Kamiwaza: Way of the Ninja – Nintendo Switch Review

Overview – developed by Acquire and published by NIS America, Kamiwaza: Way of the Thief is a stealth action title, with the player completing missions and stealing objects while doing their best to remain unseen. This title was originally released exclusively in Japan on the PlayStation 2 in 2006. This remaster is the first official release of Kamizawa in English available now on PlayStation 4, PC and the Nintendo Switch, 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 NIS America for providing the copy of Kamiwaza: way of the thief that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the Introductions out of the way, let’s get into the review, starting with the story. Please note, I will only be covering the core mechanics of this title, this is because I don’t want to spoil some of the twists and turns that this game has to offer.

Story – set during the Edo period of Japanese history, Ebizo is an amateur thief, who aspires to help those less fortunate by stealing from those who are rich. However, during his first job, he and his mentor witness their own men taking more than just the money of their targets. Disillusioned by this turn of events, Ebizo leaves the scene and the group entirely with the only survivor of the bloodshed, a young girl named Suzuna.

10 years later, Ebizo has lived an honest and fulfilling life with Suzuna as his own daughter, having stuck by his word to leave the shadows. Unfortunately, that was not to last for much longer, as Suzuna suddenly falls ill, destroying the chances of a quiet life. In order to obtain the medicine his daughter needs, Ebizo is faced with a heavy financial burden. He is forced to return to the darkness to save his daughter, but vows only to do so for those less fortunate.

Gameplay – this title is a stealth action adventure, where the player as Ebizo, must complete missions and steal various items in order to obtain the medicine for Suzuna. To do this, the player must sneak around the different parts of Mikado without being seen, avoiding the guards and civilians that populate the areas. When moving around others there are two states that are shown by a color marker on screen, with green meaning it is safe and red meaning others are suspicious.

When the marker is red, there is a potential for others to be alerted that you are a thief if seen. The player has a special set of skills that they can use to avoid detection and collect their loot, as they will be chased down and guards will be alerted if Ebizo is seen while trying to sneak around. Here are the core ability types that the player can use during the game;

  • Hiding Moves – these skills are used to maneuver around the areas. These range from simple crouching to eliminate sound and move quietly, to daring acrobatic and agility focused actions that can be used to quickly get out of sight.
  • Stealing Moves – the main way to collect items into the bag. The stealing moves can be as simple as swiping an item on the floor, leaping up and snatching something on shelves, and even pickpocketing others while moving past them. All stolen items have a value that can be positively or negatively affected by the players stealth skills.
  • Bag Moves – the thief bag is how the play can carry their loot, this bag can be dropped but if Ebizo isn’t holding it, then items usually can’t be stolen. The bag can be used as a weapon or a distraction by kicking it, if the bag hits an object, it will also be possible to add that item to the bag. If the bag becomes full, it must be emptied before more items can be stolen.
  • Disguises – Ebizo can wear disguises while sneaking in order to prevent being recognized by others, however this will alert others and cause guards to be hostile. There are different disguises that can be used with their own stats, which affect their utility during missions.
  • Just Stealth –At the point that an NPC is about to be alerted, the screen will change for a moment, when this happens there is a chance for the Just Stealth skill to be activated by using a Hiding Move. When stealth has been activated, the player will gain a bonus for stealing items and pickpocketing others. This can also be chained with other skills to earn style points, with combos getting higher the better the player performance ( use of style points discussed below).

The different skills and abilities can be expanded as the game progresses, with a leveling system that strengthens the core skill types over time. During the game, there are two places that the player will spend most of their time. These are Ebizo’s home, where the player can give medicine and other items to Suzuna to help her to recover, along with the Thieves Bath House. The Bath House is where the player is able to cash in their loot, get missions and purchase items/upgrades from vendors.

While in this location, the player can pay tribute to the boss, the owner who is in control of the territory and the thieves in the area. As the player pays tribute, they will unlock new items, skills and upgrades that can be purchased from the vendors. When the player cashes in their loot, they will be able to earn Style Points depending on the way that they deposit their spoils, which can be done by kicking the bag at the deposit box.

Here are some details on the facilities that can be accessed in this area (and some outside of it);

  • The Boss – the boss runs the Bath House, where the player can pay tribute to her which will influence the other facilities.
  • The Informant – this man gives missions to the player, with each mission having a target location, item and a time limit that it must be completed within. New missions are added at different times, with the player being told to come back later if there are no missions available.
  • Pops – this mysterious figure is a master thief, who is able to teach Ebizo new skills including new disguises, hiding/stealing techniques and more. These upgrades are purchased using style points, with the options expanding over time.
  • Vendor – the merchant in the base offers some items that are needed to make missions easier. Medicine for Suzuna can be bought here, but the quality of it may not be the best.
  • Medicine King – this vendor sells medicine that the player can purchase for Suzuna. This medicine is expensive, but is better than the medicine that is sold at the Bath House.
  • Peoples Box – this box is in the home village that Ebizo resides. If the player deposits treasures and loot into the box then their reputation with others will grow, making this very useful if the player has caused a lot of chaos.

This title features a day and night cycle, where time passes with one minute every couple of seconds. As time passes, the world will change depending on the choices that the player makes during the course of a playthrough. It is important to keep the on screen clock in mind, due to the potential for Suzuna to get worse if too much time is spent without giving her medicine. An effect that can occur due to the player choices is the wanted posters that appear, becoming more detailed if the player is careless alerting the law on sight.

Another effect that the players’ actions can cause is their reputation with the people will change. The different actions that the player makes may cause the people to turn on them, leading to them attacking Ebizo when they see him. However, if the player does things that benefit the people, they will treat him better and do things like stealing wanted posters to aid him. This reputation is depicted by a counter in the corner of the screen, with the higher the number the better the reputation.

The last thing to talk about is the branching storylines that can occur during play. As the game progresses, different potential storylines can play out offering new stories for the player to explore. These stories are told via cut scenes that will play during the course of a playthrough, introducing new characters and threats for the player to deal with. There are several routes that the player can pursue, with good and bad endings occurring depending on the choices that were made.

Once an ending has been triggered, the player is able to start a new game plus cycle, with all player levels that have been earned retailed. However, the skills, tribute paid and resources that have been gained previously are lost. This allows players to retain some of the progress that was made in a previous cycle, giving a potential head start when trying to complete the storylines in the game.

Now with the gameplay covered, I will be moving into the other aspects of the game, starting with the controls.

Controls – the control method for this release is laid out in a manner that allows all of the key skills to be used easily, with the general abilities tied to the face buttons and thumbsticks. The stealth skills are tied to the triggers, with the key sneak buttons on the right side of the controller. When playing the game, the inputs are reactive for the most part but there are some minor inconsistencies, especially with the skills that share the same button. Overall, the controls are comfortable in all control set ups.

Difficulty – there are three difficulty settings for this release, with Easy, normal and hard options to select from when starting a new game. These settings allow the player to modify the challenge that is faced during play, with the higher difficulty options requiring a higher level of planning for missions. The difficulty curve over all three modes is fair and balanced, but there are some missions that are harder than they should be due to flawed placement of items.

Presentation – the visual style for this title is pleasing to the eye, especially as it uses the original assets for the PlayStation 2 release, with additional polish to go with the increased resolution scale. This visual style translates fairly well to the switch on both the big and small screen. The up-scaling of the models is good but is a little fuzzy, which is expected from a title that was developed in 2006. The cutscenes are where the models look their best and their softest, but this does add to the charm of the experience.

There are no issues with frame rate, performance or lag to be found which is what is best for a game where stealth and timing are important. The sound that this game features is excellent, with a mix of tense electric guitar compositions and haunting vocalized melodies mixed with traditional Japanese instruments. These sounds add to the atmosphere and the Japanese only voice track, gives even more depth to the overall package, as it ties the whole presentation together.

Final Thoughts – when I first started playing Kamiwaza for this review, there was a familiarity with the way that the game looked and felt, with the stealth and environment featured. I was reminded immediately of the Tenchu series that I had to played long ago on the original PlayStation, which used mechanics and systems similar to Kamiwaza. So imagine my surprise when I looked up Acquire and discovered they developed the original game and others in the series.

As a new old game, this is a solid stealth action title that offers a challenge and stories for fans of the genre, remastered by the company that made it for new platforms. It does have some unfortunate issues, like the poor placement of items, inputs that can be confused with others that share the same button and some repetition to missions. However, the overall package and experience is something that I can recommend to those who are fans of the Acquire library.

There is a lot of content on offer in this package, with multiple story threads to follow and an atmosphere that adds further depth. While it has its flaws, this is a story that deserves to be appreciated by a wider audience and makes me hopeful that other titles from the Acquire library get re-released in the future. This title is well worth the time investment, as the multiple endings/routes, new game plus cycles and open ended exploration can pull you in for hours on end.

In the end, I give Kamizawa: Way of the Thief a final score of 4/5. This is a solid and challenging stealth action title, offering a lot of content for players to sink their teeth into, with branching story arcs, multiple endings and interesting characters. If you want to check this title out for yourself, links to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)

CosmoPlayerZ – Nintendo Switch Review

Overview – developed by SOMMIT GAMES and published by Regista, ComsoPlayerZ is a unique dungeon crawling shooter with a cute gimmick. As the heroine Yuniko, take on the rebels that are waging war against the Galactic Republic, while powering up through the unique “battle costume system”. This title is available on consoles exclusively for the Nintendo Switch, a link to the game will be available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Regista for providing the copy of CosmoPlayerZ 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.

Story – the year is 20XX and the Galactic Republic is locked in battle with forces of a rebel star. At this time relief supplies arrive from a brilliant scientist. Upon opening the package, Yuniko discovers something unusual about its contents. This weapon is a Swimsuit? The doctor explains that this is no ordinary piece of clothing, but a special Battle Costume that will help her combat the rebels. So Unico equips the outfit and sets out to end this rebellion.

Gameplay – the gameplay for CosmoPlayerZ is similar to a top down shooter, with enemies to battle, treasure to collect and hazards to avoid. However, there is a unique difference that separates it from all others, the player only controls Yuniko and all battle is automatic. The game is split into different planets that each have their own theme and boss for the player to battle. These planets are designated a theme like water, forest and so on, each with their own unique enemies and hazards to overcome.

The planets are split into areas each made up of a set of stages, as well as en end boss that the player must defeat in order to clear that area. To progress through each of the stages, the player must maneuver through the different obstacles and avoid attacks, while staying still in order to attack. When all enemies are defeated they may move onto the next zone by passing through the gate that opens. Once all areas of a planet are cleared the player can move onto the next chapter.

The enemies that are defeated will drop gold and provide the player with experience which is collected when a stage is cleared. When the experience bar is filled, Yuniko will level up and one of three skills can be selected to strengthen the Battle Costume. The abilities that can be obtained include powering up the weapon that Yuniko has, changing the element of that weapon and giving additional attack capabilities like extra weapons.

When abilities are chosen the costume itself may also be altered, changing appearance based on the type of item that has been chosen. These include mermaid styled designs for the Ice based skills and more. As the game progresses, there are additional skills that will be made available, increasing the options that can be chosen and potential combos. There are even special combo skills that will be activated when a specific set of powers are collected, boosting Yuniko further.

As well as the abilities gained from leveling, at preset points during each of the area, there is a checkpoint stage that provides the player with a free upgrade. These are usually related to the amount of health the player has, or the power of Yuniko’s weaponry, but can also provide defensive skills and more. There is also a robust skill system that provides permanent upgrades away from battle, which are available on the main menu screen.

The skills can be purchased with gold that has been earned during the play, with the early skills being unlockable after a few stages, but the cost increases as strength of each upgrade increases. The skill tree starts in the middle and expands outwards, with three branches to choose from that spread out and merge with the others as the available options expand. The skills that the player can unlock include boosting defensive power, health and effective power of the special skills in the stages.

The last thing to discuss is the ranking system at the end of each cleared area. After defeating the boss of an area, players are given a ranking and star rating (1-3 stars) based on their performance. The ranking uses the traditional letter system, going from E to S. The ranking is affected by the damage taken during an area, the clear time and fashion of the outfit (affected by skill choices). The higher the overall completion rank, the better the star rating and bonuses that are given at the end of an area.

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

Controls – the controls for this game are the as simple as they can get. All that is used for the majority of the game is the left thumbstick and/or D-Pad to move Yuniko, with the A button being used for selecting skills when available. The inputs for moving are solid for the most part, but they can be a little inconsistent and the wrong direction will sometimes be inputted. This is the only real issue with the control method of this game.

Difficulty – the difficulty curve for this title does build at a relatively steady pace, with new hazards and enemies being introduced as the game progresses. However, the enemy placements, attacks and challenges they introduce do have their flaws to them unfortunately. There are enemies that will attack from off screen, and surround Yuniko rapidly which can often pin her down. The player can also be hit by projectiles out of nowhere, with little to no time to react before being struck down.

Presentation – the visual style of this title has a very cutesy look to it, with the in game models having a chibi look to them and the environments have a grid style layout. The artwork that is featured for scenario segments is beautiful, with the portraits for the characters having an anime charm to it. The sound is solid, with music that has a J-Rock style to it, with some compositions that work very well as the tracks used match the action on screen. There is very limited voice work, but it doesn’t detract from the experience.

Final Thoughts – I had a very good experience with this title, the unique gameplay premise takes a moment to get used to but does make for an entertaining time. There is a lot of fun that can be had and there is a lot of replay value, with the ability to replay the previous areas to get better scores. The only issues I had were the occasional inconsistencies with movement and enemy placement, but with that said, this is a fun game that I can happily recommend this to all.

In the end, I give CosmoPlayerZ a final score of 4/5. This is a fun action title, with a unique premise that allows the game to stand out on its own, having the player only controlling movement and all combat being automatic when staying still. This system works well, along with the battle costume mechanic that adds a lot of depth and flexibility to the play experience. if you want to check this out for yourself, a link to the game will be below.

Link to Nintendo Switch version (HERE)

 Casual Challenge Players’ Club – Nintendo Switch Review

Overview – developed by Ratalaika Games and Yume Game Studio, with publishing handled by Eastasiasoft, Casual Challenge Players’ Club is a pool challenge game in the vein of the Data East classic Side Pocket. Take on several challenges presented by cute anime style girls, including table clear challenges and trick shots, all in a limited number of shots. This title is available on Nintendo Switch and PlayStation platforms, 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 Eastasiasoft for providing the copy of Casual Challenge Players’ Club 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 there is no real plot to the game to be covered, so I will be going directly into discussing the gameplay.

Gameplay – this title is a pool hall challenge title, where the player can take on 15 different stages, over three increasing difficulty levels. The main game mode is the challenge mode, where the objective is to clear each of the tables in a limited number of shots. The first stage of each set is a standard variation of 4, 6 and 9 ball pool having to clear the table with a set score. The challenges after utilize special trick shots, where the balls need to be cleared in limited shots from specific positions.

When each set of stages is cleared the player will receive a trophy, moving onto the next set of stages after (unless it is the last batch). The challenge of the game is all in the way that players aim their shots, as there is a limited target system for the player to use. To line up shots, the player has an aim line that will extend a short distance in front of the cue ball. This aiming system can cause some issues, as it is lacking any additional assistance like trajectory of the target or cue ball.

The pool gameplay itself is fairly solid, but does have some minor flaws to it. The table physics don’t feel as precise as other titles in the genre, with the speed of shots sometimes being inconsistent with the power set on screen. This can lead to shots being missed and potentially failing a table, which means the challenge will need to be started over. Outside of the challenge mode, there are additional game modes that can be accessed from the main menu.

These extra modes are the “like a Master” mode where the player must try to clear all 15 main mode stages without losing. Then there are multiplayer modes, where two players can compete against each other on a single console.  The first is versus, where the player who scores the most points will win, the second is Black Ball, where the first person to pocket the 8 ball will win. These additional modes can expand the playtime a little longer and offer some additional fun for players.

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

Controls – the control method for this title is simple, with only two buttons used for menu navigation and making shots. The aiming is all handled by the d-pad and thumbstick, with little else that needs to be done. The game plays perfectly well regardless of the controls used, however, there is no support for single Joy-Con play which means that two controllers are required in order to play multiplayer.

Difficulty – there are no difficulty settings for this title, with the challenge escalating over time. Unfortunately the limited aiming system does make the game harder, as an easy looking shot can be missed if target sight is out of range from the ball. The challenge for this game is high, but with enough practice it is possible to adapt to the difficulty and aim system.

Presentation – the visuals for this release are very simple, with limited animations for the table and balls. The art that is used for the characters featured is pleasing to the eye, with an anime aesthetic that works well in this title. The sound design is pretty basic, with simple sound effects for the table and transitions being implemented. There is also a mellow soundtrack that is used for this title, with a lounge style that plays throughout made up of just a few compositions.

Final Thoughts – I am a fan of the pool challenge games like Side Pocket, so I thought I would give this game a try, as the genre has been rather lacking recently. Fortunately, I had a relatively pleasant experience, even with the flaws of the aim system. I can recommend this title to those who are looking for a simple pool game. This is a rather short single player experience, but there is enough content for the modest price being asked and additional modes that add more value to the player.

In the end, I give Casual Challenge Players’ Club a final score of 3/5. This is a simple pool title at a modest price point, there are some flaws, but the extra challenge mode and multiplayer options do add a little more value to this package. 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)

Legend of Heroes: Trails From Zero – Nintendo Switch Review

Overview – developed by Falcom and published by NIS America, Legend of Heroes: Trails from Zero is a story driven JRPG taking place as the first chapter in the Crossbell story referenced in Trails of Cold Steel. This is the first official English release of this title, coming to the west after originally being released in 2010. This new version of the game is available on Nintendo Switch, PlayStation 4 and Steam, with a link to each version of the title 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 Trails of Zero that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting off with the story for Trails from Zero. I have previously covered other titles in the Legend of Heroes series, you can find my coverage of Trails of Cold Steel III (HERE) and Trails of Cold Steel IV (HERE).

Story – Lloyd Bannings returns to his home of Crossbell, three years after the death of his brother and to join the Crossbell Police Department. Upon his return he is informed that he has been assigned to a new department, the Crossbell Special Support Section (the SSS). This new department has been created to help the citizens of Crossbell, performing odd jobs, tasks and fighting monsters to protect the people. However, not all is as it seems, as the city has a dark side to it as well as some terrible secrets.

Gameplay – Trails from Zero is a story driven JRPG, where the narrative plays out over several chapters. The player controls a party of 4 characters, each with their own strengths and weaknesses as they take on the dangers that lurk around Crossbell and help the citizens with their troubles. The player is able to roam a large interconnected map that expands over time, with facilities that can be interacted with, including shops and even casinos.

The player can also delve into dungeon sections that contain monsters to fight and treasures to obtain. These dungeons and areas are made up of interconnected segments that connect to each other, with some locked areas that open during the course of the game. While in the dungeon areas, the player will encounter monsters that roam freely with battles beginning when contact is made. Battles take place in arenas that utilize a grid based map for movement and attack range.

Each player makes their own move in these turn based battles, with different conditions affecting the priority of each unit in battle. During a turn the player can select from a range of actions to perform, but only a single action can be made. There are also special conditions that can occur, including chain battles, where multiple battles can occur and special boss battles at preset points in the story. These are the systems that are used during combat encounters;

  • Combat advantage – when encountering enemies in the dungeon segments, combat is initiated when contact is made, but if the player touches them from behind they get an advantage. The player can also attack the enemies in the dungeon before a battle, stunning them if they hit from behind and granting an additional advantage. However, if the enemy makes contact from behind they get an advantage.
  • AT Bonuses – before a characters turn, they may get a special bonus that can help sway the course of battle, including healing bonuses, special boosts and even allowing for special team attacks. These bonuses appear next to the character icon before their turn to let players plan their next move.
  • Attack and Move – these are the most common actions that can be made, where the player can choose to attack a target, or reposition themselves for their next turn. If a player decides to move, their turn will end upon reaching the destination. However, if the player chooses to attack and the enemy is within a specific range, they will move until the enemy can be hit then execute an attack but if the enemy is out of range they will just move.
  • Crafts – these are special attacks that use Craft Points (CP) to perform special attacks. the attacks can be used offensively and also to support the other party members. Craft Points charge over time, with each turn making them reach even higher levels.
  • Break Skill – this is an ultimate skill that each party member can use, with different effects for each one. This becomes active when the CP meter reaches the 100 point threshold, allowing for the player to make a move in the next turn immediately even if they had just had a turn. An enhanced version of the Break is activated when the player reaches the maximum 200 CP limit, granting even more power.
  • Arts – these are special attacks that utilize EP to be performed, with different attacks related to the elements such as lightning and fire. When an Arts attack is activated, there will be a delay between the activation and resolution with the attack occurring during the next turn. These skills can be very powerful and often deal extra damage to specific enemies that are resistant to standard attacks.
  • Item and Escape – the player is able to use items during their characters turns, including healing and recover items that can remove negative effects. Once an item is selected, the range will be shown and once used the turn is over. There is also the option to flee from battle if the risk is too great, with the run function that has a percentage showing the chance of escape (failure will lead to mission a turn) and smoke bombs that can allow instant escape.

When a combat is completed, if the party is successful, they will receive rewards for their performance. These rewards include experience points that will level them up at preset milestones, there is also a resource called Sepith (discussed further below) as well as treasure that can be dropped. If the party is defeated however, the game will be over and the player can choose to continue from a checkpoint, there are also healing stations scattered throughout dungeons that the party can rest at.

Outside of battles, the player is able to change the formation of the party, repositioning them to fit their individual strategies. The player is also allowed to alter the equipment that the party is using, with different equipment changing the individual stats of each unit. There are also items that can be used to heal the party, which are the same as the ones that are available in battle, which can allow defeated party members to return to battle.

The most important party based system that players have access to outside of battle is the Orbment System. This feature allows special gems to be assigned to a character in a manner similar to a skill tree, where different gems can be assigned for new abilities. The Quartz gems can be provided as rewards for quests if the player is lucky, but the main way to obtain them is via crafting. In the main city of Crossbell, there is a store/factory, where new Quartz crystals can be crafted.

In order to craft these gems, the player must use Sepith that has been collected in battle and as rewards. The strength of each gem that is crafted is dependent on its level, as well as the requirements needed in order to create it. The better the crystal, the higher the resource cost to make that gem, meaning that some grinding can be beneficial. If the player has access to many Orbments, then their strategic options will increase dramatically, as each party member will respond differently.   

The last thing I want to discuss is the progression system for the narrative of Trails from Zero. During each chapter of the game, the payer will receive requests that can be taken on. These missions serve two purposes, with the first being to progress the narrative and the second to obtain rewards and currency. The main quests can be completed at any time, however, the side missions have varying time limits which can lead to the player being unable to clear them if the story progresses too far.

When the player completes a mission request, they will gain special points called Detective Points (DP) which increase the detective rank for the player over time. As the player gains each detective rank additional rewards will be provided, with the quality of rewards increasing with those ranks and providing special bonuses. The player will also require Mira for each completed task, adding additional value for the time that a player spends completing the side missions.

There is so much more that I could discuss about the gameplay, including a new game plus, additional activities that can be participated in and more. But I want to leave some surprises unspoiled for players to discover during their experience. So with that said, let’s move onto the other aspects of the game, starting with the controls.

Controls – the control system for this title is simple and easy to get used to, with the key inputs being tied to the face and front shoulder buttons. The movement and menu navigation is tied to the d-pad/left thumbstick, with any other inputs needed highlighted on top of the screen. The movement in game is in an isometric style, with free flowing movement that feels comfortable no matter how it is played. Both the Joy-Cons and Pro Controllers work well, leaving the preference of controller to the player.

Difficulty – there are 4 difficulty settings in this release, that each modify the way that the combat of the game flows. The higher difficulty settings make battles tougher, pushing the player to their limits and lower settings can make battle a breeze to get through. There is a way to make the combat a little easier for those who want to put some time in, by grinding out earlier areas to over level the party and increase the amount of Sepith possessed for Quartz crafting.

Presentation – the visual style of this release has a cutesy element to it, with chibi style models for the characters while in and out of combat, which contrast well with the anime style portraits shown. The world and environments have a vibrancy to them, with well-designed locations and set pieces to explore. The battle effects have a frenetic and exciting feel to them, with the special attacks and break skills that have elaborate animations.

The cutscenes scattered throughout make excellent use of the character models and character portraits, showing which help to tell the narrative effectively. The soundtrack for Trails from Zero has the quality that is expected of a Falcom release, featuring tense compositions, as well as more relaxed melodic pieces that work in tandem to enhance the experience. The voice acting in this title is exclusively in Japanese, with a cast that portrays their character roles that adds depth to the sequences they are in.

Final Thoughts – I enjoyed the Trails of Cold Steel games from Falcom in the past, so I was excited to be able to get my hands on another adventure in the Legend of Heroes series. My excitement was not misplaced, as I had a great time playing this game, the combat system is relatively simple, but has enough depth to keep me engaged in each fight. The story was engrossing, with the twists and turns of the narrative making for a satisfying experience.

I can happily recommend this title to fans of the other Legend of Heroes games, as it has the same quality that the other games are known for. There is a lot of content on offer, with the side quests, extra activities and even new game plus that can keep the player going long after their first completion. As a PlayStation Vita title, Trails from Zero makes the jump to the Nintendo Switch (and other platforms) without losing its charm or suffering from any issues.   

In the end, I give the Legend of Heroes: Trails from Zero a final score of 5/5. This is an excellent JRPG experience, with a solid battle system, engaging narrative and characters that can keep the player engrossed for the entire duration, while providing extra side content to extend playtime further. 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 4 version (HERE)

Link to Steam version (HERE)

Drunken Fist 2: Zombie Hangover – Nintendo Switch Review

Overview – developed by DEKLAZON and published by Eastasiasoft, Drunken Fist 2: Zombie Hangover is a physics based brawler where the player controls a drunken rocker fighting through a zombie filled city. Take on hordes of the undead, swinging wildly while stumbling through the apocalypse trying to find more beer and make it out. This title is available on PlayStation 4/5, Nintendo Switch, Xbox One/Series and the Steam platform, with links to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank eastasiasoft for providing the copy of Drunken Fist 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 there is little in terms of plot and moving directly into the gameplay segment.

Gameplay – Drunken Fist 2 is a physics based brawler, where the player must control the inebriated rocker, trying to fight their way through the zombie apocalypse. The game is made up of stages, where a specific number of zombies must be defeated in order to progress. Each of the stages are fairly open where the player can roam around and explore the space to an extent, finding items and collecting weapons to fight back with.

There is a preset number of enemies that will appear in a level, with new variants appearing over time. The undead that populate the areas range from the residents of the towns to stronger entities that have become infected, including firemen and soldiers. The difference between basic and special zombies is their behaviors, as the standard enemies can just attack with their fists whereas the special variants have weapons and unique attacks.

To get past the hordes of undead that are roaming the streets, the player must engage in combat with them. However, while this is the core focus of the title, it is also the biggest stumbling block for the experience. In battle, the player has access to three attacks, a punch, kick and sweep attack, which can be combined together but these attacks can be inconsistent. This is because attacks can cancel each other out and the damage dealt can vary even when using same attacks.

The issues with combat aren’t just tied to the combo system, as the ragdoll physics that the game uses can cause the player to get caught in the environment or even miss attacks. There is also what feels like a delay to the inputs, which is caused by a momentum system when the player tries to move and is made worse by the camera whipping around to lock onto enemies. Weapons can also be found in the stages, which will break after several uses but they also suffer from physics issues.

There are also healing items that the player can use to recover their health in the form of beer bottles, which will refill the player health by drinking. The health items are important as the player will need to heal regularly, due to taking damage or letting the bathroom meter fill up. Speaking of the bathroom meter, there is a meter in the corner that will fill over time and deal damage when the bar is full. To empty the bar, the player will need to urinate which can cause a slipping hazard afterwards.

The overall experience feels clunky and does have the unfortunate flaw of being inconsistent when fighting, which is made worse when surrounded by enemies. There is a defensive measure that can be used to make battle a little more bearable, a jump back escape mechanic can let the player get out of danger, but it is fairly clumsy when used in battle. This is due to the potential for the camera to swing wildly around or even slipping on patches where the player has urinated.

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

Controls – there is a feeling of lag when moving and fighting enemies, with button presses that can feel unresponsive and movement that feels very slow. The button inputs also feel delayed, which interferes with the instinct that players have with traditional brawlers, where rapid button presses often result in dealing more damage. This instinct does not mesh well with the actual combat, as repeated button presses can cancel out previous ones.

Difficulty – there isn’t really much of a difficulty curve at the start as most enemies are easy to deal with, however in the later portions of the game there is a difficulty spike. This is due to the introduction of projectile attacks, which are difficult to avoid due to the rather slow movement of the player when trying to gain momentum after being still. To compensate for this, the player can remove limbs holding weapons if they are lucky as well as there being an abundance of health pick up in stages.

Presentation – visually the game has a charm to it, with the low poly models, the exaggerated body proportions and the gore that is splattered across the stages in slow motion during kills. But there are some unfortunate flaws, due to the way that the models interact with the environment, causing wild glitches to occur and models to freak out. The sound is pleasant enough with music taken from pre-existing libraries from Kevin Macleod which works well with the game.

Final Thoughts – I had played the previous title and have reviewed it (HERE), so I went into this hoping for some of the kinks from the previous game to be ironed out. I can say that this is an improvement in several aspects, but not in the areas where it was needed the most. The gameplay is streamlined, with there being less of a hindrance getting into the combat, however the combat itself is as clunky and flawed as the previous which is unfortunate.

The overall experience does have value to it, with gameplay that can be fun and entertaining at a modest price point even if it is relatively short. It is just unfortunate that the combat itself which is the games main selling point can be so inconsistent, which really does hinder what is otherwise an enjoyable concept. I am unable to make a recommendation or not for this title, but if you like physics based games, this one may be for you.

In the end, I give Drunken Fist 2: Zombie Hangover a final score of 3/5. This title has the potential to be a very fun and entertaining brawler, with lots of comedic action and bloody effects. However, the overall experience is sadly marred by the inconsistent and potentially frustrating combat mechanics. 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)

Prinny Presents: NIS Classics Volume 3 – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, NIS Classics Volume 3 is the latest double pack of classic JRPG titles from the NIS vault. This latest collection features the strategy title La Pucelle: Ragnarok (released for the first time in the west) and the more Rhapsody: a Musical Adventure. This double pack is available exclusively on Nintendo Switch (both titles are available individually via steam), with a link to purchase available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NIS America for provising the copy of NIS Classics Volume 3 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 covering the story, core gameplay elements and difficulty of both titles in their own sections, with the controls and overall presentation as an individual segment.

Rhapsody: a Musical Adventure

Story – Rhapsody focuses on the adventures of Cornet, a young girl with the special gift to be able to talk to puppets and grant wishes with her magical horn. Accompanied by her best friend Kururu, a puppet that has the soul of a human, the two go on adventures around the land. During their adventures, they encounter the Prince Ferdinand, witch Marjoly and a diverse cast of characters as they travel together around the land of Marls.

Gameplay – Rhapsody is a more traditional JRPG experience compared to La Pucelle, with a world map containing various locations for the player to visit and explore. The player as Cornet travels the land of Marls with Kururu, interacting with the residents of the world. As the story progresses, new places will open up for the player to explore, with dungeons that have branching paths and connect to different locations. I will be breaking the core elements into various sub-sections below.

Exploration: the world of Rhapsody is explored in two ways, the first is through an overworld map that shows all discovered areas of Marls, with more areas opening as the story progresses. The second is via isometric free roaming, where the player as cornet can move through each of the pre-rendered areas, including both residential and dungeon zones. When in a residential area, there are stores, houses and special landmark locations that the player can interact with.

The residents of the towns can be spoken to, with some of them giving basic world building information, but others will provide important details to help with an objective. The stores offer different supplies for the player to buy with Intonium, the currency of Marls that is used for everything and there are also statues that heal the player. The dungeons are made up of “rooms” that have a maze-like feel to them, with the areas becoming more complex over time and getting lost is possible.

To help some navigation of the world when roaming, there will be signs that can help guide the player to key locations. However, some spaces will be dead ends or blocked by an NPC/obstacle, meaning an objective must be completed to progress, giving a linear approach to exploration of the wider world. Great care must be taken when roaming, as combat encounters will occur in the different locations that Cornet explores, pitting the player and their party against a variety of foes in battle.

Combat Encounters: during the game at preset points and randomly while exploring the different dungeons. When combat is initiated, the game moves into a tactical view point, with fast battles that require simple strategies to get through. Cornet is the main character and leader of the party, with the ability to both attack and support the other members of the team. During the course of the game, the player party will grow by meeting puppets and having other characters joining the party.

The maximum party size for battle is limited to 4 units, with an extended reserve roster that can be switched outside of battle. All of the characters in the party share the same basic mechanics, with the ability to attack, move around the battle field, use items and end their turn. Units can also be equipped with special gear that will increase their stats in battle. There are some specific skills tied to Cornet and the other members of the party. Here are those specific features;

  • Horn – Cornet can use her magical horn to power up the puppets that she is near, using the horn will consume MP points and fill up a musical note bar on screen. The musical notes generated can fill up the note meter up to use for special attacks.
  • Reward – these are the special abilities that Cornet can use, with each of the skills using up a different number of note bar levels, causing large scale damage to the enemies in battle. If there are no music meter levels, the skills can’t be used, so efficient use of the Reward skills and horn is important to combat.
  • Escape – Cornet can attempt to flee from battle, with a chance of failure and wasting a turn entirely if escape is a failure.
  • Magic – the Puppets and other units in the party can use magic skills in battle, with the ability to damage, support and heal other allied units. These units have their own special skills, which can be used to turn the tide in a tricky battle. There are also status ailments that can affect enemies and allies, along with special type weaknesses that will allow specific magic to deal extra damage to enemies.

When a battle is completed all party members will gain experience points, that level the units up when specific thresholds are reached. When the units reach different levels, they will gain additional skills, magic abilities and some units gain special abilities. There are also additional rewards like items and money that can be awarded at the end of a battle, making battling more worthwhile. Outside of battles, the player can save freely no matter where they are.  

Now I have discussed the core aspects of the gameplay (I have left some things out as I don’t want to spoil the first experience for first time players), let’s get into the difficulty of Rhapsody.

Difficulty – the difficulty and challenge of Rhapsody can be modified with three difficulty settings, allowing the player to tailor the experience to how they want to play the game. When starting the game for the first time, the player can choose between the three options, easy, normal and hard. These settings will adjust the challenges of the game, including the damage that enemies deal, the difficulty of bosses and more.

La Pucelle: Ragnarok

Story – Taking place in the kingdom of Paprica, the narrative focuses on the Church of the Holy Maiden in the city of Pot a Feu, where the demon hunters La Pucelle are trained. Two of La Pucelle’s newer members are Prier and her younger brother Culotte. A prophecy states that the Dark Prince, a servant of the fallen angel Calamity will rise to lay waste to the world. To combat this threat, the Maiden of Light will challenge him and restore the balance of light and dark. Prier aspires to be the Maiden of Light.

Gameplay – This title is more in line with the other tactical JRPGs from NIS, using grid based maps for stages, turn based combat and isometric viewpoint of each stage. However, there are many things that this title does that are unique to La Pucelle, making this title stand out on its own merits. The game plays out over several chapters, telling the story of La Pucelle and the demon hunters of the Church of the Holy Maiden. 

There are many unique features to this release, including special guest characters, storylines and features that I don’t want to spoil for new players. So I will be breaking down the core mechanics of the game just like in the above discussion of Rhapsody. La Pucelle: Ragnarok is a turn-based, isometric JRPG that focuses on more than just combat, with the player exploring different locations and investigating the secrets of the areas the player is in.

Much like other titles from the NIS Library, the majority of the gameplay takes place in the combat stages, with grid based battle maps, gimmicks and special event spaces. Before a stage can start, the player must decide where they want to go by selecting a location on the world map. After making a selection of the location, there are options that the player can select, which include playing the stage they are on, moving to another (if it has been discovered) and returning to the town.

This system adds a non-linear and flexible approach to the game progression, allowing the player to approach the different locations in any way they want to. This has its positives and negatives, as there is the potential to miss some things if players choose to skip locations, so it is advised to explore every area thoroughly. This leads to one of the defining features of this release, the different chapter endings that can be obtained during the game.

During the course of a chapter, special event sections can appear in the different stages, activating a special event when the player comes into contact with them. If the events are uncovered correctly and the secrets of a chapter are unlocked, the player will get the good ending for this chapter. However, if the secrets are not all uncovered, missed entirely or done incorrectly, then the player will suffer from a bad ending that gives an entirely different end result.

Now, I want to discuss the systems that the player will encounter during the stages of this release;

  • Combat – during the stages, the player is able to deploy a set number of units onto the battlefield from the base panel to fight the enemy forces. All units have access to the same basic move-set, allowing them to move across the battle field, attack enemies, use special skills and items.
  • Attack – battles take place in a separate screen, with all units that have targeted the same enemy unit attacking at once when selecting either “begin battle” or “end turn”. Adjacent allies can also assist the attacking unit in battle, dealing additional damage to the target (this can be on both sides). When an attack is completed, the target units can attack in response dealing damage to the random units.
  • Special – units can use special skills in battle, consuming SP to deal damage to enemies, provide support with buffs/status ailments and heal injured units. When a skill is activated, the animations for these actions occur immediately, with the effect playing out before the turn can continue.
  • Dark Portals – in each map, there are Dark Portals that appear in three distinct colors that have their own effects. These portals emit Dark Energy that trails out until they meet an entity or obstacle that stops the stream. If a character stands on the portal or stream, they can redirect the energy depending on the direction they are facing. The energy trails can merge with other colors to create new effects.
  • Purification – this is a special skill that the members of La Pucelle have access to. Units with the Purify ability are able to remove Dark Portals, causing a chain reaction occurs that causes different effects based on the color of the energy. If specific conditions are met, miracles can occur. The Purify skill can also convert enemy units to the player party, with each purification increasing the odds of them joining when they have been defeated.
  • Reinforcements – if the Dark Portals are left unpurified, there is the potential for enemy reinforcements to appear. The points where the enemies will spawn from go black, marking that new enemies will be appearing from these points and provide additional reinforcements.
  • Leveling – experience points and leveling functions in a different way with this title. when an enemy unit is defeated by the player, all units that were involved in the combat sequence gain experience points divided between the units in the fight. These points will also level up different stats as well as increase the units overall level and strength, opening up special skills that can be used in battle.

Outside of the battle stages, there is the home base where players can interact with the different inhabitants of the town. There is a Rosenqueen store where the player is able to buy new gear for their units and sell unwanted items, with each purchase/sale increasing the level of the store and adding newer items. There is also an emissary of the Dark World that is located in this store and interacting with them opens up interesting features.

The emissary of the Dark World can take monsters that have been recruited from stages, along with the items that they are holding when handed over. These monsters will disappear from the party, going into the netherworld to participate in battles, with their strengths and training determining their efficiency in this alternate dimension. A strong monster has the potential to sending strong items to the player. The items that the monster holds before being sent away will also be combined, returning a new item.

The last thing to mention is the monster training system. The monsters that have joined the party can be trained, with different actions that can affect the strength of the unit and their overall happiness. If the monster is trained well and has a high Happiness level, they will perform better in the dark world, as well as gaining better stats from leveling and special abilities that can be used in the battle stages.

There is so much more to this release, however, I don’t want to spoil any of the surprises that the game has in store for those who have not experienced the previous release. So I will be moving onto discussing this titles difficulty.

Difficulty – the difficulty for La Pucelle is fairly moderate, with the challenge slowly escalating over time, with new threats appearing during the course of the game. This difficulty curve can be modified by repeating stages, increasing the stats of the player units through grinding or equipping better gear. There aren’t any additional gameplay settings to adjust the gameplay experience, but there is a new game plus feature that allows the player to replay with all stats retained.

Now with the main elements of both titles covered, it is time to discuss the presentation and my thoughts on the overall package.

Presentation – starting with Rhapsody, the visuals look very pleasing on modern screens given the fact that this is a remastered PlayStation title from 1998. The visuals are pleasing even given the age of the title, with sprite work that is still solid compared to the other title in this release, and the limitations work in this games favor. The music has the same upbeat charm that NIS is known for, as well as the inclusion of musical pieces add to the overall experience.

La Pucelle: Ragnarok is visually appealing, with the sprite style that became a hallmark of NIS at the time just like Disgaea and Makai Kingdom. The animations, character designs and overall presentation is excellent, with the designs for characters and enemies having their own distinct presence that increases the appeal of this title. The sound for this title has their signature sound to it, with orchestrated pieces and tense impactful tracks that breathe life into the world of La Pucelle.

There is also the inclusion of English and Japanese dialogue options in both games, letting players decide which version of the voice overs they want to listen to. The English voice cast for La Pucelle features the vocal talents of Colleen O’Shaughnessy (Naruto), Jill Talley (Spongebob Squarepants) and Cam Clarke (TMNT). The voice options for Rhapsody consist of English or Japanese voices during musical segments, which there is little in terms of info about the performers for these.

Final Thoughts – this was my first real experience with both of these games, having only played them briefly in the past and with no nostalgia for the included titles. That being said, I was excited to be able to get hands on with two classic NIS titles, being a long-time fan of the Disgaea series. Starting with La Pucelle, the familiarity of the signature SRPG game style allowed me to get into it quickly, with the unique systems of the game being easy to pick up.

The evolving storylines, multiple endings to chapters and investigation system are an excellent system that keeps the player engaged. This system allows the player to discover new twists to the different storylines, with additional secrets uncovered in new game plus and more. Then we come to Rhapsody, the more traditional JRPG experience in this double pack release. The single room dungeon style maps, the game world and characters work together well, with the musical aspect tying the experience together.

The streamlined combat system is easy to learn, with the musical note meter giving the battles a snappy and fast paced feel, while not impacting the overall quality of the game. There are also quality of life improvements for both titles in this release, making the overall package the definitive versions of these games. I have no issue with recommending this pack to fans of the NIS library old and new, it is another excellent release that brings two overlooked gems to modern systems.

In the end, I give Prinny Presents: NIS Classics Volume 3 a final score of 5/5. This is yet another excellent double pack of two games that have been overlooked by many for too long, which are key titles in the history of Nippon Ichi Software as their influence can be seen in the games that came after. If you want to check this release out for yourself, a link to the game will be below.

Link to Nintendo Switch version (HERE)

Slime Girl Smoothies – PC Review

Overview – developed by Schneeritter Studios and Shady Corner Games, Slime Girl Smoothies is an adult puzzle game where the player must mix different fruits to make a variety of drinks. Play through each set of shifts to learn more about the girls that work at the underground bar Slimey’s. This title is available exclusively on PC, provided through the Steam and Itch.io platforms, with links to the game at the bottom of this coverage.

Disclaimer: before I get into discussing Slime Girl Smoothies, I want to thank Shady Corner Games for allowing me to be involved in the making of this game. To be completely transparent, I was involved with the late stages of the development of this game as a Beta/Bug tester (my name is in the credits for this). However, my involvement in this title has not influenced the contents of this coverage, all thoughts and opinions within are my own.

Mature Content Warning: this title is intended for Adults Only. This is due to the content of this game featuring full nudity, explicit sexual content, strong language and some fetish material. If you are under the age of 18 or find sexual content offensive, please take a look at the other content on this site. (Please note: all characters featured in Slime Girl Smoothies are 18+ and over)

Now with the introductions out of the way, let’s get into the game, starting with a brief summary of the plot.

Story – You have been hired as the floor manager for the underground bar Slimey’s, a special place where all of the bartenders are Slime Girls and they use their assets to mix drinks. During the following shifts, get some hands-on training with the Slime Girls and get to know Berry and her daughter Cherry, as well as their co-workers Mint and Plum. Do your best to make it through the shifts, get to know your new co-workers and maybe even get closer to them.

Gameplay – Slime Girl Smoothies is a matching style puzzle game, where the player must combine different fruits together to make the requested drink. To create the various drinks, the player must combine the colors of different fruits to reach specific thresholds, making sure not to make any mistakes and disappoint their shift partner. Each shift has a set number of drinks to create, with only one failure permitted for each shift as more than that will fail the stage entirely.

The game field where fruits can be placed is made up of an 8×7 grid, with the fruits filling up different amounts of space from the bottom up when positioned by the player. When placed, fresh fruits will grant more flavour when placed next to other unused ones, but used fruits will provide less when fresh ones are placed adjacent to them. There is also a limited number of turns per drink, so using up them up, creating the wrong flavor combos or having no space left will result in failing the drink.

The game system is easy to pick up, with an in depth tutorial that explains the mechanics of the mixing the different fruits, as well as the tools that are introduced in later shifts. Including tips on how to get the most out of each fruit, by using fresh fruit to get more points, cutting the different fruit for specific spaces and even rotating the fruits. There is a handy chart on screen that shows all of the color combinations, as well as recipe guides for the flavor levels required for each drink.

Each of the girls has their own gimmick, with Cherry easing the player into the experience as the lead of the tutorial, while the others introduce their own unique challenges to the game. These include special cells that either increase or decrease the flavor points of the fruit in those spaces, which will push players to think how to use the limited space on the board more efficiently. Success in each shift can lead to a variety of rewards for the player to unlock.

During the course of the game, special CG images will be unlocked showing Slime girls in sticky situations, with some being rewards for success after clearing specific shifts. These images can be accessed in the main menu, via the gallery when the shifts for that character are full completed. There are also additional unlockable game modes, with a timed mode to score as many clears as possible and an endurance mode where one failed drink will get a game over.

There is more to this title than mentioned above, but I want to leave some of the surprises for the player to discover for themselves. So with that being said, let’s move onto the other aspects of the game. I will be skipping the control segment as this game only uses the mouse, going directly into the difficulty.

Difficulty – this is a challenging puzzle game, with the limited space of the grid, the random nature of the fruits that appear each turn and the strict turn limit. But that opens the game up to a more strategic approach, with some drinks requiring significantly higher flavor scores than others. This can push players to decide whether to try and clear the lower scores first, the big flavors or to just see how the fruits fall. If a shift is failed, the player can simply try again, providing a fair punishment for losing.

Presentation – the visual style for Slime Girl Smoothies is very pleasing to the eye, with beautiful art and animations for the staff of Slimey’s. Their personalities, quirks and unique character traits are all easily noticeable when encountering them. The fruit designs are lewd and humorous, with buttock, condom and ball gag shaped fruits to choose from. The reward images are all very lewd too, with the various escapades of the girls (and the manager too) being illustrated very well.

The story cutscenes that occur between shifts are all fully voiced, with excellent work from independent voice actors that portray their characters perfectly, bringing them to life in this game. The music for this title also has its own distinct charm, with tracks that utilize a range of sounds from soft jazz like compositions to heavy guitar riffs and solos. All of the visual and sound elements combine together expertly to create a complete and satisfying experience.

Final Thoughts – now, I have been around for a long time and many lewd titles have come and gone, like the Gals Panic and Hunie Pop games, but this was different. While playing Slime Girl Smoothies I found myself becoming invested in the characters and their personalities, which made the lewd parts a bonus to the experience but not the main reason to continue playing. I was engaged with the overall story, which I found to be well written and the characters had depth to them.

I can happily recommend this game to others who are looking for a game that is lewd and challenging, but has depth to the overall narrative. There is plenty of content on offer for the low price point, with the additional challenge modes and achievements providing more for the player to enjoy. This is an excellent puzzle game, with lewd and humorous fruit designs, charming characters and voice performances that tie the whole thing together.

In the end, while I can’t give a score for Slime Girl Smoothies, since I was involved in the testing of the game. However, I will say this; Slime Girl Smoothies is a challenging puzzle experience, with excellent characters that are brought to life by fantastic voice acting and a story that adds depth to the lewdness on show. If you want to check this game out for yourself, links to the game will be below, but please keep in mind that there is explicit sexual content and some material that may be off-putting.

Link to Steam version (HERE)

Link to Itch.io version (HERE)

Dusk Diver 2 – Nintendo Switch Review

Overview – developed by WANIN International, with publishing handled by Idea Factory International and Reef Entertainment, Dusk Diver 2 is the sequel to the original action brawler set in Ximending, Taiwan. Continue the story of Yumo and her friends as they battle the monsters of Youshanding, explore Taipei and uncover the mysteries around them. This title is available for the Nintendo Switch and PlayStation 4/5 systems, with links to the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, starting off with the story for Dusk Diver 2. I will be breaking down the gameplay into different segments, giving detailed coverage of the different elements of the game.

Story – a year after the events of the previous game, Yumo, the protagonist of Dusk Diver is now a college student, while also working a daily part-time job. Although she is still suffering from the aftermath of the events from the year prior, life is slowly getting back to normal and she is living her best life. However, on a seemingly ordinary day, the chaos beasts starting reappearing in the streets of the alternate dimension of Youshanding, meaning Yumo must go into battle once again.

Gameplay – Dusk Diver 2 is an action RPG set in the iconic neigbourhood of Ximending, in the city of Taipei, Taiwan. Taking place over several chapters, the story for this title plays out in two distinct places, the human realm and the alternate dimension of Youshanding. The story uses these environments for two distinct purposes, with the city of Taipei being a sprawling city to explore, whereas the dimension of Youshanding is where the player engages in battle with its denizens.

First I want to discuss the mechanics of the free roaming areas of Ximending and the neighboring areas, so here are the core features when exploring the human realm;

  • Explorable Areas – the player can roam the district of Ximending, along with more areas that will expand the overworld map that the player will be able to explore during the game. There are various inhabitants that can be encountered in this area, breathing life into the world of Dusk Diver 2.
  • Shops – there are several shops that can be found in Taipei, including restaurants, a clothing store and more. The available stores will expand over time, giving the player more places to shop with their hard earned money.
  • Home Base – the Tumaz Mart is the home base for Yumo and her team. While here the player is able to rest and recover health, save their game while in the human realm, purchase essential items/upgrades for their party and more.
  • Side Quests – throughout the city, there will be side quests that pop up for the player to complete. These quests are time sensitive for the most part, with the capability for quests to be missed if the narrative progresses further before completion.
  • The Possessed – some citizens of the city can be possessed by chaos beasts, sending the player to a special dimension to engage in battle if contact is made. These battles can be tied to side quests, as well as be used for special extended missions that can be completed over time.
  • Battle Preparation – the player can alter equipment for the party, eat food from the various restaurants in the city to gain buffs and change different stats. The player can also level up their characters stats and unlocking skills, by spending EXP points and Dragon Wafers that are earned during battles.

With the human realm details covered, let’s move onto the core mechanics of Youshanding;

  • Dungeon Crawling Exploration – the environments of Youshanding consist of large labyrinthine zones, with dungeon crawling style movement and exploration. While in Youshanding, there are battles that will activate when players enter different areas, with the only way to progress being to defeat all enemies. There are also objectives like collecting items, opening gates and finding hidden treasures.
  • Safe Zones – there are safe zones throughout Youshanding, where the player can heal, save and prepare for the next battle by performing the actions possible in battle prep while in the city. It is important to use these sections frequently, as they will keep the party healthy during the missions in Youshanding.
  • Boss Battles – at different points in the story of Dusk Diver 2, there are large scale boss battles where the player must fight against a very strong enemy. These battles can be very tough and will push the player to their limits, dealing massive damage to the party members and taking them down easily if the player is not careful.
  • Item Collection – as the story progresses, new missions in Youshanding can be unlocked, with the player being tasked to collect special items that are scattered throughout the dungeons. These items can be used with special NPC characters to unlock special items and unlocks while in the City.
  • Free Exploration – during the course of the game, the areas that have been explored will be opened up for Free Exploration. This is where the player will be able to go back into the previous zones and explore them again, finding items that have been missed, new treasures and battle with enemies to gain addition EXP and currency.

The combat for Dusk Diver 2 is fast and frantic, with an easy to pick up combat system. The player has access to a range of attacks in the move-set for each character, with light, heavy and special attacks that can be linked together into satisfying combos. There are also special counter skills that can be used to halt the enemy, augment character skills and create openings for a counter attack. The special and counter attacks use the resource SP, which must be recharged when it is exhausted.

To make the special/counter attacks more consistent, the player can gain SP and recharge the exhausted meter by dealing damage to enemies with combo attacks. Alongside the SP focused skills, there are two additional special features that can be used in battle. The first is the Break Strike, a special attack that deals massive damage and generates large amounts of BP (burst points). The BP fills a special meter that the player can activate in battle to augment their skills.

This special meter is called the Burst Meter, a special system that increases the attack power and SP recovery for the active character. This power increases in three stages, which are shown by a percentage meter on screen. When the onscreen meter reaches the maximum level, a special Ultimate Burst Skill can be used, with the potential to deal catastrophic damage to those it hits. This burst state will last for as long as the yellow bar has energy in it, with Break Strike attacks extending the duration.

Now attacks aren’t the only skills that the player can use in combat. There are also defense and support skills that the player can make use of. The first is a dodge-roll which will allow the player to move avoid attacks, granting full SP refills if the timing is just right to dodge. The second is party tactics, where the members of the party can be called upon to assist, either by jumping in to use a skill to attack the enemy or to move independently and act for themselves.

The party tactics and support system is a key part to surviving in battle with the enemies of Youshanding, as party members will be incapacitated if their health is depleted. When this happens, they will be unable to continue during a battle unless they are revived or the battle is cleared. To help prevent defeat in battle, healing items are usable, health drops can be collected and a one-time use Crisis Dodge can be deployed when health falls below a specific point.

When enemies are defeated, they drop Dragon Wafers and loot for characters to collect. The loot consists of enemy parts that can be used for upgrades, item synthesis and be sold in the home base to be used in restaurants to purchase food. There are also unidentified equipment drops that can be identified when clearing battles with the possessed, or when entering the safe zones in Youshanding. Last to discuss is the rewards for clearing battle sequences in the game.

Once the last enemy is a battle is defeated, a results screen will show on screen, showing the performance of the player in combat. The first reward is EXP which is provided with a base level, with extra bonuses for combos and defeating enemies with the Burst Ultimate attack. The second is Dragon Wafers, which are provided for fulfilling special requirements. These are performing perfect dodges and counters, activating the Burst meter and successful Break Strikes.

There is much more that this game has to discover, but I want to leave some of the surprises that the game has for players as just as that. Now with the gameplay covered, I will be moving into the other elements of the game, starting with the controls.

Controls – the control layout for this title is easy to pick up, with two layouts for city exploration and dungeon exploration/combat. The movement in both modes is controlled by the thumbsticks, with the left moving the character and the right for the camera. The attacks and interaction buttons are mapped to the face buttons, with the support, special and evasive skills on the D-pad/shoulders. The inputs are relatively lag free, but there are instances where inputs can be missed, but generally the game plays very well with a pro-controller and Joy-Cons.

Difficulty – this title has a fairly moderate difficulty curve, with a gradually escalating challenge as the game progresses. While the game does lack difficulty settings, there are ways to adjust the challenge that can be faced. In order to make the game either easier or harder, the player can choose when to level up their party, alter their gear and more. There are a few unfortunate spikes in difficulty, but these are few and far between, making for an experience that most can enjoy.

Presentation – Visually, this is a solid title with an anime style aesthetic to the characters, with beautifully drawn portraits and character art. The details from the real world locations add to the immersion of the world, showing the different elements of Ximending and Taipei. The environments for Youshanding become wild and fantastical, with distorted versions of the real world that diverge significantly from their human realm counterpart.

The visual performance for this title is solid and while it is downgraded visually for the Nintendo Switch, the game performs very well, using resolution scaling to maintain a stable frame rate. The textures and models for characters can look fuzzy, this doesn’t detract from the experience as the overall visual fidelity isn’t significantly impacted. The game plays very well in both Handheld and docked play modes on the Switch, even with the weaker hardware of the system.

The sound for Dusk Diver 2 retains the charm and spirit of the original, with upbeat and happy musical tracks for the city of Taipei, alongside tense and exciting rocky tracks for the dungeons. The music sets the tone for each beat of the story, increasing the engagement of the game with the player. The voice work for this release is very good, with Japanese and Chinese vocal tracks available for players, with a cast that play their parts well adding to the overall experience.

Final Thoughts – I am a fan of the Dusk Diver series as I played and very much enjoyed the previous title, so I was very excited to get my hands on the sequel. There are many improvements over the previous game, with the expanded world map to explore, reworked party system and new characters that make the world feel more alive. I found the story very engaging, with the plot line and its twists and turns pulling me in, as well as a new game plus mode that had me returning for a second round.

I have no issues with recommending this game to players of the original, as well as those who enjoy roaming brawlers. There is plenty of content on offer, with the plentiful side quests and exploration of both Youshanding and Ximending. The game does have its unfortunate flaws, due to the limitations of the Nintendo Switch hardware, such as the slightly fuzzy graphics due to resolution scaling in handheld mode, but it doesn’t ruin the game experience.

In the end, I give Dusk Diver 2 a final score of 4. This is a solid brawler that brings the historic Ximending District of Taipei to life, along with the strange other world of Youshanding. The action goes at a solid pace, the cast of characters have their own unique charm and a substantial amount of story/side content that keeps the player engaged. If you want to check this title for yourself, a link to each version of the game will be below (Out August 30th).

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Slime Girls Smoothies – Release Date Announcement

Well hello there, I have some exciting news to share from our friends at Shady Corner Games (the creator of Marble Maid (review HERE)) and Schneeritter Studios. Their latest lewd title Slime Girl Smoothies is Launching on August 29th!, so check out the details below to learn more about this upcoming release. 

Mature Content Warning: this title is intended for Adults Only. This is due to the content of this game featuring full nudity, explicit sexual content, strong language and some fetish material. If you are under the age of 18 or find sexual content offensive, please take a look at the other content on this site. (please note: all characters featured in Slime Girl Smoothies are 18+ and over)

About the Game

You have been hired to work at Slimy’s, a bar with a very unique way of serving drinks. Prepare to see a lot of jugs while mixing up some very wacky flavors. Berry, her daughter Cherry and coworkers Mint and Plum are ready to entertain each and every order!

Slime Girl Smoothies is a lewd puzzle game, where the player must create alcoholic drinks with the Slime Girls on shift. To achieve this objective, the player must match fruits via their colours in order to reach the flavour target of that cocktail. If the player does well, they will be rewarded with some risque interactions and explicit scenes. 

Play through the shifts for each of the Slime Girls, view their galleries as you progress and challenge additional play modes that can be unlocked later. So pull up to the bar, get acquainted with your slime girl co-workers and enjoy your time as you go through your training at Slimey’s.

Game Features

  • Puzzle game play letting you mix the drinks on the menu. Take your time and get the formula right.
  • Additional gameplay modes that can be unlocked
  • Enjoy the show! Each girl has a unique way of serving drinks with their ‘assets’.
  • Voices that make you melt. Kumbomb, Ivywilde, Midnight Datura and Midnightblu bring each girl to life with every breath.
  • Make memories. Every few shifts the girls will get crazier than usual and let their freak flag fly with unlockable images. Collect them all!
  • Be a perfectionist. Use your talents to make every drink and get achievements for each shift!
  • Over 100 frames of animation and over 20 CG’s by PixelboyMagazin!​
  • Amazing music by Shady Lewd Kart composer Altered Ego!

Slime Girl Smoothies is Launching exclusively for the PC on Steam and Itch.io on August 29th. A demo for the game is available on the official Steam page (HERE) and Itch (HERE), also check out the trailer below for a taste of what to expect with the full release of Slime Girl Smoothies.

GigaBash – Review

Overview – developed and published by Passion Republic Games, GigaBash is a Kaiju Action Brawler with chaotic arena combat, destructible environments and a solid roster of Titans. GigaBash is an arena brawler inspired by classic Tokusatsu and Kaiju film, with the playable titans referencing some of the legendary characters like Godzilla and Ultraman. This title is currently available on both PC and PlayStation platforms, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Future Friends for providing the copy of GigaBash 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 of the review and going straight into the gameplay segment.

Gameplay – GigaBash is an arena based brawler in the vein of Power Stone, where up to four combatants can fight it out in battles of titanic proportions. There are destructible environments that take place all over the world of GigaBash, including Japanese cities, ancient jungles and Alaskan tundra. In these locations, the Titans can throw their enemies into buildings, pick up objects and throw them as weapons to damage opponents.

All of the Titans have their own unique strengths and weaknesses that fit their themes, with these different abilities are broken down into Strength, Agility, etc. These stats vary relative to the Titan, like the hulking Gorogong excelling in strength while the plant Titan Rohanna excels in speed. These different character traits also extend to the character move lists, with their unique skill sets matching their strengths to offset their weaknesses.

These move sets consist of a normal, special attack and a grab/throw, with the normal attack being able to combo together with themselves. The special attacks tie into their themes, with the Yeti Titan Woolley inhaling enemies and turning them into snowballs, as well as the Alien Titan Pipijuras using hidden cannons to attack. These attacks can be augmented by holding down the attack button, pressing attack buttons while jumping and while dashing.

There is also a transformation system that activates by filling the Giga Meter, a bar that is filled by dealing damage and collecting special energy orbs. When the meter is full, the player can activate it to power themselves up and transform into an S-class Titan, increasing their Titan in size and strength until the meter is fully depleted. There is also an ultimate attack that can be activated by breaking a Giga-orb, which will deal massive amounts of damage to the enemies when used.

When starting the game, there are several options for players to select from. These settings are as follows;

  • Couch Play – here players (and CPU opponents with adjustable difficulty settings) can duke it out in local multiplayer battles, with three game modes to select from. These options are Free-for-All, where up to 4 players can battle with the last one standing as the winner, team battle where players fight in 2-on-2 battles and Mayhem which features objectives for players to participate in.
  • Online – Players can face others online in multiplayer battles via the internet. In three different lobbies (public, private and ranked) players can fight 4-player, team and 1-on-1 battles with Cross-Gen support for PlayStation and Cross Platform for PC (please note, there is no cross play between console and PC).

  • Story – play through 4 character stories, with multiple stages, checkpoints and special objectives to complete. The Story mode routes unlock in sequence and feature cutscenes that tell their unique stories.
  • Extras – here galleries can be accessed, with lore, character details, music and more to view in this mode. Additional content is added as the game progresses, giving players a reason to return to the extras.
  • Others – there is also a Tutorial that can be replayed freely, a Gym mode where players can practice their moves to get used to the controls and options where different settings can be modified.

In the story mode, the battles between Titans are usually single round matches, whereas the couch play mode has additional modifiers that allow matches to be tailored to their preferred style. With the standard settings there is a two life battle system, with the players battling to deplete the health of their opponent as fast as possible. When a life is lost, a shield will be granted for a short time when recovering from a loss, with the last defeated opponent being launched into the stratosphere.

When a battle is completed or story mode stage is cleared, the player will gain experience to level them up in a reward system that provides rewards for each level. There are also additional rewards that can be unlocked, including extra stages, playable Titans and skins/colors for those Titans. The leveling system adds to the replay value of this title, giving players a reason to continue to play after clearing the story mode routes and encourage multiplayer battles.

The combat and moment to moment gameplay is frantic, with the unique combat styles of the Titans meshing together well. The destructible environments, hazards and explosive stage elements really knock the battles up a notch, providing a satisfying and enjoyable brawling experience. There is a slight imbalance between the roster of Titans, but the different possible combinations of characters leads to some very interesting match-ups.

Unfortunately, there are some shortcomings to the experience. The unlock system can be a grind as it can take a significant time to unlock different Titan colors, gallery content and music. The story modes are a little short and the multiplayer can become repetitive, which is made a little worse by the online matchmaking. There are some weaknesses in the matchmaking system, with long waiting times and sadly intermittent connections as the game uses peer to peer connections.

Aside from these shortcomings, there is a lot to enjoy with the smashable cities, Kaiju styled Titans and unlockable difficulty levels to challenge in the Story mode. The only improvement that could be made to this title is the addition of an Arcade mode, as that would extend the playtime of this release outside of the multiplayer once the story modes are cleared.

Now with the gameplay covered, I will be moving on to the other aspects of the game, starting with the controls.

Controls – the controls for this release are simple to pick up, with a layout that works very well with all controllers. The main functions are tied to the face buttons, with the block and dash tied to the front shoulder buttons. There is very little input lag during combat, but occasionally some inputs will activate later than needed during frantic segments. For the PC version of the game, there is an option to change button prompts to fit the preferred controller of choice as well as keyboard support.  

Difficulty – there is an inconsistent difficulty curve to GigaBash, with the imbalance between ranged and melee attacks, which can make the game difficult for newer players to the genre. In the story mode, there are 4 selectable difficulty settings that modify the flow of gameplay, with the toughest difficulty being unlocked by beating the setting below. Overall, this is a very difficult and challenging brawler but can be forgiving with the checkpoint system in story mode.  

Presentation – the visual style for this release is pleasing to the eye, with the unique designs for the Titans, in engine cutscenes and beautifully illustrated story sequences. The environments each have their own unique look to them, with Japanese themed cities, Hawaiian styled islands and sci-fi heavy military bases. The sound for this title has a lot of weight to it, with impactful sound effects that have a lot of weight to them, along with a soundtrack that has the grandeur of its inspiration throughout.

From a technical standpoint, the presentation of GigaBash is very solid on PlayStation 4, with there being zero issues with lag, textures or frame rate when it comes to the console version. However, that cannot be said for the PC release. Due to the number of assets on screen at once, it can put tremendous strain on low to mid-range PC systems. This is most noticeable during in-engine cutscenes, where textures can load very slowly, as well as the odd moment of frame stutter or skipping.

Final Thoughts – I had not been aware of GigaBash until recently, but I was very interested when seeing the trailers and learning more about this release. The Titans have excellent designs to them, with some having a layer of humor to them, like the Ultraman inspired Gigaman, appearing as an out-of-shape hero that came out of retirement to fight the Titans. There is a lot of content to enjoy in this release, with the story modes, offline and online multiplayer modes.

I enjoyed this title a lot as I am a fan of both fighting games and Kaiju media, but there are some minor hiccups with this title. The unfortunately inconsistent online matchmaking, need to grind a lot to unlock content and lack of an arcade mode do hinder an otherwise solid experience. I can recommend this title to fans of Kaiju media and arena brawlers as there is a lot of fun to have here, but the price point may be a little steep for some that aren’t into online play.

In the end, I give GigaBash a final score of 4/5. This is a satisfying and fun Kaiju themed brawler, with a lot of love put into it that shows through the references to its inspiration, engaging combat and world building that makes for a satisfying experience. I just wish there was a single player mode where I could just smash up the different cities. If you want to check this game out for yourself, links to each version of the game are below.

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Link to Epic Games version (HERE)