REYNATIS – PlayStation 4 Review

Overview – developed by FuRyu in collaboration with Natsume Atari and published by NIS America, REYNATIS is a magical Action RPG set in a stylised recreation of modern day Shibuya Tokyo. Experience two sides of the night in Shibuya as the M.E.A. patrol the streets, cracking down on Illicit magic use and the Stray wizards, who just want to be free. This title is available on PlayStation, Nintendo Switch and Steam with a link to each version of the game at the bottom of this review.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In the end, I give REYNATIS a final score of 4/5. This is an excellent hack ‘n’ slash action RPG, offering an engaging story with an interesting premise of twin protagonists. The combat flows like water, with flashy combos that have both style and substance, all wrapped in a fantastically stylised recreation of an iconic Japanese city and mysterious other world. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Moe Waifu H BlockBlast – PlayStation 4 Review

Overview – developed by Yume Game Studio and published by Eastasiasoft, Moe Waifu H BlockBlast is the latest in the cutesy anime girl puzzle series, this time with a break out theme. Play through 15 whole stages, with 5 girls to “woo” with your brick breaking prowess as you make it through the game. This title is available for the PlayStation Worldwide and exclusively in Japan for the Nintendo Switch, with a link to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. There is no story for this release, so I will be going straight intro discussing the gameplay. There is also no sexual material aside from some suggestive swim suits, contrary to what the title may imply.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE) – Japan only

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

Overview – developed by PygmyStudio in collaboration with Lunatan Production Committee and published by Red Art Games, LUNA-3X “Even if the world ends, we will be here”, is a cutesy rhythm action adventure all about saving cute critters from a coming disaster. As Luna and Jonah, work together to save the critters with the power of the rhythm. This title is available exclusively on the Nintendo Switch, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Red Art Games for providing the copy of Luna-3X “Even if the world ends, we will be here” that was used for this piece, via the keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductiosn out of the way, let’s get into the review, starting off with the story. I will be referring to this title using the shortened name of Luna-3X, for the sake of brevity.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Nintendo Switch version (HERE)

Marble Maid 2: The NEGAtive Levels – Steam Preview

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Turbo Sliders Unlimited – Steam Review

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

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

Now with the introductions out of the way, let’s get into the review. There is no real story to this title, so I will be going straight into discussing the gameplay. I will be going into the main gameplay elements, as there is so much content in this it would take a very long time to cover it all.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Steam version (HERE)

Tiny Pixels Vol. 1: Ninpo Blast – Nintendo Switch Review

Overview – developed and published by Eastasiasoft, Tiny Pixels Vol. 1 – Ninpo Blast is a vertical shooter where the player takes on hordes of monstrous insects. As a cyber-futuristic Ninja, hop on your hoverbike and take on the insect menace with your Shuriken, Katana and Kunai in intense Bullet Hell action. This title is available on all console platforms and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into this review, I would like to thank Eastasiasoft for providing the copy of Tiny Pixels Vol. 1 – Ninpo Blast that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no real plot to this game, so I will be going straight into covering the gameplay. I will also be referring to the game as simply Ninpo Blast, for the sake of brevity.

Gameplay – Ninpo Blast is a vertically scrolling Bullet Hell shooter, where the objective is to survive as many waves as possible. During each wave, the player must dodge and weave enemy attacks, with the hitbox of the player shown as a yellow dot. The attacks can be as simple as a fly trying to crash into the player, or more difficult as bullet barrages that fill the screen. The player has access to three distinct attacks, which are needed to take these threats down.

The three attacks that can be used are the Shuriken, which is a spread shot style of weapon, with a wide range. Then there is the kunai that acts as a focused shot, going in a straight line and dealing more damage to enemies when being used. The last attack style is the Katana, which is powerful enough to clear all of the enemies and bullets on screen. This all powerful attack needs to be charged before use, making every use of the powerful strike a tactical decision.

The action is fast and intense, with bullets filling the screen from both the player and the enemies. But bullets aren’t the only threat to the player. There are hazards like spikes, as well as enemies that will pressure the player trying to lock them down. All of the waves are randomized, with the swarms of enemies changing with each run. At the start of the game, the player will be limited to three hits and once all of them are lost, the run will end.

During the course of the game, the player will be able to collect gears that can appear by defeating enemies. These gears are added to the player total, carrying over between each run attempt, with the total on the right side of the screen. The gears are used in the main menu, where the player can purchase upgrades between runs. These include extra health, more powerful shots and even the ability to have new bosses added to runs.

Speaking of bosses, when the player starts the game, they will encounter three different bosses that will appear at the end of waves. These boss battles are challenging, with attack patterns that will increase in difficulty each time they appear. These three boss monsters will be the only ones that appear, but if the player unlocks new bosses with gears, they will be added to the rotation. As this is an endless bullet hell, there is no final boss, with the game continuing until player death.

When the run ends, the highest score and wave progress will be recorded. The best scores are added to the global leaderboard, with players competing for the best possible score that they can get. There is a fair amount of replay value to this game, as it is easy to pick up and play. The game can be enjoyed both in short bursts as well as longer sessions. The addition of unlockable bike styles and stage designs is a good touch, adding more variety to the game feel.

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

Controls – Ninpo Blast has a simple to use control system, with arcade style inputs for quick and easy play. The face buttons are for shots and the Katana, alongside the D-Pad buttons and thumbsticks for movement. All of these inputs are easy to use, making them comfortable to play in both handheld and docked modes. As this is a bullet hell shooter, it is a good idea to use a controller with a good D-Pad or an arcade stick, which will give better precision.

Difficulty – the challenge for this game can feel quite high, with the first few runs ending after a couple of waves. But as the player gets used to the game, unlocks new upgrades and becomes more powerful, it can become a little easier to get further. It is also possible to ease the difficulty by looping the first few waves, earning gears quickly to get upgrades. From a general difficulty perspective, this is a good entry level bullet hell for players looking to dip their toes in.

Presentation – from a visual perspective, Ninpo Blast looks like an old school arcade game. The sprite work is clean and vibrant, with solid colors and good visibility of on screen assets. The visuals fit the screen pretty well, but there is also the option for screen rotation, enabling the ability to play the game in Tate mode. The sound for this release is pretty good, with music that is quite cohesive with the stage themes, rounding out the experience quite well.

Final Thoughts – I am a fan of bullet hell titles, so this was an easy thing for me to jump onto. I dove straight into it, having a fun time with the fast paced bullet hell action. It was a little rocky at the start, learning how the game mechanics worked, but things fell into place quite quickly. There is a relatively simple gameplay loop, with trying to survive as many waves as possible, getting new upgrades and trying again to push a little bit further.

All of the gameplay elements work together well, providing an engaging and challenging shooter that I will return to time and time again. Ninpo Blast is a rather small and budget friendly game, providing an accessible and fun bullet hell experience. This title can be enjoyed by all players of bullet hell shooters, making it a good entry point for those looking to dip their toes in the genre. The title says this is Volume 1, so I hope to see more like this from Eastasiasoft.

In the end, I give Tiny Pixels Vol. 1 – Ninpo Blast a final score of 4.5/5. This is a fun and challenging bullet hell shooter, providing an easy to pick up and play vertical shooter with plenty of depth, replay value and gameplay for a low cost of admission. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Zero the Kamikaze Squirrel – Nintendo Switch Review

Overview – originally released by SUNSOFT and Iguana Entertainment, with porting handled by Ratalaika Games and Shinyuden, Zero the Kamikaze Squirrel is a spin-off from the Aero the Acro-Bat series. As the Ninja squirrel, take on the evil lumberjack Jacques Le Sheets, who has been targeting his homeland and cutting down the forest to make counterfeit money. This title 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 PR Hound for providing the copy of Zero the Kamikaze Squirrel that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I have covered the other titles in the Aero the Acro-Bat series that have been released, with a link to that coverage (HERE).

Story – The eternal rival of Aero the Acro-Bat, Zero the Kamikaze Squirrel receives word from his girlfriend that the forest is in danger. Jacques Le Sheets, an evil lumberjack is deforesting their homeland of Stony Forest, using the wood to produce counterfeit money. Despite the protests of his employer Edgar Ektor, he abandons his post and makes his way to save his home. On the way, his plane is shot down and he crashes into the beach, uninjured Zero continues his journey on foot.

Gameplay – Zero the Kamikaze Squirrel is a mostly traditional platformer, where the objective of each level is to reach the goal at the end. To accomplish this, the player has a few different abilities that they can use. The main ability that players can use is the jump, which can be augmented with a spin by double jumping for more height. This can be combined with the swoop, which allows the player to fly for a brief distance, moving across the screen in a under arching swing.

These basic skills help the players get through the majority of the areas, as the players can use the spin to deal damage to enemies. The jumping is a little awkward though, as it can miss enemies or pass through them causing damage. To make up for this, the player has some weapons that they can use against enemies. As Zero is a ninja, he has the ability to throw shuriken at enemies, dealing damage from a distance, but he also has nunchaku to get up close and personal.

These are the core skills that will be used to get the player through most of the challenges, but there is one special skill that players can use. Zero has the ability to fly, by jumping and diving straight down. During these dives, the squirrel is able to turn left or right, dashing straight to cover significant distances. The last part of the dive is the ability to go straight up, which can happen at the end of a horizontal dash. All of these combine to create challenging platforming sections.

While making their way through the stages, players will encounter bosses and enemies that will block the path. To get past these enemies, the player must use all of their skills in order to take them down. These sections are challenging and dangerous, leading to a quick defeat if the player is careless as these areas are dangerous. But these aren’t the only threats to the player, there are spiked hazards, environmental dangers and enemies that can easily kill Zero.

At some points during stages, the player will encounter a gunner that will target the zero, unleashing a barrage of firepower upon them. This will last for a short time, before going away and letting Zero continue his quest. These sections can deal a lot of damage to Zero, making them very difficult if the player is low on health. Luckily, the player is able to collect health ups, which are scattered around the stages, alongside point pick-ups and extra shuriken.

Located in most stages are special gates, which will let the player take on a challenge with lots of rewards. These are optional and will provide players bonuses, extra lives and points to collect. Last to discuss are the vehicle stages, which are auto-scrollers that set the player on a track. In these stages, the player must navigate hazardous water based stages. To make it to the end of the stage, dodge the enemies, jump over hazards and reach the goal without dying.

If Zero takes enough damage to die, they will be reset to the last checkpoint that they hit. When all lives have been lost, the player will be given the option to continue, but they will be rest to the start of the stage. This game can be pretty challenging and tough, but there are some additions that have been made to the game to ease the difficulty. These features are save/load states, rewind, fats forward and various cheats to help players get through the game.

There is also a gallery system for the player to view, containing sprite sheets, scans of the manual and more. This content acts as a museum for the game, preserving the original content, artwork and music featured in the source version of the game. All of these elements provide a good way to experience a game that may have been forgotten. The experience is emulated well, with the game performing as close to the original hardware as possible.

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

Controls – the controls for this game are easy to pick up, but can be a little difficult to master if trying to go quickly. There are some minor issues with input lag, as well as awkwardness with some of the gameplay mechanics. However, these issues were present in the original release, so it is not down to the emulation. When playing handheld, some inputs are easier to perform with the thumbstick, but when decked it is preferred to use a pro-controller with a good D-Pad.

Difficulty – this is a challenging game, made more difficult by the level layouts and how awkward the jumping mechanics can be. Thankfully, the additional features that have been added make the game a little less troubling. The addition of save and load states, along with the rewind feature make this a lot less daunting for first time players. The added cheats to the game can make getting through the game a breeze, perfect for kids and those who just want to mess around.

Presentation – visually, the emulation of visuals is good, with all of the assets, environments and sprite work looks indistinguishable from original hardware. The sound is also perfectly brought over, sounding as crisp as when it was first put out on the SNES. There are no issues with the performance, making for a fun retro experience. For those looking for a look that has a more vintage feel to it, players can use a variety of filters and screen sizes to customize the look.

Final Thoughts – following the release of Aero the Acro-Bat 1&2, I was excited to get my hands on this title. After sitting down to play the game, I was reminded how awkward it could be, having played it many years ago. Although it is clunky and very difficult, the game is a fun time and a real time capsule of how platformers were during that period. The emulation is excellent, performing as close to the original hardware as possible, with no issues in terms of performance.

This is a fun and solid platformer, which is challenging and can be pretty tough for first time players. But the inclusion of quality of life additions, like save/load states, rewind functions and the addition of cheats like infinite lives, invincibility and more. I am more than happy to recommend this game to fans of platformers, or those who are looking for a retro fix. The remake for Aero the Acro-Bat on GBA is coming next, which I am excited to get my hands on in the future.

In the end, I give Zero the Kamikaze Squirrel a final score of 3.75/5. This is another excellently emulated retro classic, providing a fun yet difficult platforming experience, with quality of life improvements and additional content that make it perfect for those into retro games. if you want to check this release out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

#Drive Rally – PC Review

Overview – developed and published by Pixel Perfect Dude, #Drive Rally is an arcade style rally racing experience inspired by the golden age of easy to pick up racing games. Take on challenging rally tracks across 4 different locations, offering an experience that invokes nostalgia of the classics without feeling gratuitous. This title is available exclusively on PC for now, with console version coming in the future. A link to each store for the game will be 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 #Drive Rally that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no real storyline for this game, so I will be skipping that section of the review and go straight into discussing the gameplay. Please Note, this title is an Early Access release, so the game may change over time and may have content changed after this is published.

Gameplay – #Drive Rally is an arcade style rally racing game, with a feeling that it was inspired by Classics like SEGA Rally and Colin McRae, with a bit of a chunky Cel Shaded look to it. When starting the game, the player has two modes to select from, Championships and Quick Race. The first mode to talk about is Championships, which is the main mode that players will get the most out of. This mode is split into four regions with their own co-driver and set cars.

The four regions are based on real world locations, each with a co-driver that fits the theme of the setting quite well. To highlight a couple of them, there is the European rally in a dense forest, with a co-driver that sounds like a parody of Arnold Schwarzenegger. Then there is the North American dessert rally, called by a rough and ready cowboy. These combinations of driver and location works very well, giving each of the different rally locations a distinct feel.

When challenging a rally, there are three cars that are tied to each of the championships. These vehicles are inspired by real world cars, like the Toyota Celica and the Lancia Delta. The cars have three different class variants, with the power increasing with each class of car. The championship is split into sets of races, with a different car for each set. After clearing all races of one class, the class will increase, offering faster and more powerful variants of cars.

All of the races use a time trial system, where the player must make it from the start to the goal as fast as possible. As players make their way through a race, their co-driver will call out pace notes and make comments on their progress. If the player is slow or makes a mistake, the driver will react negatively, but if they are doing well a positive response will be heard. At the end of the race, the player will earn money based on their placement, as well as rewards for completion.

Each of the courses will vary in length, with some being somewhat short and clearable in about a minute and a half. However, there are some that are much longer, taking several minutes to be able to reach the goal. Speed is not the only thing that the players will need to get a good time, as the player will need to be able to control their vehicles with precision. If drivers are sloppy on the track, they will end up losing a lot of time and suffer penalties.

As a guide for drivers of the track layout, there are barriers and fencing that will show the boundaries of the track. If the players hit these barriers, they will take a penalty if they are destructible, but if they are static the player will lose all momentum. It is also possible for the cars to easily go off road due to careless driving, which can lead to a reset back to the track. Players can also manually reset their car to the track, but if the car is reset at all, a 3 second penalty is applied.

At the end of a set of races, the player will get a final time and placement on the leaderboard, comprised of the total time for all races. There is only one downside to this mode of play, which is the races cannot be replayed once they are cleared. But there is a way that players can try their hand at a previous track, attempting to get a better time. This is the Quick Race mode, which lets players challenge any of the tracks that they wish.

In the Quick Race mode, the player is able to select any vehicle they wish, allowing for cars that aren’t part of a championship being eligible. In this mode, all of the cars that have been unlocked in championship mode can be selected. However, if the player wants to skip the unlocking through championships, they can use in game money to unlock cars. Players can also customize the cars with different parts, making the cars look a little different.

While playing in both Championships and Quick Race, the best time that the player sets will be added to the leaderboard. There are two types of leaderboard, a local and online ranking. The rankings are also separated into class with a leaderboard for each vehicle class, players can view the rankings at any time through the quick race menus. The player can also view the global leaderboards after a race in either mode, seeing the rankings in real time.

Last to discuss is the overall experience. During play the cars handle well, with solid vehicle physics and a good sense of speed. All of the cars also feel unique with the option of automatic or manual shift, adding to the overall quality of race experience. Some of the cars do take a little time to get used to, as some of them will be a little harder to handle at high speed. The camera is either behind the car or cockpit view, which works but a first person view outside the car would have been nice.

The ability to select any car and track in the Quick Race mode gives the game more depth, increasing the replay value that is on offer for players. There are 12 vehicles, with three variants of each making for 36 possible choices, combined with 96 tracks as standard. There is also a reverse version of each and every track, increasing the choices to a whopping 192. All of these elements combined make for a racer that handles well, with a good sense of speed and momentum throughout.

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

Controls – as this is on the PC, there is the option for controller or keyboard inputs, with the possibility of steering wheel control (I was not able to test this). The controller is laid out well, allowing play on both desktop and more portable systems like the Steam Deck. The keyboard inputs work very well, using both WASD and directional buttons for vehicle control, which is my preferred way to play. The only thing missing with controller play was feedback, but this doesn’t hurt the game.

Difficulty – there is a fair level of difficulty to this game, with the challenge coming from the tracks and way that cars handle. During my time with the game, I found that some regions were more challenging than others. This was most prevalent during the Scandinavian Rally, as there are heavy snow drifts that can cause the car to tip over from careless driving. The S.E Asia and Desert tracks were much more forgiving, given the tracks were more open.

Presentation – the visual style has a chunky and vibrant look to it reminiscent of Cel Shading, giving the game that arcade feel during play. The environments and cars look very good, with nothing to complain about aside from some pop in at lower visual settings, but it doesn’t hurt the game. Everything runs at a solid pace with zero lag. The sound is good, with the co-drivers voices and vehicle effects working well. There is a lack of music aside from the menus, which is authentic to the style.

Final Thoughts – When starting #Drive Rally, I went into it expecting a fast paced arcade style racer, which was delivered in spades. The momentum and speed is there, with a satisfying game feel when blasting down a straight at 100 miles an hour. Then there is the feel of the cars in action, which solidified the overall quality of the racing for me. I also enjoyed the Co-Drivers, which were entertaining during races and added some personality to the experience.

This is the complete package for those looking for a new racing title, as it has so much content and depth of play on offer. The staggering amount of track variants is something I did not expect, and while there are only 4 environments to race, the experience never gets dull. Everything feels right and works very well, making this an easy recommendation for players who love racing games. This is an early access title so there may be more on the horizon, we just have to wait and see.

In the end, I give #Drive Rally a final score of 4/5. This is a solid and challenging rally title, with all of the momentum and control needed for a satisfying race experience, combined with an arcade style to the visuals and humorous Co-Driver interactions. If you want to check this game out for yourself, a link to each storefront for the game will be below.

Link to Steam version (HERE)

Link to G.O.G version (HERE)

Link to Epic version (HERE)

Nuclear Lizard Island Rampage – Steam Review

Overview – developed and published by Andrew Connelly under the Intimidation Crab brand, Nuclear Lizard Island Rampage is a first person Kaiju destruction adventure. As the big bad Nuclear Lizard, take on the evil company that has been destroying the beauty of your islands, destroying their buildings, bases and eating their workers caught in the destruction. This title is exclusively available on PC through the Steam service, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Intimidation Crab for providing the copy of Nuclear Lizard Island Rampage that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own. Please note, images used are from the official steam page and may not match the final product.

Now with the introductions out of the way, let’s get into the review. There is no detailed story to the game, so I will be skipping this segment and go straight into the gameplay, with some plot details mixed into the breakdown.

Gameplay – This title is a first person destruction adventure, with the player taking control of the titular Nuclear Lizard. As the force of nature, you have discovered that the islands you call home have been industrialised.  Enraged by this, the Kaiju will go on a rampage across the islands, destroying all they have built. The goal of this adventure is to wipe out the unwelcomed presence on the islands, destroying everything and squashing or eating the personnel.

At the start of the game, the island is rather small, with a few buildings and people on the island. Emerging from the ocean, the player will be able to start the rampage immediately. The Kaiju has a few simple to use abilities to help destroy the interlopers. The main one is the punch, which will deal damage to the structures, vehicles and crush the people wandering around. Then there is the grab, which will let players pick up objects and people.

When picking up items, like explosive barrels, boxes and more, the player can throw them at structures and military vehicles. The damage that is caused by the object used varies, with items like barrels doing more damage, compared to boxes and broken vehicles. Players can also pick up the workers and wandering sheep on the island, which can be thrown to turn them into a red mist. But they can also be eaten will be very useful during each of the islands.

As the Kaiju is on its rampage, the defense force of the islands will try to take the Nuclear Lizard. There will be soldiers with guns, mounted cannons and military vehicles that will attack when the player gets near them. The attacks will do various amounts of damage, with the smaller weapons taking a little away but cannons will take away a lot. To recover lost health, the Kaiju can eat the people and sheep that are picked up, recovering lost health to keep them alive.

All of the islands have a main objective and a side objective, with the primary mission needing to be completed to progress. The big objective is to destroy all of the buildings on each island, with the target number in the top left corner of the screen. On the opposite side of the screen is the workers eaten counter, which will start off low and increase as each target is met. When the main challenge is cleared, the player will be able to go to the next island.

Between islands, the player will be able to increase their abilities using upgrade points. These points are earned by completing the goals for eating the workers, with each goal achieved providing a point. The areas that can be included are health, damage, speed and health recovery. As the player makes their way through the chain of islands, the dangers will increase. These include bigger military vehicles, electrified fences and even bun boats.

The further the player gets, the more challenging the different areas will become. The Scale of the islands will also increase. They start off small with a single island per stage, becoming larger and more complex with some of them consisting of multiple islands. There is a total of 9 areas for players to cause chaos on, with may make the game feel rather short, but there is a lot of replay potential. It needs some polish, but there is plenty of fun to be had.

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

Controls – as this title is in a first person perspective, this game uses the standard FPS controls with mouse and keyboard support. The general movement and action is solid, flowing well while rampaging through the islands and destroying structures. All of the inputs are reactive, with no issues with lag or input delay when using the standard controls. There are optional controller inputs, but sadly their use cause some unintended side effects at this moment.

Difficulty – when starting the game, there is little in terms of difficulty as the first island eases the player into the chaos. However, as the player gets further into the game, the challenge will increase as the opposition forces on the islands increase. This is where the upgrade system will come in handy, as making sure to get enough points early can ease the some challenges. If the player does struggle on some stages, they can replay earlier stages to earn additional upgrade points.

Presentation – there is a low poly style to this game, with the vibrant color of the environments giving a retro feel to the overall experience. The game also features a pretty good physics engine, which is used for the destruction of buildings and vehicles. The sound for this release has a minimalist feel to it, working well in tandem with the graphical presentation. All of these elements come together perfectly creating an experience that feels like it is straight from the PlayStation era. (Update – The music has been fixed with a fast paced soundtrack)

Final Thoughts – when the developer for this reached out to me, I was excited to jump into it and cause some chaos. After getting to grips with the first version of the game, I was happy with the overall experience. But during my time with it, many improvements have been made, adding new features and mechanics. The changes made with each new update improved the game further, introducing additional features and refining the gameplay.

There are some minor flaws to the experience that need to be ironed out, but this is a fun and chaotic time for a low cost of admission. I am more than happy to recommend this release, as it is perfect for those looking for a chaotic and destructive time. The overall experience has a look and feel right out of the 90s, with low poly visuals that would have been right at home on the original PlayStation. A little refinement and this will be perfect Kaiju destruction title.

In the end, I give Nuclear Lizard Island Adventure a final score of 4/5. This is a fun Kaiju action title, with a fun gameplay loop, chaotic destruction mechanics and a retro visual style that gives the game a classic feel, it is easy to pick up but can be hard to put down. If you want to check this title out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Pocket Bravery – Steam Review

Overview – developed by Statera Studio and published by PQube in collaboration with Pixel Heart, Pocket Bravery is a traditional 2D fighter with a look inspired by Neo Geo Pocket games. Take the battle across the world and online with cast of vibrant characters, flashy special moves and a bunch of extra content to unlock. This title is available on Steam, with console versions that are coming in the future, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PQube for providing the copy of Pocket Bravery 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 outline of the plot. I will also be covering the core aspects of the game, as there are secrets and content unlocks that players should experience for themselves. Please be aware, there is DLC for this game that is available, with new characters, stages and music available now and in the future, but this coverage will be talking specifically about the base game experience.

Story – across the world, people are manifesting strange and mysterious powers, trying to find the cause of this phenomenon. While this is happening, a terrorist group called “The Pack” have been stealing artifacts and relics across the globe. Nuno Alves, a former member of The Pack is thrown in captivity, where he meets Lobo, who helps Nuno awaken his power. Working together, they escape and put a plan in place to get revenge against Hector, the leader of The Pack.

Gameplay – This title is a retro styled 2D fighting game, using a sprite style inspired by games like The King of Fighters and Fatal Fury for the Neo Geo Pocket. There is a simple to pick up game system, using a four button system for punches and kicks, using a light and heavy variation of each. Regular matches for the game have a 2 out of 3 round format, pitting two players in a head to head battle. At the start of the game, there are 10 playable characters, with 3 to be unlocked.

Each of the playable characters has command inputs, allowing for power moves to be used during fights. Then there are the super moves, which are the most powerful attacks in a characters arsenal. To use these moves, players must use one of two meters that are on screen. These are the super meter, which will allow players to use a super special attack when the meter is filled during battle. Then we have the Element meter, which is the unique mechanic for this title.

During battles, when the player deals and takes damage, the Element meter will fill up on screen. When it reaches half full, then players can deploy two special moves. The first is the Element strike, where standard power moves can be enhanced for more damage. Then there is the breaker, which can push an opponent away while blocking attacks. If it is full, the breaker can interrupt combo attacks, or the player can use their ultimate attack, a cinematic FINAL MOVE.

All of the combat mechanics are balanced for the most part, but there are some minor issues during the moment to moment combat. It is possible for characters to be pinned in the corner, stuck in a block state by the opponent throwing out repeated strikes. The reach of strikes is shorter than one may expect, which may take players a moment to get used to the flow of battle. For newer players, there is the option for simplified inputs, allowing moves to be used with single buttons.

Moving onto the game modes, there is a lot of content in this release for players to really sink their teeth into. First is the Story Mode, which lets the players go on an adventure as the protagonist Nuno, on a journey to battle Hector in a quest for revenge. This plays out through multiple chapters, playing out in a fairly linear style.  In each chapter players will encounter and often battle characters from the roster, alongside special multi-opponent fights and challenge stages.

This mode also acts as an in depth tutorial, teaching players all of the ins and outs of the game mechanics. These little tutorials are masked as the challenge stages, where actions need to be performed and repeated in order to progress. The main storyline for this title is called Nuno’s Path, but there are optional diverging paths, which can be fun. But story mode has one major bug, the game can freeze during challenge stages, which is extremely frustrating as it requires a full restart.

After story mode, there are the traditional game modes for players to test their skills in. First is the arcade mode, where players will challenge 8 opponents with the final being a battle against the final boss. All of the characters having a unique ending for defeating the final boss, which is added to the gallery, alongside other images and sound. Then there is multiplayer, where battles with another person or a CPU can be fought on the same system locally.

There is also an online mode, where players can battle others in their region and across the world. The options for this mode are casual, ranked and lobby matches. Casual fights just throw two players together for a quick battle, with ranked matches that reward or deduct points based on performance. Players can increase their rank by winning enough matches. Last are the lobby matches, where players can create custom groups or join others.

All of the online modes have rollback netcode, allowing players to get as smooth an experience as possible when fighting players in different parts of the world. For those who don’t want to just sit around and wait, it is possible to enter training mode while matchmaking. This allows players to practice their moves, making sure they are prepared for the fight. But this has to be activated from the network menu, as there is another training mode option.

This is on the main menu, where players can join and spend all the time they want practicing. There is a suite of options, modifiers and settings that players can use to polish their skills in battle. for those who are newer to fighting games, there is a tutorial mode, that allows playuers to learn all of the mechanics and terms of the game. To round out the learning features is the combo maker, where custom combos can be tested, with the option for combo trails for each character.

In this release, players can enjoy bonus single player challenges. These are survival, where players can fight sets of opponents with a single health bar. At the end of each set, the difficulty increases and a new set is generated. At the end of each fight, players are granted some health regeneration. There is also Time Attack, which is a run of 8 battles, one credit and orbs that will affect the battle. Combo trials can also be found in the extra menu, which are taken from combo maker.

As the player clears story mode, arcade and challenges, battle points are earned and added to the player total. With these points, new content can be unlocked in the Shop, containing a variety of bonus content for players to earn during play. These bonuses include new stages, game modes and even extra colors based on other fighting game characters. This gives the game extra replay value, providing a nice bonus for playing through the game solo.

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

Controls – Pocket Bravery uses the tried and true control system used by many classic fighters, with the four attack buttons and dual presses for special mechanics. There are also built in hotkeys and a simplified control scheme, perfect for newer players. They work very well and are responsive throughout, however, it is recommended to use a controller or arcade stick for the best experience. It is possible to play the game with a keyboard, but it is not advised.

Difficulty – this can be a pretty tough fighting game, as it has that classic difficulty that is often attributed to SNK fighters like Fatal Fury. There are multiple difficulty settings, but I would advise starting on a lower setting when getting used to the fighting. This is because the range of the characters can feel a little stubby. The Story mode is a tough challenge, but it can be done in less than 6 hours which is a fair amount of time.

Presentation – from a visual standpoint, this is a pretty good looking game with many of the inspirations on full show. The colors pop wonderfully, with the vibrant sprites, stages and visual effects, with the game looking really smooth in motion. The cutscene images are equally pleasing, but sadly lack voice over which does dull the impact a little. The sound is pretty good in general, with a solid soundtrack and voices used for the characters which work very well.

Final Thoughts – I was aware of Pocket Bravery while it was being developed, but never really dove into it. But the opportunity to get hands-on arose and I took it with gusto. My first feelings were a little mixed though, as the stubby nature of the Pocket style sprites was a little jarring. My first few attempts to get to grips with the game didn’t work out too. This was due in part to having played the games that it is based on, and the expectations that came with it.

However, after a while everything fell into place and just clicked, with the way that characters moved and attacks worked. This changed my whole outlook on it, leading to a rather enjoyable experience. It does have its flaws, like the bug that kept forcing a hard restart and some slight issues with balance. But overall, it is something fighting fans can easily enjoy, especially with references to Capcom, SNK and much more hidden within (keep an eye out for Terry, Mai, Andy and Mary).

In the end, I give Pocket Bravery a final score of 3.75/5. This is a solid and well put together indie fighter, with the passion for the classics that inspired it fully on show, the cast of characters may seem shallow, but the depth and variety of play styles, modes and bonuses more than makes up for it. if you want to check this title out for yourself, a link to the game will be below.

Link to Steam version (HERE)