and fantastic portrait art. These artistic choices give the game world a vibrant feel to it, pulling players into the adventure with ease. Then there is the sound, which further builds the atmosphere of Mount Gaun and the island, featuring compositions that perfectly fit all areas. Voice work is limited, but it doesn’t take away from the experience.

Final Thoughts – after playing the Nintendo Switch version of the game, I was satisfied with my experience. So when I was given the chance to play the PlayStation 4 version of the game, it was an easy decision for me. The experience on the different system was just as good, if not better than the handheld version of the game. There have been numerous improvements made, with the minor hiccups being cleaned up for a smoother, more polished experience.

I very much enjoyed my time revisiting the world of Mika and the Witch’s Mountain, as the story is one that may feel brief, but has a lot of depth to it. The world is full of vibrant locations to explore, with characters that are varied and charming to interact with. There can be some awkwardness when learning the controls, but after a while it falls into place and feels great to play. This is something that makes it a joy to return to multiple times.

The experience is well crafted, making it an easy recommendation, as I enjoyed every second of my revisit to the game. The minor inconsistencies that were present in my switch experience have been polished, with the new hardware that it has been ported to. You can feel the inspirations of the Studio Ghibli film, Kiki’s Delivery Service, which further elevates the experience on offer. This version is perfect for those looking for a cosy adventure, but lack the portable systems.

In the end, I give the PS4 version of Mika and the Witch’s Mountain a final score of 5/5. This is a truly magical adventure, with a story and cast of characters that elevate the experience, with a gameplay loop that is satisfying, which offers an experience that all players can enjoy. There is also talk of more content on the way for this game. If you want to check this release out for yourself, a link to all versions of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to Xbox version (HERE)

Softie – Steam Review

Overview – developed and published by Kristina Springer, Softie is a creepy but cute point-and-click adventure, about a little bear on a big adventure. In this adorable horror experience, guide the cuddly bear Softie to find their owner, exploring a mysterious and sinister house. This title is available exclusively for the PC, with a link to the game on steam at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the rep who provided the copy of Softie 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. The plot overview is relatively brief, so I will be combining it with the gameplay section. I will also be light on some details as I don’t want to spoil this rather short experience.

Gameplay – Softie is a relatively short horror adventure, where the player controls Softie, a teddy bear that comes to life in a dusty attic. This little bear has one objective, find his person and reunite with them. After interacting with the residents of the attic, softie finds himself in a cosy but unusual home filled with odd characters. As the player navigates the home, they will be able to engage with the residents of the home, collecting items and solving puzzles.

As softie makes their way through the home, there will be unexpected challenges to overcome. These include solving a diorama puzzle, helping a magnet man on the fridge and rebuilding a robot dog. In order to complete the different tasks, Softie has an inventory where objects that are collected can be found. The different items that are collected will be needed to solve puzzles. Once an item is used, it will disappear from Softie’s possession.

While wandering the house, speaking to residents and examining objects can give clues on how to proceed. If a roadblock occurs, the little bear can also push objects, moving them out of the way and opening a new path. Completing these tasks will open up new areas, allowing new places to be explored. However, as the player makes their way through the house, things aren’t as they seem with dangers lurking that can prevent softie from his reunion.

The player will encounter dangerous traps, like a cowboy with an itchy trigger finger. But there will also be odd creatures that call this place home, like a dog with the head of a Chihuahua sewn to it and robot sentries. These cybernetic security bots will float around, with human faces attached to them. If they spot the little bear, they will give chase and explode to kill him. In situations like this, Softie can play dead, avoiding the things that could stop his journey.

In some areas, the player will be chased or in a position where they have to keep moving. These segments can be tense and put a lot of pressure on the player, but thankfully, there is a very generous checkpoint system.  This saves progress whenever a task is completed or a room is entered. Last to mention are the hidden buttons, scattered throughout the house. There are 9 of these little things around for softie to find.

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

Controls – the entirety of Softie is controlled by the mouse, allowing players to move the little bear and interact with the world with ease. This system works well, giving the game an easy to pick up and play feel. To be aid the player in knowing what to do, the hand cursor will indicate what players can interact with. The action input is on the left mouse button and play dead on the right, allowing ease of use for players of all capabilities.

Difficulty – there isn’t a great deal of true difficulty with this title, as a point-and-click adventure. The real challenges come from the slightly cryptic puzzles, which can be a little confusing for players. It can be difficult to navigate some of the danger zones, alongside traps that can kill the player with ease. Luckily the game will create checkpoints after every action, puzzle completion and when entering rooms, making failure feel less punishing.

Presentation – there is a very distinct hand drawn style to the artwork for this adventure, inspired by the early 2000’s. This is shown by the various toys in the home, like references to Teksta the Robotic Puppy (Tekno in North America) and Furby dolls. These elements give the game a cutesy feel, which masks the sinister elements of the environment. The sound adds to the atmosphere well, with soft gentle music, that is cut through by more unsettling sound in areas.

Final Thoughts – when I saw Softie, I was intrigued by the concept and story, which made this title stand out to me. The aesthetic , look and environment is deceiving at the start, making it seem cute and cosy, but as the adventure progresses things take a sinister turn. This helps elevate the experience, giving players a unique horror adventure. The run time may be relatively brief, but there is a lot of enjoyment that players can get from it.

I had a good time playing this game, exploring the different areas, solving puzzles and interacting with the unusual characters. The experience is well crafted, with a solid story that really pulled at me, making me want to see the end. I am happy to recommend this release, as it is easy to play and accessible to all players, regardless of capability and hardware available. The price point is also very low, especially for the quality of experience on offer.

In the end, I give Softie a final score of 5/5. This is a short but satisfying horror adventure, which makes maximum use of the point-and-click style of gameplay. The atmosphere is crafted extremely well, enhanced by the settings characters and music, with all elements coming together to make an unsettling horror experience. If you want to check this title out for yourself, a link to the game will be below.

Link to Steam version (HERE)   

Best of 2024 Retrospective

Hello there! 2024 is almost over and it has been quite the year in gaming, with some ups and downs. There have been new entries in long running franchises, revivals of classic titles and indie game standouts, alongside some under baked and poorly received titles. I have played a lot of games for this site over the year, so in this retrospective of the past 12 months, I will be sharing the 10 games I have enjoyed the most this year.

This list is in no particular order, with the titles included being those that I enjoyed the most, or provided an experience that had a significant impact on me. There will be a brief summary of each game, along with a few personal thoughts and a link to my review for them.

So with that being said, let’s get into my best of 2024 list.

Ufouria: The Saga 2/Hebereke 2

Developer – Sunsoft/Tasto Alpha

Publisher – Red Art Games

In a brand new adventure set in a world of felted arts and crafts, the penguin Hebe and his friends set out to save their world. This adventure is a mix of sequel and reboot of the original 1991 release, taking aspects of the original and adding new mechanics to create a new experience. This adventure features an interconnected world, procedurally generated stages and metroidvania style progression. One of the defining features of this game is the distinct cast of characters.

Hebereke 2 is the first game in the series in 20 years, and the first platformer featuring the beanie wearing penguin in over 30 years. This is one of the best platforming outings of the year, offering players an easy to enjoy adventure. The plot to the game is entertaining, with some self-aware comedy that enhances the enjoyment. As a soft reboot/sequel to the original, this is perfect for those who are after a fun and adorable adventure.

Ufouria: The Saga 2/Hebereke 2 is available on Nintendo Switch, PlayStation 5, Xbox Series and Steam. You can find links to the game and my review (HERE)

Iron Meat

Developer – Retroware

Publisher – Retroware

In the distant future, an apocalyptic event causes the Earth and Moon to be overrun by “The Meat”, an extra-terrestrial organic mass that mutates all in its path. To save the world, two elite soldiers are dispatched on a suicide mission to destroy the alien matter. In this arcade style run and gun, with 9 stages of gore filled chaos. Pulling inspiration from Contra, the fluid platform shooting, hordes of enemies and giant UBER MEAT bosses make for a satisfying platform shooter.

This is a satisfying run and gun shooter, with a ton of content to unlock and wall to wall gore. There is a lot of fun to be had, alone or with a friend, taking on the alien organism that seeks to take over the earth. The gameplay experience scratches that ultraviolent itch, providing an arcade style shooter that feels like it is right out of the 90s. There is a meaty amount of gameplay to sink your teeth into, with challenges, unlockable skins and bonus modes.

Iron Meat is available now on all console platforms and Steam. You can find links to the game and my review (HERE)

Peglin

Developer – Red Nexus Games

Publisher – Blitworks Games

This is a peggle inspired roguelike puzzle adventure, where the players take the role of the Peglin, a little goblin on a big adventure. As the Brave Peglin, go on an adventure through different zones, taking on enemies in turn based puzzle combat. The roguelike element comes into play with the upgrades, powers and abilities that are obtained during a run. There is a mix of Peggle and Pachinko, where the player uses orbs to destroy pegs to deal damage to enemies.

The puzzle combat makes Peglin unique, giving it depth and allowing it to stand out among the other puzzlers in the genre. This isn’t the longest game, but the random elements will make each attempt feel different. It can also be a good entry level roguelike, with a balanced challenge and plenty of replay value. Anyone and everyone can pick this game up, but it may be tough to put down, making you say “just one more go”.

Peglin is available on Nintendo Switch and Steam. You can find links to the game and my review (HERE)

Rainbow Cotton

Developer – Success Corp (original)/KRINKLEKATZ 3000 (remaster)

Publisher – ININ Games

The last of the original run of Cotton Games, Rainbow Cotton takes the scrolling shooting series into 3D for the first time. Take on a new on rails adventure with the witch Cotton, accompanied by her companion, the fairy Silk. This shooter is reminiscent of games like Panzer Dragoon, with the player controlling the crosshair rather than Cotton as she flies into the screen. There are 5 worlds to explore, with vivid environments, wacky enemies and imposing bosses.

This title is a real tough challenge, which will really test the skills of the player. There is the option of Classic and Remaster modes, with restored audio and video. All of these elements make this the definitive version of Rainbow Cotton for fans and new players. This release caps off the original Cotton series, before the series was rebooted. There are some minor issues with the game, which can be off-putting but is worth it for fans of the series.

Rainbow Cotton is available on all Platforms. You can find links to the game and my review, (HERE)

Princess Maker 2 Regeneration

Developer – Gainax (original)/Bliss Brain, Monkey Craft (Remake)

Publisher – Bliss Brain

The cult childrearing simulation makes a triumphant return on modern consoles, with visuals reworked by original Gainax artist, Takami Akai. Bestowed as a gift of the gods, the hero of a faraway kingdom becomes the father of daughter from the heavens. The hero is tasked with raising the young Olive into adulthood, set her schedule for work, education or adventuring. But careful planning is needed, as all choices will affect the destiny of Olive.

There are many endings for the player to experience, offering a good amount of replay value in a relatively simple experience. The redrawn artwork and new content from Takami Akai, is for the 30th anniversary of the original release, celebrating the legacy of the game. Princess Maker 2 regeneration is a delightful childrearing sim, deserving of its cult status. The presentation, story twists and overall experience makes it perfect for cosy evenings.

Princess Maker 2 Regeneration is available for Nintendo Switch, Steam and PlayStation 4/5. Links to the game and my review can be found (HERE). Please note, the Playstation version of the game has some content censored out.

UNDER NIGHT IN-BIRTH II Sys:Celes

Developer – FRENCH-BREAD, Arc System Works

Publisher – Arc System Works

The popular anime fighter gets a brand new entry, following on from the events of the previous game, a whole new threat arises. With a base roster of 24 characters, alongside 3 DLC fighters, this 1-on-1 fighter provides fast paced combat and stunning visuals. The systems have been refined from the previous releases, providing smoother and more balanced gameplay. There is also a comprehensive suite of game modes, offering something for everyone.

This is a solid step up from the previous iterations, offering a deep fighting experience that is easy to pick up, but challenging to master. This is perfect for players looking for a new fighter, as this is not your typical button basher. The character designs have that distinct anime style, which is prevalent in games from FRENCH-BREAD. The expanded roster of fighters, enhanced moves and cinematic special attacks breathe new life into the series.

UNDER NIGHT IN-BIRTH II Sys:Celes is available for PlayStation 4/5, Nintendo Switch and Steam. Links to the game and the my review can be found (HERE)

Clock Tower: Rewind

Developer – Human Entertainment (Original)/ WayForward, Limited Run Games (Remaster)

Publisher – WayForward, Limited Run Games

One of the progenitors of the survival horror finally made an official western release. This legendary SNES point and click horror has been officially translated, with brand new materials and restored content. The player must survive the nightmare of the Barrows Mansion, investigating the different areas and solve puzzles, while avoiding the deadly Scissorman. Containing multiple endings, there is plenty for players to sink their teeth into.

The revival runs on the Carbon Engine, which works perfectly, allowing quality of life improvements to be made. This is alongside the new opening theme/animation, dubbed motion comics and a special interview with the creator of Clock Tower. All of these additions make this experience a must for fans of Clock Tower, who may have only been able to play a fan translation. It also keeps this game accessible for those who want to play it officially.

Clock Tower: Rewind is available on all platforms. Links to the game and my review can be found (HERE)

Shadows of the Damned: Hella Remastered

Developer – Grasshopper Manufacture

Publisher – NetEase Games

The darkly comic action adventure, wrapped in a grindhouse horror aesthetic from Suda51, Shinji Mikami and Akira Yamaoka has been revived from the dead. Take on the hordes of hell as Garcia Hotspur, the demon hunter who sets out to rescue his love Paula from the Lord of Hell. In this third person action shooter, take on the demonic horde, grotesque bosses and the darkness itself. All of this is wrapped in bloody violence, obscenity filled dialogue and the BIG BONER.

As a remaster, this hits all of the marks and provides a good experience. But it is elevated with a New Game Plus mode, special cosmetic items and enhanced controls. This makes for the best way to play the game, as it was previously only available on Xbox 360 and PlayStation 3. Now you can experience the hellish journey through hell at home or on the go. While getting a kick out of the dark humor, risqué imagery and plenty of dick jokes, if that’s your bag.

Shadows of the Damned: Hella Remastered is available on all platforms. Links to the game and my review can be found (HERE)

Mika and the Witch’s Mountain

Developer – Chibig, Nukefist

Publisher – Chibig

Embark on a journey to Mount Gaun as Mika, a young apprentice witch who wishes to learn under Mistress Olagari. She is sent from the summit to the island below and breaking her broom, now she must find a way back up the mountain. To achieve this goal, take on delivery challenges and interact with the residents of the island, earning money to fix her broom. Fly across the open island, taking in the landscape, delivering packages and making friends along the way.

This is a magical adventure, inspired by the classic Studio Ghibli film Kiki’s Delivery Service. Taking the concept of a delivery witch and translating it to gaming well, capturing the whimsy and magic perfectly. This is a cosy experience, perfect for those who want to lose themselves in an adventure. The developer is also working on new content, with their first mini expansion being a wonderful addition. Alongside more content planned for the future.

Mika and the Witch’s Mountain is available on Nintendo Switch and Steam. Links to the game and my review can be found (HERE)

Ys X: Nordics

Developer – Nihon Falcom

Publisher – NIS America

Set sail across Obelia Gulf in the latest mainline Ys title, taking place during the early years of Adol Christin’s adventures. This title completely reinvents the long running action RPG series, offering a whole new combat system, sailing mechanics and upgrade tree. The story can really pull you in, providing a narrative that is engaging throughout. This is enhanced by the dual protagonists, as you become attached to both during the adventure.

This is likely my best game of the year, and the best Ys game I have played. The combat is buttery smooth, with a reactive and satisfying snap during battle. Then we have the two playable characters, who replace the traditional party, giving it an entirely new feeling. The fast paced action, fun ship combat, massive world and expertly crafted narrative, all come together perfectly. I will definitely return to this game to relive the story time and time again.

Ys X: Nordics is available on PlayStation 4/5, Nintendo Switch and Steam. Links to the game and my review can be found (HERE). There will also be a special enhanced version of the game releasing in Japan in 2025, and I hope it will also be released to the west too.

So that wraps up my best of 2024 list. All of the games listed here are the ones I enjoyed the most during the last 12 months, with several games that sadly didn’t make the cut. I am thankful for everyone that has taken the time to check out my coverage, and I hope that you continue to stop by and see what I have coming in the future. There are plans for even more content to come in the next year, expanding more than just reviews and occasional news releases, so stay tuned.

From me to you, I wish you a Happy Holidays, Merry Christmas and a good 2025.

Ratyrinth – Nintendo Switch Review

Overview – developed by Solluco and published by Eastasiasoft, Ratyrinth is a minimalistic side-scrolling platformer that uses a monochromatic pixel art style. As a small rodent that has been separated from his family, go on an adventure through 80 stages filled with deadly, but cute enemies. This title is available on all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Ratyrinth 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 little in terms of plot for this release, so I will be going straight into covering the gameplay.

Gameplay – Ratyrith is a side scrolling platformer, utilizing a precision style of play. Over the course of 80 stages, the goal for each stage is to reach the end goal, avoiding enemies and hazards along the way. When the player reaches set points in the adventure, there will be transitions that give a little story to the game. To make it through each stage, the player can run, jump, climb and swim through the labyrinthine layouts.

During the early stages, the challenge will be simple, with spikes and some enemies to avoid to ease the player into the game. However, the further the player gets into adventure, new mechanics will be introduced to increase the challenge. These start relatively simple, with wall jumping and swimming, but become more challenging when trying to juggle climbing, avoiding enemies and falling hazards all at the same time.

There is a moderate escalation of complexity with the stages, offering an approachable and accessible precision platforming experience. During the adventure to reunite the little rat with his family, there will be tense chase sequences where the player is chased by a large enemy. These are more challenging than the other stages, as there is increased pressure on the player. But death during a stage isn’t as punishing as it may seem.

The little rat is rather fragile, as he will die from any contact with enemy attacks and hazards. When this happens, they will be sent back to the start of the stage, with no checkpoints in the stages. If the player gets stuck or they want to retry, they can press the reset button. Players can also quickly return to any stage previously cleared, replaying previously cleared stages to clear them faster. Sadly there isn’t an option to enable a timer for speedrunning.

Last to cover are the hidden stage elements. In some of the stages, the player will be able to find special items that provide new color palette. These hidden palettes give the black and white monochrome style a little color. There is also a little ghost looking guy, hidden in some areas of the game. When this guy appears, they will pop in and then disappear in a silly way. These little appearances are an extra little easter egge for players to find.

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

Controls – the control method for this release has an old-school feel to it, with only two inputs needed for jumping and resetting the stage. There is a satisfying snappy response to movement, platforming and underwater movement. This gives the game a fun retro feel to the game, complimenting the visuals on show. It is recommended to play this game using a controller with a comfortable D-Pad, as it gives greater precision with platforming.

Difficulty – there is a moderate difficulty curve in Ratyrinth, offering players a beatable precision platforming adventure. The quick retry and relatively short stage lengths, make death less of a setback than in other games of the genre. Some of the later stages can be a little hit and miss, due to multiple hazards being thrown at you that can be frustrating. However, with a little practice and persistence, all of the challenges can be overcome.

Presentation – this title has a very cute retro feel, with a simple pixel art style, reminiscent of games from the days of early PC gaming. The animations are fluid, with the bold cutesy sprites standing out against the black background. The unlockable color palettes are a nice touch, with soft grey, pastel orange and watercolour blue to obtain. The sound for this adventure brings the experience together well, with chiptune music and effects that feel right.

Final Thoughts – this is a nice retro style platformer, with an experience that tries to capture the spirit of old-school PC games, which it succeeds at quite well. The general gameplay experience is pretty fun, offering an enjoyable platformer that everyone can enjoy. It feels nice in motion, with a cute aesthetic that compliments the action on screen. I had a good time playing this game, even with the more challenging sections of the game.

As a precision platformer, this isn’t of the level of titles like Super Meat Boy or Celeste, but it can have some frustrating sections and moments. This makes Ratyrinth a good introduction to the genre, especially for those looking for a way to dip their toes in, rather than diving into the more hardcore titles. I am more than happy to recommend this game, as it is a good time that is beatable by players of all skill levels, all at an affordable price point.

In the end, I give Ratyrinth a final score of 4/5. This is a fun and cutesy precision platformer, offering players a retro style experience with plenty of content to enjoy. There are some challenging segments, which may be a little frustrating, but can be overcome by all players. If you want to check this title out for yourself, a link to all versions of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Super XYX – PlayStation 4 Review

Overview – developed by Team Grybanser Fox, with porting and publishing handled by Eastasiasoft, Super XYX is a retro styled vertical bullet hell shooter, inspired by early 90s arcade SHMUPS. Take on an ancient threat that has arisen to cause destruction once again, with its target being the Milky Way Galaxy. This version of Super XYX is available on all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Super XYX 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 for Super XYX.

Story – the year is in the far distant future of 3999, humanity has expanded past the solar system, setting up various colonies across the galaxy. With this expansion, humanity discovered and laid claim to many new worlds, harvesting their resources and enjoying peace and prosperity. Interactions with alien races have been rather peaceful, but that changed after the Black Serpent awakened, an ancient threat that threatens to devour the Milky Way Galaxy.

Gameplay – this title is a vertical bullet hell shooter, using a 2D style and retro aesthetics reminiscent of classic arcade shmups. The main game mode is arcade, where the objective is to battle waves of enemies, on the way to take down the end stage boss. The player can select one of six player ships before starting, with only two of them being available at the start. Each ship has their own unique attacks, with distinct bullet patterns and access to a special attack.

During a run of arcade mode, the stages play out in classic bullet hell fashion, where the player must dodge and weave enemy fire coming from all directions. The opposition forces will attack the player from the ground and air, with each of the stages having a distinct theme to them. In battle, the player ship has a rapid fire attack, as well as a special bomb that clears bullets from the screen. But these bombs are limited, and only refill between stages.

In the stages, the player will encounter gold ships, which will drop power-ups when they are destroyed. There are two types of power-up that can be collected, with the first being a fire power increase and the second being assist, adding satellite ships to increase rate of fire. Both of the upgrades have multiple levels that can be collected, increasing the overall power of the ship. However, if the player ship is downed, upgrade power will be lost.

The death and continue systems is a fairly big step away from tradition, being vastly different from what inspired it. When the player dies during a stage, they will immediately respawn to get right back into the battle. However, the player bombs will not replenish upon death. If all lives are lost, the player will get a game over, needing to use the limited credits to try again. Upon continuing, the stage will start again from the beginning with a fresh set of bombs.

As the player eliminates enemies, they will get gold nuggets and medals for quickly destroying them. These will be added to a total on screen, alongside a combo that will grow when dealing damage to enemy ships. The combo will also affect the amount of gold generated, with more gold being earned at higher combos chains to an extent. The combo and gold multiplier will reset upon death, losing all of the collected medal points up to that point in the stage.

When the player reaches the end of the stage, a warning will flash up, heralding the arrival of the boss. These opponents are large and can devastate the player with powerful attacks, alongside multi-phase capabilities. Each boss will have several segments, with each of them needing to be destroyed to defeat them. The bullet patterns for the boss battles can be very challenge, but they can be learned after a few attempts, making them beatable.

After defeating a boss, the player will be given point rewards based on their performance, giving a big boost to end score for the stage. These bonuses are for the maximum combo for the stage, the gold possessed after defeating the boss and remaining lives. There is also a special bonus for clearing the stage without dying, called the No-Miss bonus. If players can clear multiple stages in one life, the score will skyrocket, as well as being tied to special bonuses.

When the player clears a stage, they will be added to the practice mode, letting players replay stages to improve their skills. It is a very useful feature, giving players a chance to memorise enemy patterns and boss battles. With the main gameplay loop being a brisk six stages, there is a selection of new content for players to unlock. This gives greater replay value, offering players a reason to return to the game after completing the main six stages.

By simply playing the game, the player is able to unlock 4 new playable ships, additional gameplay modes and extra credits. The most important unlock during the early game is the extra credits, as the game will start with only three, making for a challenging experience. Then there are the bonus modes, with the traditional boss rush and a special GZR mode to name a couple. These special modes can change the game entirely, refreshing the experience.

The last the last thing to discuss are some of the various options. Super XYX has a vast selection of options for players to adjust, giving a fair amount of control over the challenge. These settings include adjusting the ship speed, the visibility of the ship hit box and the number of lives per credit. All of the settings can alter the overall feel of the game, modifying the challenge for players. There is also a difficulty slider between Standard and Challenging.

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

Controls – the control method for Super XYX is very close to the arcade inspirations, with a simple two button set up for the shooting and deploying bombs. Players can also use a ship slow down, along with an option formation toggle are on the triggers, which allow for quick usage while maintaining fire. All of the controls can be modified, letting players adjust the feel to fit the controller of choice, like an arcade stick or classic style pad.

Difficulty – Super XYX has two difficulty settings for players to use, with the choice of Standard and Challenging. The two settings affect the bullet patterns and shot density, but both have a minor issue with enemy bullets being hidden by player fire. The game is defaulted at Challenging, which can be punishing for inexperienced players. All of the unlocks can be obtained in both difficulty settings, so select the one best for you.

Presentation – there is a retro feel to the visuals of this release, using 2D sprite work and an art style based on classic bullet hell titles. The environments, ships and bosses look unique, fitting their distinct themes for each of the stages. Everything flows well, with no issues with lag or frame drops during action. The sound for this title is solid for the most part, with impactful effects and music that fits the stages well, but there is an odd bug where the music will cut out.

Final Thoughts – I saw this title a while ago on steam, but missed out on it, so when I was given the opportunity to cover the console release, I wanted to give it a shot. My first impressions were not the best, as the gameplay experience felt off due to the general feel of the action. As a default, the ship is set to the lowest speed, making it feel sluggish. This increased the difficulty, making it feel unfairly balanced, but after tweaking some settings everything improved.

After a few more attempts, things fell into place allowing me to get deep into the game on a single life. The content unlocks pushed me to keep trying, pushing me to keep going. This is a fairly solid vertical SHMUP, effectively using most of the foundations of classic bullet hell, but sadly has some flaws with hidden shots off screen shots. I can recommend this to hardcore bullet hell fans, but I don’t think newbies will enjoy it as much.

In the end, I give Super XYX a final score of 3/5. This is a solid vertical shooter, offering a challenging bullet hell experience that utilizes many of the foundation of classic titles. There are a few flaws, but there is plenty of content to unlock and the game can be beaten with practice. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Goblin Slayer -Another Adventurer- Nightmare Feast – Nintendo Switch Review

Overview – developed by APOLLOSOFT and Mebius, with publishing handled by Red Art Games in collaboration with Bushiroad Games, Goblin Slayer -Another Adventurer- Nightmare Feast is a tactical RPG set in the Goblin Slayer World. Take the role of a young girl who takes over the adventurer’s guild in her father’s place, the deceased lord of the land. This version of the game is exclusively on 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 Goblin Slayer -Another Adventurer- Nightmare Feast 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 off with the story. I will be covering the core mechanics of this game, this is to prevent spoiling any the experience. I will also refer to this game as simply Nightmare Feast where needed, for the sake of brevity for the most part.

Story – A young girl travels to a remote land after receiving word of her father, the lord’s death. Upon arriving, she takes over the operation of the Adventurer’s Guild in her father’s place, becoming the Guild Master. Due to a lack of adventurers, the heroine takes on adventures herself, encountering the Blood Princess, a vampire who becomes her companion. After this, she becomes involved in a series of events, which revolve around a peculiar box found in her father’s Study.

Gameplay – Nightmare Feast is a mix of visual novel and tactical RPG, set in the world of Goblin Slayer, where the player takes the role of the Guild Master. The narrative is split into chapters, called a story, which consist of quests for the player to challenge. There is also the inclusion of fully voices dialogue scenes, which occur during the main story quests, as well as sub stories, which expand the narrative. These are accessed from the base menu (expanded on further below).

The way the chapters progress are tied to the Main Quest line, with this needing to be cleared to proceed to the next story. However, to be able to access the Main Quests, the player will need to clear Normal Quests to unlock them. The quests have victory and defeat conditions applied to them, which can affect the flow of play. The most common way to win is to defeat all enemies, with the most common way to lose being the defeat of the Guild Master.

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

Then we get to the battles themselves. These play out in a fairly traditional manner, where the player can deploy a number of units into battle on the field. At the start of a combat stage, the player can summon units to the green start areas, as well as traps in yellow spaces, which depend on the map. The flow of combat is split into two phases, the player phase and enemy phase. During this time, all units on each side can make their moves before passing the turn.

During a turn, the player units can move and perform an action each. The amount of distance that can be covered is tied to their total MOV stat, affecting the radius they can cover. Then there are the actions that can be used. These consist of standard attacks, as well as special Arts attacks that are tied to the weapon and class of the unit. For the more magical characters, they have access to Spells which can deal damage, offer support and apply effects.

All of the attacks, skills and spells have a range attached to them, which varies depending on the skill and weapon that are used. Melee attacks usually have a reach of one to two spaces in front of the unit, ranged attacks often have an extended reach or target a single space. The spells vary in their range and number of targets, with some of them being able to damage multiple enemies at once. But be careful as it is possible to harm allies who are within reach of attacks.

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

The amount of damage that can be dealt to an enemy can also be influenced by several factors. The main one being the direction they are facing. When units face each other head-on, there is higher chance for the enemy to guard or dodge. If the target is attacked from the side, they will have a lower chance to defend and will take a little more damage. If the unit is attacked from behind, the damage will be greatly increased with almost zero chance to avoid damage.

Both the Arts and Spells require special points to use, with the Arts using AP and Spells using MP. Each unit will have a set number of points they can use, adding to the strategy of combat. Last are the Tools, which have to be assigned before they can be used in the field. These special items can be used to heal the player, alongside removing harmful effects like poison and paralysis. There is a limited usage to items, so players must plan accordingly before battle.

There will be traps, blockades and terrain that will be an obstacle for players in battle. If a unit makes contact with a ground trap that blocks their path, they will take damage immediately. There are also barrel traps, which must be destroyed to deal area of effect damage to enemies. On the battlefield, the barricades need to be destroyed to move forward as they block the path. Some fences can be used to deal extra damage to units knocked into them.

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

The final element of battle to mention is the Lord Monarch ability of the Guild Master. As the world of Goblin Slayer is determined by Fate and Chance, this is applied to battle too. During the execution of a units turn, special effects have the chance to activate if conditions are met. These can create more advantageous situations for the player, if the dice roll is successful. The usage of these effects is limited, so knowing when to use them can turn the tide of battle.

When the victory condition is met, the player will receive rewards for their success, which are laid out in the quest outline. The player will receive items, equipment and money for completion of quests. Experience points will also be awarded to units that are deployed in battle, which will level the units up when the experience meters are filled. When a unit increases in level, they may gain new skills, powers and spells that can be used in battle.

There are several different types of side quests/battles that players can challenge. These include training missions with varied difficulties, which can be replayed freely. Then there are the special sub quests with their own little story segments, which are optional to the adventure, offering special rewards for competing them. It is important to note, when enough normal quests are cleared to activate main quests, any remaining normal missions will disappear.

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

Outside of the battle stages, the player will spend time at the Adventurers Guild base. This is the base of operations for the player, offering many facilities for players to use before setting out. There is the Guild, where quests and sub stories can be accepted, showing the objective, conditions and rewards. Then there is the workshop, where equipment for adventurers can be bought and sold, as well as items to be enhanced.

There is also an item shop, where support items and traps can be purchased for players to use in battles, as well as enhancement items. The Adventurer List is where players can view the character units, there is the option to check their stats and alter their equipment (except Goblin Slayer who can only equip accessories). As the player makes their way through the adventure, new adventurers can be added to the roster via the Adventurer Register.

The last thing to mention with adventurers is the Rank Promotion. As the adventurers level up, they will become eligible for promotion of their rank, with the lowest being Porcelain and the highest platinum. When characters increase in rank, they can unlock new skills and abilities for battle, with some ultimate powers at higher levels. All adventurers except the Goblin Slayer and his party are eligible to rank up, but they will still gain new skills.

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

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

Controls – the control method for Nightmare Feast is easy to use, with all of the required hot keys on screen for players to easily use. There is an in-depth tutorial for players to learn all of the different inputs, how to navigate the menus and use all of the features. During battle the map and menus are better navigated with the D-Pad, which gives better precision control over thumbstick. But overall, the controls for this release are very easy to pick up and play.

Difficulty – there are two difficulty options for players to select from, with the choice between Story and Adventure. Story offers a more moderate experience, for those who want to focus on the narrative, whereas Adventure is for those looking for a tactical challenge. Both settings provide a balanced amount of challenge. If the player is in a bad spot, retreat is an option, but failure will send the player to the title screen. It is advised to save often at the base and before battles.

Presentation – from a visual perspective this game is a treat for the eyes, with gorgeous artwork that looks just like the anime. This is alongside detailed spritework and environments, which evokes a feeling of classic tactics games with a retro look to them. All of these assets come together perfectly, creating an experience that feels authentic to the source material. The visual novel style scenes may feel long, but they are done well and work for this.

©Kumo Kagyu・SB Creative Corp./Goblin Slayer2 Project. ©Bushiroad All Rights Reserved.

The sound for this game ties the whole experience together, with a soundtrack that gives the dark fantasy world more depth, while increasing the tension of battles. This title also has fully voiced dialogue, featuring the voices of the anime counterparts of Goblin Slayer and is party. This is exclusively in Japanese with English text only. Everything is fairly cohesive for the most part, aside from some minor inconsistencies with balance between music and voices.

Final Thoughts – I am a Goblin Slayer enjoyer, having watched the Anime when it debuted and becoming heavily invested in it. There is this simplicity of the hero, who has but one goal, to slay goblins as quickly as they appear, with everything surrounding him giving it more depth. So when I got this to review, I was unsure of what to expect. The creator of Goblin Slayer was responsible for the narrative, which hooked me in quickly.

For those who are expecting a game that focuses on the Goblin Slayer, focusing on him as the protagonist then you will be in for a shock, as he takes a little while to appear. However, the original characters created for this narrative work well, which will make up for the lack of the titular hero while he is absent. The battle system may feel derivative of others in the genre, but it feels like the characters fit naturally into this style of gameplay.  

The overall experience is engaging, with a narrative that is well written and character designs that slot perfectly in with the recognisable cast. There is a tremendous amount of depth to the gameplay, offering strategy, action and tense challenges that will satisfy that TRPG itch. I have no issue with recommending this game, as it is perfect for fans of the source material, as well as those who strategy focused RPGs. Perfect for playing at home or on the go.

In the end, I give Goblin Slayer -Another Adventurer- Nightmare Feast a final score of 4.5/5. This is a challenging tactical RPG that expands on the source material well. Offering fans a well-rounded gameplay experience, engaging story and characters that fit perfectly into the world of Goblin Slayer. If you want to check this out for yourself, a link to the game will be below.

Link to Nintendo Switch verison (HERE)

Link to Physical Release (HERE)

Magnet Jack – Steam Review

Overview – developed by the team of Blake Fix, Michael Allen K and Ackerman, with publishing handled by Fond Game and TheGamePublisher, Magnet Jack is a puzzle platformer with a focus on action. As the titular Magnet Jack, go on a polarizing adventure through the video game world, on a quest to punch the King of Taxes on his nose. This title is available exclusively on 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 TheGamePublisher for providing the copy of Magnet Jack that was used for the 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 off with the story. I will be covering the basic mechanics of the game, as there are many fun quirks and elements of the game that I think players should experience for themselves.

Story – Jack was a regular guy who worked at a video store, when one night he fell asleep on the job after staying up all night gaming. An old man came in, but all was not as it seemed. This old man was a Cyber Warlock and displeased with Jack sleeping on the job, he cast a spell on Jack. He cursed Jack and banished him to a different dimension, where he would live his life as a video game protagonist. But little did the warlock know, this was exactly what Jack wanted.

Some time later, Jack was living his best life in this new world as a videogame character. But then Jack heard the bad news, the King of Taxes has raised everyones taxes right through the roof. Jack is infuriated by this and will not stand for this, so he sets out on a mission to punch that nasty old king on the nose. However, pesky pocket dimensions full of puzzles keep getting in Jack’s way. But little did the King of Taxes know, this was exactly what Jack wanted.

Gameplay – Magnet Jack is a stage based puzzle platformer, with a focus on action and a unique gimmick that revolves around magnet polarity. When first starting the game, the player will find themselves in the starting world of Sythwave Island. This is a tutorial world where the player will learn how to control jack, the basic gameplay mechanics and get to grips with the game. This section plays out in a contained format, guiding the player to the boss.

This game uses an overworld system, similar to Super Mario Bros 3, with all of the stages laid out as blue and red blocks. Players can also encounter NPC characters by invading their homes, interacting with them and fleshing out the world. To reach the boss of a world, the player must clear a path to them by completing the stages. There are some branching paths that players can use, giving a choice to clear all stages, or skip some to get to other areas faster.

Within the stages themselves, the main objective is to get all the Orbz. To collect the Orbz the player must be the correct polarity, with Jack needing to be red to collect red, and blue to collect blue. To collect Orbz that don’t match Jack’s current color, the player must change polarity via energy streams. Using these streams will use up the limited energy at the top of the screen, if this runs out Jack will become Inert and be unable to clear the stage.

In the event that the player gets into a position where they are inert or unable to clear the stage, they can use the self-destruct button or jump into a pit. This will restart the stage, giving players another chance to pass the stage. If the player successfully collects all the Orbz, they will glow and the warp button must be mashed to clear the stage. The action stages will also have a timer on screen, with the best time recorded as a high score.

The stages vary in shape and size, with some being a single screen whereas others will be fairly long, moving either vertically or horizontally. Some stages will also wrap around, letting players leap off screen from one side and appear on the other. This system can make some of the more challenging stages a little easier, while also giving more options for players to experiment. Some of the stages are trial and error, but are satisfying when cleared.

As the player makes their way through the game, new stage mechanics and overworld gimmicks will be added. The later stage mechanics include slippery butter floors in breakfast world, floors that appear when moving and a bubble power that can clear obstacles. Then there are the overworld mechanics, which act as roadblocks for progression. These can be mini challenge stages and switches on the map, which must be cleared to progress.

There are boss battles in many of the worlds for players to challenge, with each of them having a unique gimmick for that battle. The first boss that players will encounter is mandatory, as it will open up the rest of the game. But after this, the battles become optional for the player, as there is a fairly non-linear approach to progression in general. This applies to the different worlds too, as they are interconnected, letting players move relatively freely between them.

The only hard lock on any progression is access to the final area of the game, which needs a target number of cleared stages to reach. This gives a solid target to reach, as there are more stages than the target number. Alongside the stage clear target, there are hidden Orbz for players to collect, as well as coins that are given for completing stages. These coins can be used in the Hat shop, giving Jack some rather dapper headwear for the adventure.

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

Controls – this title has a fairly simple control lay out, which works well for the puzzle platform style, giving it a quick pick up and play feel. There is the option for keyboard inputs as well as traditional controllers, which both work very well. However, there is an unusual issue with the game, where the hotkeys for quitting the game and other basic systems are missing. This is unfortunate, but can be fixed in a patch at some point.

Difficulty – the challenge for this release comes from the variety of puzzles and game mechanics, which will really test the player. This is where a lot of the trial and error gameplay comes from, as the stages can be deceiving in their amount of challenge. Thankfully, there is no limit to the number of retries that can be used, but no checkpoints for players. If players are having a really tough time, they can pay 5 coins to skip a stage by putting a band-aid on it.

Presentation – visually, there is a retro look to the game, with sprite work and back grounds that try to evoke a feel of familiarity to them. This contrasts well with the surreal world design, bosses and general feel of the game. The performance for the most part is fairly solid, but it did freeze a lot on my hardware, which may be due to age. The sound rounds out experience well, with good music and unique themes for each of the overworld map areas.

Final Thoughts – I discovered this game via an email promoting upcoming releases from Keymailer, which caught my attention so I took the opportunity to check it out. My initial feelings were a little mixed, as I had some issues with getting the game to run, even though my hardware exceeds the minimum requirements. This may be due to the age of my hardware or compatibility issues with drivers, but after getting it going, it felt a lot better.

I enjoyed the retro style of platforming, the puzzles and the unique mechanics/gimmicks that were implemented. All of these elements come together to create a fun experience, although it feels like it needs a little polish to be optimized entirely. I can recommend this to players who enjoy puzzle platformers, but be warned that it relies on trial and error for a lot of the puzzles. There is also the potential for speedrunners to get a lot from this game too.

In the end, I give Magnet Jack a final score of 3.75/5. This is a fun and challenging puzzle platformer, offering a rather unique experience that allows it to stand out from the rest. The mix of gimmicks, silly humor and references add to the fun of the game, it just needs a little bit of polish for older systems. If you want to check the game out for yourself, a link to it will be below.

Link to Steam version (HERE)