STUFFED – Steam Review

Overview – developed by Waving Bear Studio and published by TheGamePublisher, STUFFED is a cute and stylized wave defense shooter with a unique premise. As a brave teddy bear, take on the nightmares that attempt to break down your owner Ellie’s door, using weapons crafted from items around the house. This title is available for Steam and Xbox platforms, 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 TheGamePublisher for providing the copy of stuffed used for this review, via the Keymailer service. The provision of this software has not influenced the provision of this software, 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 that this is intended to be a multiplayer experience. However, I was unable to participate in online multiplayer, so I will only be discussing the gameplay from a solo player perspective.

Story – you are a brave teddy bear, who has taken up arms against the nightmares that has been plaguing your owner Ellie. You are tasked to protect her door from the dark versions of ducks, gnomes and killer toy robots. However, there is terrifying nightmare creature known only as the shadow man, who will attempt to break her door down and ruin her night. Can you stop these monsters and make sure that your owner has a good night sleep?

Gameplay – Stuffed is a first person wave defense shooter, with procedurally generated maps that are different every time the game is started. The game can be played alone or with friends, offering the option for public or private multiplayer where up to 4 players can play together. There are three regions available for the player to use, with Europe, Asia and the Americas. Unfortunately, I was unable to test this multiplayer aspect of the game out.

Before the player starts the game, it is recommended to play the tutorial. This will explain the mechanics of the game, while giving players a chance to get to get to grips with the controls and get a feel for the action. Once the tutorial has been completed, the player will be returned to the main menu, ready to start the game proper. If players need a refresher on the mechanics or if they just want to warm up, the tutorial can be played freely from the main menu.

When starting the game up, the player will be placed in a starting room, with a basic ranged and melee weapon along with two popcorn grenades. The gameplay loop takes the player through multiple nights, made up of 10 waves of enemies, with the goal to take down all of the enemies and protect Ellie’s door. Each time the player takes down an enemy, they will get points that are added to their total, which can be used to interact with the map.

In each of the maps, the player will be able to spend points to open doors, unlocking new areas for the player to access. Within these areas, there will be new weapons to buy as well as power-ups to improve the chances of success. The weapons that can be collected include a golf ball launcher made from a skate board, shotgun style robot guns and a cola cannon. The power-ups featured range from self-revive items to refilling popcorn grenades and health increases.

Alongside items that can be purchased, the player will level up by earning XP with each enemy defeated. When the player earns enough points, they will level up and be able to use the special teddy station, which lets the player purchase a perk. These perks include more health for the bear, improving the door defenses and additional ammo for weapons. The perks that can be collected will vary each time the table is activated, adding to the random nature of the game.

As the player opens up new rooms in the map, there will be new spawn points for the enemies to emerge from, as well as warp points for the player. When the player goes into a warp point, the will often be transported back to the main room, where the door is allowing for it to be defended quickly. Players can also use the warp from the main room, quickly jumping to the other areas for more ammo, purchase new weapons and grab power-ups.

During the tenth wave of a night, the player will encounter a boss nightmare that they will have to defeat. Once the boss has been taken down, the map will transition to a new one as the night counter progresses. When the map switches, the player will retain their points, perks and weapons, but since the map has changed the player will need to open doors again. The enemies will also get stronger as each wave and night progresses, increasing the challenge.

The last thing to discuss is the coins that are collected at the end of a run. When the player is defeated, based on their performance a coin reward will be provided. These coins are added to the player total that is tied to their account. These rewards mat vary based on the number of players (I couldn’t test it out sadly), but they all serve one purpose. They can be used to purchase cosmetics in the in-game shop, which can be added to the player and weapons.

The skins that can be unlocked include colors of fur for the bear, including tiger, panda and skeleton, each with their own unique shades. There are also costumes to dress the bear up in, with cardboard robot, astronaut and knight costumes to name but a few, with additional colors for each. Then we have the weapon skins, which allow the player to change the look of each of the weapons, making them more unique and letting players freely customize their experience.

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

Controls – this title uses a relatively standard mouse/keyboard setup for the inputs, with a layout that is easy to pick up and get used to. The way that the controls are laid out can easily be remapped, alongside systems that can make the game more playable for players, including aim assist and sensitivity settings. There is the option to use controllers, but I was unable to test this out as I couldn’t get the controller to work with the game for me.

Difficulty – the difficulty for this game can vary on a couple of factors, which are tied to the procedural generation mechanics. It is possible to get a good map, which can be easily defended and this can make the game a little easier to play, but the inverse is also true. Away from the random maps and items, the enemy waves will follow common patterns, with the enemies getting stronger over time, which can get tricky when playing the game in solo mode.

Presentation – visually, this is title has a rather cutesy aesthetic, with the toy weapons and costumes that add a whimsical feel to the game. The models for environments, enemies and weapons are well put together, creating a vibrant world that has a sense of childlike wonder to them. There are also some decent graphics settings that can be tailored to each computer rig. The sound for this game fits the setting well, with SFX and music that make for a cohesive experience as a whole.

Final Thoughts – I have played many first person shooters in the past, ranging from DOOM and Quake all the way up to Destiny and Call of Duty, so I have experienced a range of titles. This one stands out as a fairly unique title. The gameplay mechanics may have been implemented in other titles, but the presentation and setting are what makes this game special. There are few if any competitors in this specific style, which lets this game stand out on its own.

The overall gameplay loop is a lot of fun, with mechanics that work well and almost infinite replay value with the procedurally generated maps. There is also a wealth of cosmetic content that can be unlocked, further adding to the playtime of the game. I can happily recommend this title to players, but please be aware that this title is still in early access, as well as what appears to be a very limited online player pool. I just wish that I was able to test out the multiplayer functions.

In the end, I give STUFFED a final score of 3.5/5. This is a fun game that has near endless replay value through procedurally generated maps, with a fairly unique premise, vibrant environments and a ton of content to unlock by players during their time playing the game. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Steam version (HERE)

Link to Xbox version (HERE)

The Bridge Curse Road to Salvation – Nintendo Switch Review

Overview – developed by SOFTSTAR Entertainment and published by Eastasiasoft, The Bridge Curse Road to Salvation is an atmospheric horror based on Taiwanese urban legends. Adapted from the horror film of the same name, the Bridge Curse puts players in the position of those being haunted, experiencing it all in first person. This title is available on all console platforms, 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 Eastasiasoft for providing the copy of The Bridge Curse Road to Salvation 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: please be aware, this title contains themes and depictions of self harm, suicide and mature, violent themes throughout. As this is a horror game, there will also be intense frightening content, so if any of the content listed here is offensive to you or you find it uncomfortable, please proceed at your own discretion.

Now with the introductions out of the way, let’s get into the review, starting off with the story for The Bridge Curse Road to Salvation.

Story – in Taiwan, there are many urban legends that have stayed alive in Tunghu University. The most prominent being the story of the bridge curse, a lingering female ghost who haunts the nearby bridge. One night, six college students set up a test of courage to challenge the curse, accidentally unleashing the spirits that haunt the University. Now the students must uncover the mysteries of this curse, but who will survive the night?

Gameplay – this title is a first-person horror title, with a tense atmosphere, puzzle solving and stealth focused gameplay. The player must control each of the six students, moving them around the different locations of the university, solving puzzles and finding clues about the mystery. Players must move with caution through the campus, exploring the areas highlighted within each of the chapters.

As the player makes it through the chapters for each character, they will encounter spirits that have been awakened by the curse. These spirits will pursue the player, attempting to kill them and potentially warping reality around them. There will be mazes that need to be traversed, while the spirits roam and try to hunt them down. When moving through areas, if there are spirits present the player must avoid being seen in order to survive.

If the malevolent spirits see the player, they will hunt them down with the only ways to survive being to hide or escape. This is where the main stealth elements of the game come into play. The player will make noise when moving, with running being the loudest, walking in the middle and moving while crouched is the quietest. This can alert spirits to the player location, but in most areas, the player can hide in cabinets or under/behind objects.

These are not the only encounters that the player will have, as there are events where players must perform tasks in order to survive. The challenges include activating crying dolls and navigating hazards to locate an item, which must be completed as quickly as possible. If these encounters aren’t completed quickly, or if the player is careless then a swift death will occur. But there are generous checkpoints during encounters.

Running away from the malevolent spirits isn’t the only thing that players will need to deal with. There are puzzles that will require the player to explore, investigate items and find the clues needed for the objective. The puzzles can be complex requiring items to be put in set orders, added to another or taken from point A to point B. The items that players find will have information about what they are, as well as the ability to rotate and investigate them.

When investigating the items that are found, they will be added to a record which can be used to track all of the discoveries and story that have been made. There is a record for each character and all of the details together. The characters each have phones that will convey story details during play, this is where the current objective, item record and other details are kept. This is a handy resource that will come in handy throughout the narrative.

The last thing to talk about is the collectables. Each of the chapters have a set of items that can be found, acting as secrets for players to discover during exploration of the campus. These items are optional for players to find, but they may just provide something special if all of them have been found. All of the items are tied to the character for that chapter, so they can be missed during play. However, there is a chapter select to collect missing items.

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

Controls – the control system for this title is comfortable to play, with the first-person style using the traditional FPS approach, with left stick for movement and the right for turn/look. All of the features are laid out comfortably, with the key functions laid out in a way that is easy to pick up and get adapted to quickly. The game is comfortable to play in all game modes, but it is recommended to play with a pro-controller rather than the Joy-Cons.

Difficulty – the difficulty of the game is tough to gauge, as there is only one set experience in terms of challenge. There is a lot of trial and error that will need to be done, as players need to learn enemy movement paths, hiding spots and item locations. This has the potential to get frustrating for some players, but it is satisfying when a challenging section is cleared. Luckily, the game has quite a forgiving checkpoint system, which doesn’t punish the player too much.

Presentation – visually this game looks very good for the Nintendo switch, with character models that are well detailed and expressive during play. The environments of the game have an atmospheric and haunting feel, with the darkness permeating the game mode to good effect. There is no issue with the performance during play, with a solid resolution in both handheld and docked modes, but the textures are a little rough at times.

There are cinematic scenes throughout, which add to the atmosphere and horror of the experience. The use of pre rendered death scenes and event scenes works extremely well, with smooth transitions that feel natural. The sound for the game is equally as haunting as the visuals, with atmospheric noise that adds to the tension of each scene. All dialogue is fully voiced in English, but some of the dialogue can end abruptly due to minor scripting/timing errors.

Final Thoughts – I quite enjoy horror based on urban legends, ghost stories and folklore, so I was quite interested in this title, unaware that it was a film adaptation. The story has a lot of depth and intrigue, with the atmosphere adding as much tension as the ghosts. The horror I felt from the game was the unease of everything around me, the darkened halls, the ghostly whispers and the eerie fog that shrouded areas in darkness.

The jumpscares became less effective when repeated, but the first instance of each worked well as a punishment for failure. The cinematic scares that were tied to events were more impactful, as they caught me off guard adding to the anxiety I felt during play. I am happy to recommend this title to everyone, it is a little rough around the edges, as well as tackling some rather tricky material as mentioned in the content warning, but if you can handle them this is for you.

In the end, I give The Bridge Curse Road to Salvation a final score of 4.5/5. This is a haunting and unsettling cinematic horror title, mixing an eerie atmosphere and sound with effective scares, creating a cohesive experience told through a first person perspective. 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)

Train Valley 2: Community Edition – Nintendo Switch Review

Overview – developed by Flazm and published by BlitWorks, Train Valley 2: Community Edition is a rail management puzzle sim, with an emphasis on strategy and planning. Take your rail company across several eras, from the steam powered era to the space age. This version of the game is available on all console platforms, with all previously released DLC included. 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 the rep from BlitWorks for providing the copy of Train Valley 2 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. This title doesn’t have any story tied to it, so I will be moving directly into discussing the gameplay of Train Valley 2. I will be focusing on covering the core elements of the gameplay experience, as there are some mechanics that need to be experienced first-hand.

Gameplay – this title is an isometric rail management puzzle sim, where the core objective of each of the stages is to connect rails and transport cargo. The way that this is achieved is by connecting the different stations, as the player is able to build a network of railways through the stage map. Each of the rails can be connected to others, allowing for multiple directions and intricate layouts to be built. However, this does come at a cost.

In order to build the rails, players must pay for each tile that they lay, as well as the cost of demolitions for areas that spaces that contain objects. This can become very costly, very quickly and drain the bank if the player is reckless. To earn more money, the player must deploy trains from the stations, transporting resources and cargo to different destinations. For each successful transport, the balance for the player will increase.

When moving resources, it is important to keep in mind what is needed to complete an objective, as there are limits to what can be accepted at a station. If the wrong cargo is sent to a station, the train will be sent back, quickly departing the station. This can lead to chaos and potential issues for the player, which may just result in disaster. As the trains are sent along the rails, it is important to watch the paths, switches and station functions.

If there is contact made between the locomotives, or if the rails aren’t connected, there will be a crash. When trains crash, there will be craters left behind, which need to be cleared before new tracks can be laid, which can be costly mistakes. It is also possible to build bridges and tunnels as the game progresses, further expanding the building options for the player even further. But, these features are expensive and can eat into the budget.

To help speed up the flow of gameplay, there are three speed settings that can be used. These will speed up the flow of time, allowing for rapid transport of resources through the map. But there are some risks associated with speeding time up. If the player sends a train out without taking rail switches into account, there is the risk of collision between trains or going to the wrong station. This can cause significant delays and costs to the player.

In order to clear a stage, the player must manage their rails and send resources to the different stations to make the required items. These include gold bars, furniture, glass and more, with some requiring more resources than others. When the required items are complete, the player must send them to the base stations, which are where the workers are deployed from. Once all required cargo has been delivered, the stage is cleared.

There is one fail condition that is present throughout the game, which players must be very careful of. If the player runs out of money, with no way of raising needed funds, then the stage will be failed, leading the player to need to start over from the beginning. This can occur in a few ways, the main one, being due to train crashes, as the player must pay to replace their lost engines. If the player cannot repair the engines, the game is over.

Outside of the standard win/loss conditions for the stages, there are bonus objectives that players can challenged. The main ones are completing the stage under a specified time limit, usually with three stars that are tied to time and two bonus objectives. These additional challenges provide the player with stars, which will unlock new train designs that can be used in game. These additional rewards promote repeated play of stages.

The main game mode is split into 5 distinct time periods, with their own unique locomotives and map details, which are tied to that era. These give the stages their own distinct feel, adding a good feeling of progression to the main game mode. But the main game mode isn’t all that the game has to offer. There are extra stages that were included as DLC, alongside bonus community levels that massively expand the scope and value of the game.

There is a tremendous amount of content contained in this title, with a variety of locations, settings and challenges for players to take on. The depth of the challenge is satisfying and rewarding, with new obstacles being introduced over time, adding more complexity to the stages as the game goes on. There is also an in-depth tutorial system, which provides explanations of important mechanics as they are introduced during the game.

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

Controls – there is an accessible control system to this release, attempting to translate a traditionally PC play style to console, with on screen prompts to aid the player. This for the most part works, but can be a little clumsy given the isometric viewpoint of the maps. There is a feeling of inaccuracy with the rail building and switching, which does let the game down a little bit. The biggest miss is the lack of touch controls for the switch, which would have elevated the game in handheld mode.

Difficulty – there is a very forgiving difficulty curve, as there is no tremendous pressure on the player while making their way through the game. The lack of a hard time limit lets players take their time, planning out the approach that they want to make. This provides a comfortable and relaxed gameplay loop, where players are able to experiment freely. The only real difficulty is the bonus objectives, which are optional for those who really want to do them.

Presentation – visually, this game shines with its low poly style, giving the feel of the older games in the tycoon series. This works in the favour of Train Valley 2, as it makes for stages and environments that can be navigated easily. It can be a little tough to see at times in handheld, but there is a handy zoom feature to help with this. The soundtrack has a cosy overall feeling, with relaxing melodies that enhance the calm atmosphere present throughout.

Final Thoughts – I am not usually one for tycoon or sim management games, so when I was offered this I wasn’t sure how I would feel. But after spending a little time with the game, I became more engaged with the gameplay loop. There is a nice and relaxed atmosphere, which helped me get used to the new mechanics over the course of the game. I found that the slower pace made for a calming experience, where I didn’t feel rushed to complete the stages.

I am happy to recommend this to pretty much everyone, even those who may want to dip their toes into the management sim/strategy genre. The game is accessible to everyone, with a difficulty curve that is about as steep as a gentle hill, alongside an in-depth tutorial system. There is also 200+ bonus stages, adding even more play value to this package. I do wish however, that the controls were more refined and the option for touch was available on Switch.

In the end, I give Train Valley 2: Community Edition a final score of 4/5. This is a very accessible rail management experience, perfect for beginners and veterans alike, featuring a wealth of content and replay value for players, with a calm and cosy atmosphere that reinforces the laidback approach to gameplay. 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)

Super Crazy Rhythm Castle – Nintendo Switch Review

Overview – developed by Second Impact Games and published by Konami, Super Crazy Rhythm Castle is a quirky mash-up of Rhythm action and puzzles. Take on the challenges of the caste to take down the evil king alone or with a friend, encountering the weird and wacky inhabitants of castle along the way. This title is available on all platforms, 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 Konami for providing the copy of Super Crazy Rhythm Castle 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 a brief outline of the plot. Please note, during my time playing the game, I was alone so I will be unable to comment on the multiplayer aspect of this game. All of the information provided is from the perspective of a single player experience.

Story – in a far off land, there is a mysterious castle ruled by the cruel king Ferdinand, this palace is filled with music, madness and a menagerie of bizarre residents. Four odd adventurers approach the castle, seeking to challenge the king and take his crown. However, things aren’t as they seem and the unhinged king is ready, throwing the heroes into his dungeon and they must overcome his twisted challenges.

Gameplay – this title is a mix of rhythm action, puzzle gameplay and adventure. The objective of the game is make it through each of the locations in the castle, completing stages and earning stars. The gameplay loop is heavily focused on a rather simple yet challenging rhythm action system. In all of the stages, the player must earn stars by completing challenges including collecting money, getting a set score and an RPG elevator.

While inside a rhythm stage, the player will be able to interact with the board on the screen, hitting notes as they scroll along it. This is reminiscent of other rhythm titles like Beatmania, Guitar Hero and Dance Dance Revolution. In this title there are two difficulty options for players, the “Reg” mode, with three lanes and the “Pro” mode which has 4. The game will determine the best option after completing the tutorial, but this can be changed.

The way that most stages play out has the player performing tasks, while also playing along with the music more often than not. This will have an effect on different aspects of the stages, like filling an energy bar, battling monsters and even taking part in a dark ritual. There is also the chance that the music will be paused, or loop depending on what is happening, which adds an extra little wrinkle in the flow of play.

But be aware, there are some stages that require at least two players to complete. These stages introduce the Hand Dog, a special assistant that will take the place of a second player and can be moved around. These stages can be very tricky, as they will often require a lot of multi-tasking, keeping an eye on the task for the player and the assistant. There are also special events inside and out of the stages, providing the player with new abilities to use.

At set points during the game, the player will encounter boss battles, which will pit them against a challenging opponent. These battles will give the player a set time to beat their opponent, resulting in a failure if the base requirements aren’t fulfilled. It is also possible to fail in the standard stages, which will happen if the stage has played out and the threshold for 1 star hasn’t been met. If a stage is failed, the player can try again as many times as needed.

Outside of the stages, the player will be able to interact with various NPC characters, providing some hints and clues, while also acting as roadblocks to progression. The stars that are earned in stages can be used to open up paths, along with items or characters that need to be found. This promotes exploration of the castle, where the player must have their wits about them and use a little ingenuity to solve the puzzles they encounter.

For those who enjoy a more rhythm focused style of play, there is a special area that lets players play through the different songs that they have unlocked. When stages are completed, the players will often receive tapes that can be used here. While in this area, the songs are played in a straight forward manner, with the player earning up to 4 medals based on their performance. These medals can be used to unlock items and special items in game.

The songs aren’t the only things that players can unlock during play. There are new characters that can be found, expanding the playable roster from the standard 4. There is also extra post game content that can be unlocked after the player has cleared the main story, further expanding the play time. This makes for an experience that can be played long after the main narrative is over, but this isn’t all the game has to offer.

There is an emphasis on multiplayer with this title, where players can play together in the same room or across the globe. The entire game can be played with up to four players, with the ability to drop in and out freely. There is also a mini game section, which allows for some chaotic fun to be had between players in free-for all or team play action. Players are also able to battle it out to see who can get the best core in the stages, with a crown for the winner.

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

Controls – there can be a lot of complexity to the controls for this title, as more abilities are introduced over time. During the rhythm sections, there are only three buttons used or standard and four for pro, but there is a need to switch in and out quickly. This need to rapidly switch between the rhythm and puzzle action can lead to mistakes being made, which has the potential to lead to frustration to players.

Difficulty – there is a fairly moderate difficulty curve to this game, with the challenge increasing as new areas are unlocked. The difficulty can also be impacted by the set-up that the player is using, which is due to potential audio-visual lag that can occur. This is common with music games, but to compensate for this the game has fairly intuitive settings to adjust the delay. Overall the game is approachable and can be enjoyed by players of all skill levels.

Presentation – there is a pleasant graphical style to this release, with flat character sprites that move around a stylized 3D world, which gives the game a distinct visual appeal. The overall look of the game works well, with a vibrant game world that pulls the whole experience together. The soundtrack for this is a real treat. There is a wide selection of music to listen to, including rock, reggae and even J-pop, with some special classic songs from Konami’s past.

Final Thoughts – I do enjoy rhythm action titles quite a lot, with a fondness for Beat Mania and Dancing Stage, so I was very interested in this title. I am happy to say that my expectations were met when it comes to the overall experience, with some solid rhythm mechanics in this release. The soundtrack is excellent, the characters have a quirky charm to them and there is a lot of fun to be had. However, the game does suffer from a few hiccups.

As this is a multiplayer focused release, the game can be challenging for those who play the game solo. This is due to the need to keep switching between actions, or having to manage the Hand Dog assistant character. The multi-tasking aspect has the potential to lead to stress and frustration to the player, but it manageable. I do recommend this title to fans of music focused games, as there is a lot of depth, replay value and an excellent soundtrack.

In the end, I give Super Crazy Rhythm Castle a final score of 4/5. This is a fun, chaotic and entertaining title for up to four players, with a fantastic soundtrack that offers a lot of variety and depth. While this is a multiplayer focused title, the game is still a lot of fun to play solo and has a lot of replay value on offer. If you want to check the game 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)

VISCO Collection – Steam Review

Overview – developed by PixelHeart and published by QUByte Interactive, the VISCO collection is a compilation of 7 classic arcade games from the Neo-Geo from the titular developer. Take on a variety of challenges that cover a range of genres, with some additional features to update the game for modern games. This release is available on the all platforms, with a link to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. As this is a compilation release, I will be covering each of the titles in this release, providing a brief rundown of each of the games then discussing the overall package. Titles will be discussed in chronological order.

Andro Dunos – 1992

The game is set in a distant future where mysterious aliens have been invading the solar system. This is a two player scrolling shooter, where the players control the Yellow Cherry and Red Fox crafts, as they set out to take down the invading forces. The gameplay loop consists of several challenging stages, where the players are able to switch between different weapons. This was a key selling point for the game when it was first released.

Each of the four weapons can be strengthened, alongside powerful sub-weapons that can be collected by destroying enemy ships. The power-ups that are collected the level of the active weapon, allowing players to unleash a powerful attack, but this will weaken the ships arsenal when used. If the player is downed, they respawn with a power level penalty, when continuing after losing all lives, 2 levels and 3 sub weapons are given as an assist.   

Goal! Goal! Goal! – 1995

Taking place during an unspecified world soccer tournament, players pick a team from one of 28 world teams in either a single player tournament or head to head. Matches last 2 minutes, with an extra period of injury time when the in game clock hits zero. If there isn’t a winner in tournament mode, the player can continue and decide whether to replay the match or choose penalty shootout.

The tournament mode plays out in two stages, with the first being a group match, with the second being a knockout elimination stage. This will continue until the only one team is left, with the player tasked with taking out the other teams on the road to their final victory. All of the teams that are featured in this title each have their own strengths and weaknesses, with the ability to select the formation of the team before starting.

Neo Drift Out: New Technology – 1996

This is an arcade rally title where the player takes on rally stages in an isometric style, where the goal is to reach the goal as fast as possible. The player can choose one of three cars, each based on a Japanese rally car from the time period. The cars vary in the ability of control and speed, with a unique feel to each of them. During the rally stages, the player has a time limit that they must reach the goal by, with on screen directions to guide the player.

The rally takes place over six stages, with a practice stage that will let the players get the hang of the race. After the initial practice, the player must challenge six stages that are set across the globe, including Scandinavia, Africa and Great Britain. Each of the stages have their own unique obstacles, where the player must be careful to prevent crashing. There will be checkpoints for the player to hit, gaining extra time or failing based on their performance.

Battle Flip Shot – 1997

This is a competitive action title, similar to Pong, where the player must bounce back a ball with a shield to hit the enemy markers. The objective of the game is to take out all six of the opponents targets first, while protecting their own with their shield. The player can select one of 5 playable characters, each with their own unique style and special attacks that they can use, with the choice being down to character preference.

The arcade mode plays out like a traditional fighting game, with the gameplay loop consisting of battles against the other characters. These battles play out in best 2 out of 3 round matches, where the first to score two points is the winner. After all of the playable characters are defeated, there is a final battle against an unplayable boss. There is also a two player mode, where players are pitted against each other in 1 on 1 battle.  

Captain Tomaday – 1999

Set in the near future, the institute for space research was developing weapons to counter the invasion of eggplant aliens. Inside the institute, there were tomatoes that were being cultivated, but one stormy night a tomato fell into a chemical agent, transforming it into Captain Tomaday. Now, this tomato must battle the invading alien forces, taking them on in vertical scrolling action. The brave captain, flies through each stage striking down the eggplant aliens.

This scrolling action title is different from the traditional shooter, as the player throws their hands at the enemies, with a left and right punch. The captain can power up their fist attacks by charging them up for a powerful attack, or rapidly punch to deal damage quickly. When enemies are destroyed, they can drop a variety of items, increasing the power and score for the player. Two players can take on the challenge together, taking down the aliens as a team.

Ganryu – 1999

This side scrolling hack and slash title takes place in a fictionalised feudal Japan, where the two warriors take on the ninja of Sasaki Kojiro. In this title, the player must travel through each of the large stages, cutting down the ninja that get in their way with their sword or chain. The two playable characters are Musashi and Suzume, who each have their own unique qualities, with Musashi being stronger whereas Suzume has more speed.

While making their way through the stages, the player will be able to uncover hidden rooms, paths and treasure chests containing treasure to collect. The items that can be found include health recovery, coins for points and extra sub weapons. These can be very useful as the different areas are swarming with enemy ninja, attack the player from all sides. There are also very powerful bosses, who can wipe the player out in seconds.

Bang Bead – 2000

This title is the sequel to Battle Flip Shot, taking the established Pong formula and tweaking it into a more exciting single/multiplayer experience. The core objective is changed from simply hitting targets, to scoring a goal afterwards. Also in this version, the shields have been removed, with the player able to dash and deflect the ball with their body. There is also a power attack system, with a gauge that fills up over time, allowing for special moves to be used in battles.

The roster is also expanded in this entry, with two new playable characters entering the arena, expanding the playable selection from five to seven. All of the characters have their own unique moves, adding good variety to the action on screen. The arcade mode is the same as the previous, where players will challenge the CPU to best 2 out of 3 battles. However, after defeating five opponents, the player will encounter two bosses that will put their skills to the test.

Now with each of the games covered, it is time to move onto the other aspects of this package, starting with the control system.

Controls – as these are titles originally developed for the Neo-Geo arcade system, there is a simple 4 button set up that is implemented fairly well. The game supports a variety of controllers on PC, which makes it easy to find the set up that works for you. The games play fairly well with a controller, but the preferred way to enjoy these games is with an arcade stick. Sadly it does feel like there is some input lag, but that may be down to the emulation.

Difficulty – there is a set difficulty for all of the games, which is the default as they were set in the original arcade machines. This can make for a difficult experience for some players, as there is no way to alter the settings for the game. Most of the games are difficult, with a lot of continues required to get through them. This may be off putting for those who may not have played these before, as the challenges can feel very punishing and even unfair.

Presentation – the visuals and sound are as close to the original hardware as possible, with a clean and crisp look to all of the games by default. This makes all of the games look good with the distinctive style of VISCO standing out well. There are some options for the screen to be modified to fit the screen, with other minor tweaks that can be made. Overall the package looks very good however you play it.

Features – as an arcade compilation, there were some features that I was expecting this game to have, which are unfortunately missing. There doesn’t appear to be a way to access the dipswitch settings for the included games, which does hamper the experience. This lack of access to the settings is a disappointment, as it makes it hard to get into some of the games. There is an online multiplayer component, but I wasn’t able to try this out.

Final Thoughts – I was hopeful when this was made available to me, as I have a fondness for the VISCO library and Neo-Geo as a whole. However, this collection has been a slight disappointment for me, which is due to several issues that I faced. When playing the games themselves, they worked fairly well, albeit with some minor input issues. The biggest problem is the lack of access to game settings, which are present in almost every other emulator available.

I am unsure if I can make a general recommendation for this release. There is a good selection of games here, with the excellent Captain Tomaday and Neo Drift Out as a stand outs, but everything is hindered by the locked difficulty. There is online multiplayer, which attempts to connect players all over the world, but I just couldn’t get connected to another player. This had the potential to be a fantastic celebration of VISCO, but it falls short.

In the end, I give the VISCO Collection a final score of 3/5. This is a competent compilation of games that attempt to celebrate the VISCO name, but sadly the overall package is marred by a disappointing lack of features that are common in other emulation offerings. If you want to check this package out for yourself, a link to each version of this release will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Excessive Trim – Nintendo Switch Review

Overview – developed by Panda Indie Studio and published by Eastasiasoft, Excessive Trim is an arcade style action title with a simple premise, cause chaos and collect weed. As an alien with a buzzsaw spaceship, mow down farmers, cows and crops to collect as much grass as possible on your rampage while under the influence. This title is available on all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Excessive Trim 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 story with this release, so I will be going straight into covering the gameplay. Please be aware, this is a mature title due to references to drug use, violence and blood, so if you find any of this content offensive, please proceed at your own discretion.

Gameplay – described as a scrolling slice ‘em up, Excessive Trim puts players in the position of an alien that has invaded earth, all in pursuit of the green, green grass. While piloting a circular bladed UFO, the player automatically scrolls up the screen, cutting through crops, livestock and farmers by dashing forward. The goal is to survive for as long as possible, collecting leaves, racking up points and collecting upgrades from a shady shop.

The stages are randomised, with procedurally generated obstacles. The livestock will charge across the screen, farmers will charge for the ship and there are even tractors that will drive towards the player. But these are not the only hazards that players must deal with. In the levels, there will be barns to fly through, trees to avoid and environmental objects to dodge. If the player makes contact with hazards when not dashing, they will take damage.

When the player cuts through the entities in the stage, leaves will be dropped which will add to the total for the player. There are also pick-ups that will increase the point total further, making for a challenging high score style of gameplay. At the end of each level, the player will find the weird store, which is run by a mysterious figure. This shop will offer the player upgrades that will provide effects like extra health, faster dash and additional blade damage.

The further the player gets into a run of this game, the more challenging and complex the levels will get. This is where the health system comes into play, with the player starting off with a total of 3 health points and a last ditch back up life. If the player loses all of these points, the game will be over and the player will need to start again. To compensate for this, there are health ups that can be found in boxes or by killing humans.

Due to the random nature of the game, all of the upgrades will be different each time the player enters the store. This makes for a very interesting strategic gameplay system, as the items that appear in a stage will often be taken out of rotation if they are not selected. The inclusion of a mechanic like this can make or break a run, due to the random element of this shops system. This gives the game a chaotic experience and feel.

This is a high score focused game, where the only objective is to get the highest possible score in a run. But there are two types of score that are recorded, with the highest leaf score collected in a run and the highest level that has been reached. These systems push the player to do the best they can, making for a fast paced experience that will have players returning for more. Sadly the scores are only stored locally, but that doesn’t harm the game.

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

Controls – this is an extremely simple title to control, with the only inputs needed being movement and the dash for the buzzsaw ship. This makes for a very close arcade style game, with fun and frantic gameplay that is complimented by the simplified control systems. It is comfortable to play with all controller types, as there is only the A or ZR button that is used on the switch controller, along with the use of the D-pad and thumbstick for movement.

Difficulty – there is little in terms of an established difficulty curve, as the game follows a random/procedural generation system for the stages that appear. Progress will be easier to make as the player gets used to the game, but it can take several attempts to get super far. This may be a frustration to some players, but the overall challenge of this title makes it difficult to put down afte just one try.

Presentation – visually this game is quite distinct, as the standard look is black, white and red, with pseudo 3D pixel art sprite work. This gives the game a graphic novel feel, with the stark red blood on screen each time a death occurs. There are additional color palettes that can be used, but for the best experience the default is recommended. The audio is ambient, with the sounds of the saw, the residents and death being heard instead of music.

Final Thoughts – I was interested in this title for a few reasons. The first was that it is by the people behind the excellent shooter Feeble Light, which I very much enjoyed and have reviewed (HERE). Then we have the concept of a slash ‘em up where the ship is a weapon, which was a first for me and was executed well. Finally there is the overall look of the game, which reminds me very much of the game Mad World, which is a favourite of mine from the Wii.

This is an easy recommendation for me to make, as the overall experience is quirky and surreal, using art that is absurd in the psychedelic way that it is portrayed. There is an addictive quality to the core gameplay loop, making players want to give it one more go to get further. This is a simple enough budget title, offering a real bang for your buck as there is near infinite replay value, but it may be tough for some to get into with the procedural generation.

In the end, I give Excessive Trim a final score of 4.5/5. This is a simple yet addictive title with a rather unique concept, a distinct visual style and almost infinite replay value for a very modest price. This is an amazing title that is lots of fun, with a surreal charm that is complimented by the bizarre visuals. If you want to check this title 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)

IREM Collection Vol.1 – Nintendo Switch Review

Overview – developed by Tozai Games in collaboration with Ratalaika Games, with publishing handled by ININ Games, IREM Collection Vol.1 is a collection of three classic games from the legendary developer. Take on the challenges of Image fight, Image Fight II and X Multiply, with quality of life updates and additional features. This release is available on all console platforms, 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 PR Hound for providing the copy of IREM Collection Vol.1 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As this is a compilation release, I will be covering the different titles in the pack, with a description of the game and discussion of different versions (where applicable).

Image Fight – 1988 (Arcade/Famicom/NES/PC Engine)

Image Fight (Arcade)

Image Fight is a vertical scrolling shooter, where the player controls a space ship, flying through each stage while shooting down enemies and bosses. The game plays out in two segments, with the first five stages rating the player on how well they do. Based on the performance during these stages, the player will get to progress to the final three or have to take on a penalty stage. This system pushes the player to improve their skills to avoid the penalty stage.

During the game, the player will be able to collect support weapons called Pods, separated into red which will change direction and blue that stay static and shoot up. The player is able to collect up to three of these power-ups, with the ability to throw the pods on the sides upwards, dealing damage to the enemies. These weapons will be lost if the player is defeated by an enemy, needing to be recollected afterwards when lost.

The player can collect special weapons that attach to the front of the player ship, which function as both a power-up and a shield. These will protect the player from taking one hit, being destroyed and letting the player survive a little longer. There is even a speed control system, which allows the ship to be sped up or slowed down. This speed system lets the player to switch things up on the fly, making for an interesting shooting experience.

Image Fight (PC Engine)

Including in this collection are several versions of Image Fight, with both the Domestic and International versions of the arcade release. These provide the best possible experience for those who want to relive the glory days of the arcades. The home ports of the game for NES/Famicom and PC Engine offer a very different experience. The NES/FC version is rebuilt specifically for the hardware, whereas the PCE version is closer to the arcade but has screen crunch.

Image Fight II: Operation Deepstriker – 1992 (PC Engine Super CD)

Image Fight II (PC Engine Super CD)

This is a direct sequel to the previous game, which has taken the core of the first game and completely rebuilt it. This title features a story with cinematic scenes, voice-over and updated gameplay mechanics. Just like the first game, there is a split gameplay system where the player will play through a pre-set number of stages, being rated based on performance. The player will then face a penalty stage if based on their percentage after these stages.

The scope of the game has been expanded with this title, adding more stages to the game and taking into account the limitations of the PC Engine hardware. The pod system returns, where players can collect up to three of the support pods in either red or blue. They function identically to the first game, with the player being able to change the directions of the red pods, while also throwing them forward to attack enemies.

Image Fight II (PC Engine Super CD)

There are new weapons that have been added, refreshing the formula and making this entry of the series more distinct. The new weapons still maintain their shielding capabilities, protecting the player from a hit and prolonging a life. Also returning is the speed system, which lets players speed up and slow down their ship between 4 levels. This title was also exclusive to the Japanese market before this release, making it the first time for the game to come westward.

X Multiply – 1989 (Arcade)

X Multiply (Arcade)

This title is the most different of the three in the package, with the action playing out in a side scrolling fashion, with a vertical segment during the game. The gameplay loop is more of the standard shooter fare, where the player makes their way through the stage and then fights a boss at the end of the stage. The game will also loop upon defeating the final boss, starting again from the beginning and increasing the pressure on the player.

The weapon system is also vastly different to the others, with this release using a tentacle like power up that moves with the ship. There is a special and more flexible control system in this version, where the player can control the shots and tentacles in a twin stick system. These tentacles are invincible and deal damage when contacting enemies, while also being used as points to fire from with the various weapon types.

X Multiply (Arcade)

Alongside the tentacle weapons, there are more standardised weapon power-ups that can be collected during play. These include lasers, bombs and missiles, which will increase in power the more power-up icons are collected during play. There is also a speed up and down, which will increase the movement speed of the player ship with a standard S icon, but will slow it down when a reverse S icon is collected.

Now with the core details of each game covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – the controls for the games and the different versions are implemented well, with the ability to change the layout to fit a range of controller options. There is also the special control system added to X Multiply, giving the game a twin stick system to them. All of the controls are comfortable in handheld and docked play with a range of controllers, however, the best way to experience these games is with an arcade stick.

Image Fight (NES/Famicom)

Difficulty – all of the games in this collection are very difficult, with enemies and attacks that will catch the player off guard. These moments make some of the most intense sections of the game, especially during the boss battles where precision will be key to survival. To alleviate some of the difficulty, there is the option for unlimited lives and invicibility, allowing players to practice the different areas of the games and get used to them.

Presentation – the sound and visuals of these games are emulated very well, with all of the colors and sprite work maintaining their vibrant colors. There is no issue with slowdown or framerate that has been added, as any of the minor issues are in the original titles. There are also video options that give the option to customise the look of the game, with filters and shaders to name a few. The music is as crisp as their original releases, with zero problems during play.

New Features – for this compilation, there are cheats to let players practice, access to dip switches for settings and quality of life improvements. Players will be able to choose from a standard or arcade mode, which give different features depending on the mode. There is also the inclusion of save/load states, where players will be able to jump in and out of the game with ease. There is also challenge mode, where players get 1 credit to try and get on the leaderboards.

Image Fight (PC Engine)

Final Thoughts – I have been playing titles by IREM for many years, being an enjoyer of games like R-Type and having played Image Fight on the PC Engine many years ago. I was excited to see classic titles coming to current systems with the new series of collections, which I can say has not disappointed me so far. There is a nice selection of software here, especially with the multiple versions of Image Fight and the first release of Image Fight II in the west.

I very much enjoyed playing through the different versions of the titles in this package, exploring the differences for the software available. The flexibility for the player is a great addition, letting players challenge the game at a pace that works for them. All of the quality of life improvements, inclusion of filters and online leaderboard systems make this an easy recommendation for me. Everyone who enjoys classic arcade titles should check this out.

In the end, I give IREM Collection Vol.1 a final score of 5/5. This is a fantastic collection of games, with new features and quality of life additions that make this the best way to currently enjoy these games without original hardware. The overall value of the package and the content available make me excited to see what is to come in the future. If you want to check this package out for yourself, a link to each version will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Diorama Dungeoncrawl: Master of the Living Castle – Nintendo Switch Review

Overview – developed by Renegade Sector Games and published by Eastasiasoft, Diorama Dungeoncrawl: Master of the Living Castle is a low-poly action adventure set in a medieval fantasy world. Take on the powerful enemies that stand in the way of our hero, wielding their hammer of power to fight the hordes of evil. This title is available on all major console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Diorama Dungeoncrawl: Master of the Living Castle 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 not much of an in depth narrative for this title, so I will be going straight into covering the gameplay. Please note, I will be referring to this title as Diorama Dungeoncrawl, for the sake of brevity.

Gameplay – Diorama Dungeoncrawl is a 3D roaming brawler, inspired by the hack and slash action titles of the past. The player takes the role of a nameless knight, who is on a quest to take down the necromancer that lives in the Living Castle. To achieve this, the player must guide them through different areas, fighting deadly enemy forces that guard the castle. There will also be traps and hazards that must be navigated to survive.

The player has only one attack as standard, which is swinging their powerful hammer, but there are some additional power attacks that can be used. If the player holds down the attack button, they will unleash a powerful strike, with special magic that can be picked up. However, these attacks use up energy which is limited, but can be replenished to some degree by breaking pots found in the different stages of the game.

The pots that can be broken will contain energy pick-ups, magic attacks and health ups in the form of meat on the bone. These items can be very useful, prolonging the life of the player and helping them to defeat tough enemies. The magic power attacks include a projectile, a shockwave attack and a strike that sends a trail of flame forward. Unfortunately, these power-ups are limited to specific points, meaning that they will be lost of the player dies.

The stages themselves are made up of rooms, with enemies, hazards and pitfalls to get in the way of the player. The gameplay loof for these stages is fairly simple, get through the different rooms, reach the boss and defeat them in battle. But in order to stop the player, there will be moments where there is a gate that blocks the way forward. To bypass these gates, the player will need to defeat all of the foes in their way to proceed.

At set points during stages, there will be boss battles against powerful enemies, which will lock the player in an arena for the fight. These bosses are very dangerous and can take the player down in seconds. This is due to the unfortunate way that the game handles hit detection, as the hit box for enemy attacks can be very inconsistent. This applies to the standard enemies too, along with knockback that will send the player flying.

This knockback is made significantly worse due to the level designs, with the player often being thrown into pits or knocked off platforms. This makes the game more difficult than it needs to be, as it is not only an action brawler style game, but also a platformer. The platforming segments work well for the most part, but they can be extremely frustrating. This frustration is compounded by one of the biggest issues in this game, the depth perception.

Throughout the game, there is elevated platforming that can be very difficult, due to the way that the camera is positioned. With the persistent viewpoint, there can be some issues with seeing where moving platforms are, where they end and where the different walls are. This difficulty has the potential to cause many players to miss jumps, fall into pits or simply walk of the edge, which is made worse by enemy projectiles and other attacks.

In an attempt to compensate for the difficulty of the different areas, there are checkpoints at set points during stages. These points will heal the player and save their progress, allowing them to continue from this point when starting the game up. But there are some areas that would benefit from a save/check point, yet simply do not have one and this makes it feel like a grind at times. The game isn’t the longest, but can get tedious and repetitive.

Now with the gameplay covered, I want to move onto the other aspects of this release, starting with the controls.

Controls – the title uses a very simple two button input system, with buttons for the jump and attack. The attack button can be held down for the special attack, which delays the input and slows it down a little. The most unfortunate part of the controllers is the lack of D-pad support, as all movement is tied to the left thumbstick. The standard inputs are responsive and work well, which are fairly comfortable to use, but feel stiff and slow at times.

Difficulty – this is a very difficult game, sometimes to the detriment of the experience. This is due to the knockback, the way that the enemy attacks function and the unfortunate design faults. At times, it feels like the game has been made to be overly diffiuclt on purpose, which isn’t necessarily a bad thing in general, but it does drag this title down. The save points do alleviate this a little, but they don’t save this from being a frustrating and punishing title.

Presentation – visually, the game feels like something that may have been made in the 90s, with very clean and polished low-poly models. The world design is quite nice, with colors that make the environments feel fantastical. There is no issue with frame rate for the majority of play time, but some of the effects do cause the odd stutter here and there. The soundtrack adds a retro feel to the game, with music that use the classic synth/Midi sound.

Final Thoughts – I had previously played titles by Renegade Sector, which have been a mixed bag. Sadly this title was more of the same, with a promising premise that sadly didn’t live up to the potential. There are issues throughout this game that negatively impact the game, with the issues with hit boxes, depth perception and what feels like an unfair difficulty curve. It doesn’t make for a fun experience, feeling like a chore over time.

I am unsure if I am able to recommend this to anyone, as there are too many problems that I feel will cause a lot of frustration for even casual players. From a visual perspective, the game is well executed, with a look that is reminiscent of the titles that inspired it. However, there are so many negative elements to the gameplay, with knockback that feels unbalanced, enemy attacks that are difficult to judge the distance of and bosses that are just unfair.

In the end, I give Diorama Dungeoncrawl: Master of the Living Dungeon a final score of 2/5. This is a retro styled title that had a lot of promise, with the potential to be a fun throwback to the past and the games that inspired it, but sadly the issues it suffers from sap what fun can be had. If you do 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 PlayStation version (HERE)

Link to Xbox version (HERE)

Air Twister – Nintendo Switch Review

Overview – developed by Ys Net and published by ININ Games, Air Twister is the latest title from the legendary developer Yu Suzuki, inspired by the classic titles Space Harrier and Panzer Dragoon. As the heroine of this adventure Arch, fly through surreal landscapes as you fight the invading forces and save the world. This title is available on all major 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 Air Twister 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 a very simple narrative that is told via cutscenes that play during the game, which I feel should be experienced first-hand. So with that being said, I will be moving straight into discussing the gameplay.

Gameplay – Air Twister is an arcade style rail shooter, where players travel through 12 fantastical and surreal stages, battling wave after wave of enemies. The player is armed with a blaster that fires directly forward, along with a lock-on that can target several enemies with homing attacks. To take down the foes with attacks, the player can fly around the screen, with the lock-on activating when going past the enemies.

As the player takes down enemies, they will gain points and if they destroy enough enemies that appear, they will earn stars. These stars are added to the players total and are used in the Adventure Map (discussed further below), alongside the score for the defeated enemies. The enemy forces that will appear on screen will only be there for a limited time, with a limited window to destroy them before they leave.

At the end of each of the stages, the player will encounter bosses that range from bone dragons to alien manta rays and giant robots. Each of the bosses have their own attack patterns, weak points and even have multiple phases of attack in some cases. Most of the bosses are tied to the theme of the stage they are featured in, matching the environments very well. When the boss for the stage is defeated, the player will gain score bonuses.

The bonuses that can be earned are based on the performance of the player, with extra points for the time taken to clear the boss, enemy formations destroyed and if damage has been taken. Alongside the score bonuses, there is a letter grade that players will earn ranging from C to S based on how well the player does. This also provides health bonuses for the next stage, which are very important to succeeding in this adventure.

At the start of the game, the player has a set number of health points which are shown as pink and yellow hearts. The pink hearts act as lives and the yellow hearts act as a pseudo life bar, with 20 yellow hearts making one pink heart. When the player takes damage, yellow hearts will be taken away and if they run out, a pink heart will be lost. If the player loses all hearts, the player will get a game over and have to use a continue (if able).

The only way to gain health during play is at the end of stages, these appear to be based on the ranking that players obtain, with more health for better rankings. The main action stages aren’t the only ones that will be encountered during the game, as there are two bonus stages that will appear. These stages are simple, with the objective being to destroy all of the enemies on screen s they appear, with the stage ending when the last formation has appeared.

There is a total of 12 stages for the player to challenge in the main game, with the two bonus stages included. These stages each have a unique theme with their own hazards, which will really challenge the player and may take several attempts to navigate successfully. Some of the stages will have physical obstacles, which will knock the player down if contact is made, taking away health before continuing. This also happens with some physical enemy attacks.

Now the main story game isn’t the only thing that players can do with this game, there are extra features that the player can access from the main menu. There is the adventure map, where players can use the stars that they have earned to unlock new weapons, upgrades and extra content. The upgrades include additional starting health, shields that can prevent damage and more. There are also cosmetics that can be used to customise the player character.

There are also special event challenges, which will provide additional rewards for the player to unlock. The rewards that can be obtained include stars, trial tickets and fluffy tickets which are used in the extra mode menu (discussed below). The challenge events and tasks are split into daily, weekly and Time Limited, which don’t appear to be limited at all. The challenges include defeating a set number of enemies, playing challenges and more.

Now onto the Challenge modes, which are extra gameplay modes that the player can enjoy outside of the story mode. The majority of the content in this menu is unlocked via the Adventure Map, which will give players something to work towards during their time playing the game. Here is a breakdown of the extra gameplay modes that can be unlocked from the map;

  • Arcade Mode – play through a set of stages, trying to set the highest score possible with basic equipment. There are 5 challenge modes that can be played, with difficulties ranging from easy to one hit death, making for a real challenge for players.
  • Stardust – play one of 4 special stages, trying to set a high score, with two of them being featured in the main game and two specially made for this mode.
  • Boss Rush – challenge the bosses of this game, with four different courses to unlock, allowing the player to challenge a different set of bosses in each. These can be used to practice for beating the bosses quickly.
  • Fluffy – take on side scrolling stages, where the objective is to collect coins or stars, all while avoiding the enemies that appear on screen. The stages where players earn stars require Fluffy Tickets to play.
  • Turbo Mode – play through stages as hyper speed, increasing the overall pace of the stage making for a real test of skill and reactions that players can take on.
  • Tap Breaker – a special number based mini game, where players must hit numbers on screen in order, using either touch controls (if handheld) or key inputs. Each of the stages has a limited number of time and the best clear time is recorded.
  • Extra Stage – take on a unique challenge where players encounter an extra long stage, with increased enemy attacks rates, more formations and additional hazards to navigate. This stage offers special rewards based on the score that has been earned, totalling it up between attempts to earn each of the rewards.

The last thing to discuss is the World Guide, a special gallery where players are able to access all of the content that they have unlocked. In this section, the player is able to look at cutscenes, music and story segments that have been unlocked. This allows players to learn all about the world that Air Twister takes place in, as well as the story details that aren’t conveyed during play.

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

Controls – the control method for this release is extremely easy to pick up and play, with the thumbstick for movement and only a fire a special button. These inputs are very easy to pick up and play, allowing for everyone to get into the game and have a fair chance to have fun with it. However, the movement does feel a little slow to respond in some places. There is also the ability to use touch screen controls, which work well enough during play.

Difficulty – this is a fairly difficult title, with a lot of pattern recognition and practice needed to be able to get through the game without continuing. This is reminiscent of the inspirations that the game pulls from, with the different bosses having a lot of diverse attack patterns. The number of enemies will increase as the game takes place, making it tough for players to avoid some attacks. But the upgrades in the Map will make the game a little easier to make it through.

Presentation – the game looks very good, with a lot of vibrant and interesting environments for the player to experience. There is also no issues with framerate during either gameplay or the cutscenes, which works well in both handheld and docked play. There is a lot of smooth fluid movement and the game is a visual treat to play. The sound for this title is composed by Valensia, who add a rock opera style to the music, which fits the setting excellently.

Final Thoughts – when I saw this title being announced for consoles, my interest was piqued as I know well of the legacy of game designer Yu Suzuki and the titles they have been involved in. when I got my hands on this release, there was an immediate feeling of nostalgia, as this felt a lot like his landmark title Space Harrier. The game has that same level of challenge, as well as that one more time feel that made me want to keep playing it.

I am more than happy to recommend this title to everyone, as there is a lot of content for players to get sunk into. The standard story mode would be enough for most, but the addition of challenges, additional gameplay modes and the Adventure Map really increases the replay value. This is a very good game, even though it does have a few minor faults to it, with the occasional slowness to inputs which are made a little worse by the travel of the Joy-Con sticks.

In the end, I give Air Twister a final score of 4/5. This is a very good game with all of the familiar aspects of titles from the legendary Yu Suzuki, with challenging gameplay, tons of content to unlock and that one more try feel that will keep players returning for more. 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)

CRYMACHINA – Nintendo Switch Review

Overview – developed by FuRyu and Aquaria with publishing handled by NIS America, CRYMACHINA is an action RPG set in a post-apocalyptic future, where humanity has gone extinct. As a team of mechanical girls, fight for survival and to understand what it means to be human. This title is available for the Nintendo Switch, PlayStation 4/5 and Microsoft Windows, 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 CRYMACHINA 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. Please be aware that I will nly be covering the core components of the experience to prevent spoilers. This title is the successor to FuRyu’s previous action RPG Crystar, which I have reviewed (HERE) so please check it out if you haven’t already.

Story – Set in a distant future, long after mankind has gone extinct, there is a vast structure drifting through space known as Eden. Within Eden, self-evolving mechanized life forms called Dei ex Machina operate with a single goal, the restoration of Humanity. However, due to unknown events, Propator, the first Deus ex Machina, was lost and now balance of Eden is in turmoil, leading to war between the remaining machines.

To cease this upheaval a group of girls have been resurrected, with their minds placed in mechanical bodies called E.V.E. guided by Enoa, the Eighth Deus ex Machina. To achieve this goal, they seek to become recognised as “Real Humans” by the Dei ex Machina, attempting to stop the violence and survive. Can these girls bring the chaos to an end, help the machines and save Eden from this perilous situation.

Gameplay – CRYMACHINA is an action RPG, which utilises both dungeon crawling and action brawler gameplay, with a touch of the classic visual novel storytelling. In this release, the player will take on challenging mechanical foes and deadly bosses, through intense hack and slash battles. The gameplay loop is split between the action and the story, with the narrative segments progressing the game in between action stages.

Before the player can jump into the action, they must select an available destination from the network list. As the game progresses, there will be more areas for the player to select from, widening the available zones for players to explore. The majority of the stages that the player can access are separated into three distinct areas, the gateway, checkpoint and central core. But there are secret areas that can be discovered by the player.

Each of the mission stages will see the player exploring different parts of Eden, battling mechanical foes and bosses at the end of each area. The common enemies that the player will encounter while traveling each of the zones are known as Cherubim, robotic enemies that appear in a range of types with different attacks for each. The girls with their E.V.E. bodies can fight back with a range of attacks, each of them having a unique move set.

Here is a breakdown of the core attacks that players can use during battle with their mechanical foes;

  • Basic Attacks – each of the party members can use light combo attacks, attacking enemies in rapid fashion. Then we have the heavy attacks, these are used to launch enemies when the player has damaged them enough to put them in a weakened state. The heavy attack can also be charged up, dealing additional damage to the target enemy.
  • Auxiliaries – these special weapons float behind the character with abilities based on their type, with the capability to enhance them with items called Sentiments. Each of the auxiliary weapons can be mixed and matched, but some are better suited to one character over the others. But be aware that overuse can cause them to Overheat.
  • Ranged Attack – each of the party members have their own ranged attack, which has two different functions that can be used in battle. The main function is the single attack, where the player taps the fire button to attack enemies. Then there is the charge attack which deals increased damage, which can wear down enemies faster.
  • Finishing Assault – when the enemy is weakened, the player can attacks to knock them down, putting them in a downed state. During this period, the player can deal additional damage to their foes by using the Finishing Assault, a special power attack that will deal massive damage to enemies.
  • Enoa Support – the Deus ex Machina Enoa, supports the party in battle, providing four different functions for the player to utilize during missions. These are Emergency Repair, which allows the player to heal. Remote Assault, letting the player deal damage to a specific target with the chance to weaken them. Awaken, which puts the player in a special powered up state for a limited time and Return to base, which exits the mission.
  • Defensive skills – all of the E.V.E. are equipped with the ability to dodge and parry, with bonuses that can be applied based on the unique qualities of the party members. If the player is able to time their dodge or parry correctly, they may be able to initiate a counter attack, which can lead to severe damage to enemies.

Throughout the game, players will earn ExP (pronounced E-cross-P) which function as the experience system for this release. As the player defeats enemies, the active character will gain varied amounts based on the challenge that the enemy provides. If the foe is many levels above, they will gain more ExP and if they are many levels below they will get reduced or even zero ExP. This resource is accumulated into a pool that is used in the home base (discussed further below).

At the end of each stage, the player will encounter bosses that they must fight to progress, these include powerful Demi-Cherubim, other E.V.E. and even Deus ex Machina. These battles can be very intense and will often push the player to their limits, with some of the encounters being extremely tough, multi-phase affairs. When these battles are completed, the player will get a clear time, a count of the damage taken, total ExP accumulated and more.

There will also be items that players can collect during the adventure, with equipment that can strengthen the player. These will be found on what looks like corpses, with some of them requiring puzzles to complete to obtain. The items that appear are randomised, with the strength of them depending on the area that they are located. These power-ups are used as a reward to encourage exploration and repeated play of the stages.

Outside of the action stages, the player will visit the Imitation Garden, a special virtual world that acts as the home base for the player. Here the player will interact with the characters and learn more about them, gain more insight into their stories and so much more. Here are the features that can be accessed in the Imitation Garden;

  • Enoa – the Eighth Deus ex Machina, Enoa, offers a range of facilities for players to use which are important to the success of the mission. Enoa operates the Data Transport Terminal, which is used to access the action stages. She also has the ability of Code Analysis, which will allow the player to check data collected from bosses to unlock new power-ups and earn EGO.
  • E.V.E. Tuning – Enoa also provides the ability to level up the E.V.E. frames for each of the playable characters, which will increase their base stats and make them stronger. To level up the character, the player must use ExP points earned during battles. There are limits to the level that can be reached, which increase depending on the progress of the story.
  • Combat Support Programs – the player is also able to strengthen the support abilities of Enoa, using EGO that has been accumulated during play. EGO can be earned in a variety of ways, with the most common being the Tea Party and Code Analysis. When powering Enoa up, players are can increase the number of support uses, as well as the efficacy of her skills.
  • Communication – here you access the Tea Party, which are visual novel style scenes where players can learn more about the characters and world. There are two types of scene that can be accessed, split between mandatory for story progression and optional for extra side content. Players can also change costumes in this menu, with free and paid DLC costumes.
  • Combat Analysis – players can check their achievements, battle record and check the tutorials that are shown throughout the experience. This is the best way to refresh yourself with the mechanics if you need to remind yourself how they work.
  • Materials – in this section, players can look at the information gathered from Personality Data dropped by bosses, as well as profiles of the characters that have been encountered. There is also an archive for the information drops collected during play, with secrets to discover, along with a music player that lets players enjoy the soundtrack away from stages.

All of these elements combine to create an experience where the action gameplay is tied directly to the story, which breaks up the flow in a positive way. The action and narrative split system works well, fleshing out the characters with new details in a way that feels natural. The breaks in the action also allow players to improve their E.V.E. and equipment, letting players equip new equipment and use their resources to level up.

The weapons and armours can be equipped during the stages, but it is recommended to add new gear beforehand to make the most of it. If a player has equipment that is of a lower level, is duplicated or doesn’t work well, then they can be dismantled to gain EGO, which is used to upgrade the E.V.E. frames and Enoa’s abilities. There are many uses for the resources gained during play, with experimentation being the best way to approach them.

There are many secrets to discover, with the optional story segments, secret areas and more that this game has. The overall experience has a good balance of story and gameplay, but for those who just want action, the narrative segments can be skipped. There is also a special “Casual Mode” for players who want to focus on the story, allowing for the more difficult sections of the game to be cleared easier.

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

Controls – this release has a control system that is easy to pick up, but very hard to master, with the main actions on the face and d-pad, with the dodge and Auxiliaries tied to the shoulders. The movement works very well, with the camera and character controlled via the thumbsticks. During play, there are no issues with input lag, however, the travel distance of a Joy-Con sticks can make it difficult to quickly change directions at times.  

Difficulty – there is a fairly moderate difficulty curve with this title, as the player is eased into the gameplay experience. But, there is difficulty spike mid-way through the game that may be very challenging for some players, but after it does settle down again. This can be adjusted via the Casual mode, which makes the game easier at the cost of reduced rewards, allowing for the more inexperienced players to get through the adventure.

Presentation – the artstyle that is used for this game is beautiful, with a very stylised look to the character portraits that are used during the story. This contrasts well with the environments, character models and enemies that are encountered, which round out the whole world. There is a dark and oppressive atmosphere to Eden itself, with the use of darker shades in comparison to the warm colors that can be found in the Imitation Garden.

The cutscenes that are featured throughout are executed well, which fit the mood that they are trying to portray. There is also an amazing opening animation after the introductory section, with a fantastic theme that sets the overall tone for the experience. The soundtrack for this title is a treat to listen to, featuring compositions that breathe life into the cold world of Eden, along with Japanese voiced dialogue throughout that enhances the presentation.

Final Thoughts – when I played the previous ARPG outing Crystar I had a great time with it, which made the anticipation for this one much greater. When I got my hands on this game, I was not sure what to expect, but I can happily say I was not disappointed. The story was fantastic which kept me engaged for the entire experience, with moments that pulled an emotional reaction from me, all augmented by a fantastic soundtrack from composer Sakuzyo.

The action works very well, with a system that is very simple to pick up, but has the depth of challenge that can really push players. It may feel repetitive to some, but there is enough diversity with the playable characters and Auxiliary weapons that keep the action fresh. I am happy to recommend this game to everyone that enjoys Action RPG titles, or is looking for a good narrative to enjoy. However, the areas of increased difficulty may be off-putting for some players.

In the end, I give CRYMACHINA a final score of 4.5/5. This is a fantastic action RPG title, as well as the perfect follow-up to Crystar, with combat that is easy to pick up but hard to master, a cast of characters that I became invested in and a narrative that elicited an emotional reaction from me. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)