Dimension Tripper Neptune: TOP NEP – Steam Review

Overview – developed by WSS Playground and Tiny Cactus Studio, with publishing by Idea Factory International, Dimension Tripper Neptune TOP NEP is a third-person rail shooter taking place in the Neptunia universe. Blast your way through five unique stages, getting friends to assist you and take down the boss of each zone. This title is available exclusively on Steam, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Dimension Tripper Neptune TOP NEP 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 and moving directly into the gameplay section.

Gameplay – this title is a third-person rail shooter, similar to that of Space Harrier and Panorama Cotton. As older Neptune, the player travels into the screen shooting and slashing enemies that attack from the front, while also avoiding the hazards that fill the stages. Each location has its own unique theme, with matching enemies and a boss at the end of the stage, like the first stage which has a forest theme and vegetable enemies, culminating with a boss fight against Giant Eggplant.

To battle enemies, Neptune can use her blaster to battle foes at a distance and an energy sword to slash them up close. The two attacks are very different, with the sword being the stronger option at the cost of range, making it useful for fighting enemies that jump into the screen. There is a nice flow to the way that action flows, with fluid movements that make combat reactive and fun. Alongside the attacks that Neptune can use, there is also a special mechanic that makes this game unique.

Throughout the stages, coins appear that Neptune can collect filling up a bar on screen. When the bar is filled completely a support character called a Wingmate will appear, assisting Neptune for a predetermined time increasing the amount of fire power that can be used. There are several Wingmates to activate, going through in a preset order during the course of the game. These support characters can make the battles much easier so good timing of coin collects is useful.

This is a fairly short game consisting of only 5 stages, however, there is a lot of replay value on offer as there is a global leaderboard for players to challenge others across the world. Players can set their scores on either difficulty setting, giving players a challenge to try and set the highest score that they can. The length of the game is to its benefit in this regard, making for a title that players can learn easily and become competitive with other players.

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

Controls – the controls for TOP NEP are simple, four movement directions, a blaster button and a sword button. The game is playable with a keyboard, offering a left or right handed control method which works well from an accessibility standpoint. There is also controller support for this title, using a supported controller. This is the preferable way to play this title as the use of a thumbstick or D-pad makes movement much more consistent, with zero input lag or delay.

Difficulty – there are two options for difficulty that players can choose when playing the game. The first is Normal, which gives players the ability to continue when defeated and offers greater life regeneration between stages. The other is Hard, which gives the player a single life and reduced life regeneration. Both difficulty options are balanced well, offering a fair but challenging experience for all players who want to give the game a shot.

Presentation – the visual style for this title is modern, but with a retro aesthetic, consisting of pixel art sprites for the characters and environments. The overall design of the game, adds to the charm of the experience, with bosses and environments using references to classic games. The soundtrack also adds to the retro feel of the title, with chiptune compositions that fit each stage well, alongside boss music that keeps action flowing at a steady pace.

Final Thoughts – when I first saw the trailer for this game, I got excited to play it. I am a fan of third person rail shooters, like Panorama Cotton so this was definitely up my alley. I can happily recommend this release to everyone, because even though it is short, the quality of gameplay and low price make it definitely worth a purchase. The retro style visuals, gameplay and sound combine well to make an excellent accompaniment to the Neptunia series of games.

In the end, I give Dimension Tripper Neptune TOP NEP a final score of 5/5. This release is an excellent accompaniment to the larger Neptuina series, offering a fun and enjoyable experience that everyone can enjoy. The difficulty is balanced well, with two modes that fit a range of skill levels, alongside a global leaderboard that promotes improvement and competition between players. if you want to check this game out for yourself, a link will be below.

Link to Steam version (HERE)

The Company Man – Nintendo Switch Review

Overview – developed by Forust Studio and published by Leoful, The Company Man is a Platform action title where the player must fight the corporate machine. As Jim, battle your way to the top of the corporate ladder, using your trusty keyboard as you battle your way to becoming CEO, all while trying to survive the brutal hazards of the office. This title is available as a console exclusive for the Nintendo Switch, if you want to check this game out for yourself, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Leoful for providing the copy of The Company Man 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 to prevent spoilers, so I will be moving directly into the gameplay section.

Gameplay – The Company Man is a 2D action platformer, where the objective is to get Jim it to the boss of each area while fighting enemies and avoiding the hazards of each zone. To achieve this goal, Jim has access to his mighty keyboard, a weapon that can be used as both a melee and ranged weapon. As a melee weapon, the player swings the keyboard like a sword, alongside a basic ranged attack called the Email Blaster, with additional upgrades unlocked over time.

Since this is a platform title, there is a requirement for smooth and precise movements, especially with moving platforms and hazards that must be avoided. To make some of the tougher gaps easier to cross, Jim can jump fairly high and use his dash ability, propelling him forward to reach platforms that may seem out of reach. The dashing can also be useful when fighting enemies, letting the player dodge attacks and quickly close in on enemies which is very handy in boss battles.

The enemies in this title have unique attacks, with quirky animations that make them stand out from each other. An example of this is the way that some customer service enemies breathe fire and the first mid boss uses a phone as a flaming whip to attack Jim. There is a good balance to combat with a good amount of post hit invincibility, subtle knockback and animations that signal enemy attacks. All of the combat and platforming elements work well, for a challenging yet not overly difficult experience.

When Jim defeats an enemy, they drop coins that can be used to buy upgrades from the coffee shop located in the lobby, powering him up to make surviving the chaos of the office a little easier. The power-ups that Jim can obtain include extra health, extra energy for special attacks and even the ability to knock projectiles out the air. These upgrades become very important, as the stages get increasingly tougher, especially when it comes to the boss battles.

The boss battles of this title are designed very well, with each boss fitting the theme of the area that Jim is currently in, using elements of the stage itself to enhance each battle. With attack patterns for the bosses that are thematic to their department, like the customer service boss using interns as weapons as they are the lowest member of the office.  These touches add to the fun of the experience, making for an entertaining challenge during play.

The last thing to talk about is the generous checkpoint system. Throughout the stages and in the lobby which acts as a “home base” between areas, Jim can drink coffee that refills his health and lets him restart from that point. The frequency of checkpoints make the tougher parts of the game feel less daunting than they may appear, giving the player an easy restart at mid bosses and end of stage bosses. Some checkpoints will also occur after area transitions, reducing the punishment of death further during play.

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

Controls – the control method for this title is simple and works very well, with all abilities on the face buttons and weapon upgrades attached to the front shoulders. The movement controls are tied to the D-pad and thumbstick, with all inputs having no issues with input lag but there is a cool down to some attacks and the dash, which may feel like lag. The game plays very well with all controller types and in both docked and undocked game modes, offering fun at home and on the go.

Difficulty – there is a balanced difficulty curve to this title, with a tutorial during the first stage of the game and whenever there is a new upgrade unlocked. The tutorial helps get adjusted to how the game plays out, easing the player into the experience to allow time to get used to the mechanics. The generous checkpoints work well to prevent a feeling of frustration when dying, letting the player push forward with few setbacks.

Presentation – this title has a fantastic look to it, with a cartoonish look and expressive animations that bring the personality of the characters out, especially with Jim. When Jim is running, jumping and attacking enemies, he has animations that are entertaining to watch, alongside the transition animations that are fun to watch between stages/areas. The backgrounds and stages are fantastically designed, with detailed environments that all have their own individual themes.

The whole game is wonderfully designed, with characters that have a special charm to their look that keeps the game fresh throughout. This helps to engage the player for the duration of the experience, preventing extended play from getting boring. The Sound design for this release is a great accompaniment for the visuals, with music that fits each area well and impactful sound effects that add that extra depth to the whole ensemble.

Final Thoughts – I had seen trailers for this title and thought that it would be a nice simple platformer, but I was sorely mistaken. The Company Man is a charming, well laid out and at times hilarious release that makes me so happy that we have a thriving Indie market right now. The characters all have their own unique touches and some seem to be references to characters from popular media, which is a fantastic touch.

I have absolutely no problem at all recommending this game to everyone. The action is balanced well, the platforming is tight and responsive and if mistakes were made, they were all the result of player error. There was nothing that brought down the release and this is strong opener for the year. I will be returning to this title again and again, because it is just so much fun to sit and play no matter where I am.

In the end, I give The Company Man a final score of 5/5. This action platformer is filled with charming characters, beautifully animated and designed environments, engaging gameplay and is an overall fantastic experience. This is a fantastic release to kick off 2022. If you want to check this title out for yourself, a link to the game will be below with a physical version on PlayAsia (affiliate link to support the site).

Link to Nintendo Switch version (HERE)

Link to Physical version via PlayAsia (HERE)

Labyrinth Lengend – Nintendo Switch Review

Overview – developed by Shinobi Games and Regista, with publishing handled by NIS America, Labyrinth Legend is a retro styled action RPG with hack-and-slash elements. Take on automatically generated dungeons, hordes of monsters and challenging bosses to solve the mysteries of the cursed kingdom. This title is available exclusively on the Nintendo Switch Console platform, a link to the game will be at the bottom of this review.

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

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

Story – Just under the surface of the Kingdom of Kanata lies an enigmatic labyrinth that guards treasures untold. Who but you dares venture into its limitless dungeons, where beasts and secrets abound? There are many adventures that have ventured to this land seeking the treasures, but none have returned as talk of the kingdom being cursed spreads. Can someone solve the mysteries of the labyrinth and lift this curse?

Gameplay – Labyrinth Legend is a top down action RPG, taking place across a variety of auto generated maps, with challenging hack-and-slash combat. The core premise of this title is to clear the different dungeons of the Labyrinth, slaying formidable monsters, collecting treasures and loot during adventures. To achieve the goal of slaying the beasts and claiming the treasure, the player levels up during their adventures to make them stronger.

Inside the dungeons, the player must traverse the different floors of each region of the world map and battle the monsters within. The inhabitants of the labyrinth will try to stop the player, attacking when they are within range with an indicator that appears above their head. Each enemy that is defeated grants experience to the player, along with the chance to drop coins and other resources. However, one enemy in each floor holds the key to the dungeon door, which is collected by defeating them.

In combat, players have the access to two weapon slots that can allow the player to use a variety of weapon combinations, including bows, swords and whips. The weapons each have their own attack style and qualities, making them flexible to fit different play styles in battle. Weapons also have special attacks that can be unlocked over time, as well as the possibility of rare enchanted weapons dropping as loot from chests that can be found in dungeons.

As well as the weapons that can be collected are pieces of armor, resources and coins. The armor provides different benefits based on their rarity and the level of the area, just like the weapons that can be obtained during adventures. It is important to manage weapons and armor effectively in order to maximize their efficiency as combat is very dangerous. This is due to the fact that enemies can swarm the player wiping out a full health bar in seconds in the wrong situation.

The risk of death is an ever present one too, as the player has but a single life with limited options when starting the game for the first time. There is a potion that is provided at the start of the game, with a single charge that gets refilled at the start of a dungeon. Over time, the player can unlock additional potion charges and even a revival item that can bring the player back for an extra attempt at the dungeon. Occasionally, there are fountains that can refill a charge on the potion but they can be rare.

The combat flows well for the majority of the game, with reactive movements and smooth attack animations. The standard and special attacks for each weapon have their own unique looks and animations, allowing them stand out from each other when used. The sword has an arced slash, the whip circles around the player and the bow flies in a straight line, stopping after a preset distance. This allows players to find a weapon that fits their style of play.

Battling enemies, is frantic but rewarding with the attacks coming from all directions with the rush of narrowly escaping defeat. There is a slight problem when there are many foes on screen at once, as it has the potential to overwhelm the player, but the overall gameplay loop in combat is satisfying. The rush that happens when beating a high level enemy or boss in mortal combat, surviving at that last possible moment with only a sliver of health remaining at the end.

There is the option of three different classes that players can use for classes, giving the player additional flexibility in how they wish to play the game. The player is able to create up to four characters that have their own unique skills, with their own gear preferences and attack styles which give additional depth to the overall gameplay experience. Characters also share resources and can be used in the two player co-op system, letting two players work together to overcome the challenges of the dungeon

There is one issue in combat, the boss battles are difficult and a little frustrating. Each boss has a variety of attack patterns as they get closer to death, the patterns get more intense and have the potential to kill the player suddenly. However, death is not that significant a set-back, since the dungeons themselves and the bosses are separated. If the player dies in the dungeon, they are reset back to the start, but during a boss it can be restarted from that point.

Having boss battles and dungeons separated is very useful, as the player is able to return to the home base, which has a selection of facilities that the player can use. These include a store where upgrades can be bought, a weapon shop to sell unwanted gear and a blacksmith where gear can be upgraded using resources collected in dungeons. There are more features in the village that can be accessed, but I feel they should be discovered firsthand.

I have just scratched the surface of this title, as there are many nuances and quirks of Labyrinth Legend that I feel should be experienced blind. So with the core aspects of the gameplay covered, I will be moving onto the other elements of the experience, starting with the controls.

Controls – the controls for this release are reactive and work fantastically, with simple inputs that work very well with the top-down view. All of the inputs for attacks are tied to the front of the controller with two buttons for standard attacks and the others for specials. The character skill and potion buttons are tied to the front shoulders and movement to the thumbsticks. It may feel like there is some minor input lag when many enemies attack the player, but this dissipates when learning timings different features.

Difficulty – there is a moderate difficulty curve to this release, with three options when starting the game. The difficulty options are Casual for an easier gameplay experience, Normal for the intended challenge and Veteran for a more intense challenge that pushes the player more. The normal option is a good starting point, but it does have its flaws, as the boss battles can be very difficult, making the need to grind and level-up for better gear important.

Presentation – this title uses a retro styled pixel art presentation that is reminiscent of titles like Beyond Oasis, with a top down perspective that lets the player have a wide view of the area. The animations are smooth and fluid with excellent details on sprites, however, when there is a lot on screen it can be difficult to see attack indicators. The music for this title is a delight to listen to, with compositions that really enhance the experience of the dungeons and boss battles, building atmosphere during play.

Final Thoughts – I had a great time playing Labyrinth Legend. The challenge is tough but has a rewarding gameplay loop, which can be very satisfying when beating a boss that has been kicking your ass. The boss battles may be frustrating for others, since they can be punishing but once the patterns are learned it is much more achievable. Another nice touch to this release is the multiplayer component, where two people can work together to overcome the challenges of the labyrinth.

I have no issue recommending this title to players, as it is a well-polished, albeit difficult experience but it has a lot of depth that can pull the player in and allow them to try different things. The sprite work is fantastic, the enemies are diverse and the boss battles can be quite the spectacle to behold. There is a bit of time investment required to get the most out of this title, but I believe that it is worth that for the amount of satisfaction that can be achieved.

In the end, I give Labyrinth Legend a final score of 4/5. This top-down action RPG is a real challenge that is both fun and satisfying to play, the intricate sprite work and the depth of gameplay makes for an experience that can be worth the time investment. If you want to check it out for yourself, you can find a link to the game below.

Link to Nintendo Switch version (HERE)

Breakneck City – Nintendo Switch Review

Overview – developed by Renegade Sector Games and published by Eastasiasoft, Breakneck City is a 3D action brawler with a focus on environmental interactions. With a low-poly style reminiscent of older titles, take to the streets solo or with a friend and bust some heads in this tribute to classic brawlers of the late 90’s. This title is available on the Nintendo Switch, PlayStation 4/5 and the Xbox family of consoles, links to each platform will be at the bottom of this review.

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

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

Story – when the Ultra gang tries to burn down their favorite video store, Sidney Flintlock and Justine Jacobs head out into the streets to bust some heads. The ass kicking duo takes to the city, fighting their way through the street and clubs on their journey to take the gang down. The pair must use their skills to rid the streets of criminal trash, one bad guy at a time in true 90’s action hero style.

Gameplay – this title is a 3D action brawler that uses a style reminiscent of titles like Die Hard Arcade (Dynamite Deka) and Fighting Force. The sole objective of each level is to reach the stage boss, battling wave after wave of men that try to stop the player. When moving through the areas, barriers will appear to prevent progress and lock the player into a battle with the enemies that appear, only dissipating when all threats are eliminated.

The player has access to a basic move-set which features a punch combo, kick and two different jumping attacks. Alongside the simple moves that the player has at their disposal, weapons can be dropped by enemies at different points, allowing more damage to be done until the weapon breaks. There is also a gimmick that makes this title a little more unique are environmental interactions, a feature that can be used to quickly change the tide of battle.  

When fighting enemies, they can be knocked into walls and each other to deal additional damage. They can even be knocked into trash bins and cars, which can help to clear the tougher encounters quickly, which does help as foes can swarm the player quickly. There is also a dash skill that players can use freely, allowing them to move quickly around an area and dodge attacks. The dash can also let players interact with areas for new strategic options, but can be a hindrance at times.

Almost all of the ledges and rails in a stage can be vaulted over by dashing, which can cause the player to jump from areas they don’t wish to and take falling damage. This means that great care must be taken when using the dash to try and avoid enemies in a confined space, as the potential for disaster looms around every corner. There is even the potential for the player to clip out of bounds in some instances, trapping them with no way to escape but to restart from a checkpoint.

At the end of each stage is a boss battle, with an opponent that has their own unique fighting style, which include a boss that uses a bladed wheel and a boss that wields a set of swords. These fights can be very tough, with each boss having a lot of health which can take a while to run down. This is an unfortunate thing throughout the game, as it feels that enemies need to take much more damage than they should to be defeated.

There are some flaws with this title that do unfortunately detract from the experience. The camera can be uncooperative at times, moving and changing perspective during combat which can be frustrating. Enemies swarm the player regularly, attacking all at once and depleting the player’s health bar in seconds with almost zero recovery. This is made worse by the sluggish attack animations for weapons and kicks, which leave the player vulnerable to attack and rapid defeat.

There are enemies that can guard almost every attack thrown at them, with very small windows of opportunity to counter, which is a detriment to the flow of combat. These enemies must be hit with weapons or knocked into environmental hazards, which can become tedious and sap the fun from battles. Unfortunately, the 2 player is also affected by these flaws, with no change to the enemies or their number and slowdown caused by on screen effects.

These flaws are made a little more bearable by the inclusion infinite continues and a generous checkpoint system, but they do hamper this title. The way that enemies gang up on the player feels unfair, with no priority system unlike other action brawlers where enemies take turns to attack. But the game still functions well and can be entertaining.

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

Controls – this release has a strange controller set up that requires a fully featured controller to be played as intended. This is due to the movement and dash being on opposite thumb sticks, a weapon switch mechanic on the d-pad and skill buttons being on the face. The control method is unfortunate as it limits the use of third part controllers, like the Retro-Bit Saturn controller and arcade Sticks. There are no real issues when it comes to inputs in single player, but lag can occur in 2 player mode.

Difficulty – this game feels unusually difficult with enemies that swarm the player, environmental hazards that hurt everyone and the uncooperative camera changes. As mentioned above, there are generous checkpoints and infinite continues, but they do not make the game any easier. There aren’t many chances to regain health, so entering a fight before a checkpoint can be dangerous when at low health, with the risk of losing significant progress upon death.

Presentation – the visual style attempts to emulate the look of a PlayStation or Sega Saturn title, which it succeeds at well with models and environments that have that 90s charm. This 90’s aesthetic also extends to the story cutscenes, the low poly heads portraying the character next to the text on screen. The performance of the game is solid for the most part, with the only issue being the slowdown that occurs when some specific animations play out.

The music has that repetitive quality to it that burrows its way into your head, with a synth-wave and chiptune combination that compliments the aesthetic of the game well. Each stage has its own unique composition, with a beat that fits the environment and action well. There is a lack of voice acting, which does give the title the retro vibe that it attempts to pull off, with a few digitized grunts and traditional attack sounds rounding out the presentation.

Final Thoughts – when I first saw this title, what came to mind was the resemblance it had to the SEGA game Die Hard Arcade, with the low-poly look and character animations. This unfortunately added to the level of expectation that I had, leading to a little disappointment during play. The combat doesn’t flow as smoothly as I would have hoped, with slowdown from on screen effects and movement/attacks that feel slow, made slightly worse during coop play.

That’s not to say that the game isn’t fun, because there is a level of entertainment on offer that does make the game fun to play. However, I feel that the issues mentioned above in this review, do sap the enjoyment out of it when played over long periods of time. The control layout prevented use of a classic design controller, which I did find to be a disappointment as it betrays the style of gameplay it is attempting to emulate.

In the end, I give Breakneck City a final score of 3.5/5. The look and feel of this title is reminiscent of classic 3D brawlers of the 90’s, with a catchy soundtrack and low-poly/pixel art visuals. The gameplay has its flaws which do hinder the experience, but at the low price point it can be worth a purchase if you are into old-school brawlers. 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 version (HERE)

Link to Xbox version (HERE)

Sakura Santa – Nintendo Switch Review

Overview – developed by Winged Cloud and published by Gamuzumi, Sakura Santa is the latest entry in the Sakura visual novel series, this time with a cute (and lewd) Christmas twist just in time for the holidays. This title is available exclusively on the Nintendo Switch. A link to the game will be at the bottom of this review if you want to check it out for yourself.

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

Mature Content Warning: Sakura Santa has been rated Mature, as the title contains sexualized imagery, sexual themes and coarse language. If you are under the recommended age for this release, or find this type of content offensive, please proceed at your own discretion.

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

Story – Koji is spending his first Christmas alone, which has him feeling a bit down. After moving from home to go to his dream university, he has discovered that his life can be rather lonely. Feeling distraught, he wanders to the local shrine and makes a single wish, to have someone special to spend Christmas with. However, this wish causes quite the dilemma as he meets three unique girls, with each of them wanting to spend the days leading up to the holiday with him.

Gameplay – Sakura Santa is a traditional visual novel experience, following the adventures of the protagonist as he meets each of the three girls. The events that occur with each character are influenced by the decisions made by the player, following several story threads that lead to multiple endings. This means that a single choice can alter the outcome of a character route, with changes to the story being either positive or negative.

Like the majority of visual novels available on the Nintendo Switch, the plot threads that the player follows have special CG arts that will appear when specific event choices are chosen. Beware though, as events can be missed and the special scenes can be skipped, with important plot details being missed if the wrong choice has been chosen. This means multiple runs through the story are necessary to obtain all endings.

The variety of options available to the player, along with the different potential endings that can be reached add to the replay value that this release offers. The opportunity to see a new CG art scene, uncover potential romances and experience different storylines makes this a rewarding story experience. Having several  different outcomes makes this a rewarding experience, with narrative threads that don’t feel too long or short with each run.

Presentation – the visuals for this title is pleasing to the eye, with a cute and expressive anime style art that works very well for the story. The character designs, backgrounds and CG scenes are drawn beautifully, with some rather risqué art that can be unlocked and viewed later in the gallery. The music is pleasing and fits each of the story scenes, rounding out the whole experience even though there is a lack of voice acting, but that isn’t an issue.

Final Thoughts – I enjoyed my time with Sakura Santa, getting engrossed in the story and the festive themes that were present throughout. While this title may have its limitations, due to being a Christmas story I can still recommend it to everyone that enjoys a saucy visual novel. The artwork is beautiful like the rest of the Sakura series and this is another standout release from Gamuzumi, adding to their growing library of excellent releases.

In the end, I give Sakura Santa a final score of 4/5. This is another excellent Visual novel from the team at Winged Cloud, with beautiful visuals and an engrossing story that really pulls the reader in. There is a lack of voice work for the characters and the occasional typo, but they don’t detract from the overall experience. If you want to check this out for yourself, a link to the game will be below.

Please Note: there is a discount on Sakura Santa of 20% until January 5th 2022, so there is another little incentive to check this title out.

Link to Nintendo Switch version (HERE)

Clockwork Aquario – Nintendo Switch Review

Overview – developed by Westone and Ratalaika Games with publishing handled by ININ Games/Strictly Limited Games, Clockwork Aquario is a once lost arcade game that has been released after almost 30 years. Take control of one of three heroes that are on a quest to stop the evil DR. Hangyo, who is hiding in the underwater city of Aquario. This title is available for Nintendo Switch and PlayStation 4, with a physical release available from Strictly Limited Games (stock is limited), links to all versions of the game will be 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 Clockwork Aquario 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 and going straight into discussing the gameplay.

Gameplay – Clockwork Aquario is a side-scrolling action platformer, where the objective of each of the five rounds is to get to the end and defeat the Boss of that stage. At the start of the game, the player can choose one of three characters, with a co-op feature for those who want to play through the game with a friend. Each character has their own strengths and weaknesses, so experimentation to find the best fit is important.

The heroes that can be selected are Huck Londo, the ghost hunter, Elle Moon, the adventurer and Gush, the giant robot. When the player has selected their character, the game begins and an intro cutscene plays out giving the simplest visual explanation of the games mechanics. The player can slap enemies to stun/defeat them, pick up stunned enemies and throw them as weapons, making them explode after being thrown in any direction.

The player can also jump on enemies and even use their head to attack, giving a lot of flexibility to the gameplay and making battling enemies very satisfying. As well as the enemies that appear in the stages, balloons will be scattered throughout, giving players bonus points for throwing enemies at them and bouncing off of them. As this is a side-scrolling platformer, there are also hazards aside from the enemies that can hurt the player, including spikes and pitfalls.

The player can take up to two hits before losing a life, the first hit makes the players appearance chance with comedic effect and the second ends that life. When the player respawns, they can hover in the air as an angel and position themselves with temporary invincibility to get to a safe point. If all lives have been depleted, the player will have to use a credit to continue, with limited credits in most of the game modes that can be accessed.

There are a couple of ways to offset the need to use continues and keep yourself going on few credits, as the risk of game overs when learning to play is quite high. First to discuss are the health-ups that can be dropped from balloons and enemies, which will restore the player to full power. The second is the generous bonus lives that the game throws at the player, with a ONE UP meter that is filled by collecting character specific gems to grant bonuses.

The bonuses for lives and health-ups can be very important, as the boss battles for this game can be tough. At specific points during the stage and at the end, the player will have to fight boss enemies to progress. The mid boss battles are pretty simple, with themed enemies that can be defeated by throwing enemies at them or by jumping. The end of stage bosses are much tougher, with large bosses that each have their own unique gimmick, with the boss health shown on screen.

Clockwork Aquario is a challenging title with many hazards and pitfalls that can make it difficult for new players. However, there is a selection of difficulty options for players to learn the ropes and improve their skills. Here is a simple list of the difficulty options and game modes available to the player;

  • Training Mode – play through the first 2 stages to get used to the game mechanics, credits are unlimited, but the game ends after beating the second boss.
  • Easy Mode – play through the game with 9 credits.
  • Normal Mode – play through the game with 5 credits.
  • Hard Mode – play through the game with only 3 credits to beat it all.
  • Bonus Stage – a mini game that unlocks after stage 3 has been cleared. Play the bonus round mini-game that usually appears between stage 3 and 4 of the standard game. This can only be played two-player.
  • Arcade Mode – unlocked when beating the game once on any of the other modes. This feature allows players to access the service menu, change dip settings and look at the different parts of the Arcade Board. Use the shoulder buttons to add credits and enter service mode.

This title is very refined with a lot of precision movement required, which does unfortunately lead to one minor issue. The precision required to hit some enemies can lead to taking damage when getting too close to enemies, this isn’t a major issue but can be frustrating and lead to unnecessary deaths. Aside from this small flaw, the overall quality of the game and playability of the release is fantastic, with the minor issues being avoidable with multiple runs of the game.

The biggest incentive to play the game is to set high scores, with the high score for the player being remembered and added to the in-game leaderboard. Being an arcade game, the main objective aside from beating the game is to set the best score possible in few credits. There is a satisfaction to seeing a new high score, but unfortunately the only way to share your scores is to screenshot them, as there is no online leaderboard right now.

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

Controls – the control system for Clockwork Aquario is very simple and works fantastically, with only movement, a jump and slap button needed to take into account. There are no issues with input lag, with smooth precise inputs that work well with all control options, including the pro controller and Joy-Cons. However, the best way to play this title is with an arcade stick, giving that true arcade feeling that is perfect for this release.

Difficulty – as mentioned in the gameplay segment, this title is tough with a lot of hazards and dangerous pitfalls that can kill the player with ease. The boss battles can be very difficult and when learning the patterns can drain continues quickly. However, with time and practice, the challenge is beatable with the potential for a single credit clear. The difficulty can feel frustrating at times, but doesn’t punish the player too much with unfair deaths.

Presentation – this title was originally designed for the Sega System 18 arcade hardware, with graphical work that would have pushed the system to its limits. The visuals are beautiful, with fantastic sprite work and backgrounds that just pop with color. The animations and background details throughout the experience are smooth, with fluid movements that make this one of the best looking arcade titles to be seen in recent years. The game is perfect for play on the big or small screen too.

The soundtrack is a real treat to listen to with music from Shinichi Sakamoto, the legendary composer of the Wonder Boy franchise that gives this title its distinct Westone identity. The stage themes and boss music set the tone for the each challenge, with ominous but upbeat music for the battles against DR. Hangyo, contrasting with the exciting compositions for the stages. The only negative about the sound is that sound effects and voice samples can be a little muted, but that isn’t a deal breaker.

Final Thoughts – when I first heard about the revival of Clockwork Aquario a couple of years ago I was very excited, this was because the chance to play a lost game from decades before is rare. I was certainly not disappointed when I got my hands on this title. The action is precise and the general experience is very smooth, with fluid animation and reactive controls that work fantastically. It did take more than a few attempts to beat it, but I didn’t feel like it was a chore.

There is plenty of content on offer with the potential for a healthy fan community to grow, as there is a low barrier of entry to enjoy the title, but an unfortunate lack of online leaderboards. The fantastic soundtrack by Shinichi Sakamoto is available to listen to as a bonus feature, alongside a rearranged OST and gallery for fans to enjoy. I cannot recommend this game enough, it may have a couple of very minor flaws, but is one of the best arcade offerings in recent years and more than worth a play.

In the end, I give Clockwork Aquario a final score of 4.5/5. This long awaited arcade revival is a fantastic release, which embodies the heart and soul of the titles that came before it from Westone in the 80’s and 90’s. A wonderful side-scrolling platformer that was once planned as the arcade swansong for Westone, but is now more appropriately a celebration of their legacy.

If you want to check this title out for yourself, links to the digital release will be below as well as a link to the Strictly Limited Games store, but be aware that stock is very limited.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Strictly Limited Store (HERE)

Boulder Dash Physical Release Announcement

Hello, I have yet more exciting news about an upcoming physical release for the Nintendo Switch from our friends at ININ Games, BBG Entertainment and PR Hound. Take a look below to learn more about this special release for the classic puzzler Boulder Dash.

ININ Games and BBG Entertainment are truly excited to announce a collection of all time classics in gaming history. The Boulder Dash® Ultimate Collection will release a boxed version of this bygone gaming experience that captivated the hearts of many gamers. The action puzzle retro classic will be available for Nintendo Switch in North America and Europe. 

The Boulder Dash® Ultimate Collection delivers both, the fresh 2021 relaunch, Boulder Dash® Deluxe™ and Boulder Dash® 30th Anniversary™ – now available for pre-order!

About this release

The original Boulder Dash® set a milestone in interactive gaming back in the ‘80s. For many players, regardless of age, the action puzzle adventures with Rockford™ were a challenge but also a delight to master. Loyal fans of this classic and new players alike can now take up the challenge again – Rockford™ is back in the awesome 2021 relaunch of this action-puzzle digging and collection game! 

Boulder Dash® Deluxe™ comes with some amazing new content, features and fresh graphics:

  • 180 all-new levels with advanced features!
  • Includes 20 levels from the original 1984 Boulder Dash® version
  • 9 exciting new worlds with high-end graphics, having their own, unique textures, go to Macmarnua Sea or Urath Castle – or back in time to the classic 1984 world with its caves
  • 15 new special opponents like Octopus, Shark Polar bear, and Snow tiger will keep your mind agile and you on your toes.
  • Full character customization of your game character Rockford™, e.g. shirt, pants, shoes, eyewear, headgear, hair, and facial hair

Boulder Dash® 30th Anniversary™

Guide Rockford™ and help him dig his way through spectacular caves and collect as many diamonds as required whilst avoiding the many dangers that surround you. Watch out for falling boulders, discover treasure chests, collect potent power-ups and unlock 9 other playable characters. 

Coming with family-friendly, pretty pixel-art style, it seems like a nice puzzle experience, but beware! One wrong move could end in disaster. Boulder Dash® offers an all encompassing challenge for all gamers – from newbies to hard-core players!

  • 280 all-new levels with advanced physics!
  • 12 Never-before-seen worlds, with new creatures with 3D animations!
  • Premium world by videogame legend Peter Liepa – with 20 of the most mind-bending levels yet!
  • New multicolored gem combos, treasure chests, rare collectibles and spectacular power-ups!
  • Play as Rockford™ or unlock 9 other playable male and female characters including Crystal™!
  • First Boulder Dash game ever to include diagonal walls and movement!

With this Collection, players get the ultimate Boulder Dash® experience – more than 400 levels across both games waiting to be mastered. There are several different beautiful game worlds to discover, created by the video game legend Peter Liepa, making his return to the game he created 30 years ago.

If you want to learn more about this release or if you want to find out where to pre-order it, you can find all the details at the ININ Games website (HERE).

Crawlco Block Knockers – Nintendo Switch Review

Overview – developed by CosmiKankei and published by Eastasiasoft, Crawlco Block Knockers is a love letter to the sexy puzzle games that were popular across Japan during the 90’s. Push color coded blocks to fill up the marked zones in groups of three or more, unveiling the images under the floor, with a range of modesty options. This title is a console exclusive for the Nintendo Switch. If you want to check out the game a link will be at the bottom of the review alongside a PlayAsia affiliate link if you wish to support the site with your purchase.

Disclaimer and Content Warning: before I get into the review, I want to say thank you to Eastasiasoft for providing the copy of Crawlco Block Knockers used for this coverage. The provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own. I also want to point out that this game is intended for mature audiences, there is strong language, nudity and sexual content featured throughout, so discretion is strongly advised.

Now with the introductions out of the way, let’s get into the review. I will be skipping the story section and going directly into the game play to prevent spoilers.

Gameplay – Crawlco Block Knockers is a retro styled puzzle game that attempts to use a style similar to classic adult games from the 90’s. The objective for the game is simple, push, kick and drag blocks into groups of three or more. Each successful match will reveal more of the image below, with a selection of girls to uncover in various forms of undress. Gain bonuses for clearing the silhouette completely, but be aware that there are hazards that will try to get in your way.

During stages, blocks will appear randomly shown as color coded count downs, they can block your path, get in the way of attempted clears and even be destroyed a block is pushed as they spawn. As well as the blocks, enemies can appear (if enabled) moving around the edge of the play field. If the player pushes a block into an enemy, hitting the edge or cleared area the defeated enemy will clear spaces around it.

As the game progresses, the stages will become more intricate and introduce additional hazards for the player to avoid. These include blocks that can only be removed by successfully clearing the surrounding area and death traps that will kill the player. The challenge of these stages can appear daunting, however, taking some time to plan out the approach you want to take helps a lot. Clearing a stage with the entire silhouette uncovered will provide a bonus, uncovering the full image and adding it to the games gallery.

Alongside the standard stages, the player will also fight bosses in tense block pushing battles, with the objective of hitting the boss with the blocks to deal damage and drain their energy bar. Unfortunately, this is where the weaknesses of the game are most prevalent. During the boss battles and to a lesser extent the stages themselves, the player can get caught on the edges of blocks, leaving them open to being hit by the any enemies on screen.

Another minor issue was that the increased action can lead to easy deaths, due to the fact that boss battles have an element of bullet hell to them. The big boss enemies can attack the player with streams of bullets, making the action frantic and this can cause mistakes to occur. If the player loses all lives during a stage, the game is over but they can try again from the stage that they were at, this is frustrating during boss battles, but the ease that extra lives can be earned does balance this out a little.

The last thing I want to talk about is the accessibility and modesty features that the game has implemented. In game, the player can change the color and marking of blocks, this is useful for those who may suffer from an inability to see certain colors and increase the visibility of blocks on smaller screens. Finally, we have the modesty modes, if the sexual imagery is a little excessive for your tastes (or you want to enjoy the puzzles with younger players) then there is the option to obscure it entirely or simply cover the more intimate areas.

Now with the gameplay covered to an extent that I feel comfortable with, I will be moving onto the other aspects of the game, starting with the difficulty.

Difficulty – from the experience that I had, the game has a moderate curve to the difficulty in the early part of the game. However, the challenge can really ramp up during boss battles but there are systems in place that ease this. First, monsters can be turned off during regular stages removing them from the game. Second, players are able to skip some of the bosses, giving the opportunity to enjoy the game at the expense of completion percentages.

Controls – the controls are the biggest stumbling block with this release. While they are simple and try to give the feeling of a classic arcade game, this choice causes some issues with the gameplay. To push blocks is one button, to drag blocks is another but there is a combination button that allows quick push backs, which can occasionally cause missed inputs and errors. The movement has minor flaws too, as running around the stage can feel a little loose which occurs no matter how the game is played.

Presentation – the visual style for Crawlco Block Knockers is pleasing throughout the experience. The neon glow of the stages and the retro aesthetic of the pixel art work beautifully together. The portraits for the featured girls are done well, there are some images that look a little awkward but the overall quality of the fanservice is good. The sound design is a delight to listen to, with a vaporwave styled soundtrack that adds to the charm of the experience, giving the look and feel of a game made/set in the 1990’s.

Final Thoughts – I enjoyed Crawlco Block Knockers for the most part, but the fun was soured a little during the boss stages due to the slightly slippery controls and tendency to get stuck on the edge of blocks. Although the problems faced can be frustrating, the systems that the game has to ease the challenge allows for players to still enjoy the game at their own pace. Overall I can recommend this game to puzzle fans and those who enjoy fanservice, with the modest price point being a bonus.

In the end, I give Crawlco Block Knockers a final score of 4/5. A fun puzzle game that is dripping with the neon glow of the 90’s, there is a good variety to the selection of girls and secrets to unlock. The modesty modes and accessibility features implemented in the game are a nice touch, making it possible for the game to be enjoyed by everyone (with supervision of course if they are younger). If you want to check this game out for yourself, links to both versions of this title will be below.

Link to Nintendo Switch version (HERE)

PlayAsia affiliate Link (HERE)

Panorama Cotton Update

This is an update to my previous coverage of Panorama Cotton, I reviewed this game at the end of October and there were several issues with the title at that time. These issues have since been fixed and I want to provide an update to that review. I will only be addressing the sections that have discussed the problems faced during review, for the other aspects of the game you can find them in the original coverage (HERE).

Now I will be addressing the issues that were faced and at the end provide an amended score. So with that out of the way, let’s get into it.

In the previous coverage I provided of this title, I discussed issues that were prevalent in regards to missing sprite work and objects not appearing. Throughout the game, there were instances of hazards and enemies causing damage to the player while invisible. These flaws severely impacted the quality and playability of the game, causing unintentional spikes in difficulty which made the game unpleasant to play.

After contacting both the developer and publisher about these issues, a patch has been deployed for both versions of the game in recent weeks. This patch fixed the problems that occurred with this release, with all sprite work rendering correctly and improving the overall quality of this port. Additionally, the physical version of Panorama Cotton on both PlayStation systems and the Nintendo Switch will have the patch on the cart/disc, meaning that there will be no need to download any fixes.

The punishing difficulty of the game has significantly lessened since the patch, making the entire game feel more balanced and is now as close to the original Mega Drive release as possible. By fixing the problems with the release, they have provided the best possible way for new fans of the Cotton series to experience a rare title that was originally exclusive to Japan.

This release can now live up to the potential that it had when announced, because it was severely hindered by the issues that made the game almost unplayable. But it can now be enjoyed properly, without feeling like you are being screwed over by invisible enemies and I am happy that the bugs were fixed. We can finally enjoy Panorama Cotton on a new system, without having to struggle through and be frustrated that we are dying for no reason.

I can now recommend this game to everyone that is a fan of Cotton and challenging shmups in general. I couldn’t make any recommendation while the issues that plagued the game were still present, but with this patch I have nothing stopping me from telling people they should play this game. If you are a fan of the little Witch that loves Willow Candy, you definitely have to check this game out.

My amended score for Panorama Cotton is 4/5. The game is still a challenge, but the fixes for the invisible sprites mean sudden damage and unfair deaths are no longer a constant source of frustration. This legendary title can now be appreciated properly on new hardware, while the Publishers and Developer can find redemption from what was a tragic failure at launch. This game is worth purchasing now it has been fixed, links to both versions below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Gynoug – Nintendo Switch Review

Overview – developed by Masaya and ported by Ratalaika Games, Gynoug (originally called Wings of Wor in North America) is another classic Mega Drive/Genesis shooter that has been brought to modern consoles. You play as Wor, a winged warrior who has to combat the evils of Iccus, who are attacking the heavens, back to their home and destroy them. This title is available on all console platforms, with links to each version 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 Gynoug that was used for this piece. The provision of this title 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 omitting the story segment and move directly into the gameplay.

Gameplay – Gynoug is a horizontal scrolling shooter set in a dark fantasy world, consisting of demons and steam powered technology. The player must battle hordes of enemies across five stages, a final boss rush and two gameplay loops, with grotesque bosses to overcome during the course of the game. As the players shoot down foes, items can be dropped from enemies that include magic and power-ups to help the player in their fight.

The power-ups boost the weapon strength and movement speed of the player, with two attack types that have their own power depending on their color. Magic is a little more complex in this title, with six defensive spells and two defensive abilities that have limited uses. In order to use the magic skills, players must collect scrolls with the letter on them corresponding to that spell. Each of the spells has its own duration, disappearing when they either run out or are switched for another.

The enemies will attack from all directions, with a lot of shots on screen at times which does cause slowdown at times (this happens in the original version too). The action is quite intense and frantic due to the amount of enemies on screen, with not only horizontal scrolling but some vertical movement too. One thing that is unfortunate about this title is the inconsistency with collision, as the environment may or may not hurt the player seemingly at random, which does detract from the experience at times.

During the main stages, there are two bosses for the player to combat. There is a mid-boss encounter half way through the stage, with a larger more challenging battle at the end of the stage. The battles themselves vary in complexity and difficulty, with some bosses having easy to hit weak spots and predictable attack patterns. However, the challenge does feel a little unbalanced at times, as some bosses will have well protected vulnerabilities and complex patterns that are tough to avoid.

Now since this is an emulated port, there are quality of life additions to the this title that make it more forgiving than originally intended. The improvements include cheats that grant unlimited continues, prevent power loss upon death and a rewind feature to correct mistakes. There is also the inclusion of save states so players can continue a previous game, as there is no battery back-up. These changes do mean that original cheat codes are omitted, but that really isn’t a big deal.

The overall quality of the emulation/porting of Gynoug is very solid, providing a good experience for players both old and new. Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.

Controls – the control scheme is very simple, with the three button control layout from the original Mega Drive translating well. The movement is precise with no issues when it comes to input lag, but when the player is at full speed it does get sloppy. Otherwise, this is a very well-polished title that is comfortable to play with any control set up. I do recommend using an official Sega controller, with either the Retro-Bit Mega Drive/Genesis or Saturn controller being the best choice.

Difficulty – Gynoug is a challenging game, with a lot of enemies bombarding the player with attacks, but it is well balanced. The game may appear tough when playing in its original form, with limited continues to use for the entire game, but with enough practice it can be beaten. That being said there are a variety of difficulty settings to fit the skill level of all players, alongside the new features like cheats and rewind making the title more accessible for all players.

Presentation – for a 16-bit release that is almost 30 years old, this game looks very good on the Nintendo switch. The visuals look good on either the Switch screen itself or through the Dock on a TV, with crisp sprite work and a graphical style that is a joy to behold. There are occasional issues with slowdown due to the amount of items on screen, but this doesn’t impact the game too much. The sound is nice and clean, with the chiptune soundtrack returning at the highest quality possible.

There is also the inclusion of visual filters, allowing players the ability to emulate the look of a CRT display on a modern screen. The filters include scan lines, aspect ratio changes and even altering the curvature of the screen. While these additions are a nice touch for this release, they don’t really add much to the overall experience and are just there as an optional extra.

Final Thoughts – I very much enjoyed playing this port of Gynoug, having played the original Mega Dive/Genesis version years ago. The emulation is fantastic, with quality of life improvements that make the game more accessible for all players. The core gameplay is solid, with the only issues being the slight inconsistency with collision and the difficulty of boss fights. I can happily recommend this title to everyone, whether you are a longtime fan of scrolling shooters or a new player.

In the end, I give Gynoug a final score of 4/5. This port of Gynoug is fantastic, giving a once forgotten title a chance to be appreciated by a brand new audience. The emulation is on point and the gameplay translates perfectly to the Nintendo Switch, being an excellent addition to the system library at a very modest price. If you want to check out this title for yourself, you can find links to each version below with a 20% launch discount.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4/5 version (HERE)

Link to Xbox version (HERE)