Trenches – Nintendo Switch Review

Overview – developed by Steelkrill Studio and published by Ratalaika Games, Trenches is a first person psychological horror experience set during World War 1. As the soldier James R. Johnson, you must complete objectives while avoiding the horrors that follow in the fog. This Title is available on all major 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 Trenches that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story.

Story – in 1917, soldier James R. Johnson is behind enemy lines on a mission with his platoon. However, this mission is a disaster, leaving Johnson alone in the enemy trenches… at least that is how it appears at first. Hearing voices, footsteps and other noises within the claustrophobic corridors of the trenches, it appears there is something out there, something horrific that approaches ever closer as Johnson seeks to escape the nightmare he is now in.

Gameplay – Trenches is a first person horror experience, where the player must complete objectives in order to escape the horror they are in. The trenches that the player is trapped in are a complex maze of claustrophobic corridors, disorienting twists and turns, along with a fog that obscures most of the map from view. This combines with the haunting sound design, utilizing thunder and atmospheric sounds to build tension within this environment.

To accomplish the objectives in order to escape, the player must collect different clues while searching the maze, interacting with objects and discovering bloody messages on the walls. To find the locations of these clues, the player must listen for sound cues that will guide them to the objective or alert them of the threats nearby. The sound cues consist of the cries of babies to guide the player, along with non-human vocal sounds and footsteps in the distance.

It is important to be wary of sounds around the player as well as the noises the player makes themselves, since every step the player makes has the potential to alert the enemy in the darkness. The player has a trench whistle that can be blown to activate the sound cues for the baby cries, but it will also draw the monster closer when sounded. Bottles can be located when searching around, being used as a sound distraction by throwing them into the darkness and running away.

The player is able to crouch and sprint which have their own positives when used, but they also bring negatives along with them. As the player walks the boards of the trenches, their footsteps will make sounds with crouching reducing the sound, whereas running will increase it in volume. This makes it important to plan out an approach that will not lead to disaster when choosing to sneak, walk or run through the shrouded corridors.

During each run of the game, the player is entirely defenceless for the most part with the only way to escape death is to run and hide. This is because the monster hunting the player is invincible, even when the player uses the pistol that can be found. The weapon has the potential to stun the monster for a short time, but the pursuit will resume almost immediately, making it practically useless when compared to the distraction a bottle can provide.

But the monster isn’t the only terror that can be encountered when trying to navigate the trenches. During each run of the game, shadows can show up in the distance, disfigured faces and photos can appear out of nowhere, as well as jump scares that are designed to instil panic in the player. These work together with the tension of the sound design to make each play more intense, causing more and more fear for players to experience.

The horror of these narrow passages and the labyrinthine map is intensified when the monster comes into view, as it will pursue the player until either escape or catching them. If the monster does kill the player, they will be reset to their only save point and must complete the objectives again. This can be a significant set-back as the location of objectives will be randomised each time the player starts over.

There is a “no jump scare” mode available which will reduce the number of random scares for the player, but doesn’t eliminate them entirely. This mode can increase the tension and fear that players experience, as the fewer scares will leave the player with just the sounds of the crying babies, the monster and their own breath. Making for a horror experience where the things you think you see are more terrifying than what is actually there.

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

Controls – this game plays very well in both handheld and docked play, with inputs that are laid out in a comfortable manner. During play, I found there were no issues with inputs or lag and the whole experience was smooth from a control perspective. When playing the game with pro controller, Joy-Cons or a third party offering, everything plays comfortably with no issues during the tense gameplay moments. The only issue is the lack of a controls screen in the in game pause menu.

Difficulty – there isn’t a difficulty curve to Trenches, but the challenge can be more difficult depending on the nerves of the person playing it. The tension can make the game tougher as the anxiety, fear and even adrenaline rush that terror can impact decisions that are made during play. To ease some of these issues that the player may face during the experience, the no jump scare mode can reduce some of the anxiety that players could face.

Presentation – the visuals of Trenches are dark and oppressive, with almost nothing but the wooden panels, mud and rain that can be seen during play. The design of the monster and other elements is relatively simple, but very effective at instilling dread into the player. The use of historical images further adds to the horror of this experience, giving more detail to the setting that this experience takes place in.

In the sound department, there is very little music as the focus is on sound cues and atmospheric noise. This works extremely well as the unnerving baby sounds, guttural groans and sudden loud noises can instil panic into someone quickly. The thunder/lightning, explosion sounds and unknown footsteps that can be heard in the distance increase the tension, reminding the player that something is in the fog.

Final Thoughts – when I heard about this game I was intrigued as this is a setting that doesn’t often appear in horror titles. So I was excited to get my hands on it, but sadly that excitement turned to panic and anxiety very quickly. The game sets out to scare the player and it excels at this. The implementation of atmospheric sound, shadows moving through the fog and images flashing on screen all cause a sense of foreboding during play.

The fact that this release was created by a single developer, with all of the details, psychological tricks and historical touches is astounding. The whole experience has been crafted very well, albeit with a few blemishes involving texture loading and spelling, but this doesn’t affect the overall experience. This is a tense and at times terrifying title and I have no issue recommending it to fans of the horror genre, since it works equally well in both docked and handheld on the switch.

In the end, I give Trenches a final score of 4.5/5. This is a well-crafted single dev horror experience, utilizing a setting that is extremely rare within the context of the genre. The atmosphere, sound and overall gameplay experience is one that will stay with players long after they have played it. If you want to check this 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)

Bot Gaiden – Nintendo Switch Review

Overview – developed by SwordSwipe studios and published by Eastasiasoft, Bot Gaiden is an action platformer with an emphasis on speed and time. As two robot ninja, the player must take down the minions of the mysterious Giorqio, battling wave after wave of enemies and large scale bosses. 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 Eastasiasoft for providing the copy of Bot Gaiden that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story of Bot Gaiden.

Story – the mysterious Giorqio and his band of hench-bots have acquired the golden skulls. These are relics that have immeasurable power and the potential to rule the world. Now the ninjabots Robyu and Bytron has been sent on a mission to recover the skulls, taking down the minions of Giorqio and recovering them to stop his plans. However, time is not on the ninjabots side and they must make haste to complete their objective.

Gameplay – Bot Gaiden is a throwback action platformer, inspired by the classics of the genre which include Mega Man and Ninja Gaiden. The core objective is to clear each of the different stages and defeat the end boss of each stage as quickly as possible. The stages can be tackled in any order, with players picking and choosing the approach that they want to take to the action. But keep in mind, time is an important aspect when it comes to this release.

The stages themselves have three time sensitive targets, with rewards that are provided depending on the completion time at the end. The rewards that are provided are split into three tiers with Gold, Silver and Bronze. These rewards are permanent player upgrades increase in power with each tier, with Gold/Silver being ability upgrades and Bronze being extra Lives.

On the subject of abilities, during the stages special gears will appear on screen for players to collect. These gears will provide different abilities depending on which ones have been collected. The abilities that players can obtain include Jump Jet (double jump) and Sling Star (a projectile), which can make combat a little easier for players. As they augment the core move set of the Ninjabots.

Both of the playable bots have the same toolkits, consisting of a jump/wall jump, basic slash attack, a crouch attack that extends the players reach and two evasive maneuvers. The movement skills are a glider that lets the player cross wide gaps and a dodge that can be used for a limited amount of time. If the dodge is held for too long, the player will self-destruct and kill them immediately.

The glider and dodge are most useful as recovery skills, as they can cancel out knockback when taking damage. This is due to the risk of falling off screen into death pits when taking damage. When damage is taken or the player is defeated, they can lose the gears that they had built up (this varies depending on difficulty). But the loss of ability gears isn’t a major issue as they are scattered throughout the stages.

The vast majority of enemies can be defeated with a single strike, with others requiring a couple of hits to be defeated. The bosses on the other hand are an entirely different thing. Depending on the time that is taken to reach the boss, their strength will be lower the faster that the player reaches them, making for an easier battle. If the player takes too long, bosses will be at full power making them more challenging.

When a stage is cleared, they can be replayed to improve the rating or just to set a personal best time. Once all main stages have been cleared, the final boss stage will be unlocked, offering very special rewards for beating this final boss stage. These special rewards add even more replay value to the player, offering new ways to play, approach the game and set new personal best times.

There is also a co-op mode in Bot Gaiden, letting two players take on the challenges together. In the multiplayer mode, the gameplay is changed very slightly to make it more exciting for two players. The changes include a teleport system to help players that lag behind, shared power-ups and special team attacks to take down enemies in style. The co-op mode can also help those who struggle with action games.

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 release are laid out in a way that mirrors that of its inspirations, with movement on the left side of the controller and actions on the face buttons/shoulders. There are some flaws with the way that the game handles, with no diagonal movement and occasional failed inputs during play. However, the game is comfortable for the most part with any controller in both docked and handheld play.

Difficulty – this is a very challenging game, with a lot of beginners traps, unfair enemy placement and instant death pits. This can be off-putting to most players, as the challenges may require practice and persistence to overcome. However, there are 4 different difficulty settings that alter the way the game plays out. These range from casual to ludicrous, with the lowest difficulty reducing damage/ability loss and the highest having instant death upon taking damage.

Presentation – visually this is a stunning looking game, with an artstyle that mixes the design of its inspirations and slick digital sprite work. The animations are mostly fluid with the occasional hiccup, but the game runs very smoothly on Nintendo Switch. The sound for this game has a very 90s rock feel t it with heavy use of guitar solos and pounding drums, with all of the music fitting the stages and cutscenes during play. There is no voice acting for this release.

Final Thoughts – from the outset, this looks like a simple clone of the games that inspired it. However, there is so much more to this release, with the focus on speed and timer that is tied to the rewards for clearing stages. The challenge is punishing, especially for those who aren’t the best at action platform games which will make getting the gold rewards difficult. This is something that may dissuade players from picking this up.

The overall title is solid, but does have some flaws to it. During the game, inputs can be missed, some mechanics aren’t explained properly and some boss weak points are obscured making it tough to beat them. But there are some things that salvage the true potential that is here. The multiple difficulty options can make some of the challenge easier to get through, as well as the co-op and unlockable bonuses that expand the experience.

In the end I give Bot Gaiden a final score of 3.5/5. This is a solid but frustrating action platformer, with some flaws to it but the potential for have a lot of fun and replay value, especially with the timer as it promotes players to learn how to speed run 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 Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Tinykin – Nintendo Switch Review

Overview – developed by Splashteam and Splashteam S.A.S. with publishing handled by Tinybuild, Tinykin is a 3D puzzle platformer with a style of play similar to that of Pikmin. An archaeologist from an alien planet travels to earth, discovering they have shrunk to a tiny size in huge house populated by an alien society. This title is available on all major 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 Tinybuild for providing the copy of Tinykin 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. I will also be covering the core aspects of this release to prevent spoiling some of the surprises for players.

Story – On the planet of Aegis, Milodane is an archaeologist and researcher in the most prestigious university on the planet. After studying the various artifacts, relics and fossils that have been discovered, he has come to a conclusion that humans originate from somewhere else. During his research, Milo discovered an ancient signal from a nearby galaxy that is human in origin. Milo explored all of the nearby planets before finding the source, setting out to discover the secrets of Humanity’s origins.

Gameplay – Tinykin is a 3D puzzle platforming adventure, with the player exploring a huge house as the tiny astronaut Milodane. The core gameplay loop of this title is exploring the areas of the house, completing missions and collecting power-ups/special items. As the story progresses, the player will discover different locations and insect societies while guided by the moth Ridmi, who will provide narrative details to the player.

The main objective for this release is to collect the parts of a device that are located around the house. To achieve this goal, the player must complete different quests for the residents of each area, with each new piece opening up a new area to explore. The quests often have multiple steps that need to be completed in order to continue, like collecting required items, overcoming platforming challenges or gaining access to locked spaces.

The way that the majority of these quests are completed is by using the titular Tinykin, an alien life form that has found its way into the house. The Tinykin each have their own unique skills determined by color, with red being explosive and pink being able to move objects to name a few. To obtain them, the player can break open boxes or open Tinykin eggs to add them to the army. The Tinykin are tied to the area they are discovered, allowing players to return without being unprepared.

However, the Tinykin don’t last forever, as some of them can be destroyed when used. For example, the explosive kin will disappear when thrown at a breakable object, making their powers a single use ability. This makes it important to bear their use in mind, as the various destructible objects have a specific number of kin needed to break them. But opening pathways isn’t the only way that these little aliens can help, as they can be used to solve puzzles and access other areas.

Alongside the tiny alien creatures, the player can also use gear that can be used during play. The equipment includes a soap board that lets the player grind silk rails and a bubble that lets players glide. The different equipment allows players to experiment during exploration, with some of it being upgradable which allows previously unreachable areas to be accessed. All of these pieces come together with the Tinykin to make for a satisfying exploration system.

The objectives to obtain the parts of the devices are the main attraction, but there is more to the game than just the main quest. During the course of the game, the player can take on special race challenges that provide medals and unique bonuses as a reward for success. These races focus on speed, so skillful use of the soap board and silk rails is the key to success. There is also Nectar and other collectables scattered through the house, providing an extra challenge for completionists.

The last thing to discuss is the house itself. The different locations have their own unique hazards, such as water and extreme drops that can instantly kill the player. But do not fret, as there are no game overs in this release, with each “death” simply resetting the player to a previous state right before they pop. This checkpoint system makes the game accessible and drastically reduces the difficulty of the game, allowing all players a fair chance to reach the end.

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

Controls – the control scheme for Tinykin is laid out very well, with all of the buttons placed in a way that makes it easy for players to simply pick the game up and play. When playing in handheld mode using Joy-Cons, the movement is much more precise with the direction buttons, as the thumbstick doesn’t have the travel of other controllers. The pro controller is the best way to play the game when in tabletop or docked mode, but the overall experience is very comfortable from a control perspective.

Presentation – the visual style for this release is a mix of 3D environments with flat 2D sprites, which really gives this game a unique graphical charm. The sprites are expressive, with the way that they are drawn bringing life to the characters. The game runs buttery smooth with zero dips in performance or frame rate no matter where it is set. The sound is very good also, with music that fits the different locations, some light narration during cutscene animation and simple sound effects to NPC voices.

Final Thoughts – at first glance, Tinykin may appear to be a Pikmin clone, but it has enough depth and unique charm to stand out on its own. The house the game takes place looks like a time capsule of the 90s, with a large stereo high-fi, an old school CRT television and vinyl records to name a few details. This visual design gives a hint of nostalgia to the experience, making for interesting exploration/platforming challenges to take on like going inside a TV to find a jewel.

I am happy to recommend this release to everyone, as Tinykin has a lot of fun to offer players along with an accessible and easy to pick up mechanics. There are some areas of the game that can be challenging, such as the optional races that can be unlocked. These make it a rewarding title for completionist players, providing a little more for completionist players and the extra objectives knock it up a notch. Overall this is a great game, however, the main game may be a little short for some players.

In the end, I give Tinykin a final score of 4.5/5. This is a fun and charming adventure, taking the concepts that were established by others and uses them to create a unique experience, especially with the unique setting and presentation. Tinykin is a fun experience that can be enjoyed by everyone, with a low barrier of entry and a lot of depth to the game itself. If you want to check this release out for yourself, a link to each version of the game will be below.

Link to Nintendo switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Link to GOG version (HERE)

Super Woden GP – Nintendo Switch Review

Overview – developed by VIJUDA and published by Eastasiasoft, Super Woden GP is an isometric racing game inspired by the arcade games from the 90s. Take over 70 cars from 6 manufacturers across the world in championships and tournaments to determine the best driver. 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 Super Woden GP that was used for this piece. The provision of this software has no 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 there is little in terms of plot for this release.

Gameplay – the gameplay loop for Super Woden GP is similar to that of the traditional motorsport games on the market. The player must use a provided amount of credits to purchase their starting vehicle from one of 6 manufacturers, with the cars featured being based on the manufacturers region. The cars available include those from Japan, the United Kingdom and Italy with many recognisable albeit copyright friendly designs.

Once the player has chosen their first car, they will be able to enter races in order to earn credits for additional cars, as well as new tracks and races to participate in. The races are separated into championships, with single track and multi-track contests for the player to challenge. There is also a free race mode, which allows for multiplayer split screen, practice races and solo time trials with fastest times posted to a worldwide leader board.

In the championship modes, the races will take place on a variety of tracks, which include traditional circuit layouts and rally style stages. The circuit tracks feature multiple laps, whereas the rally stages have a start point and end point with no connection. Championships can also have restrictions attached to them, requiring the player to have a car below a specific power level, a specific model and more.

The racing itself differs from that of the traditional motorsport title, with an isometric camera that the game uses as its main selling point. However, this is the biggest hindrance to the overall game experience. This is due to poor track visibility cause by the environment, turn indicators that provide little if any guidance and the fact that controls can feel inverted when driving counter clockwise. These issues can negatively impact the flow of gameplay significantly for players.

There are other unfortunate flaws that hamper the overall racing experience for this title. The most common problem that players will encounter during the early stages of the game is difficulty with vehicle handling. When taking turns, the cars can become unwieldy as they swing from side to side, making it very difficult for players to maintain a steady speed around corners.

The overall handling and driving experience is also made worse by the off-road collision, which can cause vehicles to slow to a crawl. When this happens attempting to manoeuvre back onto the track can feel like trying to sail a yacht through concrete. Together these issues permeate the game to its core and sadly spoil the potential that is present, which has the chance to disappoint those who expect a snappy arcade style racer.

There is a wide variety of cars that are present and there are many tracks to race on, but the rewards system for this title make it feel like a grind. Unless the player spends a lot of time learning to handle each corner and turn of a track, the progression of the game can become a frustrating time sink. This is due to the low pay-outs (if any) that players will receive when placing any lower than 3rd place in a race, making the unlocking of new cars tedious at times.

The progression of the career modes compound the slow advancement that players can face, with new tracks being locked behind a star requirement. This means that players must place first in most races in order to unlock the rest of the championships, which artificially inflates the gameplay length making it take longer for players to progress. The overall progress that players will see is likely to be very slow, with the difficulty handling vehicles and the camera issues as the root cause.

Outside of the championships, there are some additional touches to the game, including a garage where players can select cars, a stats page and a music player. These extra features add little if anything to the overall gameplay experience, but are nice touches to give players more to do outside of the race gameplay. The multiplayer and world leaderboards give some extra depth to the game, however in the areas that it matters most the experience is lacking.

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

Controls – the control method for this release is relatively easy to understand, but can be very difficult to learn. The cars are difficult to handle at speed, with the potential for the lightest touch to make the car swing wildly on the track. This is made worse by the inverted feeling that the reverse tracks will give the player, causing confusion and frustration during play. The overall feel of the controls is comfortable, but is not the most intuitive during gameplay.

Difficulty – this is a difficult game to get to grips with, where most of the challenge stems from the flaws of navigating the track. There is an easy mode which modifies the speed of AI drivers and “enhances” the handling of cars, but it makes little difference to the gameplay itself. The game is hard to play in general, which can be incredibly frustrating for all players who expect an arcade style game and not a motorsport sim style title.

Presentation – the visuals for this game are relatively solid, with some nicely detailed track and interface elements that work well. The cars for the most part have little in terms of detail at a distance, making them look like rolling boxes when the camera is zoomed out. The game runs at a good pace, with no performance drops in either handheld or docked mode. The music for this game has a good variety to it, with electronic and chip tune tracks that match the game well.

Final Thoughts – I wanted to enjoy Super Woden GP, due to the impression that this was an arcade racing game from the promotional materials that were shown. However, this is no Neo-Drift Out or Over Top. This is more akin to motorsport simulation games like those based upon the F1 and WRC licenses, with difficult to handle cars and a relatively steep learning curve. Unfortunately, I cannot recommend this title, as I feel it isn’t the accessible racing game that the trailers portray.

The whole game can feel like a grind, as the slow progression and pitiful payouts from races artificially extend the length of play. There are some redeeming qualities, with the abundance of unlockable cars, tracks to race on and the multiplayer/online features, but they are not enough to save what is (in my opinion) a frustrating experience. It had a lot of potential, but the poorly balanced gameplay loop has spoiled what might have been. However, if you are a fan of motorsport sims, you may get more mileage out of this release.

In the end, I give Super Woden GP a final score of 2.5/5. This title presents itself as a throwback to classic isometric arcade racers of the past, but sadly falls short of the potential that it has. The long grind to unlock vehicles, the visibility issues of upcoming turns and the difficulties faced with the controls as a whole mars what could have been an excellent arcade racer. If you do want to check this game out for yourself a link to each version is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Super Chicken Jumper – Nintendo Switch Review

Overview – developed by Sewer Cat and published by Eastasiasoft, Super Chicken Jumper is an auto scrolling platformer with run n’ gun action. As the super spy, Chicken, you must travel the world, take down monsters and stop the evil organisation that is trying to take over the world. This title is available on all major 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 Super Chicken Jumper 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.

So with the introductons out of the way, let’s get into the review, starting with the story.

Story – the world is in danger, as evil forces from the past have resurfaced to destroy the world. The only individual that Mrs President can trust to save our lives is the super sectrect agent, Spy-chicken. Armed with a variety of weapons and accessories, Chicken must travel the world, assisted by the different agents that are stationed in the different locations. To save the world Chicken must battle monsters and take down the evil organisation on his adventure.

Gameplay – Super chicken Jumper is an action runner game, with the core objective being to get to the end of each set of stages and defeat the boss. The screen scrolls automatically, with the player having to move and jump over obstacles, while also having the ability to destroy hazards on screen with a variety of different weapons.

Each of the games worlds are broken up into stages, with each of the standard stages having a predetermined distance that needs to be covered in order to reach the goal. At the end of each world, there is a boss battle that pits the player against a giant enemy that is themed to that zone. Between the different stages, story scenes will play out through dialogue Mrs President and the anime girl agents of those zones.

At set points during the game, new items will be awarded to the player. These items are separated into weapons and accessories. The weapons include a knife, boomerang and a gun, with each of the weapons having their own damage amounts and attack speed. On the flip side is the accessories that can be collected, which are made up of items that provide bonuses for the player, like increased jump height and hovering.

The different items can be swapped freely when unlocked, making for a flexible experience where the player can mix things up to alter the difficulty on offer. If a stage is more challenging, then a different item may make it a little easier to get through, or an easier stage may be made harder by changing the items equipped.

Aside from the main story mode, there is additional content that can be unlocked. There is an optional challenge mode, with missions that are tied to a zone that has been cleared. Alongside the challenges is the endless mode, a special competitive mode where players have one life to get as far as possible. The highest distance score for each of the zones is submitted to the leaderboard, allowing players to compete for the top spot.

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

Controls – the control method for this release is very simple, with only two buttons and the control sticks being used for most of the game. The inputs for jumping and attacks are on the face and triggers, giving players easy access to fit their play style. The rest of the inputs are for accessing menus and restarting a level if the player dies. The only hiccup with the controls is that the aim for certain weapons is on the right stick which can make aiming tough during frantic sections.

Difficulty – the challenge for this title has a lot of peaks and valleys during play, with easy stages then sudden spikes in difficulty. This can be jarring, but the short length of stages and the infinite retry system that the game has can help. It can take a few attamepts to get through a stage as the elements and hazards are randomised, which are sometimes frustrating for players. But the challenges of this game can be overcome with enough time taken.

Presentation – the visual style for Super Chicken Jumper is pleasing to the eye, with old school style pixel art that has a lot of detail to it. The game runs at a solid frame rate throughout, with vibrant and bold sprite work that works in this games favour. There is no voice acting for this title, however, the game makes up for this with some very good music and solid sound effects. This makes for a good overall package.

Final Thoughts – overall I had a good time with Super Chicken Jumper, as the gameplay has a simple loop but is very challenging throughout. The sudden difficulty spikes can be frustrating, but with enough time and patience all of the stages can be overcome. There is also a lot of replay value for the low asking price, as the additional modes provide more for players to enjoy outside the story mode.  I can easily recommend this game, as it is simple and fun with a lot of charm to it.

In the end, I give Super Chicken Jumper a final score of 4/5. This is a fun and charming game, but can have frustrating difficulty spikes with the random generation of stages. However, there is a lot of content on offer for players and the replay value with extra modes is a nice bonus. 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)

Zengeon – Nintendo Switch Review

Overview – developed by IndieLeague Studio and published by PQube, Zengeon is an anime styled action RPG/Roguelite blend, with several unique characters and varying play-styles to choose from. Decimate the demonic hordes that get in your way and battle colossal bosses, with an almost infinite number of power-up and skill combinations. This title is available on Nintendo Switch and PlayStation 4, with links 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 Zengeon that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the official website). Please note that I will be only covering the core elements of single player gameplay. This is due to the wide range of variables that can occur and an unfortunate inability to connect to other players for the online multiplayer.

Story – For centuries the Celestial Academy has protected a seal within the Blessed Land, keeping the Dark Emptiness from entering this realm. But… everything must eventually come to an end. During the Lunar Eclipse, a great power tore through the seal’s enchantments, unleashing the Dark Emptiness upon the world. Now, the Demon God makes his return… It is up to you, as one of the students of the Celestial Academy, to repel the Dark Emptiness and repair the seal in the Blessed Land!

Gameplay – Zengeon is a unique Action RPG and Roguelite hybrid, where the player will face hordes of enemies within randomly generated levels. The themes and bosses for the stages remain the same during each run through. However, the power-ups, enemy placements and paths will be different, as well as the player resetting to level 1 each time. This means that every play through of this game will be different, making for a very challenging experience when first starting the game.

Before starting the game, the player can select the character that they want to use, with 2 of them unlocked at the start and more unlocked over time. Each of the characters has costumes that can be equipped, changing their look for the run through the game. The playable characters in this game each have their own unique skills, while sharing the same universal move set of a standard attack, two specials (that have a cooldown between uses) and a dodge skill.

The different characters can be split into two distinct types, as either ranged and melee, with the different play styles having their own strengths and weaknesses. With each character starting off as squishy easy to defeat targets that can get overwhelmed quickly, this can lead to a quick defeat if the player makes mistakes or gets swarmed. This can be very frustrating when first getting used to the game, with quick and sudden deaths becoming common for new players.

But there are systems implemented to balance the challenge. The enemies that players defeat drop resources that can be collected. These are experience points that can level up the player, heal ups to heal damage and coins that are used as currency. There are also items that can be dropped by enemies, giving the character new abilities and the ability to power up their skills up to level 3. These item drops are random, making them important to get when they are dropped.

During play, there are chests that can be opened with coins collected in the stage. These chests are separated into two types, spirit Item chests and experience chests. The item chests will drop two items for the player to choose from, with the items being dropped from three different object pools, the experience chests will just drop points to help players level up. Here are the different items that players can expect to see during a run;

  • Passive Items – the passive items are pick-ups that give players a variety of possible effects, ranging from boosting health and damage, to summoning skills that activate during combat. These are the most common items that can be obtained and the most useful as they can shift the tide in the players favor. These items can be collected multiple times to boost the effects of that item.
  • Active Items – these are collectable items that have a charge meter that need to be filled before use. The active item pool consists of items that are very useful in different situations, letting the player heal or use a special powerful attack. The items can have a limited number of uses, needing to replenish them by upgrading the item when another is found or switching them out entirely. The player starts every run with a fully charged Healing Item.
  • Story Items – these are special items that will provide permanent upgrades that the player will keep upon defeat. These will give bonuses that are retained between runs, including reduced ability cooldowns and stat boosts from the start. These items will drop at random and can be collected over multiple runs through the game.

In game, the player will come across statues that they can activate as a shop. These shops allow players to trade items that they don’t want for a selection of items, requiring one item and a set amount of coins to obtain the item desired. These shops are rare, so it is important to use them when possible if the player has items that don’t synergize well together. Knowing how to balance items and what items to choose is very important, as there are many options that can fit each player.

The combat is very frantic, with enemies attacking from all directions at times, which can cause players to be overrun quickly. This can be deadly during the early stages, however, as the game progresses the difficulty of battle can be reduced if the right items have been chose for the character in use. Unfortunately, due to the labyrinthine layouts of some stages, it is possible to get trapped in dead ends and swarmed by foes, leading to a sudden end.

The stages are set in three distinct themes, with a town, forest and futuristic palace to explore. The enemies that appear in these stages are unique in design, but will follow similar attacks and functions. These include summoners who will spawn weaker enemies to fight, ranged enemies that will attack from a distance and close combat foes who will try to beat the player down. Learning how to approach each enemy type during the early stages can help in later stages when they are stronger.

At preset points during a run, there are boss battles that take place in an arena where the player must fight the boss. These are very challenging battles with the foes having different attack patterns, which can kill the player quickly, as invincibility upon taking damage is very limited. The bosses are the same with each run, so it is possible to learn the attack patterns of each boss. If the player is able to defeat the boss, they will be able to gain a set of power-ups to prepare for the next set of stages.

The main game play mode is the Story mode, but there is also a guard mode that can be unlocked upon defeating the first boss. This will open up a special wave defense mode, tasking the player with protecting a special cube in the center of the screen. The battles all follow the same gameplay systems as the story mode, with enemies dropping resources, chests being available to open and the character being able to level up.

However, the number of enemies that appear is increased tenfold, with swarms of enemies filling the screen all at once. These enemies will focus on the cube in the center, dealing damage to it to try and reduce its power to zero. If the cube is reduced to nothing the game will be over, as defeat in this mode will only give the penalty of a revival cool down before getting back in. This mode is endless with the core objective being to see how long the player is able to last.

The last thing to mention is the unlock system. When starting the game for the first time, there are 2 playable characters that can be used. If the player meets specific thresholds and requirements, more characters can be unlocked to play with, opening up more options and variables for the player. There are also additional costumes that can be unlocked for each character. These additional unlocks give more choices for the player, as well as an incentive to replay and try to be the game again.

There is a Co-op mode for this title, however, I was unable to test it out during my time playing the game. Now, with the gameplay covered, it is time to move onto the other aspects of this release, starting with the controls.

Controls – this title has a good input layout, with all of the functions in easy to find positions. This makes it easy for the game to be picked up quickly as all of the buttons are also on screen. There is also an extra option for players to remap the four key skills, letting players change their set-up to how they like it. There is little issue with inputs during play, with zero input lag making for a comfortable experience when playing with Joy-Cons or a pro controller.

Difficulty – as this is a Roguelite style title, there is a lot of random variables to the game, which does make this very hard for players who are just starting out. However, once players have gotten used to the game, the challenge is a little lower and can be decreased further with story items unlocked. If players find the standard difficulty too easy, they can access an optional hard mode which will ramp up the challenge, while offering special unlocks for completion.

Presentation – the visuals for this game have a very anime style to them, with the characters models and images being pleasing to the eye. The environmental details are good and the enemy designs are fairly unique. But there are some negatives, as there can be frame drops with a lot of action on screen as it can really strain the Nintendo Switch. The sound design is solid, with a good soundtrack that fits the different locations and some voiced dialogue for the opening cutscene, but there is little else in terms of voice over work.

Final Thoughts – this review is long overdue, but I can say that this is a solid mix of Action RPG and Roguelite, with a pleasing anime style to it. The action moves at a fair pace, but it does have some minor flaws, with enemies quickly swarming players at times which can be frustrating. There is also some unfortunate slowdown due to the limitations of the Nintendo Switch hardware, but these are few and far between. Overall, this is a decent title that can be a lot of fun.

Zengeon is a really challenging game, with a swift death being a common occurance during the first few runs of the game. But as players get used to the way that the game works, this challenge is lessened and the story items that can be collected really help. There is also a fair amount of replay value with the extra costumes and characters to unlock, as well as the extra wave defense mode. If you are a Roguelite fan, then I can easily recommend this title as one to add to the library.

In the end, I give Zengeon a final score of 4/5. This is a solid mix of anime style visuals, Action RPG systems and Roguelite mechanics, with the random stage layouts, an almost infinite combination of items to collect and plenty of content to unlock. It can be very difficult, but is rewarding once you get into the flow of the game and there is even co-op if you have a friend with the game too. If you are interested in checking this title out, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

River City Girls 2 – Nintendo Switch Review

Overview – developed and published by WayForward in collaboration with Arc System Works, River City Girls 2 is a follow-up to the original 2019 title. Take on a whole new threat to River City as Misako, Kyoko, Kunio and Riki as they brawl their way through the hordes of enemies that get in their way. 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 WayForward for providing the copy of River City Girls 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I have covered the “prequel” title, River City Girls Zero, which was released earlier this year which can be found (HERE). I have also covered the first River City Girls game, with a link to it (HERE).

Story – after their previous adventure, a new threat for the gang has arrived in the form of an old enemy from their past. When the Yakuza takes over River City High, the gang are violently expelled from the school by their henchmen. Two months later, as they leave the house to go to the game store, they are attacked by thugs paid by the yakuza. Now a new adventure begins as the River City gang must brawl their way through the city to take down the Yakuza and its leader.

Gameplay – River City Girls 2 is a roaming brawler with a fairly open exploration system, action RPG mechanics and some search action elements. When the player starts a new game, they can select one of four characters (with two unlockable characters). All characters at the beginning are set to level 1 with a basic move list and all stats reduced to 1. The player will play through the tutorial before the game starts proper.

Once the tutorial is completed, the player will be spawned into the main hideout where they receive their first quest. This first quest starts players on their adventure, with enemies appearing after leaving their home base. The enemies that appear will start with students, bullies and cheerleaders as the first enemies to overcome. However, as the game progresses, there will be a greater variety of foes to battle, with their own strengths, weaknesses and special attacks.

To take down wave after wave of enemies, players have access to the same core move set which will expand as they level up. The attacks are split into a few categories, with normal attacks that can be chained into combos, heavy attacks to end them and special attacks to deal big damage. Players can also find weapons scattered about the place, which can be traditional items like baseball bats to unconventional objects like benches.

The combat flows fairly well with smooth actions and combos that can be chained together well. There is a lot of flexibility with the weapons and special attacks thrown in to combat, making for a challenging and fun battle experience. At set points there will be encounters with enemies that lock the player into battle. These fights will trap the player in the boundary of a single screen, with a lock and chains around the edge of the screen.

As the enemies are defeated, the lock will become damaged to show progress of the fight. Once all foes have fallen the chains and lock will break, letting players continue on their way and sometimes drop food to heal damage. These battles can come out of nowhere so it is important to be vigilant and prepared. This can be done by destroying vending machines, which will drop health up items or the player can buy food from shops (discussed further below).

Fighting enemies will give players experience points which will level them up at set milestones. When a player character reaches a new level, they will be fully healed of damage, gain a stat boost making them stronger, unlock new skills and even open up upgrades in special shops. Defeated enemies will also drop money based on their strength, with the tougher the foe, the bigger the pay day. All money can be used at various shops scattered through the game.

The shops include convenience stores/cafes which offer food to heal lost stamina (and more), clothing stores that sell accessories to give extra effects and the Dojo where new attacks can be learned. When purchasing food items, it can be eaten immediately to provide a quick boost for the character, or saved to be used later while in the midst of battle. Whenever a food item is consumed for the first time, a permanent stat boost is gained, making shopping very important.

This release features a mostly non-linear approach to exploration, with the different locations being broken up into interconnected zones allowing some freedom to explore. During the early stages of the story, paths will guide the player in a single direction towards their goal, but as time passes more and more areas will open up. These zones and paths can be viewed via the GPS map, which lets players see where they have been and what is located where.

This system has a metroidvania feel to it as there will be a lot of backtracking to get to different areas. This is made a little less time consuming with the transit system, a series of bus stops that the player can use to hop between set “warp points” in the game. Speaking of backtracking, there is a quest system that is used for this title, with the types of quest often split into two distinct styles, story quests and side quests.

The main story quests will have the player moving all over the city to complete the various objectives needed. These missions can have boss battles where a powerful enemy will appear, battling them in multi-phase combat encounters that can be very challenging. The other type of quest is side quests that have a variety of objectives, like a dodgeball challenge for example. When these missions are cleared, players will gain XP and money as well as other rewards.

While most areas of the game will be locked off from the player, clearing the missions will open up new areas for the player to go to. These areas may have new shops, enemies and NPC characters for the player to interact with, who can give missions and information to the player. The open areas are shown with a green door icon at their border, with the closed areas having a red locked door icon. This is where the bus stops come more into play, helping players move quickly around areas.

The last things I want to talk about are the hideout and henchmen system. During battle with enemies, some of them may beg for mercy and offer to join the player. When this happens during play, the player can take them as a follower and recruit them. Each player can have 2 henchmen at the same time, one for each back trigger on the controller. These characters can be called into battle when their cool-down meter is full, unleashing an attack before leaving.

These henchmen can be defeated by other enemies if they take enough damage and will go to the hideout. There are also paid recruits that will appear at different parts of the game. These characters will cost money to join the player as unique support characters, but if they are defeated they will return to their spawn and must be paid for again. This makes for a tough choice on whether to focus on getting free recruits or splurging on the expensive paid ones.

Finally, I want to cover the hideout. This is the home base where the player can respawn if defeated without losing any money. While in the hideout, players can also switch their active character and heal some damage when returning there. There is also a store box to hold inventory items for later, a dedicated area for recruiting an unlocked henchman and Kyoko’s Mom is there too. This is an important area for newer players, offering a safe zone to heal during missions.

Now with the gameplay covered, I want to move into the other aspects of the game, starting with the controls.

Controls – the control layout for this game is perfect for this brawler, with the movement on the left side of the controller, the attacks on the face buttons and assorted features like recruit attacks on the triggers/shoulders. All of the inputs work really well and have a good amount of feedback, there is no feeling of lag but the occasional input can be missed. Overall the game plays very well and feels very comfortable with a set of Joy-Cons or pro controller.

Difficulty – this is a challenging brawler, with enemies that can attack from all sides and overwhelm the player immediately. This can be frustrating, however it is a little easier when playing co-op, as players can revive each other if they make it in time. The respawn system of checkpoints or hideout helps lessen the difficulty a little as players don’t have to worry too much about failure. However, if players want to make the game tougher, there are two additional difficulty settings that make the game really tough.

Presentation – visually, River City Girls 2 has a very old school look to it, with the bold and vibrant sprite work that is used for the characters, enemies and environments/objects. This combines well with the slick anime style artwork for character portraits, the manga style cutscenes and animated cinematics. Everything flows together smoothly with zero issues in regards to frame rate, slow down or graphical instability.

The sound for this title is of the same quality as the first River city Girls, with a soundtrack that mixes several styles together to create one cohesive and distinctive sound. The opening theme that plays at the title is fantastic, featuring the vocal talents of Megan McDuffee and Cristina Vee. There is also English and Japanese voice over for this release, featuring the talents of Kayli Mills (Mary Skelter Finale), Kira Buckland (JoJo’s Bizzare Adventure) and Kaiji Tang (Jujutsu Kaisen).

Final Thoughts – when I first heard that this was getting a sequel I was really excited, as I really enjoyed the first RCG game. This is as good if not better than that title, with expanded gameplay and an overall larger scope in terms of the world and characters. I very much enjoyed the ability to choose from multiple characters right from the start, as well as the extra unlockable characters that appear later. This is a fantastic brawler filled with self-aware humour, intense action and kick ass tunes.

I have no problem recommending this title to people. It may be a little tough for some, with the way that enemies can surround players and beat them down, but the game doesn’t punish players in defeat. I wasn’t able to test out the online features, but there is local co-op which is an absolute blast when playing with others. WayForward have outdone themselves with yet another excellent action title, which I feel was very much worth the wait.

In the end, I give River City Girls 2 a final score of 5/5. This is the perfect sequel to an already excellent game, taking the groundwork laid out in the first and expanding it into a larger, more chaotic experience. The combat is solid with a variety of attacks to use, all of the characters feel distinct from each other and the slick pixel sprite work gives the whole game retro charm. If you want to check this game out for yourself, links to each version are below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Jitsu Squad – Nintendo Switch Review

Overview – developed by Tanuki Creative Stuido and published by ININ Games, Jitsu Squad is a fast paced 2D action brawler with a classic arcade gameplay style. As the members of the Jitsu Squad, take on the forces of evil and save the world, all while doing it in style. This title is now available on all console platforms, with links 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 Jitsu Squad that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts an opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be covering only the basic core elements of the game, avoiding any of the surprises and spoiling the secrets of this title.

Story – Containing the soul of a powerful demon, the legendary Kusanagi Stone can grand godly powers to those who awaken it but has remained hidden over the centuries. Now, the wicked sorcerer Origami, destroyer of worlds and lord of darkness, has summoned ancient warriors to find the stone for him, cursing their souls and turning them into animals in the process. Luckily, a mysterious monk called Ramen manages to save four warrior souls from Origami’s call and together they are the Jitsu Squad.

Gameplay – Jitsu Squad is a fast paced, action brawler with traditional beat ‘em up and action RPG mechanics. These systems combine together with the frantic combat and chaotic action that takes place, as the player is surrounded by enemies on all sides. The player can take on the enemies that threaten the safety of the universe alone, or with three other players in local co-op or using two (or more) characters in the tag-team mode (also in local co-op).

The action takes place across several worlds, made up of multiple areas with enemies swarming the player in battle. Each of the action stages pits the player against wave after wave of enemies, with destructible objects, treasures to collect and health pick-ups. The player has limited lives when playing solo, with a single life per character in tag team mode, which makes this title vastly different from other action brawlers.

During the stages the threats increase over time, with stronger enemies and mini boss level threats, as well as end of stage battles. There is a variety of enemies that appear in battle, with each planet having their own theme and creatures tied to it. These include a city planet with Yakuza inspired enemies, a grave yard zone with zombies and even a pirate themed world. All of these areas will also feature the Oni/goblin enemies from the starting stage as the most common combatants.

When a world has been cleared, the player can move onto another or return to a previously cleared stage and replay it. However, there is no real incentive to return to stages, aside from grinding to collect scrolls to power up the characters that are in use (explained further below). At set points during the game, there are cutscenes that play out with pop culture references, plot development and some voice acting to tie it together.

The members of the Jitsu Squad each have their own unique attacks, skills and traits that are based on themes connected to each character. The characters all have their own strengths and weaknesses, making them different from eachother and adding variety to the in game action. Here are the profiles for each of the members of the Jitsu Squad;

  • HERO YAMAGIWA: The Shinobi – Transformed into a Tanuki and armed with the powerful Sakura Katana, Hero is a Shinobi and Ninpo Master. When he was young, his father’s village was destroyed. Hero was the only survivor and was rescued by a monk who taught him the “Art of Ryushido”. He has sworn to avenge the death of his father and his clan. 
  • BABY O HARA: The Vengeful Cyber Ninja – Baby ‘O Hara is a true fighting machine and the fastest of the Jitsu Squad, flashing across the battlefield in the shape of a rabbit! She joined this team of skilled warriors hoping to avenge the death of her beloved sister. Baby is armed with her two Usagi Kunai and an Umbrella.
  • JAZZ AMUN: The Magic Kung-Fu Master – Jazz was one of the royal guards of the Black Lotus, a group of Holy Priests who served Sapphire, the mysterious god. Jazz is a fast and skilful warrior, with a serious attitude. He uses his giant golden pipe called “the Ishtar” and the “Flame of Amun” in combat. Transformed into a frog, he has a double jump ability that gives him enormous air combo potential.
  • AROS HELGASON: The Dragon Slayer – Piece of massive muscle, Aros Helgason is a legendary dragon slayer Viking armed with a huge sword called Balder. Strongest of the Jitsu Squad, his right arm was once bitten off by a fierce dragon and was replaced with an indestructible magic metal arm. The arm can be used as a shield and is extremely powerful in close combat. Takes the shape of a massive warthog.

In battle the characters can use the same basic skills, with a dash, jump and chain/combo attacks to name but a few. As the game progresses, the characters can level up by collecting scrolls and when thresholds are met, new upgrades will be unlocked. These include new abilities, special attacks and upgrades that make the chaotic battles even wilder. Alongside the level upgrades, there are support characters that can be found and the player can collect special character specific weapons to use.

These weapons are usable as long as the player has energy in their weapon meter, which is drained with each use. The weapons also have their own special attacks, power levels and can turn the tide of battle quickly in the players favor. As well as the special weapon bar, there is also the Fury Meter which is filled by taking damage in battle. When this meter reaches a set limit, special attacks can be used which will cause massive full screen attacks that will devastate enemies.

The last ability that characters have access to is the Fury Transformation, a special super powered mode where the player can decimate their foes with ultimate power. This powered up mode can be used until the Fury Meter runs out, with all stats increased for a limited time. The chain attacks, special abilities and super attacks add to the chaotic action that unfolds during battles, increasing further with additional players being added to the mix.

Finally, I want to discuss the accessibility options and features that have been added to this game. There are several features to make the game a little easier for players to get into it, including health bars for enemies, character indicators and the ability to reduce on screen effects. There is also an option unlock all character abilities early, which can allow players that may not otherwise be able to get through the game to access all the features.

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

Controls – the controls for this title are laid out well, making for a fun and reactive experience with zero input lag during play. The inputs are set to allow all actions to be accessed quickly, in a way that lets chain attacks and tag combos to be implemented quickly. This title plays very well regardless of the controller that is used, which include the Sega Saturn controller from Retro Bit or arcade sticks from Hori/8Bitdo. The only downside is the lack of single Joy-Con support, needing two to play the game.

Difficulty – this is a frantic action brawler, with some challenging combat encounters in game. To make the challenges a little more approachable, players can select three different options that alter the difficulty of the game. At the lowest setting, players can wipe out enemies with ease and will be able to get through the game with little difficulty. However, if the player wants a tougher experience, the highest setting will increase the damage that enemies can deal/take and really push the player to their limits.

Presentation – Jitsu Squad is a vibrant and stylish release, with the Saturday morning cartoon style of the visuals that contrasts with exaggerated blood and gore. The animations for the characters are smooth and flow well, along with the unique designs for each of the squad members. There are references to games, movies and even figures in gaming, with lines related to Kung Fu movies and even a guest appearance from YouTube creator Maximilian Dood (but I won’t say where).

The sound for this title has a lot of elements from different musical genres, taking heavy rock guitar rhythms and mixing them with traditional Japanese styled melodies as an example. There is a wide variety to the soundtrack for this release, as each world has multiple themes that add further depth to the experience. This title also features a lot of voice work, with the character cast having voice lines that are played during the game and vocals in music from Crush 40 singer Johnny Gioeli.

Final Thoughts – when this game was announced to be coming to consoles there was a lot of excitement for me, as I am a fan of action brawlers and have enjoyed many of the newer offerings this year. This title is reminiscent of the classic titles like Captain Commando and Turtles in Time, but with an ultra-violent and ultra-vibrant presentation. The action flows very well and there is a lot of excitement with the combat itself, as ability unlocks increase the chaos of play over time.

I very much enjoyed my time playing Jitsu Squad, as it is a fun and exciting brawler with a lot of love for the genre baked into it. The player characters, environment themes and in game humor is a lot of fun, making this game stand out from many others. It does have some flaws as there are some minor inconsistencies with hit detection, the occasional missed input when dashing and a little slowdown at times. However, I have no issue with recommending this game to everyone that enjoys beat ‘em up games.

In the end, I give Jitsu Squad a final score of 4.5/5. This is a quirky and vibrant action brawler, with buckets of cartoony blood and gore that is shed during play. The visuals, sound and gameplay mechanics combine together to create a unique experience, with the references to movies, games and other elements of pop culture adding the cherry on top. If you want to check this title out for yourself, links to each version of the game are below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Macbat 64 & Beeny – Nintendo Switch Double Feature

Hello, this review will be slightly different from what I usually publish on this site. I am going to be doing coverage of two budget indie games from the same developer, discussing them and showcasing what these titles have to offer. This is going to be a double feature, with all of the usual details for both of the games in a condensed format, giving the basic outline of the games and some thoughts on them both at the end. So with that being said, let’s get into it.

Overview – developed by Siactro and published/ported by Diplodocus games, we have Macbat 64, a low-poly style adventure where players complete puzzles to clear each micro world. We also have Beeny, a vertical 2D platformer with a 90’s style pre-rendered background in the style of Donkey Kong Country. Both of these titles are available on the Nintendo Switch, with a link to both of them at the bottom of this special review.

Disclaimer: before I get into the review, I would like to thank Siactro for providing the software 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 reviews. I will be giving brief summaries of the games, but I will be omitting the story details as I only want to highlight the game experience. Starting off with Macbat 64.

MacBat 64

Macbat 64 sets itself up as a low poly 3d platformer, where the core objective is to just clear the objectives of each stage with platform action. With the player needing to complete platforming challenges, puzzles and talk to NPC characters to get clues on how to proceed. However, as the game progresses more gameplay styles are introduced, including a kart racing stage, 2D side-scrolling platforming and more.

The move list for Macbat is rather simple, with movement of the character and camera, as well as being able to jump. This is as simple as you can get and it works well with this release, as it makes the game easy to pick up and play. This isn’t the most challenging of games with a rather brisk 10 stages, but there is a lot of fun that can be had in those stages. Alongside extra content that can be unlocked post completion and secret hidden collectibles.

The controls for the game handle really well, without any issues when it comes to movement or input lag during play. The inputs feel comfortable with both a Joy-Con and a pro controller, with snappy and intuitive button inputs for the platforming and other actions. The simplistic controls, easy to understand gameplay and overall experience make this a charming love letter to early 3D games.

The visual style does pull from the inspirations behind it, providing graphics and sprite work that is close to the Ultra 64 look. The music has a jaunty charm to it, with music that has a good sound to it and fits each of the themed zones that the game is made up of. There is also some voice over work in this title, with a cameo from a well-known figure within the N64 and 3D platformer community.

Overall, this is a fun and charming experience that offers a lot of fun for the very low price asked. Now, let’s get to the other title in this double feature.

Beeny

 Beeny is a simple 2D vertical platformer that has a very simple premise, get from the bottom of the stage to the goal at the top. The player is able to move left, right and jump controlling their momentum in the air. There are platforms that are positioned in challenging formations through the stage, with additional hazards and gimmicks that are added as the game progresses. The stages also have a variety of themes, from different seasons to weather and even a spooky haunted forest.

This is a relatively short title with only 10 stages to challenge, but there is also a time challenge that is unlocked when clearing the game. This adds a little more play time at the base level, but it also allows players to challenge themselves to beat stages as fast as possible in a speedrunning capacity. There is also a special teaser for the game Super Kiwi 64 included, giving players a small 3D platform area to explore.

The game controls are easy to use with very simple inputs that anyone can pick up and play. The movement and jumping is reactive, with little if any input lag. This game can be played comfortably with both the Joy-Cons and pro controller, with the thumbstick and D-pad/direction buttons working very well during play. The single button controls, easy to understand mechanics and limited failure states make this a fun little game that everyone can enjoy.

The visual style for this release is reminiscent of the old pre-rendered sprites of games like Donkey Kong Country, using sprite work that gives the game an old school vibe. The environments and everything is designed well with this design philosophy in mind. The music is also influenced by the classics, with music that fits each stage it is used on. The overall presentation combines together well, making for a retro styled title that evokes a sense of nostalgia.

With both games covered, I will now give my final thoughts about these two games.

Final Thoughts – I enjoyed both of these games and I am happy to have been able to experience them courtesy of Siactro. These two games have their distinct gameplay styles which all hit different markets. The 3D platforming of Macbat is there for fans of collectathon games, and Beeny for those who want a simple pick up and play title. The price point for both of these titles is very low and I would call them “pocket money games”, but that isn’t a negative as there is a lot of fun to be had with them.

I can easily recommend these titles for everyone, they are cheap and cheerful, with the only negative that I could find being the game length. However, that doesn’t detract from the overall quality and hard work that the development/porting team has put into bringing these games to the switch. With fun games that are perfect for anyone to pick up and play with ease. These are both passion projects and it can be seen in the references to older games, the visual design and the gameplay style.

In the end, I think that both Macbat 64 and Beeny are very fun little games that have a very low barrier of entry. You can get both of them for less than a cup of coffee, and while they are relatively short experiences, there is a lot on offer in these titles. If you want to check these out for yourself, a link to each game will be below.

Link to Macbat 64 (HERE)

Link to Beeny (HERE)

GigaBash Godzilla Kaiju DLC – OUT NOW!

Hello! I have a special update concerning the special Godzilla DLC collaboration that has been released for GigaBash today. This special DLC pack is a collaboration between Passion Republic Games and Toho Company, with 4 iconic Kaiju creatures from the Godzilla franchise being added as playable characters. Check out the details below and the trailer at the bottom of this piece.

Alongside the special characters included as paid DLC, there is also a big FREE update for players to enjoy. This new update will include additional gameplay modes for players to enjoy, with both online and offline game modes that have been added to the game. I will be giving details about these new modes, but first I want to share some information about the new monsters added in the DLC.

Godzilla

Originally debuting in 1954, Godzilla is the original king of the monsters and the first Kaiju to gain popularity the world over. With the iconic look that has remained consistent throughout the franchise. This giant monster has come to the world of GigaBash to throw down with the other creatures, armed with his legendary Atomic Breath and destructive brute strength. This version of Godzilla is the ultimate Kaiju and a foe to be reckoned with.

Gigan

Making its first appearance in 1972 during the battle of Godzilla vs Gigan, the alien cyborg was an early rival of Godzilla, armed with steel hooks for arms and buzzsaw on its body. This incarnation of the beast is just as destructive as its movie counterpart. Equipped with an eye laser, tremendous power and even anti-gravity flight that can be used in battle with the other monsters.

Mechagodzilla

Created in 1974, Mechagodzilla is a mechanical clone of the original Kaiju, equipped with heavy weaponry that it uses in battle against the King of the Monsters. This version of the beast has been heavily upgraded, with even more firepower at its disposal. This time, Mechagodzilla enters the battle with heavy machine gun, powerful rockets and a jet booster on its back to give it increased combat prowess.

Destoroyah

Appearing in 1995, after being mutated at the microsopic level, Destoroyah quickly evolved and grew in size and shape until it reached its final form, battling Godzilla to the death. This incarnation of the creature appears in its final demonic form. Harnessing devastating power that leave disaster in its wake, including its powerful wings and lightning horn, an energy breath beam and the ability to split into smaller creatures to decimate foes.

Now with the new Kaiju covered, I want to give some detail about the new content that has been added for free to GigaBash.

New Features:

  • Arcade Mode – Test your mastery of your favorite characters! In this single player mode, challenge yourself against 8 random Ai-controlled enemies with increasing difficulty and solidify your rank by defeating the Final Boss. Do you have what it takes to beat ‘em all?
  • Onslaught Mode – Play Solo or with another friend in co-op Couch Play as you battle against endless waves of enemies. Acquire buffs as you progress and break the record for the highest number of waves cleared on the global leaderboard. You will also be rewarded with unique skins only unlockable through this mode as you clear a certain wave number. Can you survive the onslaught?
  • Mayhem Online – You asked, we delivered! By popular request, players can now enjoy Mayhem mode online via Private Match. Invite your friends and indulge in this wacky collection of minigames together.
  • Matchmaking and Online Updates – We have upgraded our Crossplay feature! Now, players from all platforms (PlayStation®4, PlayStation®5, Steam, Epic Games Store) share the same public matchmaking pool via Public Match. However, players will not be able to invite their friends from another platform via Private Match. We’ve also added an Emote Menu in the Online Mode so players can have some fun with GigaBash emojis while they wait for other players to be ready for battle.

Final Thoughts

I was able to get my hands on the DLC thanks to a PR rep from and Future Friends Games and I had a real blast with this. All of the Kaiju feel like they fit and the choices are very good for this game. I would have liked to see Mothra, King Ghidorah or even Hedora, but I was very happy to be able to play as some of the most Iconic rivals for the King of the Monsters.

All four characters have their own unique fighting styles and they feel authentic to their movie counterparts. I had the most fun with the new modes too, which was where I spent most of my time with this DLC, playing the new arcade mode over and over. That and the new onslaught mode are a good reason to check this update out, and even pick up the game if you have been holding off making a purchase.

I haven’t been able to test the online out unfortunately, due to some connection instability that I have been having. But, I do think that increasing the pool of players will be a net positive for the game, even if its only for public matches. The only negative thing that I have to say about this DLC and Update is that there was no Music from the Godzilla movies, which is unfortunate but doesn’t impact the experience.

I can easily recommend purchasing this DLC, and if you haven’t checked out my review for the game, you can read it (HERE) and I strongly recommend the whole package to Kaiju brawler fans (even more so now with the DLC). All of the extra content and updates to the online are a welcome addition, giving players more content to enjoy and creating a more definitive package.

I do hope that this does well, since that may renew interest in new standalone Godzilla games, which have been sorely lacking for many years. I don’t think that Toho will decide to make that jump, but I still have hope that if this DLC is successful, it will show that there is a market for the King of the Monsters to return to consoles and even PC.

You can find the Game and DLC below.

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Link to Epic version (HERE)