Ultra Pixel Survive – Nintendo Switch Review

Overview – developed by Gold Skull Studios and published by Ratalaika Games, Ultra Pixel Survive is a 2D survival adventure where players must battle monsters, collect resources and survive each night. This title is now available on all console platforms after launching originally on android devices, this release also contains all content and a link to each version will be available at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. There is no plot for this title, so I will be going straight into covering the gameplay.

Gameplay – Ultra Pixel Survive is an action RPG styled adventure, with a focus on surviving the hazards of the world for as many days as possible, featuring different environments to explore. When starting a new game, players will begin with no resources but they will have a safe haven house, as well as a selection of tools that can help them survive in this world. Here is general breakdown of the tools that players will have;

  • Weapon – the player has a weapon that they can use to battle enemies, these weapons range from the typical RPG fare of swords and staffs, to a shotgun and slime blade. Each of the weapons have their own benefits, with downsides that balance them out.
  • Axe – the wood cutter axe is one of the two key resource tools that the player has, the player is able to chop down trees to collect wood. The wood that is collected can create traps like spikes, walls and more.
  • Pickaxe – the player can use the pickaxe to mine materials, like stone, salt and ore to be smelted into ingots. The materials collected can be used to create equipment to upgrade other items, as well as create special defensive objects.
  • Special Skill – each character has a special skill that is unique to them, these items can be very useful in battle and help players get out of a tricky situation. The skills can be either offensive or defensive based on the character that is used.

As the player battles through each day/night, they will gain experience and collect money that is collected to be used in the in game shop. When enough experience is gained the character will level up and increase their base stats. Also, treasure chests can appear, providing the player with additional loot that can be used. When first starting the game, players are limited to the adventurer with the other characters needing to be unlocked over time.

In order to unlock the majority of characters, the player needs to use gems that are bought from the game shop. These gems cost between 100 – 300 coins each, which adds some replay value but also can make it feel like a grind to unlock all of the characters. There is also the ability to level up the characters with gold, increasing their starting level when the player starts a new game and giving a better chance of survival.

The player can also increase the level of their equipment, using the resources they have collected, making it faster to farm materials later. Resources aren’t the only thing that players need to keep in mind, there is a hunger system that will deplete over time. When this meter is fully depleted, players will start to lose health until either death or it is refilled. The only way to refill the hunger meter is to eat food, either from cooking after farming it or collecting it from trees.

During a run in the game, at different points the player will gain support from characters that will join them to help them to survive.  These support characters will also level up and gain extra attack over time. There are also boss battles that can occur during a run after reaching a set day, with these battles having a health bar which can take a while to deplete. When the boss is defeated the player can get loot for succeeding.

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

Controls – the control method for this game is easy to pick up, with the inputs for this release being laid out in a comfortable manner. All of the key inputs are easy to use, with the different keys for the different features, like attacks and skills being shown on screen for players to use as references during play. The game works well with both the Joy-cons and pro controller, regardless of the game mode that is being played.

Difficulty – this title can be difficult when starting out, as there is a lack of tutorials for players when they first start the game. This can be tough when the player is figuring out what needs to be done at the start, but the recipes for crafting and upgrades are listed on screen with color coding to help players. If players want an additional challenge, they can toggle the option of permadeath, meaning having to start from the beginning upon death rather than the last save.

Presentation – the visual style for this release uses a simple pixel art style, which may be reminiscent of Terraria for some players. This works well for the game as it is focused on simplicity, with both the graphical style and the gameplay experience. The sound for this title is implemented well, with contributions to the music from Kevin Macleod, Wingless-Seraph and Koichi Morita, adding the needed atmosphere to the tense battles.

Final Thoughts – when I first saw this game, I was not sure what to think as my first impression was that it would be similar to other titles of the genre. However, when I got into it I was pleasantly surprised, as it was much different from the others in the genre. The simplicity of the gameplay along with the unlockable content provides a lot of replay value, as well as an experience that players can get lost in for hours at a time.

I can happily recommend this title to players, as it offers a lot of content for a modest budget. The characters that the player can unlock provide a reason for players to keep going, as the player challenges themselves to get the highest score they can. The difficulty may be a little steep right at the beginning of the game, but it does ease up over time as players get used to the way that the game functions.

In the end, I give Ultra Pixel Survive a final score of 4/5. This is a simple yet engaging survival title, with a visual style that is reminiscent of others in the genre, while providing something that is different from the others on the market. If you want to check this game out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

GrimGrimoire OnceMore – Nintendo Switch Review

Overview – developed by Vanillaware and published by NIS America, GrimGrimoire OnceMore is an updated remaster of the original magical real time strategy title from the PS2. Experience the original story of GrimGrimoire, with updated gameplay, new features and remastered visuals. This title is available on the Nintendo Switch and PlayStation systems, with a link to each version of this 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 GrimGrimoire OnceMore 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 of GrimGrimoire taken from the official website.

Story – Lillet Blan was very excited. She had been invited to a Magic Academy where only talented youths were accepted. The school was lead by the famous magician, Gammel Dore, who had once defeated the Archmage. The campus in which they study, the Silver Star Tower, was once the vanquished Archmage’s castle. The tower was still full of unsolved mysteries and dangers, attracting many who had their own personal agendas in mind.

Lillet opened her first grimoire, and began her studies. But only five days later, a terrifying disaster threatened the academy, and all lives were lost. All except she, who had traveled back through time without knowing why… Will Lillet be able to find the truth in 5 days? Will she be able to bring an end to the endless loop (of 5 days)?

Gameplay – GrimGrimoire is a fantasy RTS title that plays out in two distinct ways, the first is the story segments that occur before and after battles. These scenes tell the story of the GrimGrimoire, adding further depth to the narrative and expanding the world and characters the player encounters. The other is the battles that take place on large 2D maps within the tower, with various victory conditions that can be attached.

The main objective that players will encounter is to destroy the bases of the opponent, deploying forces from their own bases called Runes. Each of the Runes is tied to a grimoire that falls under one of four types called schools. The magic schools are classed as Glamour, Necromancy, Sorcery and Alchemy. These different types have unique themes to them, with Glamour being connected to nature/fairies and Necromancy featuring ghosts/phantoms.

The four magic schools also have their own strengths and weaknesses against other types of magic, in a paper/scissors/rock style of system. This can change the flow of battles as different matchups can sway the tide of battle, or make an objective more challenging for players. The different grimoires of each school also have different features to them, which provide unique options for tactical choices during the different missions when unlocked.

In order to use these Runes, the player needs to collect Mana from crystals that are positioned in different points on the maps. When a battle starts, there will be at least one Rune for players to use and a set of units called familiars to deploy. The familiars have unique skills, with more powerful units needing more Mana to summon, with two distinct forms called Astral and Substance.  Astral familiars are weak to magic, but immune to physical attacks which can help in tense battles.

Knowing what units to deploy and using the correct grimoires can make a world of difference when battling the enemy. This is due to the special abilities that some of the units have access to. For example, the Grimalkin cat familiar is able to put enemies to sleep and the dragon can break through walls. Effective deployment of skills for units will make it easier during some battles, as the difficulty can escalate quickly later in the game.

When a player creates a Rune or summon a unit, it can take some time for these actions to complete. The Runes themselves can be levelled up in exchange for Mana, which will grant the player additional options during the battle stages. These options include additional power to different familiars, new units to summon and reducing the cost of deploying Runes. New skills for Runes are initially locked, needing to be unlocked in the skill tree (discussed further below).

During the early segments of the game, the player is given tutorials explaining all of the features and providing explanations of the mechanics. This is where the player will learn how to use the different systems of the game, allowing players to learn before being dropped into the deep end. It is important to plan out a strategy when starting a battle, as there are a limited number of units that can be deployed and Mana is limited per crystal.

All battles can be won by completing the stated objective at the start, however, there is one universal victory condition that all stages can have. This is to destroy all of the enemy runes that are on the map, which can be very challenging depending on the limitations and enemies that are against the player. Outside of the main game, there are special trials that the player can challenge, offering special unique battles for players to take at their own pace.

Now with the core gameplay mechanics covered, it is time to cover the new features that have been added to the release;

  • Updated Visuals – the visuals of the game have been overhauled, with more vivid and detailed artwork for the battle maps, story scenes and enemy sprites. The screen also has a new wider aspect ratio, which allows players to see more of the battlefield at once.
  • Grand Magic – this is a new special mechanic to help turn the tide of battles, but its use is limited. These new Grand Magic spells can help the player when they are in a pinch, with four different special abilities for players to use. The spells include Mana Burst which deals massive damage to enemies and Sands of Time, which rewinds the battle to a previous point.
  • Skill Tree – this is where players can spend coins to unlock enhancements to runes, new familiars and more during the course of the game. To unlock the levels of a rune, players will need to spend a set amount of coins earned during play. These coins are given as rewards for completing optional objectives and can be refunded to try different skill options.
  • Gallery – when playing through the game, the player will unlock images and special artworks that have been created by the team at Vanillaware. There is over 90 different images for the player to unlock and view, with beautiful artwork depicting various scenes.
  • Gameplay Enhancements – there has been several changes made to the game, with a fast-forward to speed up battles, the ability to save during battle and updates to the difficulty balance.

These changes to the overall game and the new mechanics create a fresh experience, allowing returning players to feel like they are playing the game for the first time all over again. There is a lot of content for players to enjoy, with the ability to return to previous stages and replay them to take on the different bonus challenges. This is alongside the bonus trial challenges for players to take on.

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

Controls – the control method for this game is laid out in a way that works well for a console RTS, as the thumbstick controls the cursor, with the d-pad quickly switching between units. The activation and deployment of units is easy to do with shoulder buttons for navigation, as well as camera controls to zoom in and out of the battlefield. This title plays very comfortably in both docked and handheld mode, regardless of if Joy-Cons or pro controllers are used.

Difficulty – there is a fair difficulty curve to this release, with the tutorials at the beginning laying a foundation for players to take on the later challenges. There is also the option for the player to select different difficulty options, which will adjust the amount of Mana earned from crystals and the damage dealt by enemies. There is also a special challenge that can be unlocked upon clearing the game, ramping up the difficulty even further.

Presentation – the visual style for this release has a beautiful stylized design to it, with the artwork for the characters, familiars and environments having a painted look for the most part. This works very well for the dark setting, as well as familiar designs that contrast well against each other. The cuteness of some units compared to the grotesque look of others, which builds the overall atmosphere of the game further.

The opening and cutscenes further adds further depth to this release, combined with a soundtrack that creates excitement and tension during the gameplay experience. The music and visuals are complimented by the fully voiced dialogue through the game, with a Japanese and English VO to choose from. The English cast features voice talent from Anime and video games, including Yuri Lowenthal (Naruto), Wendee Lee (Cowboy Bebop) and Michael Sorich (Fire Emblem).

Final Thoughts – when GrimGrimoire first came out, I sadly missed out on it, but I am extremely happy that I have been able to experience this refreshed version of this title. The action and strategy is tense, with the deep tactical system that is present via the Magic School and Rune system. This makes for battles that can be approached in a variety of ways, which further adds to the replay value that the game offers along with the bonus challenges.

I am happy to recommend this to players that are newcomers to the RTS genre and veterans alike, as it doesn’t really feel like a traditional title within the genre. The atmosphere, story and engaging gameplay that this title offers really pulled me in. All of these factors combined well, making me excited to see what comes next which is something I don’t often feel with RTS titles. This is one I will return to time and time again.

In the end, I give GrimGrimoire OnceMore a final score of 5/5. This is a fantastic RTS that breaks the mould of what a traditional strategy game has to offer, with a story/characters that have an distinct charm to them, a relatively deep strategic gameplay system and a lot of content for players to enjoy. If you want to check this title out for yourself, a link to each version of the game is below (there is also a demo for players to try before they buy).

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Dogfight: A Sausage Bomber Story – Nintendo Switch Review

Overview – developed by Katsu Entertainment and published by Hound Picked Games, Dogfight: a Sausage Bomber Story is a multiplayer scrolling shooter, mixing humor, action and sausages based weapons. Take on wave after wave of men in your sausage bomber, with your arsenal of unlockable weapons and upgrades. This title is available on all major platforms, with a link to each version of the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Dogfight: a Sausage Bomber Story 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 mysterious Vega Nation has ambitions of taking over the world, invading the neighbouring areas and attempting to conquer all. The Sausage Bomber Corps has deployed their best team, made up of 4 talented pilots to take on the threat of this enemy. Can these brave pilots take down the nefarious plans and destroy the war machines, on a daring mission to defend the nations of Relishtonia, Krautsbourg, Dijon Terre and more.

Gameplay – Dogfight is a 4 player scrolling shooter, inspired by titles like Metal Slug, where the player takes on waves of enemies in intense shooting action.  The objective of the game is to make it through each level, taking down enemies forces and defeating the bosses at the end of the each stage. To accomplish this, players must dodge and weave through a hail of enemy fire, with attacks sometimes filling the entire screen.

During the stages, the player is able to collect power-ups which can increase their fire power, provide satellites for extra support and refill the ships total health. There are also medals that can be collected which add to the players total score at the end of the stage, adding to the arcade feel of the experience. When a stage is cleared, a ranking will be provided for the player out of a total of 5 stars, with different requirements to hit the highest ranking.

While in combat, if the player takes damage, they will lose a portion of their health with the chance for instant defeat if making contact with a giant foe. But if the player loses all of their health from enemy fire, there is a chance for recovery by hitting the button prompt on screen as fast as possible. When the player successfully recovers, they are given a low portion of health to continue to play and the chance of restoring health.

Before boss battles, there are cutscenes and on screen effects that add comedic elements to the action, with interactions from the bosses. The bosses are challenging as they take up a large portion of the screen, with multi direction attacks that can fill up the remaining spaces during battles. The player must hit all of the weak points of the boss, taking out their weapons while attempting to avoid the different attack patterns.

Outside of the missions, the players are able to select their next mission from the menu, as well as the option to change the weapons that have been unlocked, including bomb and shot weapons. The stages that have already been cleared can be replayed to improve their score. There is also an option for players to speedrun the game, offering different speed settings to speed up the action to get a faster time with each subsequent attempt of the game.

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

Controls – this is an arcade style shooter, with a very simple control layout consisting of a shoot, bomb and turn button letting players fire the opposite direction. The inputs are smooth with little if any input lag, allowing for fast and intuitive action when playing the game at high speeds. This makes for a solid arcade style experience, regardless of the controller being used be it a Joy-Con, pro controller or even an arcade stick (which I would recommend as the best option).

Difficulty – the difficulty curve for this release is fair and balanced, with adjustable options for the player to set the game to their own personal skill level. There are several difficulty options to select from, with multiple settings for lives and the option to change the speed that the game moves in speedrun mode. These options make the game accessible for players of all skill levels to be able to play the game at a level that suits them.

Presentation – the visual style for this release is similar to that of a Saturday morning cartoon, which looks right at home on the Nintendo Switch. The sprite work consists of relatively simple yet detailed art, with multi-layered backgrounds that have a hand drawn look to them. The cutscenes that are used look great, which combine with the energetic soundtrack to create an overall package that has its own delightful charm to it.

Final Thoughts – when this game was announced, I was rather excited to see more of it. Then when I got my hands on this I was pulled in right from the start, as the action, pacing and overall charm of the game really pulled me in, with the multiplayer being an extra bonus. I can see where the comparisons to titles like Metal slug come from, as this has elements reminiscent of them, like the complex enemy patterns and giant bosses.

I can happily recommend this to anyone who likes action titles, as it hits all the right notes in terms of fast paced arcade action, replay value and balanced gameplay that isn’t punishing to new players. I feel that this is an excellent scrolling shooter, with a lot of potential, in terms of sequels in the future and a possible speed running/challenge community growing from this.  I just wish the main game was a little longer.

In the end, I give Dogfight: a Sausage Bomber Story a final score of 4.5/5. This is an excellent acrade style scrolling shooter, with plenty of variety to the action and a charm that gives the overall package its own identity when compared to its inspirations. 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)

Link to EPIC version (HERE)

Cannon Dancer: Osman – Nintendo Switch Review

Overview – originally developed by Mitchell Corp and ported by Ratalaika Games, with publishing handed by ININ Games, Cannon Dancer: Osman is an arcade title coming to console for the first time.  As the Mercenary Kirin, the player will travel through a dystopian future where they must battle wave after wave of enemies and monsters. This title is available on all console platforms, with a link to each version of the game and the physical version from SLG at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Cannon Dancer 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 and going straight into the gameplay, this is because I want players to experience the full package for themselves first hand.

Gameplay – Cannon Dancer is a classic side scrolling action title, developed as a spiritual successor to the Capcom title Strider, with intense platforming, action packed combat and challenging boss battles. The player has three actions that they can use, there are standard combo attacks, a jump/slide and a special fatal attack that can damage several enemies at once.

The attacks can be used in the air and powered up, with special items that can be collected that add more power through “afterimages” of the player. When the attacks are powered up fully, there is even more damage that can be done with an air blade attack. However, when the player takes damage they will lose one of the power up levels they have collected, with all levels lost if the player loses a life.

The player starts each credit with a three hit points, a single extra life and three uses of the special fatal attack. As the game progresses a fourth point can be added to give the player a little more durability in battle, which is important as this is a very difficult game. If the player loses both lives, they will need to use a credit to continue which will be limited depending on the mode chosen (discussed further below).

This game is made up of six stages, with some having different phases to them. At key points in a stage, there are scripted events that the player will encounter, such as mini boss battles and a chase that needs speed and precision to survive. These events are difficult and can lead to repeated death, which can be a frustration for players but the casual mode has unlimited credits which helps with this.

While short, this game is very challenging and can be very difficult. This is made even tougher as there is a lack of access to the game settings, not allowing players to change the difficulty or increase the number of lives per credit. To compensate for this, the game offers settings known as “enhancements” which can add a double jump and invincibility to different actions.

There are also cheats that the player can add to the game, which include infinite health, full invincibility and permanent full power ups. These cheats and the enhancements are just a few features, as there is also the ability to rewind the game and make save states freely, letting players stop and resume when they want. All together these features can make the game much easier for players who may be struggling.

When playing the game, players have access to the international version of the game as Osman and the Japanese domestic version as Cannon Dancer. There is no difference between these two versions aside from the text language/title screen. There is also the option for two different game mode that players can play, with a causal mode where the player can freely add cheats/enhnacemnets, as well as a challenge mode with limited options.

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

Controls – as an arcade title, there are limited inputs in this game with only movement and three actions. The different additional inputs like credits are laid out in a way that is comfortable, but if players need to reset the controls, the button layout can be altered. This is perfect for those who want to play the game with a different controller, like a classic game pad or arcade stick that lacks thumbsticks.

Difficulty – this game is incredibly difficult with only a single preset difficulty setting. The challenge can be punishing for players who aren’t used to games that are similar to its inspiration Strider. The enhancements and cheats can make the game more bearable for players who struggle, but it may be too much for others. I would recommend checking this game out via gameplay video, as that can give players an idea of what to expect.

Presentation – this title is a 2D side scroller with excellent pixel based sprite work, which look very good for the time. The music for this also adds to the atmosphere of an intense dystopian adventure, with crisp audio throughout. Since it is an emulation port, there are additional settings for players to add to the visuals. The additional options include screen size changes and filters that can alter the overall look of the game.

Final Thoughts – I always enjoy a good classic arcade game being brought to modern platforms, with this being no different. However, there are some flaws to this release that negatively impact the experience. While the developer added the additional features to the title via enhancements, the lack of access to the games dipswitch settings gives players less flexibility and freedom to enjoy the game.

The high difficulty level of the game can cause extended frustration to players, potentially putting them off from persisting with the player. This is a shame as the overall gameplay experience can be fun, as well as giving players a chance to play a title that was long forgotten many years ago. I am unsure if I can recommend this title to anyone other than those who enjoy brutal challenges, as the steep difficulty curve can likely hinder most players.

In the end, I give Cannon Dancer: Osman a final score of 3.5/5. This is a very challenging arcade title that has finally had a release after over 25 years of being stuck in arcades, which is really tough and can be a lot of fun. However, the high level of difficulty can be off putting for players who may lack experience with this type of game. If you want to check this title out for yourself, a link to each version of the game will be below.

Link Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Physical versions (HERE)

Omen of Sorrow – Nintendo Switch Review

Overview – developed by AOne Games and published by Eastasiasoft, Omen of Sorrow is a traditional fighting game with a dark horror twist. Engage in battle with monsters and beings inspired classical horror literature, folklore and mythology to see which being is the strongest. This title is available for all on most platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Omen of Sorrow 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. (please note, images are taken from official press kit, so they may not match the chosen version)

Now with the introductions out of the way, let’s get into the review. I will be skipping the story aspect of this release, as there are numerous plot threads and I want them to be experienced first-hand. So I will be going straight into discussing the gameplay of Omen of Sorrow.

Gameplay – Omen of Sorrow is a traditional 1 on 1 fighting game, featuring a roster of characters inspired by the horror stories of old. These include creatures based upon Frankenstein’s Monster, the Wolfman and Count Dracula, along with a few unique characters that are exclusive to this release. Players will fight their way through these monsters in several game modes both online and locally.

Here is a breakdown of the modes that players will be able to access in this release;

  • Arcade – play through 8 stages as a chosen character, with a unique ending scene for each member of the roster upon completion.
  • Versus – play against another in local battles, here players can battle the CPU or each other to see who is the top dog of their coven.
  • Story – play through a winding narrative, where characters will meet and battle to progress the story forward. The story takes place over several chapters with characters changing during the course of the narrative.
  • Survival – take on wave after wave of monsters in a war of attrition, where there is no chance for the player to catch their breath. There are different settings offering several levels of challenge for players to take on.
  • Training – practice the different characters and get to grips with how each of them play, with a quick guide for the unique mechanics of the game.
  • Online – take on players from around the world in battle. Challenge players on the same system server or branch out and take on players from across the world on all platforms supported.
  • Extras – in records, players can look at their best scores and leaderboards. In options, players are able to change different settings within the game. The gallery contains artworks that can be unlocked during play, clearing different conditions to access them.

Now, while this is a relatively traditional fighting game on the surface, there are aspects of it that are far from traditional. Even though the game uses a four button system for attacks, split into light and heavy punches/kicks, some of the characters will break the rules. Such as Caleb the Wolfman, a vicious beast that uses their claws and teeth to attack, then there is Erzsebet Bathory, the countess who wields the power of a blood dragon to attack for them.

These different character gimmicks make this a unique fighting game experience that is quite different from the norm, as players may expect something akin to Mortal Kombat or Street Fighter. The action of battle flows at a smooth pace, with inputs and combos that can be easy to pull off, with special moves that can verge on the ridiculous (which is a good thing). There is likely a character that will fit any play style, letting all players take part.

However, this game does have a couple downsides to it unfortunately. There is a mild imbalance between some of the characters, which can make battles feel one sided. This is most prevalent with random battles, especially when a character with ranged attacks is matched against one who lacks similar skills. This can lead to frustration where one character can pin down another, essentially locking them out of play all together.

Another issue is the lack of tutorials for the game mechanics unless the player goes searching for them, which can be a stumbling block for newer players. There is also a slight issue when it comes to inputting special moves, as inputs can be missed during combo attacks which are a frustration that all players can suffer. These minor issues may be off putting to some, as they can interrupt the flow of combat especially when playing online with others.

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

Controls – the controls for this title are laid out on traditional controllers in a comfortable way, as well as the ability to remap the controls freely. There are some minor issues when it comes to the use of thumbsticks for input motions, this is due to the way that sticks can move past the needed movement leading to missed attacks. The way I would recommend playing this game is by using either a solid D-pad or Arcade Stick.

Difficulty – the difficulty of this title will depend on the player, as those who have played a lot of fighting games will likely adapt faster to the games mechanics. However, this title has adjustable difficulty settings that allow players to alter the game to fit their own skill level. It is important to be aware that some characters have specialised inputs, this can make the game more difficult for those who may not be able to pull of these inputs.

Presentation – this title has a dark horror aesthetic to it, providing an appropriate atmosphere that the game wants to portray. The resolution is lower than the other versions, so there is some fuzz to the character models due to the hardware limits of the switch. But the game still plays very well even with these limitations imposed, providing a smooth and fluid fighting experience, while not compromising the overall product.

The sound design has a very oppressive feeling to it at times, with heavy and haunting audio utilizing different thematic elements, like piano melodies that have an unsettling feel to them. These different elements increase the overall atmosphere that is presented, especially during the story mode where characters interact with each other. There is some limited voice work for the fighter roster, along with a narrator/announcer who pushes the story mode along.

Final Thoughts – this is something that I have been aware of for a while, as I saw the PlayStation version a few years back. When the game was announced for other platforms including the Nintendo Switch, I was very excited to get my hands on it and I was pleasantly surprised when I got to play. While there are some flaws to the game due to the system limits and sadly the online mode doesn’t appear to be very active, I had a very good time with this game.

The roster of fighters is varied with each of them being distinct from the others, with a solid fighting system that is a little complex at first, but can be picked up relatively quickly. I can recommend this to fighting game fans who are looking for something different from the other fighting games. The work that has been put into this game, with the monster designs and the environments is excellent, with a tone that brings it all together.

In the end, I give Omen of Sorrow a final score of 4/5. This is a solid fighting game with a relatively unique premise, using classic literature and folklore to create something that can stand on its own away from the other titles in the genre. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Lunark – Nintendo Switch Review

Overview – developed by Canari Games and published by WayForward, Lunark is a cinematic 2D adventure that takes inspiration from classics of the genre with a sci-fi twist. Take on challenging puzzles and hazards in a distant future, with every requiring planning and precision. This title is available on all major platforms, with a link to each version of the game available at the bottom of this review.

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

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

Story – set on a distant planet ruled by a totalitarian regime, Leo is a courier with a mysterious past and unique abilities. After being blamed for a terrorist attack, the courier is now caught up in the rebellion against the ruling power LUNARK. On this adventure, uncover the mysteries of Leo’s past while travelling though alien environments, encountering those on both sides of the unrest and battling a various enemies.

Gameplay – the gameplay for this adventure is a throwback to the classics of the genre, like Prince of Persia and Flashback, with a modern take to it. As the protagonist Leo, the player must move through the different areas of the game while platforming, avoiding environmental hazards/enemies and solving tricky puzzles. All of this happening while telling a deep story through interactions with characters that the player will encounter.

As a cinematic adventure, there is an element of exploration to this title, with the player needing to collect keys, use platforms and climb ledges to progress through the game. This can lead to some trial and error as the player moves through the different places, while searching for the solutions to puzzles and complete objectives. There are also enemies that will get in the way of the player, including alien creatures and machines that will attack.

During the game, the player will be provided with tutorials and hints that can help them with the objective that they are currently doing. These include explanations of different parts of the player move set, as well as clues to solve the different puzzles. These can be very valuable when needing to remember the different skills and manoeuvres, as the platform segments can be very tricky increasing the trial and error needed to succeed.

To overcome the challenges of this title, the player is equipped with some tools that can help them to get through the adventure. One of them is the handgun, a weapon that can attack enemies at a range but it has a downside. The gun has a limited number of shots before it needs to be recharged, meaning every shot must be made to count or else the player will get hurt. Speaking of getting hurt, the player has shields that can be deployed to prevent damage.

These shields are limited, with the need to replaced as they break upon preventing damage. If the player takes damage without using a shield, they will lose a heart and if all hearts are depleted, they will get a game over. When this occurs, the player will be sent back to a predetermined checkpoint, but most progress made like unlocking paths/doors will be retained. During the course of the game, there will be fruit that can be eaten to heal the player.

In this adventure, the player will encounter many threats including boss battles where the player must overcome a deadly threat. These challenges can be fearsome, but if the player takes care they will be able to overcome them. There are also secrets that the player can uncover, including weapon upgrades that make the handgun more powerful, as well as special shells that can be traded to a special character (other versions of the game also contain secret achievements).

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

Controls – as Lunark requires a lot of precision platforming, there are a lot of inputs that the player needs to use. However, this title doesn’t rely on complicated button inputs to perform the moves needed to progress. All of the button inputs for this title are laid out in a way that makes them comfortable no matter the controller used, especially when using a third party offering that resembles the controllers of old.

Difficulty – this game is fairly straightforward, but it can be difficult for some players who haven’t experienced a title like this. The puzzles, platform challenges and environmental hazards require some experimentation that can lead to frustrations for the player. But as the player continues to play the game and get comfortable with the mechanics, alongside the checkpoint systems the difficulty of the game will start to get easier.

Presentation – the visual style of this game is pleasing to the eye, with a simplified pixel art style for the characters and the use of vibrant backdrops for the environments. There is also the implementation of rotoscoping used for the cinematic scenes throughout, which works well with the pixel art style. This combination provides a familiar yet fresh experience, accompanied by sound design that completes the overall package on offer.

Final Thoughts – It has been a long time since I have seen a game from the old school adventure genre, similar to classic Prince of Persia which is very refreshing. This title may feel relatively short as it can be cleared in a few hours, but the overall experience and the engaging narrative that is on offer makes it a very enjoyable title. The gameplay may be challenging, with the trial and error nature being a source of frustration to some, but that is an easy hurdle to overcome.

This is an excellent indie game that provided a story that kept me engaged during the whole play time, as well as providing a lot of challenge in a modest package. The use of rotoscoping is amazing and really gives this title a unique look and feel, which elevated the whole experience. All in all, I am happy to recommend this title to anyone who wants a different type of adventure, or if you are a fan of the genre from years ago then this is the game for you. 

In the end, I give Lunark a final score of 4.5/5. This is a fantastic throwback to the cinematic adventure titles of the past, with a thrilling story that will keep you engaged for the entire length, challenging puzzle segments and tense sequences that will have you on the edge of your seat. If you want to check this title out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

The Legend of Heroes: Trails to Azure – Nintendo Switch Review

Overview – developed by Nihon Falcom and published by NIS America, Legends of Heroes: Trails to Azure is the latest release in the Legend of Heroes series. Taking place after the events of Trials from Zero, this is the continuation of the Crossbell arc that is part of the larger Trails series. This title is available for the Nintendo Switch, PlayStation platforms and PC 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 Trails to Azure 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.

Content Disclaimer: this title is rated as T for Teen in the North America, with little if any in terms of offensive or explicit content. However, in other territories, especially European regions the game is rated 18 due to the inclusion of simulated gambling in the game.

Now with the introductions out of the way, let’s get into the game, starting with the story for Trails to Azure.

Story – taking place months after the events of Trails from Zero, peace has fallen over the city of Crossbell and the Special Support Section find themselves with newfound fame as heroes. However, this peace is broken due to the rise of organisations with ulterior motives. These tensions are framed as increased pressure from outside forces, with Crossbell caught in the crossfire. With the safety of their home at risk, Lloyd Bannings and his allies prepare for the threats that loom over them.

Gameplay – this title is a turn based JRPG adventure, with dungeon crawling action and a large world to explore. The core gameplay mechanics for the game are the same of that from the previous title Trails from Zero (which my coverage can be found HERE). So before discussing the new features of Trails to Azure, here is a quick breakdown of each returning mechanic from the previous game.

Dungeon Crawling: throughout the game, there are areas that are made up of interconnected zones that the player will explore. These areas are infested with monsters and enemies to battle, as well as hidden treasures for the player to uncover. At set points in a dungeon, players may find healing points to allow them to recover their party a boss. These dungeons can be challenging so preparation is important.

Combat: when an enemy is encountered, either through a scripted event or while in a dungeon, combat will be initiated and the party will be moved to a grid based arena. If the player is in a dungeon, they can choose to avoid enemies as they will be roaming through set paths. However, if the player hits the enemy from behind with an attack and then makes contact, or the enemy does the same to the party combat advantage can be given.

There are various skills of varying range that the player is able to use, with the first being Craft skills that use CP for instant skill use, with CP being charged over time. Next we have Arts that use EP for delayed elemental attacks, which can do extra damage depending on the enemy they are used on. Last is the Break Skills that are the ultimate attack for a party member, which are available when the player has charged up 100 CP points and a max power version at 200 CP using up all points.

Outside of the special skills that the player can use, the player can move around the arena to get within range of enemies and perform physical attacks if they don’t want to use skills. There are also items that can be used during a turn, providing buffs and healing the party. If a battle seems too difficult the player is able to escape with a percentage chance to fleeing successfully. But if the player fails a turn will be lost however, there are items that can provide instant escape.

When combat is complete, players will be provided rewards and experience that will level them up when they reach set amounts. The rewards that players will receive consist of items and Sepith, which is a special resource that can be used to craft special items to power the party up. If the party is defeated in a battle the game will be over, when this happens the player is able to continue from a checkpoint. This makes use of the healing points in dungeons important.

Party Management:  the player is able to alter the setup of their party, with different formations that can be used. There is also the ability to modify the equipment and gear that the player uses in battle, with weapons, armor and accessories that can change character stats. The player is also able to use the Orbment system change the quartz in their Enigma II device, which will provide new skills and passive abilities in a manner similar to that of skill tree.

City Exporation: while in the main city of Crossbell, the player is able to freely move about the different areas that are open, allowing them to interact with the different characters there. There are many places for the player to visit, including the shops where new gear can be bought, items can be upgraded and Quartz can be crafted. There is also a casino where the player is able to play slots, roulette and card games, earning tokens that can be exchanged for prizes.

There are also other areas of interest in the city, like the restraunt where food can be bought, the general store with several shops in one space and the black market exchange shop. While in the exchange, the player is be able to trade items collected during quests for special equipment that can be equipped and more. There are NPC characters throughout the city that players can talk to, as well as other characters that are tied to different objectives.

Quest System: the game itself is made up of several chapters, each with their own unique objectives that will push help push the narrative forwards. There are two types of quest that the player can receive, separated into main and optional quests. The main quests are story focused, with narrative details being provided as each of the steps of each objective is completed. These quests are mandatory to progress the game.

The optional quests are side missions that the player can choose to clear if they want to, with rewards and bonus items that can be earned from these. These side missions have a limit to how long they will last, making it possible to miss them if the player takes too long. When a mission request is completed, the player will receive Detective Points which level up the detective rank for the player, with additional rewards for each rank that is reached.

New Features: now it is time to talk about the new features that have been added to this release to wrap up gameplay. First we have the new Burst Gauge, a special battle mechanic that will boost all the members of a full party, increasing combat power and allowing arts to be cast without delay. There is also a change to the way that encounters can play out, as enemy ambushes there is a chance for other members of the party to be pushed into battle.

Next we have the Master Quartz, a new upgraded version of the regular quartz that is equipped inside the Enigma II device. These special gems have their own levelling system which can power up the character they are tied to, boosting the overall stats that the party member that it is attached to. The Master Quartz can also provide their own passive skills to a character, like extra damage, adding poison chance to attacks and much more.

Added to this release is a fast travel system, where the player can access a special car which provides instant transport. These cars can also be modified, allowing players to customise them to their liking, with paint and new parts that can be added. Last is the Data Import system, which lets players load clear data from Trails from Zero. This data will provide new content that will change scenes from the story, while also unlocking new content and carrying over special conditions.

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

Controls – the controls system is pretty much identical from the previous release, with all inputs and key functions laid out in a comfortable way. The in game movement and menu navigation is smooth and responsive, with other needed inputs on screen when going through different screens. The isometric nature of the game makes the thumbstick preferable for movement, but the game plays well regardless of the controller that is being used.

Difficulty – this title has four different difficulty options for the player to choose from. These different settings will alter the way that combat will flow, with the higher difficulties increasing the challenge that battles will provide. The lower difficulties will reduce the overall challenges that players will face, making it easier for players who are inexperienced with JRPG titles. There is a setting that will fit all players, regardless of skill level.

Presentation – just like the previous title, this was originally a PSP release with the character models having a Cutesy look to them, which was the style at the time. These models contrast well with the anime art style which is used for the in game character portraits. The environments that make up the world are vibrant, with lively locations and areas to explore. The battle effects are also a nice visual touch, using special animations for ultimate skills that have an exciting feel to them.

The sound design is also very well done, which works with the custscenes and character dialogue that appears throughout. There is a good use of Japanese voice work for the key story exchanges, with a cast that play their roles perfectly and add depth to the on screen action. The soundtrack is of a very high quality, with a range of compositions that each fit their intended setting, from intense battle music to relaxed pieces for the city and shops.

Final Thoughts – I had a great time with the previous game and this one is no different. Falcom has a proven track record of creating excellent JRPG experiences, which makes me very happy that these games are finally coming west after over a decade of being on the shelf. The familiarity of the combat systems, characters and setting allowed me to get right back into the experience, while the new characters and features made this exciting to play.

I am happy to recommend this title to everyone who has enjoyed any of the Legend of Heroes games, especially those who played Trails from Zero. This is a fantastic experience with a story that is engaging, characters that have a charm to them and combat that is most exciting when fighting boss monsters. There is even extra side content that can keep players active for significant time, as well as a new game plus and bonus content from the load cleared data system.

In the end, I give The Legend of Heroes: Trails to Azure a final score of 5/5, This is the perfect follow up to the previous entry, which continues the story and expands the narrative, while providing an experience that will keep the player engaged for hours on end with all the extra content on top. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Link to EPIC version (HERE)

Pretty Girls Breakers Plus – Nintendo Switch Review

Overview – developed by Zoo Corporation and published by Eastasiasoft, Pretty Girls Breakers Plus is a brick breaking game with a twist. Take on the puzzles of this brick breaker game with a pair of twin sabres, mixing the traditional rebound mechanics with a tennis style system and power-ups. 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 Pretty Girls Breakers Plus 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 as there isn’t a plot to this release, so I will be moving directly into covering the gameplay.

Gameplay – Pretty Girls Breakers Plus is an arcade style brick breaker game, taking the classic formula of rebounding a ball and adding a unique gimmick to it. This time the player must swing a beam sabre at the ball, with a left or right attack to change the trajectory of the ball. There is also a power system, where the ball can be hit with much more power if timed correctly, along with power-ups to help the player clear the field.

The game has two distinct modes, Pretty Battle and Eternal Challenge. The first is a rather standard single player campaign, with the player having the choice of 7 girls to choose from, each with their own stages. However, as the game progresses the stages will become increasingly difficult, with new hazards, obstacles and stage gimmicks to overcome. In this mode, the player has 5 lives to clear the stage and a time limit on top of that.

In the stages power-ups can be collected, which range from a force field that prevents losing a ball 5 times, to a multi-ball and shooter item that lets the player destroy objects with bullets. These special items can make some of the more challenging stages much easier to handle, as they can get really tough towards the latter end. This is due to the inclusion of enemy projectiles, which can take a life from the player when they are hit by an enemy shot.

When a stage is cleared, the player will be given a score based on several factors. These include the time taken to clear the stage, the number of lives left and the speed setting chosen, as this game offers three different ball speed settings. The highest score that has been earned will be added to a global leaderboard, putting the score against others letting players compete together. These scores are updated each time a new best is hit.

The second play mode is Eternal Challenge, an endless mode where the player will keep going trying to set the best possible score/time they can. During this mode, the player must clear the blocks as they descend from the top of the screen, with the stage ending when the blocks touch the failure line. The speed of the blocks will increase the longer the player is able to keep the screen clear, with sudden and rapid descent if the player loses a ball.

There are three stages that the players can select from, with each of them increasing in difficulty. All of the stages have their own rankings for players to compete on. Outside of the two game modes, there is a dressing room where the player can uses points earned by clearing the stages. There are three costumes that the player can unlock from the in game shop, which can be used in diorama mode to create ensemble images.

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

Controls – the control method for this release is simple and streamlined, with only two direction inputs and left/right swings of the beam sabre. The inputs are smooth and intuitive, with no lag or issues during gameplay. The game plays comfortably with all controllers, but I recommend an arcade stick if you have one available as it adds to the arcade feeling that the game provides.

Difficulty – the difficulty curve for this release is fair and balanced, with simple obstacles and hazards that will become more complex as the game progresses. If the player approaches the stages out of the recommended order, the difficulty will spike as the more challenging elements will be introduced sooner. This can make the experience more flexible, adding to the value that this budget game offers.

Presentation – the visuals for this release are pleasing to the eye, with an anime style to the girls that are featured in this release. This contrasts well to the simplified visuals of the game field, as they aren’t too distracting during play. The sound for this release is fairly polished, with a soundtrack that covers a range of genres which is pretty good. All 10 of the girls featured in the game are fully voiced in Japanese, which rounds out the whole experience.

Final Thoughts – I enjoyed my time with this title, it takes the rather simple formula of brick breaking games and makes it unique by introducing the beam sabre mechanic. There is a good amount of content in this modestly priced package even if it can be cleared in about an hour, which I can recommend to everyone who enjoys arcade style titles. This title has some replay value with the leader board system, giving a chance for players to take on others from across the world.

In the end, I give Pretty Girls Breakers Plus a final score of 4/5. This arcade style title takes the formula of classic brick breaker game and adds a new twist to it, with a lot of fun to be had and healthy competition for players all over the world through global leader boards. If you want check this game out for yourself, a link to each version will be available below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Little Witch Nobeta – Nintendo Switch Review

Overview – developed by SimonCreative and Pupuya Games with publishing handled by Idea Factory International, Little Witch Nobeta is an action adventure with shooting mechanics. Explore the ancient castle and uncover the mysteries that it holds, while trying to reach the throne. This title is available on Nintendo Switch and PlayStation platforms, with a link to each version of the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Little Witch Nobeta 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 introduction out of the way, let’s get into the review, starting with the story.

Story – the little witch Nobeta has travelled to a mysterious castle, looking for answers about her own life. While exploring the castle and looking for the throne room, she encounters and befriends a mysterious little black cat. During her adventure Nobeta gains magical powers and encounters Crafted Souls, powerful entities that wield great magical power alongside other threats on her quest. Can the little witch overcome these challenges and uncover the secrets of the castle.

Gameplay – Little Witch Nobeta is a third person action adventure, where the player controls the titular witch as they explore the castle, fight monsters and take on powerful bosses. The objective of this release is to solve puzzles, battle enemies and defeat the bosses that dwell in the castle. While exploring the castle, the player will encounter monsters and crafted souls who will attack the player on their journey.

To combat the hostile forces of the castle, the player has access to two types of attack. These are the wand used for melee strikes and magic for ranged combat, with four different magic powers that can be used. The player will start with a basic power called Arcane, with the ability to unlock Ice, Fire and Thunder as the game progresses. These magical attacks each have their own qualities, with the ability to charge them to access more powerful attacks but can be interrupted.

Alongside the standard magic powers, the player can also obtain upgrades for their spells which makes them even more powerful in battle. There are also skills that the player can use to help navigate the castle, including a dodge roll to escape attacks and a double jump (unlocked during play) to help cross gaps. These skills can be also be upgraded, giving the player more options during exploration and combat but Nobeta can stumble if she is out of Stamina.

The combat itself is very fluid, with a third person shooting style to the action. While in battle with enemies, the player is able to lock onto their foes allowing them to focus their attacks during more frantic action. There is also the ability to precisely aim attacks, granting the player greater power when the magic has been charged. But be careful as magic requires Mana to be used, with charging spells using a large amount of this power.

There are special gems that can be found in the castle, offering a variety of effects that can help the player during tense battles. These effects include restoring Mana, healing damage taken and providing other boosts. However, some of these recovery tools can have downsides to them, as they can hold curses, causing some souls collected to be lost upon death. The only way to recover from a curse is to use pray at a statue (discussed below).

Throughout the game, there are statues that the player can pray at. These statues allow the player to save the game, acting as checkpoints during the adventure as Nobeta will return to the last one upon death. The player can also use the statue to power up the stats for the little witch and buy gems, using souls that have been collected from defeating enemies and breaking objects. There are also story items that can be collected, providing lore about the castle.

The castle is separated into different environments, with thematic elements added to them such as ruins that are sitting on Lava and an underground cavern. This makes the exploration of different locations more interesting, as it gives the different areas of the castle distinct looks that prevent it from becoming boring. However, the different areas introduce their own threats to the player, along with puzzles and challenges unique to those areas.

The areas of the castles different zones are interconnected, with gates and doors often preventing the player from going through the different paths. These locked areas are opened up by completing puzzles, defeating powerful enemies and using the switches to open a gate. When the gates are opened, allowing the player return to different zones and find the secrets that they may have missed previously, expanding the area to explore.

Finally, at key points during her quest, Nobeta can encounter Crafted Soul bosses. These powerful beings will engage in battle with the player within an arena, with battles that can have more than one phase to them. The battles can be very challenging, with attack patterns and gimmicks that can really push the player to the limit. Making sure to use the best possible attacks and strategy can be the difference between life or death in these battles.

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

Controls – the control layout for this release is comfortably laid out, with all of the important functions set out in a way that makes them easy to use. The movement and attack inputs have zero issues with lag, but there are some minor inconsistencies with the camera. During the game, the camera can swing wildly at times, which can make it disorienting for players, but this can be fixed by altering the settings.

Difficulty – there are two difficulty settings for this release, Standard and Advanced. The standard difficulty option provides advantages for the player when starting the game, boosting the magical power that Nobeta can wield. The Advanced difficulty offers are more challenging experience, with the boosts in standard missing and other adjustments made to increase the difficulty. The general difficulty curve is fairly balanced, but it can spike during the boss battles.

Presentation – the visual style of Little Witch Nobeta has a very pleasing look to it, with the rather cute characters that appear contrasting well with the dark fantasy environment. There are moments where it can be rather dark, but that doesn’t impact the gameplay experience too much as the brightness can be modified. The action of this game moves at a very solid pace, with no issues regarding framerate or visual fidelity when playing in docked or handheld mode.

The sound for this title adds to the experience, with music that is expertly orchestrated to add to the overall atmosphere that the game tries to present. There is a mix of soft piano, music box style chimes and intense string instruments to name but a few elements of the compositions in this game. During the cutscenes that are in this title, there is fully voiced dialogue that is completely in Japanese, with performances that bring more life to the story.

Final Thoughts – I had a great time playing Little Witch Nobeta, there is a lot of charm to this title and the story managed to get an emotional reaction from me. The action is fast paced and can be a real challenge, especially during the boss battles as they can be very intense. However, the cost of failure isn’t punishing as there is little downside to defeat, but it can be frustrating due to the chance of losing souls and being sent back to a checkpoint.

This is a title I can recommend to everyone that enjoys action adventure titles, as there is a low barrier of entry in terms of challenge. There are some comparisons that can be made to the wider Souls-like genre, with the use of souls as currency and statues as checkpoints. But this is only a surface level similarity to the genre, as the other aspects of the game like the elemental magic and third person shooting style action makes this title stand on its own.

In the end, I give Little Witch Nobeta a final score of 4.75/5. This is an excellent release that has a story that pulled at my heart, while also providing a solid challenge that feels rather unique to other titles in the soulslike genre. It can be tough but the overall experience is rewarding with many secrets to uncover. 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)

Void Terrarium 2 – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Void Terrarium 2 is a direct continuation of the story established in the first title. The hybrid dungeon crawler and caretaking sim returns with a new story, updated gameplay and new game systems. This game is available on the Nintendo Switch and PlayStation family of systems, with a link to each version of this 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 Void Terrarium 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 of Void Terrarium 2. I will only be covering the core features and mechanics of this title, this is to prevent spoilers and ruining the secrets the game has to offer. Please note, I have previously covered the first Void Terrarium, which can be found (HERE).

Story – Void Terrarium 2 follows on from the events of the previous title, with Toriko safe from the threats that sought her demise. After overcoming the dangers and challenges of Cloud AI, it appeared that Toriko could live in peace. Unfortunately, that peace could not last, as Toriko has started to show symptoms of disease again. Her body is slowly deteriorating, to the horror of Robbie and FactoryAI.

This situation is unlike anything they have experienced, with this mysterious illness being completely unknown to them and not like anything Toriko has suffered from before. As they do their best to care for Toriko, including moving her to a new and hopefully safer home, Factory AI makes a discovery. If they want to find the answers that they seek, they will have to not only explore the wastelands of the present, but also the world of the past.

Gameplay – like the previous title, Void Terrarium 2 is a hybrid of roguelike dungeon crawling RPG and caretaking simulator, where the player must complete tasks to progress the story. With the player quickly thrown into the deep end, playing through the prologue before the game starts properly, branching the first game with this one. After this, the player will go on a journey to establish their new home.

Once the new home base has been established, the player will be able to start building a new Terrarium for Toriko, along with new items to decorate her home. To accomplish this, the player must collect resources by exploring the wastelands, a collection of dungeons that is home to a variety of monsters and machines. The player will also be able to talk to Factory AI, where they will receive many of the tasks they must complete, with the ability to freely save and load progress.

The tasks that the player must complete range from collecting a specific item, to reaching a location or crafting a required object in the home base. The player can also speak to the big screen companion in the home, where they will be given hints and story details to push the narrative forward. They will also provide some tutorials for the different features, mechanics and systems that are introduced over time.

When leaving the home, the player can plan their path from the map to explore, with new areas often branching off into others as they are introduced. These wasteland dungeons are made up of themed areas, where the player explores floors (called Layers), while trying to complete their various objectives. The floors are made up of randomized rooms, enemy placements, looty pick ups and many secrets that the player can discover during an expedition.

While exploring the wastelands, there are three very important things for the player to keep track of. The first is HP, which measures the total health of the little robot, when this is depleted they are defeated and sent back to the home base. Next is EN, an energy meter that will be depleted over time, with each action and special ability using up the precious energy. When the EN meter is empty, the players HP will be drained, leading to a quick death if not remedied quickly. 

Last is the Pet Nanny, affectionately called “Penny” by FactoryAI. This device will monitor the status of Toriko while the player is exploring the wastes, providing information related to her health, hunger and cleanliness. The player is able to use up EN points to play with Toriko, provide food for her and clean the terrarium remotely. Keep an eye on this mini screen as Toriko will require urgent care if left for too long, but the device allows quick return home.

Inside the dungeon itself, everything follows a global turn counter where each action causes the dungeon “clock” to tick forward by one. All enemy movements, status effects (like poison) and other actions are tied to this system. Enemies can also roam freely until they encounter the player. The combat has a turn based style to it, where enemies and the player can make actions until either all enemies involved are taken down, or Robbie is defeated. 

Defeated enemies will provide varying amounts of experience, which will level Robbie up when they meet specific thresholds. When a new level is gained the player is able to pick from a selection of perks, with each of them having a “rarity” that affects how powerful their effects are. The different perks and abilities will affect the current excursion in the wasteland, but be aware that once the player leaves their level is reset to 1.

During the course of the game, there are boss battles that the player will be involved in. These encounters take place in arenas, where Robbie will be pitted against their foe in a fight to the death. The battles can be very challenging, with a high chance of defeat if the player is unprepared, so a lot of preparation is advised. The effective use of items (discussed below), can quickly turn the tide of battle in favour of the player and give a shot at victory.   

During the explorations of the wastes, there are items that can be collected and used to get through the objectives. These items can be contaminated, which will affect how effective they are and the abilities they have. Here is a run-down of the items that can be found in the wastelands;

  • Combat Items – weapons and shields can be collected and equipped in the wasteland, each with their own unique skills and abilities. The equipment that can be found has a mastery system, which will level up over time and provide new skills, bonuses and effects.
  • Repair Items – batteries, tool kits and other items can be used to heal Robbie. The most important items are Batteries and Toolkits, which will allow the player to restore EN and HP points. The EN items are most important for taking care of Toriko while exploring.
  • General Items – these are items that can be used to help the player, including explosives, status effects items and potions that provide temporary boosts. They can be very important during tense battles and they are single use. There are also Blueprints that can be picked up, unlocking new crafting options when returning to the home base.
  • Special Items – the special items are objective focused, with resources that are used for crafting the special items that are required. These include crafting upgrades, medicine for Toriko and improvements to the Terrarium.
  • Food – there is food that can be collected from piles found in the wastelands. This food can be used to take care of Toriko through the Pet Nanny system. But it can be contaminated, which can lead to negative effects when eaten.

All items aside from objective materials and food will be broken down when Robbie returns to the home base. This can occur in three different ways during expeditions to the wastes. If Robbie is defeated in battle or runs out of EN leading to being shut down, choosing to return to the terrarium via the Pet Nanny to take care of Toriko and by completing the objective they are assigned. There is no penalty if the player is defeated, so a bad run isn’t a game ender.

When returning home the items collected will be broken down into the resources that can be used for crafting items, these are Organic, Inorganic, Electrical and contaminated. Each item is worth resource points, turning into crafting points when a set threshold is met. These points can then be used to craft objects from recipes for the Terrarium, giving permanent bonuses the first time they are made in the home base.

The food that is collected can be added to the vault, however there are limited spaces meaning that decisions will need to be made. So it is important to decide what to keep based on contamination and shelf life, as food can only last for a set amount of expeditions. When in the home base, food must be given to directly to Toriko, which will recover some of her lost health but can increase her contamination level and make her sick.

While at the terrarium, the player is able to decorate Toriko’s home, adding items onto one of four layers. These items can also affect the environment of the terrarium, changing the humidity and temperature of it. The environmental effects can be used to grow plants which can be harvested and placed as decorations. The different items can also affect the mood of Toriko, as well as the sanitation of her home which the player can clean up with a broom.

Alongside the returning systems of Void Terrarium, this time the player can enter a virtual world with an 8-bit RPG style to it. The virtual world is accessed by using memory shards that have been collected on expeditions, with more of it becoming open as they are picked up. While in the VR world, the player is able to interact with the memories of the past, learning about what happened before the collapse of humanity.

Inside the virtual world provided by the memory shards, Robbie can obtain quests from the residents, which will provide blueprints for crafting new items. These quests can involve speaking to other characters in VR, obtaining a specific item from the wastes or by crafting a special item. The flow of time matches that of the world outside of the VR, with some objectives requiring the player to go to the wasteland before it can progress.

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

Controls – the controls for this title are easy to use, with all of the essential functions easily accessible. The movement is tied to the left side of the controller, with a refined aim option using the right thumbstick. All of the inputs work well, but there is the chance of possible missing actions when affected with status effects or a lot of enemies on screen. This title is comfortable to play in both handheld and docked play, with a variety of controllers.

Difficulty – there is no difficulty options for this game, making for a brutal challenge given the randomized nature of the dungeon crawling. This can be very difficult for players, with the chance of items being scarce from the start of an expedition. This challenge can be offset by the crafting system, as permanent upgrades can be earned from crafting. This progression system will balance the difficulty over time, better preparing the player for the challenges they will face.

Presentation – visually this is a mix of beautiful 2D art, bold 3D models in the wasteland and cutesy pixel art in the VR world. The different visual styles contrast together, creating a fantastic blend of soft beauty and harsh desolation. The sound consists of music and sound effects, with all of the dialogue conveyed through text, which ties the whole experience together. The different thematic tracks on the soundtrack work well, adding a varied atmosphere to the world of Void Terrarium 2.

Final Thoughts – I spent a lot of time playing the previous title, which was a brutal yet satisfying challenge. This sequel takes everything that the original did and expands upon it, with the new terrarium, added VR elements and improved dungeon crawling. There is emotional warmth to the relationship that is portrayed through the interactions between Robbie, Toriko and FactoryAI as the story progresses.

There is a level of stress that comes into play during the exploration of the wastelands, as the care systems and Pet Nanny can cause a level of panic when she needs urgent care. This is made worse when there is limited food items spawning in the dungeons, as the risk to Toriko is amplified when her health is low. These systems can increase the difficulty of the game, however the experience can be very rewarding for those who persevere through the challenges.

I can recommend this title to all fans of dungeon crawlers and rogue-like games. The difficulty may be off-putting for some, but it is a very fun and charming experience that has a compelling narrative to it. This is another excellent title from Nippon Ichi Software, showcasing another excellent mix of emotional storytelling and challenging gameplay that is both compelling and rewarding to play.

In the end, I give Void Terrarium 2 a final score of 4.5/5. This is an outstanding sequel, taking all of the systems and storytelling beats that made the original such an engaging title. The difficulty is brutal and the caretaking system can be stressful, but the overall experience is satisfying and rewarding for players. If you want to check this title out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)