Timberdoku – Nintendo Switch Review

Overview – developed by Bacord and published under license by Leoful, Timberdoku is a block puzzle where players must clear the blocks by clearing lines and groups of nine. Take on the endless mode or challenge adventure mode with 80 challenging puzzles to solve. This title is available exclusively for the Nintendo Switch worldwide, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Leoful for providing the copy of Timberdoku 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. Please note, there is no story for this release, so I will be skipping that segment and going straight into discussing the gameplay for Timberdoku.

Gameplay – Timberdoku is a puzzle game, taking the concepts of traditional block puzzle games where players must fit pieces together on a grid. In this iteration of the block puzzle, players must slot the randomly provided pieces together, creating lines and 3X3 squares within a set area. When a line or square has been completed, the blocks will be erased, allowing for new pieces to be placed on the board earning points along the way.

Each turn the player will be provided three shapes they can put down, including the traditional L and T shapes that have been used in other puzzle games. However there are unconventional shapes that can appear, like diagonal blocks and C shapes. If the player is unable to place any more shapes, the game will be over and the player will need to start over again. This makes the game very challenging, as there is an element of forward planning to the game.

In Timberdoku, there are two gameplay modes that can be challenged. The first is endless, which is a high score mode where players need to get the best possible score they can. The challenge will go for as long as the player is able to place shapes, with the best score that has been reached added to the leaderboards. There are four scoreboards that the game uses, with daily, weekly, monthly and all time rankings, but they are all offline.

Then we have the adventure mode, which is made up of 80 total stages that the player will can challenge. The stages will follow the same style of gameplay as endless mode, but there is a big change to the gameplay formula. Each of the stages will have an objective to complete, from clearing lines/squares to collect gems to hitting a target score. Just make sure not to run out of spaces or the challenge will be failed, with the player needing to start again.

There are two ways to play the game, with touch screen inputs and standard controller support. Both ways to play make the game approachable and intuitive to play, allowing all players to be able to experience and enjoy playing the game. However, there are some areas that could be improved, like a colorblind setting as the game uses a lot of primary colors, which some people may struggle with.

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

Controls – as mentioned above, this game uses both touch screen and traditional button inputs. Both styles of play are responsive and very intuitive, allowing the game to be played comfortably in either handheld or docked play modes. There is no issue in terms of input lag, making for a fun time that can be enjoyed by everyone and is very accessible.

Difficulty – there is little in terms of difficulty with this release, as the challenge comes from the random block shapes that are provided and the skill of the player. All of the adventure stages have the same layout, but one mistake with the placement of a shape can lead to a rapid decline and failure. However, there is no significant punishment for failure, as the player will just need to start over again with no adventure progress lost.

Presentation – there is a very simple and stylised look to the game, using a wood grain/board game look to it as if the player is at a table to play. This gives the game a rustic look to all of the menus and gameplay, with different motifs like windmills, koi fish and more to add to the visual presentation. There is a soft and smooth jazz soundtrack for the game, giving it a relaxed and cosy feel to the experience that makes it a joy to play.

Final Thoughts – I have played variations of this style of game as browser and mobile experiences, which have been fairly limited in their gameplay. So when I was given the opportunity to try this game out, I jumped to play it. I had a lot of fun with this release, finding the cosy atmosphere that it created as one of the most enjoyable aspects of this experience. There is a lot of content in this release, all for a modest and affordable price.

I am very happy to recommend this title to everyone that enjoys puzzle games, or cosy games in general. There are a few areas where I feel the game can be improved, rounding out the experience a little better like colorblind options but they don’t affect the experience without them. The lack of online leaderboards for those who want to challenge others is understandable, but it would be nice to have name entry for local leaderboards.  

In the end, I give Timberdoku a final score of 4.5/5. This is a relaxed and cosy title that is challenging yet fun, offering a lot of content at a modest price point. The soundtrack and presentation come together to give the game that warm feeling, like playing a board game or doing a puzzle in front of a fireplace. If you want to check this game out, a link to it will be below.

Link to Nintendo Switch version (HERE)

Rose & Camellia Collection – Nintendo Switch Review

Overview – developed by NIGORO in collaboration with WayForward, the Rose & Camellia Collection tells the story of a noble family and the power struggles that go on within. To settle the disputes within this family, ludicrous slap battles occur with increasingly outlandish scenarios playing out. This title is available exclusively for the Nintendo Switch, with a link to the game at the bottom of this review, alongside a link to the limited physical release.

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

Now with the introductions out of the way, let’s get into the review, starting with the story. For the sake of brevity, I will be referring to this title as R&C Collection throughout this review.

Story – Within the Tsubakikoji household, the Widow Reiko must prove herself worthy of being the head of the household. To accomplish this feat, she engages in traditional noble combat, taking on her foes in a series of slap battles. This dispute evolves into surreal and outlandish scenarios, including the “Death Queen Circuit”, battles against unwanted guests and a special crossover with the La-Mulana series. As Reiko, make your mark on high society and slap some respect into your adversaries.

Gameplay – the R&C Collection is a one-on-one battle game, where players must be the first to slap their opponent into submission. Battles in this title take place using a turn based system, where the sides of Rose and Camellia will make their moves in order. The first to deplete their opponent’s health will be the victor. Players must strike, dodge, feint and counter in these battles to prevent themselves from being taken down in intense reflex based battles.

The player can choose a scenario to play through, with only the first being unlocked at the beginning of the game. When starting the first story, players will be given a tutorial that teaches them the basics of noble battle. Then the game will begin, putting the player into the role of Reiko, pitting her against the members of the Tsubakikoji household. The battles start off relatively simple, but as the opponents become stronger, they also become more absurd.

The battles use touch screen or gyroscope motion controls in the Switch Joy-cons, with gestures and inputs for all types of attack. During a turn, the combatant will attempt to strike their foe with damage being dealt if the strike lands. The standard attacks consist of a regular and critical slap, the attacker can also deceive the opponent with a feint. Then there is dodge, which prevents damage being taken by the defender, there is also the chance for a counter attack if the dodge is successful.

During battles there is also the chance for a slap rush, where the player can grab their opponent and deal massive damage with rapid fire strikes. This attack is exclusive to the player character and is a rare occurrence during a battle. There are more special that will be added to the player moveset, being unlocked as the player makes progress through each story scenario. But the player isn’t the only one with special attacks they can use in battles.

The further the player gets into the scenarios of R&C Collection, the more eccentric and unusual the combatants will become. Alongside the usual slaps that can be dished out, some opponents use palm strikes, closed fists and even weapons. There are even fighters that will make multiple attacks, which players will need to dodge in sequence. The unconventional strikes aren’t the only thing to worry about though, as the unique attacks deal more damage than regular slaps.

Between battles for each scenario, story scenes will play out between the various characters, setting the battles up in a style similar to a period drama. Once the final opponent for the scenario has been defeated, a final scene will play out along with a credits crawl on the final image of the storyline. When a storyline has been cleared, the next will open up with the bonus crossover La-Mulana scenario being unlocked in the menu.

Last to discuss is the bonus 2-player battle mode that is included in this collection. In this competitive battle mode, player 1 can play as any of the heroines they have unlocked, with the second player as one of the scenario opponents. The chosen characters will have the attacks from their scenario, along with their health, so if a boss is chosen by the second player, they will have an extended health bar. This can make for an unbalanced, but potentially fun competitive mode.

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

Controls – this title uses the gyroscope motion controls and touch screen capabilities for the Nintendo Switch, making for an exciting and interactive experience. Unfortunately, it also comes with all of the complaints that come with the motion controls. Due to the inconsistencies of gyro motions, there is a chance for movements to not be registered correctly or not picked up at all. The touch controls are more consistent, but they have their own difficulties.

Difficulty – the challenge of this game is all based on the players skills, due to the timing and reflex system that R&C Collection uses. Players are reliant on tells and movements of their opponents, with some of them having flashes and signs before attacking. Another element that makes the difficulty higher for players is the increased health of bosses, making for pretty brutal battles. If the player is defeated in a battle, they can retry the fight indefinitely.

Presentation – the R&C Collection has a pleasing anime style to the presentation, with expressive character art that is fitting to the absurdity of the story. There is also the added touch of the rival characters showing visible damage, getting progressively more beaten up in battles. The music features heavy of harpsichord throughout, adding to theme of nobility. There is also full voice over in both English and Japanese, with the English cast featuring Stephanie Sheh and Cristina Valenzuela.

Final Thoughts – I have heard about Rose & Camellia in the past, but not had a chance to play it. So when I got the opportunity to play the collection, I jumped on it as it was infamous for how absurd the game and premise was. I can say with no uncertainty that I was not disappointed with the experience, this is due in part to how silly it is to play a turn based slap fighter. The gameplay itself can be so much fun, the story is filled with comedy and the scenarios are just ridiculous.

However, with everything that the game does well, it does have elements to the game that are slightly flawed. I am disappointed to say that there is some frustration that can be had with the gyro controls, this is because of the inherent inconsistencies of motion controls on the Switch. This may affect other players differently with newer Joy-Cons, but I have no way to test that. Regardless of the flaws, I do recommend Rose & Camellia Collection as it is as fun as it is ludicrous.

In the end, I give Rose & Camellia Collection a final score of 4/5. This is a fun and entertaining game, with an absurd story, ludicrous characters and one of the most unique battle systems I have experienced in a one-on-one battle game. If you want to check this game out for yourself, a link to the game will be below. Please note, the special physical release from limited run is available for pre-order for a limited time only.

Link to Nintendo Switch Digital version (HERE)

Link to special physical version (HERE) – Pre-order available until May 12th  

Kudzu – Nintendo Switch Review

Overview – developed by Pie for Breakfast and Mega Cat Studios, with publishing handled by 8-Bit Legit, Kudzu is a nonlinear adventure, replacing swords and sorcery with gardening tools. Take on the invasive Kudzu plants that infest the world, while uncovering the secrets surrounding the disappearance of your mentor. This title is available on the Game Boy as a physical cartridge and digitally 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 8-Bit Legit for providing the copy of Kudzu that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note I will only be covering the core mechanics of the game, this is to prevent spoiling secrets or surprises for players.

Story – Experience the story of Max, the apprentice gardener, who discovers that his mentor, Zoen, has mysteriously wandered into the nearby kudzu field. Dangerous creatures await including snakes, bugs, angry flowers, and numerous other hazards! Use your gardening skills to clear your path, fight the twisted creatures lurking in the kudzu, and solve treacherous puzzles. But be warned, danger and mysteries lurk behind the vines, can you rescue Zoen and unravel the secrets of Kudzu?

Gameplay – Kudzu is a non-linear adventure, set in a world being overtaken by the mysterious Kudzu plant. Players must travel the game world, exploring different areas in a style similar to The Legend of Zelda, fighting monsters, collecting treasures and completing story quests. Starting off in the home village, the player will explore the area and talk to residents before heading out into the greater world. This is where the game hits its stride.

After completing the opening of the game, the player will unlock their first tool, gaining access to the machete. This is the most important tool that players will use, as it is the primary form of attack and is used to cut through the Kudzu plants. The reach is a little short but it is effective against most enemies, defeating them in one or two strikes, often knocking them back when contact is made. It can also be used to solve different environmental puzzles and open the path forward.

Outside of the village are several areas, which have dungeon style layouts, made up of rooms that are all connected together. This system can be difficult to navigate, but there is a character that will sell the players maps of each area. Maps can be bought in exchange for mushrooms, which can be found in chests and by defeating enemies around the dungeons. There are also items that can be purchased from vendors with the shrooms, giving players more tools in their arsenal.

Progression in the dungeons occurs in a few ways, with different roadblocks that will appear in the path of the player. There are monster gates that are opened when all enemies in the area are defeated. There is also switch gates that players get opened up in various ways, including through puzzles involving Kudzu plants. Last we have key gates, which must opened by collecting special keys by fulfilling different requirements like finding a missing page from a book.

At set points in each of the dungeons, the player will encounter boss battles that pit the player against challenging foes. These battles can be tense, with the potential for players to be defeated very quickly. Luckily, there is a healing system in place where players can consume jelly collected during the adventure to heal damage taken in battle. However, the player can only carry a limited amount of Kudzu jars, but more of them can be obtained by completing special requirements.

When a boss has been defeated, the player will be able to push the story forward, uncovering more of the mysteries that the Kudzu holds. When defeating some bosses, the player may be obtain new tools which can be used to solve puzzles and reach previously inaccessible areas. The tools will be added to the player inventory, being permanently equipped for later use. There are more items and special objects to discover, but I will leave those as a surprise.

The last thing to mention is the save system for this game. Throughout the game world, there are radio stations that the player can access allowing them to save the game. When the player dies and gets a game over, they will be sent back to the last save they made. This can be a setback for the player, but to compensate for this the player is able to rest at these stations, recovering all of their lost health before setting out again into the adventure.

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 a Game Boy game, there is a very simple 4 button system using the same style layout as the native hardware. The controls work fairly well for the majority of the game, however there are some issues that the game can experience during play. During intense moments in the game, there is the chance for inputs for attacks to be missed, along with lag that occurs during the menu screen when trying to use the Kudzu Jelly. These can be a frustration during play.

Difficulty – there is a moderate level of difficulty to the game, which is reminiscent of the games that inspired it. The dungeon crawling aspect of the game can increase the difficulty if under prepared, as there is the chance to be caught be enemies when low on health. However, the ability to fully heal at save points and enemies not respawning immediately when leaving an area makes this a little easier. But, even with these mechanics, the game is still very tough.

Presentation – as a Game Boy game, Kudzu uses the monochrome green palette that is synonymous with the system. This is augmented by sprite work that is accurate to the period it is based on, but there is a downside to this as there is slowdown that occurs due to the limits of Game Boy programming. The slowdown can interfere with the gameplay, which is a frustration during play. The sound for this game utilizes all the GB soundchip capabilities and the soundtrack is very well made.

Final Thoughts – I quite enjoy the games that this was inspired by, so I was quite excited to try Kudzu out. When I started I felt that the game was a bit of a mixed bag, but after putting the time in everything fell into place. The dungeon crawling aspects of the game were fun yet challenging, with boss battles that were challenging but not overly difficult. The only issue I had during play was the minor slowdown, but that is a limitation of the hardware the game was made for.

This is one of those rare games that appears which takes elements of its inspirations, giving the experience a familiar feel, but it still manages to feel unique. There is also the bonus of having a full color manual, accessible through the in game menus. All of the elements come together to make a game that feels nostalgic while being brand new. It does have some flaws, but the game is pretty solid so I am happy to recommend this game to those who enjoy classic GB adventures.

In the end, I give Kudzu a final score of 4/5. This is a pretty solid and fun adventure that makes the most of the capabilities of the Game Boy hardware, taking inspiration from classic adventures while feeling fresh and unique. There are a few minor issues but the overall package is worth the entry price. If you want to check this game out for yourself, a link to each version of the game will be below.   

Link to Nintendo Switch version (HERE)

Link to Physical Game Boy version (HERE)

Promenade – Nintendo Switch Review

Overview – developed by Holy Cap and published by Red Art Games, Promenade is a platforming adventure set in a vibrant 2D world, where players must go on an adventure to repair the Great Elevator. In this collectathon adventure, explore fantastical environments and interact with the different inhabitants of the world to collect cogs. 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 Red Art Games for providing the copy of Promenade 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. Please note that I will only be discussing the core mechanics and features of the game, as I don’t want to spoil the gameplay experience for players.

Story – experience the adventure of Nemo, a kid who finds himself dropped into a world that is as mysterious as it is colorful. Luckily for him, he won’t have to make his way through this magical place alone. When things look like they couldn’t get any worse for him, a cute, and very skilled, octopus swoops in to save the day. Joined by his new cephalopod sidekick, Nemo is tasked with the mission to repair the Great Elevator whose cogs have been scattered all around the world by a scary character.

Gameplay – Promenade is a 2D adventure platformer with an open world style of play, similar to that of Banjo Kazooie and Super Mario 64. As Nemo, the player must traverse the different worlds connected by the Great Elevator, completing missions and solving puzzles throughout the environments. However, the elevator has been sabotaged by a mysterious being and the cogs that operate it have been scattered, so Nemo must collect the parts to make the elevator whole again.

To achieve this goal, the player is accompanied by an octopus who can be used to interact with the environment, aiding Nemo in their mission. As a platformer, players will need to run and jump across platforms, climb up to great heights and dodge hazards. The Great Elevator acts as a hub world, where all of the different gates to the explorable worlds are contained. There are also activities and challenges that can be found in the Great Elevator.

When a player jumps into a game world, they will be transported into a fantastical setting, with a variety of objectives to complete. These can be as simple as collecting a cog piece, or completing a platform section. However, there are more challenging and slightly cryptic puzzles that players must solve, like getting a snail to a date with his girlfriend. There are even races, where the player can take on an owl with a jetpack to reach the finish line before him.

Once a player has collected three pieces, they will gain a full cog for the elevator which can be added to the gears to go to the next level up. Each level of the elevator will require a different number of cogs to progress to the next floor, increasing with each subsequent set of cogs that are used. The elevator can move up and down freely to the unlocked areas, allowing players to return to cleared areas later. This lets players collect cog pieces they may have missed previously.

Within the world of promenade are dungeons for players to explore, which are made up of puzzle rooms that must be solved to push forward. At the end of these areas, the player will encounter bosses that will test their platforming skills. Providing rewards for defeating these challenging opponents. Some bosses will provide players with special upgrades, improving the platforming and exploration options for the player to use during play.

Throughout the game, the player will also come across special dimension gates that players can jump into, providing a special challenge to take on. These challenges can also help players learn the different movement abilities, with each of them providing a Cog piece at the end of the stage. The dimension gate stages, can also be challenged under time attack rules, providing time sensitive challenges for players to earn additional Cog pieces for the Great elevator.

The last things to discuss are the many bonus challenges to discover in the world of promenade, there are just a few to mention without spoiling the big ones. In the hub world, the player will encounter mysterious arcade machines, which can be activated during the adventure, unlocking a retro styled mini game. Then there are the puzzle pieces, which can be picked up and used to restore the environment, filling in the gaps and gaining a cog piece as a reward.

There are more secrets that can be discovered in this adventure, along with speedrunning options for players who enjoy going as fast as they can. Now with the gameplay covered, it is time to move onto the other aspects of this release, starting with the controls.

Controls – as a platformer, Promenade has a relatively simple control scheme, with nice and responsive controls. The movement and platforming feels natural and comfortable, making the game a real treat to play. The only issue can possibly be the potential lack of precision when using a thumbstick, so I recommend using a controller with a good D-Pad. If you don’t have access to a pro-controller, the Joy-Cons provided with the Switch will do the job perfectly.

Difficulty – there is a fairly moderate difficulty curve to this title, with very few spikes in challenge. The game does get more difficult as the player progresses, but there are no significant fail states for this release. There is a very generous checkpoint system, which allows players to keep playing without significant penalty when being defeated. The player can also find hammocks to take a rest in, quickly healing any damage they have taken.

Presentation – visually, there is a vibrant and colorful world to explore, with colorful and fantastical environments to explore. Each of the worlds, characters and dimensional gate zones are filled with, adding to the experience of Promenade and giving it a unique identity. There are no issues with the performance, with the colors popping even more in handheld mode. The music for this release has a bright and whimsical feel to it, further enhancing the game feel.

Final Thoughts – I am an enjoyer of collectathon platformers, like Mario 64 and banjo kazooie which inspired promenade, so I was more than willing to try it out. Going into the game, I wasn’t sure how the 2D style of the game would work, but I was pleasantly surprised with how well the game style translated to flat sprites. The exploration, platforming and puzzles were a lot of fun, along with the satisfaction of beating the time based challenges.

I have no issue at all recommending this game to everyone, as this is an excellent modern platformer using a traditional style. There are some very minor issues with the game, like the cryptic solutions to some puzzles which can derail progress, but these don’t ruin the experience of the game. While there is the option of an Xbox or PlayStation version of Promenade, I personally feel that the handheld nature of the Nintendo Switch is perfect for this game.

In the end, I give Promenade a final score of 4.5/5. This is an excellent platform adventure, taking the collectathon style traditionally used in 3D games and making it fit perfectly in 2D, with a colorful world, fun challenges and lots of content to enjoy. 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)

Dungeon Vixens: A Tale of Temptation – Review

Overview – developed by DualArcade and published by Shady Corner Games, Dungeon Vixens: A Tale of Temptation is an old school style dungeon crawler, with a seductive and saucy twist to it. Challenge the labyrinthine dungeon, battle monster girls and find your way to the throne room to reclaim your lost love. This title is out now for Steam, GOG and Kagura with a link to each version of the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank DualArcade for providing the copy of Dungeon vixens 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.

Mature Content Warning: this title is intended for adults only, this is due to the inclusion of explicit sexual content, with sexual language, graphics and sexual contact involving non-human fantasy characters. If this type of content offends you or you are under the age of 18, please click off this piece and check out some of the other content on the site.

Now with the introductions out of the way, let’s get into the review, starting off with the story. Please note that I will be referring to the game as simply Dungeon Vixens ATOT for the sake of brevity.

Story – a year has passed since you lost the love of your life, lonely and alone you hear whispers of the Monster Queen’s Labyrinth, a place where wishes can be granted. Filled with the determination to reclaim your lost love, you set out on the perilous journey to the heart of the mysterious maze. Do you have what it takes to reach the end, find the Monster Queen who resides in the labyrinth and get your wish granted.

Gameplay – Dungeon Vixens ATOT is an old school style dungeon crawler, reminiscent of classics like monster maze, with the goal being to reach the final floor of the dungeon. Navigate the halls of the labyrinth, uncover the secrets that it contains and engage in battle with the monster girls that call the maze home. The labyrinth will have many twists and turns, making it easy to get lost in the halls of the dungeon, along with traps and gates that will hinder progress.

While traversing the labyrinth, the player will encounter enemies that will attack when they are within the line of sight. When this happens, combat will begin using a special turn based battle system. Combat in Dungeon Vixens ATOT uses a battle slider system, where the player will need to time their actions to succeed in battle. When attacking and defending the slider will move left and right, with the timing of the player affecting the damage of that turn.

The battle slider behaves differently based on attacking and defending. When the player is making their move, the slider marker must be stopped as close to the middle as possible for a critical hit. During the enemy turn, a timer bar will deplete with the target being to keep the marker in the middle as it bounces with each input. Mastering these combat mechanics are key to success within the dungeon, as the player has one life per run.

If the player is successful in battle, the monster girl will give up and an intimacy scene will occur the first time they are defeated (this can be changed in the settings). After defeating an enemy, the player is given coins as a reward which is added to their loot bag. These aren’t the only treasures that can be found in the many floors of the dungeon. There are chests that are scattered throughout the labyrinth, containing coins and items that can aid the player, including healing potions and markers that can aid navigation. Players can also find spells that can change the outcome of battles, with the spells affecting the stats of monster girls in combat.

Hostile monster girls aren’t the only inhabitants of Monster Queen’s Labyrinth. Players will encounter NPC characters within the halls of the dungeon, interacting with them to gain a variety of benefits. The most important one is the Shop, run by the Goblin shopkeeper GlimGlim who will sell a variety of wares to the adventurer. If the player has the coin, they can woo GlimGlim and be rewarded with discounts in exchange for more personal services.

Last to discuss are the countless secrets and bonuses that are scattered throughout the dungeon. Hidden behind secret walls and light puzzles, players will encounter special secret images, treasures and much more while exploring the dungeon floors. These secrets and bonuses, as well as multiple endings and even the potential for speedrunning add to the replay value of this title, giving players a lot to do in a relatively modest package.

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

Controls – Dungeon Vixens ATOT uses a nice and simple control method, with support for both keyboard/mouse and controllers. The game can be played with just the keyboard, just a mouse or an Xbox controller, with the most comfortable way to enjoy the game for me being with the standard pc control set up. The feel of the game inputs is very smooth, with no lag during play with any of the chosen control styles and the game is comfortable in general.

Difficulty – there is a moderate difficulty curve to this title, as some monster girls have the capability to wipe the player out in a single hit. This can be dangerous when at low health while in the dungeon, as being taken down in a battle will send you back to the title screen. Luckily, there are checkpoints at set levels that players can jump back to after defeat. Players will also get to keep all gold and items they earn each run, giving players a better start each time.

Presentation – visually, Dungeon Vixens ATOT is a real throwback to classic adventure games, like Monster Maze with 3D style environments, flat sprites and limited use of color. The overall style of the game works well in tandem with the gameplay, alongside adult material that adds to the distinct feel of the game. The dungeon itself is mostly silent, with music only playing when encountering a monster girl, this gives each encounter more depth and can add to the tension of a battle.

Final Thoughts – I wasn’t sure what to expect when I first loaded this game up, as I went into it with little knowledge of it while doing some testing of the pre-release version. After getting to grips with the game and the unique combat system, I had a great time with it and very much enjoyed my stay in the dungeon. The story is fairly simple, but the secrets throughout the labyrinth give so much more depth to the game, along with the various NPC characters that can be encountered.

The concept, gameplay and overall presentation of Dungeon Vixens ATOT come together to create something more than just adult content. There is fun and challenge with the gameplay, needing strategy and planning to be able to make it to the end of the Labyrinth. This like many of the titles under the Shady Corner Library focus on gameplay first, with the adult content secondary to everything else. Dungeon Vixens ATOT is an easy recommendation, especially at the modest price.

In the end, I give Dungeon Vixens: A Tale of Temptation a final score of 4.5/5. This is a fun and challenging throwback to classic dungeon crawlers, with a lot of depth to the narrative, a unique combat system and good use of adult content that is more than just mindless titillation. If you want to check this title out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Link to GOG version (HERE)

Link to Kagura version (HERE)

Freedom Planet 2 – Nintendo Switch Review

Overview – developed by GalaxyTrail, with publishing handled by Xseed Games and Marvelous Europe, Freedom Planet 2 is fast paced action platformer, featuring vibrant sci-fi worlds, challenging bosses and an engaging storyline. Set three years after the events of the previous game, a new threat appears that threatens the peace that the hero Lilac and her friends fought for. 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 Decibel PR who provided the copy of Freedom Planet 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting off with the story for Freedom Planet 2 (taken from official sources). I will only be discussing the core mechanics of this game, as I do not want to spoil any of the surprises that this game has in store for players.

Story – Join the heroes of Avalice as they face their greatest challenge yet! An ancient terror has emerged from the depths of the ocean. Merga, a water dragon from Avalice’s oldest and deadliest war, has been freed from her crystal prison as a consequence of the Kingdom Stone’s destruction. War is imminent once again, but this time, the heroes are split between sides. As friendships are tested, will the girls stand united when Bakunawa rises?

Gameplay – Freedom Planet 2 is a fast paced action platformer, where players must traverse 24 vibrant stages, fighting armies of robotic enemies and imposing bosses. The main game mode in this title is adventure mode, where players will make their way through the story for Freedom Planet 2. During adventure mode, players traverse the overworld map, moving between locations as they progress through the story with cutscenes that relay the narrative of the game.

Before starting the game, the player gets to select one of four playable characters. The four characters are Sash Lilac: the Dragon, Carol Tea: the Wildcat, Milla Basset: the Hound and Neera Li: the Frost Knight. Each of the playable characters have their own unique skills and abilities, separated into four distinct gameplay styles. For example, Lilac is a speed type character and Carol is a brawler type. Neera is a new addition to this game, making her debut as a playable character.

During adventure mode, stages in this game function in two ways, with the first being the action stages. These stages play out in a manner similar to traditional platformers, where the goal is to reach the end of the stage, battling enemies and collecting loot as they go. In these stages players will collect crystals, which will fill the meter at the top of the screen, giving an extra life when full. Then there are the element gems, which will give the player a temporary shield that will protect them from damage.

As players make their way through the stages, they will encounter enemies that will deal damage to the player. When these foes are defeated, some of them will drop robot cores, which can be collected and used by the player as a special resource. There will also be life flowers, which will heal the player with petals when opened, if the player is already at full health, excess petals will be converted into crystals and added to the players total.

If all of the life petals have been depleted, the player will have one last hit in them, but the player will lose a life if they are hit again. When this happens, the player will be given two options, continue from a checkpoint with full health or continue where they fell, at the cost of a severely reduced health bar. Players can continue if they run out of lives, the player can restart the stage or pay gems for a checkpoint, there is a mini game to earn gems on the continue screen.

At set points during the stages, usually at the end of the stage, the player will encounter boss battles where a large scale foe will appear. These battles can be challenging, with the player needing to hit a weak point to deal damage to them. Encounters with these sizable opponents can have multiple phases, which will happen when a set amount of damage is dealt to them. When a boss is defeated, they will usually drop a star card, signaling the end of a stage.

Once a stage has been cleared, the player will be given bonuses based on their performance. These bonuses are affected by a range of factors, with the most common one being the number of lives left. Once all of the rewards are given, the player will be given a ranking that is tied to their final bonus score. The bonus and ranking can be improved and manipulated by equipping items, boosters and more items that can obtained from the in game shops (discussed further below).

Away from the main action stages, we have the hub areas where players will be able to interact with different NPC characters, accessing a variety of services from them. Inside of all of hub areas, there will be NPC characters that the player will be able to talk to, learning information about them, the world and other characters. There are also special facilities that players can interact with, providing uses for the resources and loot collected in action stages.

There are shops that can be accessed by talking to vendors in the areas, providing the player with several options to spend their currency on. Players can also exchange items they have collected, trading crystals and robotic cores for special Golden gems, a special currency that can be used to buy very powerful items. The items can be equipped to the player character, powering them up and making them stronger and giving them special effects.

Then we have potions which can be mixed and matched with five total slots, giving players the ability to come up with their own special mixture to tackle the stages. The potions aren’t single use and can be added multiple times to the mix, so players can use one or more effect in varying strengths. These power-ups can give players a whole new way to approach stages, adding more depth to the gameplay throughout the challenging action stages.

Last to discuss are the special features that can be unlocked when playing the game. In adventure mode, the player will unlock the Battlesphere during play, which features special challenge stages and a boss attack mode where all unlocked bosses can be fought. Some of the challenges are required to progress the story. Then there is the gallery and jukebox features, letting players listen to music and unlock exhibits in the museum.

There are many more secrets, unlockables and features for players to discover during play, but I don’t want to spoil too much as I feel players should experience these for themselves. Now with the gameplay covered, it is time to move onto the other aspects of this release, starting with the controls.

Controls – this title uses a 4 button input system, with all of the essential inputs on the face buttons but some are repeated on the triggers/shoulder buttons. To help players get to grips with the characters, there are on screen button prompts that can be used as reference for all inputs. In general the game is a lot of fun to control, with snappy and responsive inputs which are a must for any high speed platformer. I recommend a good controller with a solid D-Pad for this game.

Difficulty – there is a fairly balanced difficulty curve to this game, offering three options for players made up of Beginner (with support items), Normal and Hard. These different options give all players the opportunity to get into this adventure, providing an approachable and enjoyable adventure suitable for all skill levels. There is also an in-depth tutorial for all playable characters, which provides the ins and outs of each character in a way that everyone can get behind.

Presentation – visually this game is very pleasing to the eye, featuring vibrant sprite work which is complimented by the gorgeous environments for the different areas. The action on screen flows well, with no issues when it comes to frame rate or lag, but there is a little hiccup with the screen size at times for the switch. Due to the size of the Nintendo Switch screen, there are times where the sprites can be tough to see due to zoom, which can be frustrating.

The sound for this release features a soundtrack that makes the game pop that much more, giving all of the set pieces and stages more impact during play. There is an excellent mix of instruments that make the experience a real joy to play, with my favorite being the Dragon Valley with its amazing saxophone section. There is voice acting throughout the game, featuring the talents of Morgan Berry (Kakegurui Twin), Dawn M. Bennet (Persona 3 Reload) and Alejandro Saab (Disgaea 7).

Final Thoughts – having played the first Freedom Planet some time ago, there was a lot of interest in seeing what this game has to offer. I can safely say that this is a fantastic sequel to an already excellent game, taking all of the elements that made the first a fun time and knocking it up a notch. There were some hiccups here and there with this release, but they don’t sour the experience too much to make it not worth playing.

I spent a lot of time playing this title over and over, looking for secrets, getting faster times in stages/challenges and having a blast doing it. The changes in experience between the four characters during play are something that really makes this game shine. Each of the characters has different storyline beats, character interactions and much more, making for a fresh experience each time through. I have no issue recommending this to anyone that enjoys a good platformer.

In the end, I give Freedom Planet 2 a final score of 4/5. This is an excellent platforming adventure, with a story that is entertaining, a charming cast of characters and fast paced action that will satisfy any fan of the platforming genre. 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) – NA / (HERE) – EU

Link to PlayStation version (HERE) – NA / (HERE) – EU

Link to Xbox version (HERE) – Worldwide

Real Estate Simulator – Steam Review

Overview – developed by GeekOn and published by Midnight Games, Real Estate Simulator is listed as an exhilarating journey to build a real estate empire. Buy and sell properties across three different regions, decorating them with furniture, wallpaper and flooring however you like to before selling it in the main office. This title is available on steam, with a link to the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Midnight Games for providing the software 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. I will be skipping the story as there is zero narrative present for this release, so I will be going straight into the gameplay segment.

Gameplay – this release is a house flipping style sim, where players buy properties, decorate them and then sell them to prospective buyers. At the start the player starts with a level 1 office, where they can buy and sell properties for the most part in a level one region. The player starts off with some seed money and access to the level one region, which is called the slums and it sets the expectation for players on what the game will be like.

This is a straight clone of the better known game House Flipper, putting the player in a first person perspective with bland assets and repetitive gameplay. Moving around the game world is boring with lifeless NPC characters that populate the areas, walking in repetitive cycles that are out of place. Then there are the barriers that lock off all of the explorable areas, locking the player into a very small play area that feels restrictive.

In the slums the player will find themselves in a sewer drainage canal, where the properties are made up of tents, haulage containers and abandoned school busses. These “properties” can be bought for as low as 600 dollars from what looks like a homeless person, with models that appear to look dirty and disheveled. When a tent has been bought in this digital skid row, players can “improve” the star rating by throwing a sleeping bag on the floor that is bought from the office pc.

When properties have been added to the “portfolio” of the player, they can be put on sale in the office and the glaring issues with this game become even more apparent. When a property is shown on the sale page, there is A.I. generated art, looking nothing like the actual in game assets. Then there are the absurd names and descriptions for properties with titles like “Whispering Pines Pavilion” saying it has “rustic charm and open design, perfect for displaying antique furniture”.

The bizarre choice to make this the level one area is odd, given the negative attitude to those who live in places like skid row. What makes it even more strange are the exaggerated prices for this area, like buying a haulage container for 8,000 dollars and then selling it for 15,000 after throwing a sleeping bag in it. Then you have the sale system, where you have generic A.I. voiced “buyers” who you can try to sell the “houses” to when they walk into the office.

During a work day if you have properties for sale, clients will come into the office and give an idea of what they want. The requests can include a price, location or rating that they are looking for, then you can offer two properties if you have them to try and sell. If the client wants to buy, you will be teleported to the location and then you can try to haggle a price with them. You have three attempts to make a deal before they leave.

When enough property has been bought and sold, the player will level up and unlock the suburbs as a potential market. Increasing the real estate level, the player will be able to buy more items from the furniture store. This will be very useful as the new items can be used to decorate the actual houses on sale, but this doesn’t give the game much more depth. In the suburb region, the prices jump significantly, ranging from around 40k to over 1 million to buy.

These properties in the suburb are often a basic copy paste, with all layouts being part of a limited set of options. The lower price houses in this area have one floor and the more expensive will have more, then after you buy and sell enough you unlock the level 3 area of the city for even more expensive properties. That’s about it for this game, there is no real reward or jeopardy for this game. The game page lists challenges like market crashes, but that never happened.

To decorate a property in this game, players can just throw furniture around that have been bought and added to the inventory, with no real thought put into it. There is little if any real interaction with the properties throughout the game, especially with the flooring and wallpaper which is just point and click. This adds little if any real depth to the game and feels like filler to keep the player going, with the only impact it has is increasing the star rating of the property.

Last to talk about is the office system, with the player starting out at a level 1 office where they can sell houses for the slums and some from the suburb. Then when enough is earned, level 2 and 3 offices can be purchased, increasing the overall sale potential for the suburbs and city regions. The offices look different but they all do the same basic things, just with a different coat of paint and at the end of each day, you sleep on a couch that is just there in a corner.

With the gameplay covered, it is time to move into the other aspects of this game, starting with the controls.

Controls – this game uses the most basic first person controls that you would expect from a game, with mouse and keyboard support. I used mouse and keyboard for the most optimal experience and even then it was unintuitive, boring and just a slog to play. There wasn’t even the option to change key bindings and the only prompts you get are flashed on screen in the tutorial and then they are gone. Not a fun experience to control.

Difficulty – there is zero difficulty in this game, with the only challenge being if you can stay awake long enough to keep playing. The store page for the game says there are VIP clients and market crashes, but that didn’t happen once. The only thing that could be called difficulty is the grind that you need to be able to buy bigger houses, which if anything is more boring than it is challenging given the lack of actual depth to the game.

Presentation – visually this game is as bland and boring as the gameplay experience, with generic assets that feel like they have been bought from an asset store. The areas are limited to explore, with exteriors that don’t match the interiors for the most part. Then we have the use of A.I. assets which just feels lazy, with the lack of art of voiced dialogue preferable to the slop that has been used for this. The music is just as bland, with what sounds like royalty free music being used for the game.

Final Thoughts – I have been aware of Midnight Games and their parent Midnight Works for a while and their reputation, but I thought to myself “they can’t be that bad” so I gave Real Estate Simulator a try. Oh boy was I wrong to think how I did, this is the worst game that I have played, possibly ever and I have played some very bad games. There was nothing redeeming for this game, whereas the other bad games I played were fun to some extent.

This game is just a terribly made imitation of the popular house flipper titles, with absolutely none of the charm that those games have. There is no fun, challenge or actual depth to the game aside from the leveling system, which is the most surface level form of progression that could be in a game. I cannot recommend this game to anyone, not even to see how bad it is and it feels like a waste of money when there are much better games out there.

In the end I give Real Estate Simulator a final score of 0/5. This is the single worst game I have ever played during my career reviewing software, there are no redeeming features for this shovelware clone that is riddled with A.I. slop and feels like an attempt to capitalize on the popularity of house flipper games. if you do want to look at this game for yourself, a link to the game will be below, but I wouldnt waste the time.

Link to Steam version (HERE)

Stunt Paradise – Nintendo Switch Review

Overview – developed and published by Brinemedia, Stunt Paradise is a fast paced stunt racer, where players must navigate loops, jumps and obstacles to reach the gold. Explore extreme tracks in various locations, from industrial cities and dusty deserts to windswept tropical beaches. This title is available on the Nintendo Switch, Xbox platforms and the Steam service, with a link to each version of the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Brinemedia for providing the copy of Stunt Paradise 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 little in terms of story for this release, so I will be going straight into discussing the gameplay of this release.

Gameplay – Stunt Paradise is an arcade style stunt racer, where the objective is pretty simple, reach the goal while navigating ramps, flips and hazards. The different locations from the desert and beach, to the volcano and ocean will contain challenges for the player to leap over or roll under. These challenging elements will push the player to think on their feet, looking for the best way to overcome the hazards on the track, as the car will explode if contact is made.

The hazards include buzz saws and rollers, which will destroy the player vehicle immediately. But these aren’t the only challenge that players will need to be aware of. Throughout the stages, there will be ramps, bridges and explosive boxes that can launch the car, there is also water and lava that can be crashed into if players aren’t careful. Different sections can have buttons to lower ramps, explosives to launch the car and even giant fans to push the vehicle.

The ramps are used to perform stunts, flipping the car to gain points and coins can be collected on the ramps or during jumps. But coins aren’t the only item that can be collected during the levels. In every stage, there will be a star for players to collect. These stars can be easy to reach, but in some they will be more challenging, being tied to a timed obstacle like a train or placed in a section that appears out of reach. Once a star is collected it is gone from a stage.

The stages can be replayed endlessly, giving the opportunity to earn additional coins each time. This is very useful as there is a selection of cars that can be purchased from the main menu, with the prices increasing for the higher level vehicles. There is a total 20 cars that can be collected, giving players more options for the completing the stages. However, being faster doesn’t always mean better, as it is possible to go too fast, overshooting ramps or hitting hazards.

There are 50 levels for this title, providing a lot of content in a cost effective package, with plenty of replay value for players to enjoy. There are no leaderboards or time trials available for players to take on in this release. This is a minor issue but could have expanded this game further. However, it is always possible for this to be added in the future, or for a community to build around this game, timing their own runs like we have seen with other games.

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 very simple control system for Stunt Paradise, using the thumbstick to control the car doing back and front flips, with the back triggers to accelerate and reverse. This makes for an arcade style experience that can be picked up and played with ease. Having played the game in both handheld and docked on the switch, there is little difference in terms of game feel. This game can be played comfortably with all controller types.

Difficulty – the challenge for this game is balanced well, with a difficulty curve that will slowly increase the further that players get. This allows players to gradually improve their skills, getting better as they progress in a fair and balanced way. the toughest part of the game is collecting all of the stars, as some of them will be hard to reach, but all of them are obtainable through some trial and error.

Presentation – visually, Stunt Paradise is pleasing to the eye using 3d models that are bright and vibrant, giving the overall experience an arcade feel that works in favor of this title. The models and the environments look good for this release. During play, there is no lag or issue with performance when playing in either docked or handheld mode, with a smooth frame rate. The sound for the game fits the game well, with music and effects that elevate the game further.

Final Thoughts – I quite enjoy stunt games, like the Trials titles that popularized the genre. So when this was available to me, I jumped onto it and I do not regret this choice. There is a lot of fun to have with this title, given the depth of content and replay value on offer for the low cost. I am happy to recommend this title to everyone looking for a fun game at a modest price point. The only thing I would change is to add a timer and leaderboards to play it further.

In the end, I give Stunt Paradise a final score of 4/5. This is a fun and cost effective stunt racer, providing an arcade style experience for players who are looking for a fun time, with plenty of cars to unlock and stages to challenge. 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 Xbox version (HERE)

Link to steam version (HERE)

Raiden IV x MIKADO Remix – PlayStation 4 Review

Overview – developed by MOSS and published by NIS America, Raiden IV x MIKADO Remix is an enhanced version of the classic arcade bullet hell shooter. This version of the game features a remixed soundtrack, additional gameplay modes and extra stages, creating the ultimate Raiden IV experience. This version of the game is available for PlayStation 4/5, Xbox platforms and Steam with a link to different versions 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 Raiden IV x MIKADO Remix 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 a narrative for this release, so I will be moving directly into discussing the gameplay of this title. Please note I will be referring to this title as Raiden IV Remix for the sake of brevity.

Gameplay – Raiden IV Remix is a vertical, bullet hell shooter that takes place over several stages, battling enemies that will attack the players with a relentless hail of bullets. The game is split into several modes, each featuring unique features that separate them from the others, alongside special play styles that tailor the experience to the player.

The game modes in Raiden IV Remix are as follows;

  • Arcade – play through the original game in either original or light, with light only having five stages in a single loop. However, original mode is tougher and features two loops of the game with a final stage appearing at the end of the second. In this mode there is a score multiplier system called “Flash Shot”, giving a higher multiplier depending on how quickly the enemies are defeated.
  • Additional Mode – this gameplay mode is functionally identical to the original mode in Arcade, with two gameplay loops, the multiplier system and stage layouts. However, in this mode there are two extra stages, bumping the total number of stages from 11 to 15. The increase in the number of stages expands the gameplay loop, challenging the player further than arcade.
  • Overkill Mode – play through the same stages as Additional Mode, with two special missions that occur during each of the two loops. The score system is also different with this mode, a new mechanic dubbed the “Overkill Meter” is here where players can score bonuses on large enemies by dealing extra damage after defeating them. To make up for the removal of the Flash Shot multiplier, rings are awarded for defeating enemies quickly.
  • Score Attack – take on stages from the different game modes, with the different difficulty modes and features available as they are unlocked during play. This mode is best used for practicing the stages to refine the player skills.
  • Ranking Mode – play a single credit run of each mode, submitting the score against the best players in the world and compete for worldwide fame.
  • Boss Rush – battle against the bosses of the game that have been previously defeated, fighting them in single battles to set a high score. The difficulty can be set like other game modes, letting players practice just like the Score Attack mode.

During stages in all of the standard game modes players can collect power-ups from defeating enemies, with each one collected boosting the strength of each weapon. The weapons vary depending on the ship chosen on the main menu, separated into main, sub and bomb weapons, each with their own distinct icon. The sub-weapons have a powered up state that deals increased damage, available when the player holds off firing for a moment.

The battles can be intense with bullets covering the screen, making it difficult to dodge at times making the bomb weapon very powerful. When in danger, a bomb can be deployed that wipes out all incoming projectiles on screen. However, great care must be taken when fighting enemies and bosses, since being downed by an enemy will cause power-ups to be lost. When the player does get taken down, they will drop some items that can help them get back into the fight and replenish their bombs.

At the end of a standard stage bosses will appear, fighting the player in multi-stage battles. Each boss has their own unique attack pattern, making each battle a unique challenge during the course of the two game loop. When the boss has been defeated, bonuses will be provided based on performance and remaining lives/bombs. The highest score will be added to the top of the screen, with a high score being added to the local leaderboards if the player continues or gives up.

When it comes to continuing, the player will have limited credits during play. These are not shown during play, which means that the player will be unaware of how many they have remaining when using them. This means that it is possible to fail, however each time the player loses, additional credits will be rewarded based on progress. It is possible to unlock unlimited credits for the standard modes, which will be made available when specific requirements are met.

The last parts of the gameplay experience to discuss are the different play styles , which change the player players can enjoy this release. First up is the Solo mode, where players can pick the player 1 or player 2 side, taking on the challenges of the game alone. The choice that the player makes of player 1 or 2 has no impact on the overall gameplay, with the only difference being the color of the ship and the on screen display.

Then we have Dual play, which is the 2 player co-op mode. When working together in this mode, players can strengthen their attacks by lining up one behind the other, attacking in tandem to make powerful combo attacks. This is can be taken further by mixing the different ships together for different weapons. There is also a competitive element to this mode, with players getting a win or loss at the end of the stage, which is determined by the performance of the players.

Finally there is Double play, a very special challenge for only the most dedicated Raiden players. In this unique mode, a single player is able to play as both player 1 and 2 ships with the same controller. This  extreme challenge is a real test of skill and co-ordination, as players must be aware of both ships and a hail of bullets that targets them. It may be possible for two players to play the game with one controller, but that may cause more problems than solve them.

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

Controls – as a vertical arcade shooter, the inputs are very simple featuring a two button system for shooting and bombs. The movement of the ships is controlled by the thumbstick and D-pad, allowing players to use whichever style of play they are comfortable with. All of the inputs can be remapped freely, allowing players to enjoy the game with any controller layout. It is also possible to play the game with an arcade stick, if you have a supported peripheral or adapter.

Difficulty – there is a plethora of difficulty options for Raiden IV Remix, letting players choose an option that is appropriate for their skill level. The different options change how enemies function, ranging from increasing enemy fire rates to being able to shoot enemy bullets. This suite of challenge settings is excellent, making for one of the most accessible bullet hell shooters in recent times. But there is one issue that makes it really tough, the lack of a visible hitbox for the player ship.

Presentation – visually, this title is a perfect replication of the original experience, with some polish to the resolution running natively at 1080p. There are no issues in terms of frame rate, lag or overall performance. There is also the ability to rotate the screen 90 degrees, allowing for players who have suitable screens to play in Tate Mode. This title also features a brand new soundtrack, arranged especially for this release produced by Game Center MIKADO.

Final Thoughts – I am quite fond of Raiden as a series, having reviewed Raiden III x MIKADO MANIAX preciously which can be found (HERE). So I was quite happy to jump into this title and get to grips with it on PS4. I can say that this game is punishing and brutal, taking me half a dozen attempts to beat the game on the lowest difficulty. However, the more I played, the more I adapted to the game managing to reach the original difficulty setting, but sadly that was my skill limit.

The game is extremely challenging, but it is rewarding as the satisfaction of making it a little bit further or getting a new score is worth the effort. Each time I failed there was some frustration, but it is part of the bullet hell cycle, try, die, try again. I am more than happy to recommend this game to all fans of Vertical shooters, bullet hell or otherwise. It may be a little off-putting for some, but the varied difficulty options make it one of the more accessible titles in the genre.

In the end, I give Raiden IV x MIKADO Remix a final score of 4.5/5. This is the definitive version of Raiden IV a brutally challenging bullet hell shooter, with a plethora of modes to enjoy, additional content that wasn’t in the original and a brand new arranged soundtrack. If you want to check this title out for yourself, a link to each version of the game will be below. Please note, a Nintendo Switch version of the game is available, but it is not published by NIS America.

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

The Texas Chain Saw Massacre – PlayStation 4 Review

Overview – from Sumo Nottingham, Black Tower Studios and Gun Interactive, Texas Chain Saw Massacre is an asymmetrical horror experience based upon the original move. Take the role of the cannibalistic family on the hunt, or the victims as they try to escape their captors. This title is available for the PlayStation 4/5, Xbox family and Steam platform, with a link to each version of the game at the bottom of this review.  

Disclaimer: before I get into the review, I would like to thank the representative at Evolve PR who provided the copy of Texas Chain Saw Massacre, 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 off with the story. I will be covering the core mechanics included in the base game, as there has been DLC and additional content released for this title.

Story – during the 1973, a college student named Maria Flores disappeared without a trace near the town of Newt, but with no physical evidence the investigation has stalled. Two weeks later, Maria’s younger sister and her closest friends set out to find her. However, what awaited this group was a nightmare beyond belief, the events surrounding it would be just one of the many bizarre crimes later known as The Texas Chain Saw Massacre.

Gameplay – Texas Chain Saw Massacre is an asymmetrical 3v4 multiplayer horror game, where players are split into two teams, the killers (the family) and victims. Before a game starts, the player can pick a character based on the side they have chosen. The cast of killers include the Hitchhiker, the Cook and iconic Leatherface from the original film, with the victims being a brand new cast exclusive to this title. Teams consist of 3 killers and 4 victims.

The goal of the game is very straightforward for the most part, as the family, they must hunt down their captured prey. To accomplish this, they must use their unique skills to track down their quarry and execute them before they can reach safety. Assisting them in the hunt, they have grandpa the best killer there ever was. In order to get the help of grandpa, the team of killers can give him blood collected from buckets or victims, powering his sense to track the captives.

There are several ways that the family can keep the victims from escaping, these include locking down the exits, laying traps and monitoring the different objectives. The cannibal killers can also attack the victims with their weapons, dealing damage to them and reducing their health. If the killers are able to do enough damage, they will be able to execute the victim, taking them out in gruesome fashion. If all victims die, the family will gain complete victory.

The objective for the victims is to escape, as a team or alone. To complete this objective, players on the victim team have a few different ways to succeed. The main way to escape from the family is to reach the main road, where the victim will be able to run for safety. But this is not the only route to survival that is open to them. There are additional escape routes that can be taken, with exits in different parts of the property, but they can require items to open up.

Great care must be taken during the attempted escape, as opening locked doors, traps and environmental objects can make noise, alerting the family. All of the victims will start in the same area, with players able to work together or alone, but these both come with their own positives and negatives. Each of the victims has their own set of skills, which can be used to aid in their escape with special abilities having cooldown timers between uses.

While moving around the map, players must use stealth to stay hidden and move through the property. There are shadows, tall grass and vehicles that can be used to conceal the presence of a victim, as well as hiding spots like freezers and car trunks. Hiding spots can be used in a pinch when being hunted, but they are not permanent and are only temporary. As time passes during a match, the victims will start to lose blood having been wounded during their initial capture.

If the captive doesn’t escape in time they will bleed out, leaving blood stains on the ground that can be tracked and succumbing to their wounds if they take too long. There is some hope however, as useful items can be found, including healing items, tools to open locks and bone scrap to be used defensively. A victim can carry two items at a time, but collecting them comes with some risks as victims will make noise if they rush. Escape is the only way to survive the nightmare.

A match will end one of two ways, all of the victims have been killed by the family or escape from the property by remaining survivors has been achieved. When this happens, players will be given experience points based on their performance, with different objective rewards for the family and victims. As experience is earned, players will level up in two ways, one is the profile level and the unique character level which is unique for all playable characters.

The profile level will unlock bonuses for the player to view, including behind the scenes content and more for players to enjoy. Then there are character levels which will increase when playing as each victim and family member. As these characters increase in level, they will gain skill points, attribute points and the ability to use the skill tree. Within the skill tree players can unlock new abilities, attribute points and perks, increasing the power of each character.

Each of the playable characters has a unique skill tree, perks and abilities that they have. These can be customized the as the players increase their level. The attribute points can be used to increase weaker areas of the characters, making them stronger and well rounded. When a player is building their skill tree, there will be branches that go only one way, meaning tough decisions will need to be made. As new skills and perks are learned, they can be added to a loadout.

All of the characters have their own special loadout, which will have their perks and skills attached to them. These can be customized to change how the character is used, giving players additional flexibility in how they want to approach matches. The unique abilities of each character can also be modified, improving the capabilities of the killers and survivors. All of the skills can dramatically change the way that matches play out, so it’s best to experiment to find the best fit.  

Players can also earn cosmetic items, which are awarded by completing different objectives in the game. These consist of costumes that can be earned during play, with the survivors having variations that can be obtained by just playing the game. The family lacks any costume variants with the exception of Leatherface, who has three outfits based on his most recognizable looks. Additional costumes for all characters and weapons skins for the family are available as DLC.

The last thing to discuss is the general gameplay experience. This is an online only game, meaning there is no offline or single player, unlike the previous Gun Interactive title, Friday the 13th. Due to this, players will be reliant on others to be able to play and enter matches. When a match is found, players will need to wait until all slots have been filled before a game can begin, potentially leading to long wait times. There is also a private game mode, but I couldn’t use it during my playtime.

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 title are pretty easy to pick up, as the game is a third person action title, the game uses the thumbsticks for character and camera movement. All of the essential inputs are mapped out in a comfortable way, with prompts that appear on screen at interactive points. If players need a refresher of the controls, they can easily find a handy on screen help guide for all of the buttons for the family and survivors.

Difficulty – there is no real difficulty curve to this game, as the challenge is based on the players that found through matchmaking. When starting out, players will likely be matched with opponents way above their skill level, making for what feels like an unfair fight. But as players continue to play, the gap will gradually lessen as players improve their overall abilities. This can be off-putting for new players, especially due to the lack of single player to practice.

Presentation – the visual style tor Texas Chain Saw Massacre has a look that is reminiscent of the film it is based on, with environments and locations taken from the source material. The character models have that distinct 1970s look to them, with the added detail of the Cook, Hitchhiker and Leatherface being modeled on their movie appearances. There is no issue with the performance on the PS4 system, with the game running well throughout play.

The sound is deeply unsettling, with the use of the signature flashbulb from the film being used to great effect. There is a good use of atmospheric sound, with a sparring use of music that adds to the tension that players encounter. There is voice acting for the characters that will occur at times during the course of a match, giving more depth to the presentation. All of the elements come together to create an experience that is authentic to the source.

Final thoughts – having played the Friday the 13th game, I was interested in Texas Chain Saw Massacre as I am a fan of both film franchises and horror games in general. However, the expectation from the previous release led to some disappointment. Due to the lack of single player, the entire experience was frustrating due to it being reliant on matching with other players. When it was possible to get a match going, it was fun but the gaps between weren’t so much.

I am unfortunately unable to recommend this game, as there appears to be a vastly reduced player base from when the game launched, leading to long wait times. The gameplay as both the family and the victims is solid, with well thought out objectives and characters that offer plenty of variety. I could feel the love and passion for the movie that the game is based on, with the attention to detail for Leatherface, the Cook and the Hitchhiker. This experience sadly doesn’t live up to the potential it has.

In the end, I give The Texas Chain Saw Massacre a final score of 3/5. This is a solid and enjoyable asymmetrical horror experience, with loving care and attention paid to the source material the game is based on. However, due to the nature of online only games, the fun isn’t maintained for long due to long downtime between matches. If you do want to check the game out for yourself, a link to the different versions of the game will be below.

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to steam version (HERE)