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)

Disgaea 7: Vows of the Virtueless – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Disgaea 7: Vows of the Virtueless is the latest entry in the cult SRPG franchise. Explore the Hinomoto Netherworlds with Pirilika and Fuji as they fight demons, make money and do their absolute worst. This title is available on Nintendo Switch, PlayStation and Steam 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 NIS America for providing the copy of Disagea 7 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. (images used taken from NIS press site and Nintendo store page)

Now with the introductions out of the way, let’s get into the review, starting off with the story and for the gameplay, I will be covering the key features of the game to prevent spoiling surprises. I have previously covered all of the titles in this series available on Nintendo Switch, which can be found (HERE). If you haven’t read them already, consider checking out the coverage after.

Story – The Netherworlds of Hinomoto, a myriad of locations including a casino city and a world inside a giant sardine. In this land of diverse Netherworlds, there was once a code of honor that the demons followed, the way of Bushido. But this was abandoned after the lands were seized by the evil Demmodore Opener, replaced with the code of Destruction. This led to the noble warriors of Hinomoto being but a distant memory.

However, this story centers around a girl named Pirilika who adores Bushido, wanting to experience the way of Hinomoto herself. But she quickly encounters a boy who hates Bushido and only wants one thing, to make tons of money. Now, these two unlikely allies must join forces, battling the forces of the evil Opener to make their own dreams and each other’s come to fruition.

Gameplay – like the other titles in the Disgaea franchise, this title is a strategy RPG, focusing on turn based battles, colourful characters and ridiculous attack combos. The narrative plays out over the course of several  chapters, spanning the different Netherworlds that make up Hinomoto, encountering a cast of unique and eccentric characters along the way. Each of the chapters is made up of battles with boss demons appearing to challenge the player.

The core of the gameplay experience mostly remains unchanged from the previous entries in the series, so I will be covering the basics in fairly brief detail before discussing the new mechanics. Just like the rest of the mainline games, the focus of this entry (and the rest in the franchise) is to clear each of the maps in turn based battles. To accomplish this, the player can deploy units from the base panel and give them commands during their turn.

During a turn, the standard commands include movement, where the unit can move across the field in a radius based on their movement speed. Once the unit has been positioned, they will be able to make an action from the available choices. The basic actions that can be chosen are attack, which uses the equipped weapon, skill which lets the player use a special ability and lift/throw, where units can pick things and units up then launch them.

The player units can also select items to use instantly and defend to reduce damage, preparing for the next turn. All of the units can make perform two actions in a turn, with movement and an active skill, unless an effect prevents them from doing so. When actions have been set for a unit, the player can choose to execute that units actions or set additional units to make their own moves. If multiple actions are queued up, a combo will occur doing more damage.

After all units have made their move, the player can choose to end the turn which will set off all actions that have yet to be executed. Once the player turn is over, any neutral units on the field will make their moves, attacking the player or enemy based on their aggression and position. Then once all other units have had their turn, the enemy will make their turn and often target the player units to attempt to eliminate them from the field.

As the player defeats enemy units, their own will level up, increasing their skills and mastery with their class, which will unlock new classes and abilities in battle. There is also the chance to obtain items during battles, by opening chests, defeating enemies or stealing them. When a stage has been cleared, the player will earn rewards based on their performance, with missions that can provide money, experience and more if they are completed.

The isometric viewpoint is also retained, which gives the game that strategy war game feel, where the player is looking at their pieces. The terrain system also returns, with different elevations and layouts that use a mix of high and low ground, making for a tactical challenge during battle. Also returning are Geo Symbols, the multi-coloured pyramids that affect the field of battle, with the potential for explosive chains when destroyed.

The flow of battles is mostly unchanged for this entry, as the core mechanics remain untouched, with the 10 unit limit and escalating challenge of battle. But there are some new battle features with this title, making it stand out on its own merits and spicing the battles up. Here is a rundown of some of the new systems that have been added to battles for this title;

  • HELL Mode – a new system where players will build up the Hell gauge for specific named characters during battle. When this meter is full it can be activated and the player unit will gain enhanced abilities unique to them, alongside a special attack that can deal unbelievable amounts of damage. This mode will last for a set amount of turns, but if the ultimate move is used, Hell mode will end instantly.
  • Jumbification – as the player units take damage, the revenge meter will fill on screen up to a maximum of three levels. When there is a single level of this meter available, the player may use the super special skill called Jumbification. This makes the chosen unit grow into a Kaiju size behemoth on the edge of the field for a limited time. In this form, the character will be able to strike the play field, dealing damage to a wide area, while also being able to attack the enemy directly if they Jumbify one of their units.
  • Improved Demonic Intelligence – the auto battle system has been improved, with better unit auto paths, auto battles and more. Set up the perfect strategy and just sit back and watch your units fight on their own. But be aware that this uses a special resource that will need to replenish to keep using.
  • DEMON SHOGI – the ultimate battle of strategy, tactics and cunning. Use a force of either your own units or those provided to you, with challenging opponents that will push your tactical skills to the limit. This battle style is the first of its kind in the Disgaea universe, adding further depth and complexity to the established game systems.

Outside of the battles, the Home Base is back in the form of a Feudal Japan themed Netherworld Ship, with all of the usual features included. While on the Ship, the player can roam freely and interact with the NPC characters that run the different facilities, alongside the ships residents. There is the Rosen Queen shop where new gear can be bought, the skill shop to improve abilities, the scout to recruit new units and quest shop to obtain reward missions.

The juice bar returns and has been updated, with the ability to power up your units using the essence that has been earned during battles. Unlike the previous title, there isn’t a requirement to use HL to upgrade the characters making it a much more streamlined process. The Dark Assembly has been revamped, with the delegates taking the role of Sumo Wrestlers, featuring a battle between Prinnies when voting.

These mechanics are the most refined in the series, with many quality of life improvements added to them and the other systems that I haven’t discussed. However, there are significant changes and revamps to features that make wholly unique to this entry. Here is a breakdown of these new and improved base features;

  • Netherworld Hospital – the hospital for this entry has been given a brand new reward system, with the ability to earn special gear via the EVIL GACHA. When healing and reviving allies, the player is able to collect Gacha points that can be used to play the bonus game. Separated into different tiers, the gear that can be earned will increase in power with each tier unlocked, along with special rare items as bonuses.
  • Item World – The item world has been completely revamped, with each of the items having a floor limit to them, giving players a target to work towards. This makes it easier to complete a delve into lower level items, as they may only have 10 floors, but the higher value dungeons will extend much further. There is even ITEM REINCARNATION, which lets players experiment with gear to craft special unique items.
  • Netherworld Sightseeing – when a Netherworld has been cleared, the player will be able to enter into a zone that lets them free roam through it. This provides players a chance to meet unique characters, potentially recruit special allies and even access special bonus modes that are unique to that Netherworld.
  • Online AI Battles – like previous games, the online battles have returned, but this time, there has been a change to the rules. For the first time ever, players can train their units to use the Demonic Intelligence system and prepare a team to do battle on their behalf. The battle rules and locations will change on a regular basis, as each series or “season” will refresh the battlefield and the types of team that can be used.

Finally, I want to cover the DLC that is featured in this title. Much like the other entries in the series, there is additional content packs that can be purchases. They feature guest characters from the previous games, special costumes and bonus weapons that can help new players. These packs are available via individual purchase or as bundles. This content is entirely optional, with little if any effect on the overall experience and narrative if purchased or not.

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

Controls – the control method for this release is as intuitive as ever, with easy to use menu navigation, map navigation for units and on screen tooltips for easy reference. There is a nice comfortable feel to the inputs making the most of the controller, with zero issues in terms of input lag during play. All of the controls work well, giving a responsive experience when using either the Joy-cons or pro controller.

Difficulty – the difficulty for this entry is very forgiving during the introductory stretch of the game, with an excellent tutorial that will ease new players in and refresh returning ones. There is a gradual escalation of challenge for the most part, easing the player in before sucker punching them with a boss battle. This is in the spirit of the series, but the difficulty can be eased by using the Cheat Shop to expedite character growth, while grinding earlier stages.

Presentation – visually, Disgaea 7 has continued with the 3D style, using full polygonal models for all of the environmental and character assets, complimented by the distinct anime art. The performance has been optimised well for the Switch, with smooth special attack animations and a solid framerate, especially with Jumbified characters on screen. There are also options for performance and graphics if players want to use them.

The soundtrack for this release is a good as ever, featuring a range of classic Japanese instruments, mixed with heavy guitar and soft synth compositions. This makes for a delightful listening experience throughout the game, enhancing the setting that the narrative unfolds in. The dialogue for this title features both English and Japanese language options, with the English dub featuring the talents of Alejandro Saab (Rhapsody) and Kristen McGuire (Helpful Fox Senko-san).

Final Thoughts – I am a fan of Disgaea and there was a lot of anticipation for this release. The upgrades made to the core systems, the new Gacha reward system and the changes made to the established formula, make for an experience that feels unique. The hiccups with presentation that the previous entry suffered from have been remedied, with a smoother experience that makes the most of the Switch Hardware.

This is an easy recommendation, as I feel everyone who has an interest in SRPG titles can enjoy this, be it a long-time fan of the franchise or an absolute newbie. There is so much content to get sunk into, with bonus side challenges, new gameplay mechanics and a solid online battle mode. This is another fantastic entry in the series, with a narrative that kept me engaged throughout, characters that were very entertaining and that distinct comedic charm that ties it together.

In the end, I give Disgaea 7: Vows of the Virtueless a final score of 5/5. This is the best Disgaea title to date, with a story that is as fun as it is ridiculous, new gameplay systems that refresh the formula and a perfectly optimised visual style that looks gorgeous on the Switch. 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)

Under The Hood – Release Date Announcement

Hello! I have an exciting update regarding a title that I have previously covered, from our friends at Shady Corner Games. Their newest title Under The Hood has been given a release date, with the title coming to the Steam platform on October 30th. This title utilizes classic brick-breaking puzzle style mechanics, dating sim elements and a lot of very, VERY saucy rewards to unlock.

Check out the details below to learn more about Under the Hood, as this is an challenging and entertaining title, which acts as a prequel to Shady Corner’s trademark title Shady Lewd Kart. I have published a preview of the game, which you can find (HERE) with my personal thoughts about this release.

Mature Content Disclaimer: this title is intended for adults only, with an age of 18+ only. If this content is uncomfortable for you, or you are under the age limit outlined above, then this is not for you. This title contains the following content.

  • Risque outfits, sexual comments and language, sexual situations and explicit depictions of sexual material.
  • Nudity including full frontal, partial, suggested and obfuscated nudity (via nightwear)
  • Explicit sexual interactions, where characters engage in oral and penetrative sex acts, as well as those of a fetishistic nature.
  • All characters featured in the game are of the age of 18 or older.

About the Game

In this busty brick breaking puzzler, the player takes the role of an assistant starting a new job at Trish’s Pit’s, a local garage that is run by a hardworking mother and her daughters. The duties for this new hire will involve taking the engines and breaking them down, all while trying to keep themselves from being distracted by their co-workers.

The player must take engines apart in challenging brick breaking action, bouncing their tools off of engine blocks and nuts to clear each of the stages. The player will then interact with the girls in the garage upon clearing their shifts, in a dating sim style similar to that of our other puzzle title Slime Girl Smoothies, along with unlocking special artworks and CG images.

Features of Under The Hood

  • Take on over 30 challenging stages of block busting action.
  • New mechanics that will keep players on their toes, including springs, belts and hazards.
  • Explore the stories of Slivie, Trish and Frankie that occur before the events of Shady Lewd Kart.
  • A collection of CG arts to unlock for those looking for something titillating.
  • Featuring voice work by SilkyMilk and Sarielle in steamy adult scenes.
  • Featuring artwork by the talented Pencilanon, Lynte, SkullZLatte and PixelboyMagazin.
  • Bonus Lock N Lewd content for those who own the Marble Maid game, with special unlocks for players to discover.

Meet the Girls!

  • Trish – the hardworking owner of Trish’s Pit’s and mother of Silvie and Frankie. A mature lady with a seductive gaze, a love of denim overalls and some rather ample assets that make her a favorite for guys who need an “oil change”. Voice for Trish provided by Sarielle13
  • Silvie – the elder daughter and the face of Shady Lewd Kart. This girl is a powerhouse in the Go-Kart scene, known for her skills with a wrench and some other more unorthodox “tools” in her box. Voice for Silvie provided by SilkyMilkVoices – (TWITTER/X) 18+ warning.
  • Frankie – the younger daughter and the tech expert of the garage. The teen may be lacking in some areas that her mother and sister are gifted in, but she makes up for it with her skills with a computer. Voice for Trish provided by Sarielle13

Check out the official Shady Corner Twitter (HERE) for more info about this title and to learn more about the other titles the studio has on the horizon. You can also go to the official steam page for Under the Hood (HERE), where you can wish list it to grab it as soon as the game drops on October 30th.

Bud Spencer & Terence Hill: Slaps and Beans 2 – Nintendo Switch Review

Overview – developed by Trinity Team and buddy productions, with publishing handled by ININ Games, Slaps and Beans 2 is the follow up to the brawler based on the movies by Bud Spencer and Terence Hill. As the duo of Spencer and Hill, fight your way through a story inspired by their classic movies in frantic brawling action alone or with a friend. This title is available now on all platforms, with a link to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as the plot uses themes from different movies of Spencer and Hill, telling a new story using the different plots. So to prevent ruining any story surprises, I will be going straight into discussing the gameplay for this release.

Gameplay – Slaps and Beans 2 is an adventure brawler, with an emphasis on co-op action where the players get to select which of the two 70s action stars they want to play as. If the player wants to play solo, the A.I. will take the role of the other character, controlling them alongside the player. At the start of the game, the player will be able to select between the two action heroes, with both of them having their own unique strengths and weaknesses.

The flow of gameplay follows a very simple formula, with players experiencing a plot that is inspired by the filmography of the titular actors. The game is separated into different stages, taking place in locations across Africa, Florida and more. While travelling through these environments, there will be wave after wave of men for the two heroes to brawl their way through, causing chaos as they slap, bash and stomp all in their way.

During battle with the different enemies that are encountered, the player can use a few different attacks, with moves that are unique to Hill and Spencer. The common inputs included are for light, heavy and special attacks. Terence is faster and Bud a little slower which fits their depictions in films, with combo attacks for co-op chaos. The combat can explode into full anarchy, as the gangsters and enemies will flood the screen during battles.

But physical strikes aren’t the only way to take down the hostile forces, as players can use anything that isn’t tied down to beat down enemies. Items like coconuts, chairs and more can be used as a weapon, with the ability to swing and throw objects at enemies to deal massive damage. Keep in mind though, that different items have their own durability, with some items breaking quickly but there is enough for players to cause maximum damage.

Not only can the player find items to use as weapons, but they can also find food that will replenish their life and beans that will refill the special attack bar. Players can also find power-ups that are specific to either Terence or Bud, giving them increased power, speed and more. These items can be very important as there is a chance for the player to get swarmed, beating them down quickly. But players can be revived if the other is fast enough.

At set points during the game, there will be bosses that appear for players to challenge. These sections have multiple phases, where an objective will need to be completed in order to progress. During these battles, there will be enemies that appear alongside the bosses, making the battles even more frantic. Some of these opponents will try to eliminate the two heroes in unconventional ways, which will keep players on their toes.

Brawling isn’t the only thing that players will experience in this release, as there are puzzles to solve with each of the characters having their own unique skills. At points throughout the game, there will be segments that require platforming and other skills abilities to overcome. These include using Terence to swing across bars to reach a switch, Bud to break reinforced boxes and this is where the ability to switch characters comes into play.

At any point during the game, if playing solo, there is the ability to switch between characters. This allows for players to get creative with their approach to the action, switching between the two heroes freely. There will also be segments where mandatory character abilities are needed, where players must solve puzzles to proceed. This can interrupt the flow of action at times, slowing down the pace of the brawling which can kill the excitement.

The last part of the game to discuss is the mini-games. During the story, there will be moments where the party games will come into play, including card games, an obstacle course race and an eating challenge. These challenges must be cleared to continue, but if playing two player, only one must win to progress. The mini-games can be played with up to 4 players in party mode, where they can enjoyed in either free play or competition mode.

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

Controls – the controls for this title are very simple, with the thumbstick/D-pad being used to move the characters and then the face buttons for attacks. The controls are shown when starting the game and picking a character, as well as tutorials during the game and tooltips that appear in loading screens. When playing, all of the inputs work quite well, with no lag in play and the overall feel is comfortable in docked or handheld play.

Difficulty – there is a fairly moderate difficulty curve to this release, with the brawling being quite balanced. But unfortunately there are some spikes in difficulty when it comes to the boss battles, due to the mild incompetence of the A.I. as a partner. However, there is a fairly forgiving checkpoint system when it comes to being defeated during stages, with the player losing some progress but they won’t be setback significantly.

Presentation – there is a very pleasant visual style to this game, reminiscent of the classic brawlers of the late 80s and 90s, featuring smooth animations and fast paced action. The environments have a nice amount of color, with sprite work is very vibrant and easy to see during play. The sound for this game is excellent with music from original movie composer Oliver Onions, alongside dubbing for the characters in English, Italian, German and Spanish.

Final Thoughts – when this sequel was announced, there was some anticipation for me as I had played the previous entry and enjoyed it. The overall feel of the experience is faithful to the comedy, action and feel of the movies, which I have enjoyed several of during my time. The brawling is a lot of fun, with the chaos that can occur when the screen is filled with enemies and items to bash them with. The momentum does take a hit with the puzzle sections sadly.

I can recommend this game to those who enjoy a good brawler and/or are a fan of the movies it is based on then this is for you. There is a lot of fun to be had with this release, wither alone or with a friend, likely speeding up some of the slower segments when playing with a partner. But the overall package is solid, with a lot of love for the two stars and their films, including a jukebox filled with classic songs from their catalogue.

In the end, I give Bud Spencer and Terence Hill: Slaps and Beans 2 a final score of 3.5/5. This is a solid brawler with a good narrative, chaotic action and mini-games to get engaged in, either alone or with a partner. The whole experience is a fitting tribute to the works of Spencer and Hill, with the only downsides being some minor issues with pacing and the A.I. for the CPU partner. 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)

Link to Steam version (HERE)

Monster Racing League – Steam Review

Overview – developed and published by Flightless Limited, Monster Racing League is a unique racing title where the cars drive themselves, but the players control boosts and attacks. Take on players all over the world in chaotic multiplayer races, blowing up opponents, collecting points and unlocking new monsters to customise. This title is available exclusively for the Steam platform, 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 Flightless Limited for providing the copy of Monster Racing League used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no story to this title, so I will be skipping that segment and moving straight into discussing the gameplay.

Gameplay – Monster Racing League can be best described as an auto racer with combat. This is due to the unique gameplay mechanics, where the player doesn’t drive the car, but controls the monster driver abilities and speed boosts. The cars will automatically follow a preset track, jostling with other racers and the player is able to use abilities to try and knock them back, blow them up and overtake them. But be careful as the abilities need to be charged up.

Abilities aren’t the only way that players can get ahead in races however, as there is a boost system that lets players charge up Nitro to blast ahead. The nitro starts off full at the start of the race, letting all competitors blast off when the flag is dropped, but this can run out quick. But there are ways to refill this speed boost and take pole position, with extra boost given for hitting opponents with abilities and by hitting boost pads.

Then there are the alternate routes for the tracks. In most of the race courses, the player is able to go off the beaten track, exploring alternate paths that can give them a chance to get ahead. These secondary routes can be pressing the direction they branch off into, turning off and often crashing through a fence or barrier to get to them. This adds a little variety to the racing as players can experiment with the different options in races.

The format for racing is as simple as it gets, just drive from the start to the end and be first. Although the races are randomised, with different lap counts and cups for the player to play through. The tracks are separated into cups, alongside individual tracks that are available in all of the gameplay modes. Speaking of game modes, there are three modes that players are able to play in this release, with online and offline gameplay options.

Here is a quick breakdown of the game modes that players are able to take part when playing Monster Racing League;

  • Online Multiplayer – take on other players in fast paced races to earn points, experience and in game currency. The races, cups and challenges are randomised for each match, with the player who scores the most points being declared the winner.
  • Party Play – form a party with friends and take part in private races, letting the host select the track, laps and more, with reduced reward payouts. There is also the option for the party to challenge other online users, providing full rewards.
  • Practice – play through the different courses and cups, with AI bots that are separated into three difficulty classes. Take the time to practice offline and build up your skills, while also earning reduced rewards.

When a race has been completed, the player will earn in game rewards based on their performance and the mode they are playing. The rewards that players can earn are experience points that level up the race pass, new characters cosmetics and more. Then we have the Knucklebones, the in-game currency that players can earn to buy upgrades, new weapon abilities and more. These upgrades can be mixed and matched between races.

The player is able to change the monster they use between sessions, letting them try out all of the different abilities that they use. This makes for an experience that is ever changing, with players being able to mix up their approach to the races and keep the gameplay fresh over time. There is also a paid premium pass, that provides more content to unlock, alongside paid DLC packs, but these don’t impact the overall gameplay experience.

Last we have the customisation system, where monsters can be personalised, changing their features like their eyes, nose, etc. there is also a costume feature, where players can mix up their looks to add a bit more personality to their racer, using the different parts they unlock and/or buy from the DLC shop. Then there is the color changing options, where players are able to change the palette for their driver and car.

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

Controls – this title is unique in gameplay and unique in terms of controls too. The standard set up for this title uses a keyboard, with the direction keys controlling the nitro, brake and switching paths. Then the abilities that can be used to battle are tied to the number keys, with a cooldown between uses. This is a comfortable layout, which works well and is easy to pick up and play, but there is also partial controller support for those who prefer it.

Difficulty – there is no real difficulty to this game as the majority of the action is player VS player, with the races being fairly short and ending quite quickly. The short burst style of gameplay can feel a little unfair, with a player dropping from first to last in a matter of seconds. However, all players are on an even playing field throughout, as there is a solid balance of gameplay and power-ups, with practice being a path to success.

Presentation – the visual style of Monster Racing League has a very cutesy look to it, with the bobble-headed racers, colourful race tracks and silly physics used for explosions. The game performs very well, with the action going at an excellent pace. There are ocassional slowdowns during play, but these are often due to online connection. The sound for this title is perfect, with solid audio that has a good weight to it and music that fits the visual style.

Final Thoughts – I wasn’t sure what to expect from this, as I have never seen or played a title like this before. I can say with no reservation that this is a great game, the action is fun, the racing is chaotic and there is a good amount of depth to the experience. Everyone can get involved with this, have a fun time and all for the low price of $0. There is an optional premium pass and DLC, offering a lot of extra cosmetics for those who want to pay.

I am very happy to recommend this title to everyone, as it is a fun and addictive title that can be played alone, with friends or against the world. I had a lot of fun with this title and I can’t wait to share it with others, get a group together and blast them away for hours on end. There was one issue that I had with this title, the reliance of online play and a lack of single player experience, as the online play is not for everyone’s taste.

In the end, I give Monster Racing League a final score of 4/5. This is an excellent racing title, with free entry to the game and unique gameplay that can keep players coming back for more, offering a lot of content for free, as well as optional paid cosmetic content. If you want to check the title out for yourself, a link to the game is below.

Link to Steam version (HERE)

Die After Sunset – Nintendo Switch Review

Overview – developed by Playstark and published by PQube, Die After Sunset is an action Rogue-lite shooter, where every attempt at the game is different. The earth has been invaded and the chosen few have been sent back in time, with a goal to save their present. This title is now available on Nintendo Switch, Playstation 5, Xbox Series and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PQube for providing the copy of Die After Sunset 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 off with the story of this release. Please note that all images used here are from the official Nintendo eShop page for Die After Sunset, with the trailer being from the official PQube youtube channel.

Story – The year is 2120. An alien race referred to as the ‘Murkors’ have invaded every corner of earth with their unrivalled power and… rubber duck hats. The resistance holds out to prevent the extinction of humanity, but not for long. It’s up to you as a defender of earth to level up and take on the Murkor hordes… before the sun sets.

Gameplay – this title is a third person shooter, where the player must fight the alien invaders, complete objectives and take on other worldly bosses. The player must make their way through several different time periods and locations, fighting the Murkor who have appeared to cause havoc. The player can choose one of three characters (one of them is locked at the start), with their own unique skills, abilities and aesthetics to them.

The three characters have a basic weapon, secondary attack, light skill and defensive ability. The weapons have unlimited ammunition, with the other skills having a cool down that prevents them from being abused. The light skill uses light energy that is collected during each of the levels, which can also be collected by defeating enemies. Light isn’t the only form of energy though, as the player also has a health meter and shield that protects the player.

At the start of a level, the player will be dumped in a random part of the map, with different elements of the area mixed between each run. The alien menace will be roaming the different areas, while also dropping into around the player to attack them as they move around the map. There are chests that are scattered through the levels, containing power-ups that the player can access if the conditions are met.

The power-ups that players can access from these chests are passive abilities, which can improve the stats for the character and give abilities that can be used in battle. However, they are not the only power-ups that players can gain during play. There are objectives that will occur during each level, with a waypoint pointing to them. These missions have different conditions, with up to three stars available depending on the players performance.

When completing a mission, the player will earn a chest that will have gear and upgrades that are based on the stars achieved. If the player is only able to get a single star, they will only get a basic stat upgrade, but two or more will provide special weapons and powerful upgrades. The player will also earn resources and bonus time, which is an important as it ties to the most important part of each level, the boss timer.

In the corner of the screen there is a timer that continually counts down, putting pressure on the player to clear the objectives as quickly as possible. Each objective completed will extend the timer, giving the player a chance to earn more power-ups, upgrades and resources. But when the time hits zero or all objectives are complete, the stage boss will appear. The boss will also have a countdown for the player to locate them, with it escaping if it hits zero.

The boss battles are challenging and will push the player to their limit, depending on the equipment that they have when they reach that point. This adds a real jeopardy to the flow of the game, as the upgrades and weapons earned may be fairly weak, leading to a quick defeat. On the other hand, there is the chance for the character to have all of the most powerful upgrades, allowing them to annihilate to boss with ease.

If the player is successful, they will be given a box of loot as well as bonus resources that can be used in the home menu. But if the player is defeated at any time in the level or the boss escapes, there is a chance that nothing will be salvaged. In the home menu there permanent ability upgrades that the player can unlock, using the resource Mukus. The Mukus can also be used to unlock new items and features that can appear in stages.

Last we have the special challenge system that is featured in this title. There are special secrets and unlocks that are tied to achievements for the player to complete, which include new weapons, alternate abilities and more. These are incredibly tough and require a lot of work to unlock, as there are a lot of hoops that the player will need to jump for these unlocks. This can really slow down the gameplay and make it feel like a chore at times.

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

Controls – as a third person shooting experience, this title uses the traditional control style, with twin stick movement, shooting on the triggers and functions on the face. But sadly it does have some unfortunate hiccups when it comes to the handling, as there can be issues with aiming when using Joy-Con controllers. This is due to the movement range of the stick, which can be mitigated via the settings, but a pro-controller is heavily recommended.

Difficulty – as a rogue-lite, this is a very difficult title which can be brutally punishing to players. Sadly due to the random element of upgrades and enemy placement can make it much harder, with the potential to get items that don’t work well. This can lead to a swift defeat and a loss of all progress, with the Mukus system all feeling like a drag to get the permanent upgrade. The progress reset after every death is also a significant setback for players who struggle too.

Presentation – visually, this is a fairly cute and vibrant title with a nice overall aesthetic to the experience, but it has a lot of flaws which negatively affect the game. Due to the hardware limits of the Switch and possibly poor optimisation, there are stutters, frame drops and pop in that interfere with the action. This can happen a lot and feels like the game could crash at any time. The sound is pretty solid, with some good music and sound effects that work well.

Final Thoughts – I was excited and hopeful when I got my hands on this game, as I felt the mix of roguelite and third person shooter would work well. Unfortunately the experience doesn’t live up to the potential, as the poor optimisation, performance issues and difficulty with controls all hinder the main selling point of the game on Switch, its portability. There is a better experience when the system is docked, but it isn’t a great improvement due to numerous bugs.

I am unable to recommend this version of the game, as there are way too many issues that could make the player frustrated and disappointed. The game is very difficult and can require a lot of quick decisions, but due to frame drops, stutters and poor handheld inputs the difficulty can ramp up a lot. There have been a few updates since the game came out, hopefully with more on the way, but I feel that there is a lot of work needed for this release.

In the end, I give Die After Sunset a final score 2.5/5. This title has all the potential to be great on the Switch, but due to unfortunate optimisation and issues with the overall handling, it sadly misses the mark, taking what could be a compelling experience and making it feel mediocre. 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)