Overview – developed by Strictly Limited Games and Ratalaika Games with publishing handled by ININ Games, Cotton 100% is a port of the original Super Famicom exclusive shooter from 1994 by SUCCESS. This is the first time that Marchen Adventure Cotton 100% has been released in the west, finally allowing players to officially experience a magical chapter in the cotton franchise. This title is available on the Nintendo Switch and PlayStation 4, links to each version 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 who provided the copy of Cotton 100% 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 since there is no official translation for the game as of this review. This release of Cotton 100% currently uses an untouched version of the original Japanese software, so I will be moving straight into the gameplay.
Gameplay – Marchen Adventure Cotton 100% is a scrolling shooter and a follow up to the original Cotton Fantastic Night Dreams, which I reviewed the remake of (HERE). As cotton the player is tasked with traversing seven stages, fighting monsters and collecting the gems they drop, all while trying to survive with a limited number of continues. Cotton starts with three lives by default losing one whenever she is hit, additional lives can be earned with a maximum of 9 that can be set in the options menu.
Cotton can use a selection of attacks to battle the foes that she comes across, with the power of her attacks changing with a simple leveling system. The attacks that the little witch can use are as follows;
Cotton Shot – a standard bullet that can be fired at a rapid rate, with the power increasing as crystals are collected and Cotton is leveled up. The power can be lowered if the player is hit, potentially reducing Cotton’s experience level (this varies depending on difficulty).
Bomb – an explosive weapon that drops onto the enemy in an arc. The damage is increased by collecting gems dropped by enemies, with the power being dropped when the player is hit by enemies.
Fairies – a satellite that flies around cotton, with additional fairies being collected by defeating enemies that are holding them. A maximum of three fairies can be held and the player can use them to attack by holding the bomb button. If cotton is hit while carrying two or more fairies, a fairy will damage all of the enemies on screen before disappearing.
Magic – the last ability that Cotton has access to is offensive and defensive Magic, a set of three spells that can be used as long as the player has magic power. At the start of the game, cotton will have 3 magic uses with more being collected from enemies or when using a credit to continues. While there are only three spells that can be used at a time, the player can select from 4 different magic combinations before starting the game.
The stages are significantly more vibrant compared to the original title, made up of a mix of horizontal and scrolling sections, each with their own unique themes. The formula is mostly unchanged from the original Cotton, with each stage having a mid-boss appear partway through and then a big boss battle at the end. The Tea Time bonus when a stage is cleared also returns, where the player must collect as many tea cups falling from the sky as possible.
The game may feel short at only 7 Stages, but this is one of the greatest strengths that this game has. Being an arcade style shooter, the focus is on beating the game in as few credits as possible and setting a high score. The action is fun and frantic with enemy patterns that can be learned over time, which can push the player to try harder and go for that one credit clear. Cotton 100% is a challenging cute em up shooter and its simplicity adds to its charm.
Finally, I want to mention the general changes made to the game. There are two modes in this release, first is a standard mode that adds save states, a rewind feature to reverse mistakes and even cheats. Second is the challenge mode which is as close to the original version as possible, with completion of the game unlocking the cheats for standard. Please note, high scores are not saved and with no leaderboards, in order to record and share results the screenshot feature is the only option available.
Overall, the quality of life improvements are a nice touch and make the game more accessible for newer players, however they do come at a cost. Unfortunately, there are features that appear to have been removed from the original game, including cheat codes, a visual demo to watch cutscenes and the sound test. This is the only downside with the release, as the quality of emulation for this port is fairly high and provides the next best thing to owning an actual cartridge.
Now with the gameplay covered I want to move onto the other aspects of the game, starting with the Controls.
Controls – the controls for this release attempt to emulate the Super Famicom, but only the face buttons seem to be emulated as the secret codes are unavailable. There is an option to fully remap the controls, allowing all controllers to be used including third party offerings like the Retro-Bit Sega Saturn pad. The inputs are super responsive and there is no noticeable lag during play, with a comfortable and enjoyable experience no matter how it is played.
Difficulty – there are four difficulty options that are available in game, separated into Easy, Normal, Hard and Mania with the frantic action on screen getting more chaotic. The enemy patterns and boss patterns can be learned which does ease the difficulty curve. There are limited continues but the save state and rewind feature make this challenge more accessible, giving all players a chance to clear the game no matter the skill level.
Presentation – since Cotton 100% is a 16-bit Super Famicom title, there is extensive use of pixel art, bright colors and parallax scrolling but the foreground can get in the way. The visuals translate well to the Nintendo Switch, with the sprites looking clean and crisp in either handheld or docked mode. There are some moments of slowdown but those are also present in the original game. The sound is fantastic and has been emulated well, with no problems when it comes to the music or sound effects.
There are some visual filters that have been implemented, letting players apply CRT filters and scan lines along with an aspect ratio option. Unfortunately, these options add very little to the experience as they just darken the screen, with the screen size options to change the aspect ratio not working at all. I hope that this is fixed in the future, as there is a lot of hard work that has been put into the extra features and it has been confirmed that a Language patch is in the works.
Final Thoughts – I was excited when I heard that Marchen Adventure Cotton 100% was coming to the west officially for the first time. When I got my hands on the game it turned out to be a little bit of a mixed bag, as I was hoping to get a complete experience. However, the inability to access content like the visual and sound demo modes did put a downer on the enjoyment, making the whole package feel incomplete. The quality of life additions do make up for it a little.
I can recommend this game to fans of the Cotton series and Shmup/cute em up titles in general. Regardless of the missing features from the original, the gameplay is untouched and plays just as good as if it was on the original Super Famicom system. It’s a tough yet rewarding title that is more than deserving of finally getting an official release on western shores, making it a fantastic addition to any shooter fans collection.
In the end, I give Cotton 100% a final score of 4/5. This is a fantastic shooter that has been deserving of a western release for two decades, with fun yet frantic action and a unique charm that only the Cotton games possess. This is an excellent title that has found a good Home home on the Nintendo Switch. If you want to check this game out for yourself, links to both versions will be below along with a physical release.
Overview – developed by Regista/Space Onigiri Games and published by NIS America, Shadow Corridor is an independent horror experience that takes place across several traditional Japanese locales. Immerse yourself in randomly generated maps that vary with each playthrough, all while be hunted by cursed spirits. This title is available on Nintendo Switch, with a link to 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 Shadow Corridor 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 that all images used are taken from the eShop and official NIS America press site.
Now with the introduction out of the way, let’s get into the review. I will be omitting the story segment as I feel it should be experienced first-hand. However, I will give minor details during the gameplay segment.
Gameplay – Shadow Corridor is a first person dungeon exploration horror title, taking place in traditional Japanese environments. The core focus of this title is survival, with a stealth or hide and seek feel to the overall experience, since cursed apparitions are roaming in the shadows. These spirits take many forms and will hunt the player throughout the game, trying to eliminate them at all costs. The game is split between the exploration stages and more linear puzzle focused stages.
The exploration stages are randomized, with the distribution of items and overall layout of the areas changing with each playthrough. In these stages, the player must collect keys to open doors to locate special items called Magatama. These mystical gems must be collected in order to open the exit for each stage, while avoiding the wandering spirits in the shadows. But it isn’t as easy as it sounds to complete the objectives in these mazes.
It can be very difficult to safely navigate the mazes of Shadow Corridor, as walking, running and the lighter (a permanent plot item) can alert the spirits nearby. The player can crouch and use stealth to navigate rooms quietly, allowing the ability to sneak behind and around spirits. Be warned though, as the cursed spirits are also able to see the player even when sneaking. When an apparition is alerted by the player a chase will ensue, in order to survive it is important to escape at any cost.
Unfortunately, the apparitions aren’t the only hazard to the safety of the player in the labyrinth. There are traps that can damage the player, sapping life away by making contact or intentionally attacking when triggered. If the life counter on the screen is depleted or the player is caught by a spirit, then death will occur, but the player can revive at the cost of a Magatama(this is based on difficulty, discussed more further below). So it is very important to stay alive.
However, running away from spirits and traps is not the only way to combat the darkness. There are items scattered throughout the stages that can be used defensively, including firecrackers and a camera which can prevent death. As well as the defensive items, there are items that assist exploration, such as the flashlight and the compass. Effective use of items can increase the chances of survival, but be careful as some are limited in how many can be carried.
Not only are there the defensive and exploration items, but passive items that give the player different effects. The effects include the ability to run for longer at the cost of life force, protect the player from traps and prevent sudden death at the cost of life force. Only one passive item can be carried at any time, which means that knowing how each passive item functions is very important, as incorrect usage can lead to a fast death.
The puzzle styled stages follow a more linear progression, with a singular objective of getting to the goal alive. The requirement for collecting Magatama gems is not needed here, as it is replaced with more dangerous chase segments from unique Apparitions. New gimmicks are also included into these segments, like gate switches, tightrope style precision movement and attacks from the spirits that drain life force.
Unlike the exploration stages, the linear stages don’t have the same punishing death stipulations to them, with generous checkpoints throughout. The inclusion of checkpoints removes some of the stress that comes with death, but it does not lessen the stress that the encounters with the cursed can cause. The spirits in these stages are called the Murderous Presence, which will chase the player relentlessly and the pressure of it knocks the tension up a notch.
Speaking of tension caused by the spirits, there is a horrifying sense of suspense and dread that this game manages to create. Since most of the areas are shrouded in darkness, the player must rely on the items that produce light and the resources in the environment itself. This combines with gimmicks that alert the player to the presence of the cursed, with simple audio cues, visual touches and even rumble features on the controller.
When an apparition is approaching in the darkness, a light may appear in the distance, a distinct sound may play that is unique to them and the controller will pulse like a heartbeat. These work well to show that danger is close by and can be very unsettling, disrupting any plan that may be in place and forcing the player to hide while exploring. On the other hand, when being chased by a murderous presence their sound will play constantly and has the potential to induce panic in the player.
The last part of the gameplay I want to discuss is the achievement and collectable system. Scattered throughout the world are items to collect called Kokeshi Dolls, a special wooden doll that resembles a shrine maiden. There is a set amount of dolls in each stage, with special features and secrets to be unlocked by collecting specific numbers of dolls. The dolls aren’t the only collectable item is hidden in the depths of the shadows.
In the different areas that the player explores, special archive items are hidden in different rooms. Each of these items can give additional background details on the events surrounding the cures, building upon the mysteries that unfold over the course of the story. There are many more secrets to uncover in the darkness, with new challenges to uncover and more, all of which are recorded in the archive and proof of achievement sections.
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 this game is very easy to get to grips with. Shadow Corridor uses a basic twin stick set up for movement, with an action/item buttons, a crouch and a run button. The layout is easy to learn, fitting comfortably on all controller methods that are supported. The only issue I have is the inability to modify the sensitivity of the camera, which does negatively impact the game at times. But the other elements work well and the inclusion of vibration was a nice touch.
Difficulty – this release is very tough on the standard Challenger difficulty, as the random dungeon element can make it easy for players to get lost easily. The monsters will hunt the player relentlessly and if the player is killed, using up a Magatama if the player wishes to revive. However, if there aren’t any gems in the players possession the stage must be restarted, with both punishments for death being a significant set-back. There is also no map in Challenger, further adding to the difficulty.
There is a way to alleviate the challenge for those who may struggle. There is a second option to select titled Novice, which allows revival without using a Magatama, a mini map to aid with exploration and the clear condition for the goal is relaxed slightly. The enemies are also a little easier to escape as there are fewer in the easier setting, but they are no less deadly. This means that both difficulty options provide a solid survival horror challenge for players to experience.
Presentation – the visual style has a low res style to it, feeling like a once lost game that has recently been discovered. This graphical style is a positive for the game, adding to the atmosphere of the darkness that the player must explore. The overall presentation of the monsters has an unsettling look to it, with eerie human like faces on the cursed abominations. The performance is pretty solid, but there are occasional frame rate issues that can be jarring during play.
The sound is atmospheric and creates a great sense of tension, especially when you have the game in handheld mode. This is most effective with the sound cues for monsters, when hearing the sound of bells or the shuffling of a monster in the distance. Unfortunately, there are some issues to the sound design when it comes to Murderous Presence chases. During these segments, the voice samples used for the monsters are repeated over and over, becoming quite grating over time breaking the tension.
The cutscenes and voice work for the story segments are done very well, making transitions between sections flow well. The use of pre-rendered black and white alongside in-engine cinematics contrast together well, allowing the scenes to flow and tell the story in cohesive way. The overall presentation is fantastic, with the traditional Japanese aesthetic giving the title a distinct tone that is reminiscent of horror cinema like Ring and Ju-On (the Grudge).
Final Thoughts – I was unsure what to expect from this title, but I am happy to say that I had a good, albeit stressful time while playing Shadow Corridor. The atmosphere is tense, giving a sense of imposing dread when walking through the darkness, with nothing but the sounds of the cursed and my footsteps keeping me company. There were moments where the scares made me jump with surprise, but weren’t like the overused jumpscares used in modern horror games, which added to the enjoyment.
The anxiety inducing combination of darkness and sounds work well together, especially with the aesthetics of classic Japanese horror titles. This is an excellent budget horror title from a small independent developer, although it does have a few small flaws. However, I can happily recommend to everyone that is looking for a game to play at Halloween. The challenge may be a little too much for some, but it isn’t unbeatable with secrets that reward the player with lots of replay value.
In the end, I give Shadow Corridor a final score of 4/5. This very challenging title is a great throwback to classic survival horror, with a traditional Japanese aesthetic reminiscent of classic horror cinema like the Ring and Ju-On (the Grudge). If you want to check this title out for yourself, a link to the game will be below.
Hello, I have more exciting news for you to check out from our friends at Strictly Limited Games, Success Corp and PR Hound. The 30th Anniversary of Cotton is coming to a close and we have more special releases coming very, very soon. Look below for more information about these exciting releases.
Panorama Cotton
The big 30th birthday celebration of the Cotton franchise continues with Panorama Cotton. Strictly Limited Games is opening pre-orders for physical Limited and Collector’s Editions, starting October 24th at 12 AM (midnight) CEST, exclusively at the Strictly Limited Games store!
ININ Games is proud to announce the launch of the digital versions of Panorama Cotton for Nintendo Switch and PlayStation 4 in the west, on October 29th. For the first time on current-gen consoles!
Panorama Cotton
Panorama Cotton is an addictive, pseudo-3D rail shooter, adding an intriguing new twist to the Cotton franchise. When a burnt willow suddenly appears in the Queen’s garden, the behavior of her highness begins to get stranger and stranger. Cotton and Silk go on a journey to find the evil willow burner and bring an end to the disaster.
Strictly Limited Games – Physical Editions
The Limited Edition includes the game for Nintendo Switch or PlayStation 4 and the colorful game manual. It will be available for 29.99€, limited to 2,500 copies for Nintendo Switch and 1,500 copies for PlayStation 4.
The Collector’s Edition will be available for 64.99€ limited to 1,500 copies for Nintendo Switch and 800 copies for PlayStation 4. It contains a colorful combination of collectibles:
Game for Nintendo Switch or PlayStation 4
Collector’s Edition box
Colorful game manual
Yunomi (Japanese-style tea cup)
Natsume (Japanese-style tea can)
Kakemono (Japanese-style wall scroll)
Original soundtrack
Large reversible poster (A2)
6x Postcards
2x Lenticular cards
Window sticker
Strictly Limited Games – Retro Releases
Retro collectors will also be able to grab a standalone Panorama Cotton cartridge compatible with the Sega Genesis/Megadrive, with 600 cartridges compatible with the Sega Megadrive® and 900 cartridges compatible with the Sega Genesis® for 49.99€.
ININ – Digital Versions
For fans of digital copies, ININ Games is also releasing a digital version of Panorama Cotton for Nintendo Switch and PlayStation! Available on the 29th of October!
Cotton 100%
The birthday celebration is almost coming to a close with Cotton 100%. Strictly Limited Games will open pre-orders for physical Limited and Collector’s Editions, starting October 24th at 12 AM (midnight) CEST, exclusively at the Strictly Limited Games store!
Moreover, ININ Games is proud to announce a global premier, the release of the Cotton 100% digital version for Nintendo Switch and PlayStation 4, which will take place on October 29th, alongside the equally iconic Panorama Cotton.
Cotton 100%
The world fell into complete darkness after the evil villain Wool stole the seven willows. The Fairy Queen Velvet sent out Silk, a beautiful fairy, to get the willows back. On her way, she meets the witch Nata de Cotton. And with our main character introduced, Cotton and Silk head off to save the world. Cotton 100% is a great introduction to everyone who’s new to the franchise and a throwback for everyone who played it back in 1994. The bright and colorful adventure will make every fan’s heart beat faster.
Strictly Limited Games – Physical Editions
The Limited Edition includes the game for Nintendo Switch or PlayStation 4 and the colorful game manual. It will be available for 29.99€, limited to 2,500 copies for Nintendo Switch and 1,500 copies for PlayStation 4.
The Collector’s Edition will be available for 64.99€ limited to 1,500 copies for Nintendo Switch and 800 copies for PlayStation 4. These colorful collectibles are included in the Collector’s Edition:
Game for Nintendo Switch or PlayStation 4
Collector’s Edition Box
Colorful Game Manual
Yunomi (Japanese-style tea cup)
Kokeshi (Japanese-style figure)
Tenugui (Japanese-style traditional towel)
Shikishi (Japanese-style art print)
Original Soundtrack
Large Reversible Poster (A2)
Logo sticker
Bonus Card
6x Character Cards
Strictly Limited Games – Retro Releases
For a real throwback, Cotton 100% standalone cartridges compatible with the SNES® will also be available, with 600 PAL and 900 NTSC copies, for 49.99€.
ININ Games – Digital Versions
For fans of digital copies, ININ Games is also releasing a digital version of Cotton 100% for Nintendo Switch and PlayStation! Available on the 29th of October!
Overview – developed by One Hand Free Studios and published by Eastasiasoft, Waifu Discovered 2: Medieval Fantasy is the strip shooter sequel to Waifu Uncovered. Fight wave after wave of enemies to save cute girls from magic that will sap their youth, with lewd fanservice throughout. The console release of this title is exclusive to the Nintendo Switch, with a link to the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Waifu Discovered 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Mature Content Warning: this title is intended for mature audiences, with sexual content, nudity and the use of suggestive language. If you are under the recommended age for this release or find any of the content featured within offensive, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review, starting with the story. I have previously covered the first title in this series, Waifu Uncovered, which you can find (HERE), so please check it out if you haven’t already.
Story – an evil aging spell has infected the garments of 8 beautiful medieval maidens, cursing them to lose all of their youthful grace and vigor unless the clothing is destroyed. It has fallen upon the legendary Uma Ninja to protect them from this curse, being miniaturized to fight against hordes of diminutive demons. Rush into battles and eliminate these threats, protecting the maidens from evil.
Gameplay – Waifu Discovered 2 is a Single screen shooter with bullet hell mechanics, a level/upgrade system and a LOT of sexual fanservice that takes place over several rounds. There are three distinct gameplay modes that can be accessed in this release, with two of them being available from the start (both playable in co-op mode). The game modes that can be played are as follows;
New Game Beginner – the easy option for players who want to just jump into the shooting, it is slightly easier with less enemies attacking and a more forgiving difficulty curve. Only seven of the maidens appear in this mode with the eighth one being unobtainable.
New Game Arcade – the standard game mode that is tougher in terms of enemy power, variety and overall difficulty. This is most suitable for players who have played the game for a while, have experience with bullet hell shooters or just want to push themselves. All eight maidens appear in this mode, unlike the Beginner option.
One Finger Mode – a special single player option that uses the touch screen to control the ship. This option is locked when starting out and can only be unlocked when certain conditions are met, with only two ships and all eight stages to play.
When starting the game for the first time, there is only one ship to select with more being unlocked later, along with special view modes that censor the girls in different ways. Before the player can progress they must select a maiden to save, with one option being significantly tougher than the other. Great care must be taken when deciding which character to select, as the left option is the easier, with the right being a tougher challenge.
The goal of the game is to eliminate enemies to collect gems that destroy the clothing of the target in the background, with each round ending in a boss fight. The progress for the round is shown by a meter at the top of the screen, made up of hearts that fill with each successful destruction. Not all enemies drop gems, as some of them will drop money that is used in the shop and on rare occasions, upgrades to strengthen the player.
The bosses that appear in each round are created for comedic effect, using jokes when they appear and puns as their names. This can be humorous when you encounter them, but the joke wears off quickly when they attack and lay waste to the player, destroying them in seconds. Each boss has its own unique gimmick which can make the battle very difficult, including cracking the screen to obscure their presence and filling the screen entirely with weapon fire.
Between rounds in each mode, the player can use the store to buy upgrades using money collected from defeating enemies and clearing stages. The upgrades that can be bought vary depending on the player level and the ship itself, adding a strategic element to the gameplay as players can decide whether to level up or buy power-ups. The upgrades include weapon power, ship speed, shields and drones that support the player in battle. The cost of power-ups increase with each purchase, so be cautions when spending coins.
There are no lives in this title, with players having a single health bar for the game. If the health bar is depleted by enemy fire the game will be over and players will be returned to the main menu. However, between phases of each round the player will regenerate some health, as well as health pick-ups that can be collected from enemies that are defeated. There is one way to continue after being defeated, as special revive coins can be collected which act as continues, but these are very expensive.
At the top of the screen during each round is a meter below the phase indicator, which will gradually deplete over time and only increase when a phase is cleared. The status of the meter may seem to be inconsequential, but it does affect the end result of each stage. The performance of the player during each round will affect the rewards earned, with some of the more lewd rewards being affected by how well the player does.
There is a leaderboard system in this game, where players can submit their score to compete with other players. This online element of this title is completely optional and the game asks if you want to enable this mode, with a prompt on screen when you start any of the game modes. There is also an option to enable online play on the main menu, but if the leaderboard system isn’t something that is of interest, the game will keep the highest score locally on the main menu.
The last thing to talk about is the local multiplayer. In the two player co-op mode, both players can select a ship and take on the enemy forces together. Money earned is given to the player that collects it, along with upgrades and health dropped by enemies, with the shop also having a menu for each character. If a player is defeated in battle then they will be unable to continue unless they are resurrected in the shop, so teamwork to survive is essential.
Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – the main controls are extremely simple, using the left side of the controller for movement and two attack buttons, one for bullets and the other for bombs. These controls are nice and comfortable, working very well during single player with twin Joy-Cons, single Joy-Cons for two player and pro controllers in general. The touch controls that are used for the One Finger Mode work for the most part, but unfortunately they can be inconsistent so a stylus is preferable.
Difficulty – the difficulty curve for the game is balanced well in the Beginner mode, but is much tougher in the Arcade and Touch modes, with swarms of enemies and bosses that can easily overpower the player. This challenge can make the game frustrating since death can occur repeatedly, which is unfortunate since that can really kill the enjoyment. However, if you put the time and effort into practicing the different mechanics there is a chance to succeed.
Presentation – visually this game is an improvement over its predecessor, with improved artwork for the featured maidens and fantastic background work that can be appreciated in the gallery mode. The different censors that are present are an entertaining inclusion, with some of the obscuring items being tied to the theme of that character. The “uncensored” option that can be unlocked does cover the genitalia of the maidens, since full nudity is not allowed on the Switch.
The enemy designs mostly fit the fantasy theme also, with goblins, orcs and other creatures to fight. There is one element of the game in this department that is a minor flaw to the experience, which is occasional slowdown that can occur when there are many shots on screen. The sound is quite solid for this release, with an enjoyable soundtrack that is featured throughout. Some minor voice work is also included with different suggestive sounds and voice clips, but I don’t think it adds much to the game.
Final Thoughts – I enjoyed my time with Waifu Discovered 2 and feel it is a good improvement on its predecessor. The art is much more aesthetically pleasing, the bosses while tougher, had more challenge to them and the inclusion of a shop system really boosted the quality of gameplay. The slowdown and difficulty was frustrating at times, but for a budget indie title, it works well. I am happy to recommend this to fans of Waifu Uncovered, along with those who enjoy lewd games and bullet hell shooters.
In the end, I give Waifu Discovered 2: Medieval Fantasy a final score of 4/5. This is an improvement over its predecessor with better visuals, new gameplay mechanics and overall quality of life improvements. The game is still very hard, like all bullet hell style shooters but with practice and good strategy, victory (and nudity) is within reach. If you want to check this release out for yourself, a link to the game will be below.
Overview – developed by Axyos Games and published by Eastasiasoft, Hentai VS Evil is a light hearted third-person shooter about anime girls battling monsters and saving their friends from evil. This is a budget title that is available on Nintendo Switch, PlayStation 4 and PlayStation 5 digitally. Links to each version of the game 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 Hentai VS Evil 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: this title is for mature audiences, with violence, nudity, sexual content and blood. There is Nudity in the Nintendo Switch version which consists of exposed breasts, so if you are under the recommended age or dislike this type of content, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review. There is no real plot to the game so I will be skipping the story segment and going straight into the gameplay.
Gameplay – Hentai VS Evil is a third-person shooter where the player takes the role of an anime girl, wanting to save others from monsters and zombies. The game has two game play modes that can be played in three different stages, which each have their own unique layout and design. The game modes that can be played are;
Rescue – in this mode, the player has two goals to achieve in each of the stages, eliminate a set number of Grim Reapers and rescue the trapped girl. The Reaper enemies must be defeated before the girl can be rescued. When a stage is cleared, the girl is unlocked to be used in game.
Survivor – fight off hordes of enemies for as long as possible, with the challenge increasing over time as the player fights wave after wave of monsters, only stopping when killed by the monsters.
Scattered throughout the stages are weapons and power-ups to pick up. Make sure to pick up a weapon as soon as possible as you start each level with no weapons at all and you can only carry one at a time, but ammunition is infinite to compensate for this. The power-ups are contained in boxes that are scattered throughout the stages, becoming available when shot down and giving different effects. There is also a health pick-up in the stages that refresh the health of the player to 100%.
The weapons are pretty balanced with a good variety of arms to use, including a shotgun, automatic rifles and sniper rifles. Each of the different weapons have varying degrees of efficiency, but are balanced as each of them deals damage equal to the number of shots per reload. The guns that can be picked up at the beginning are just a shotgun and two rifles, however different weapons can be found scattered in different locations.
The enemies that appear can be broken down into three types. They are the zombies which are the most common, then the Orc that chases the player attacking with a melee weapon and the Reaper that appears randomly throughout. When fighting any enemies, great care must be taken as the collision detection and damage taken from enemies is quite wonky, with almost non-existent invincibility when hurt and damage can be taken without clear contact being made.
Unfortunately the collision issues are made worse by the camera, as it can be difficult to control, especially when trying to aim and turn around to hit enemies behind the player. These flaws can hamper the experience, causing frustration when getting surrounded and attacked from behind, which leads to death fairly quickly due to the amount of damage they do. Death is the greatest frustration, since there is only one life per run and a game over boots the player to the main menu.
Outside of the actual gameplay there is a dress-up/customization feature where the girls can be altered, including the ability to expose the girls’ breasts. The options for customization include changing the height, costume, head gear and even the size of the girls’ thighs/breasts. The options available in this little mode are quite nice, letting the player change up the characters freely as they are made available.
There isn’t much in terms of depth when it comes to content as there are a limited number of stages, but there is an amount of replay value to this title. There is an online leaderboard that lets players challenge themselves to beat others in a competitive manner, when combined with the time attack element of Survival there is enough substance to this budget title.
Now with the gameplay covered, I want to move to other aspects of the game, starting with the controls.
Controls – the controls are functional for the most part, but there are some flaws to it. The movement and shooting works well, but sadly the camera is a little difficult to consistently control at times. This is most frustrating when trying to aim accurately, so turning the camera sensitivity down in the options menu is the best course of action. Aside from the flaws mentioned above, the overall experience is fairly solid when playing in handheld and docked mode, especially with the pro-controller on a big screen.
Difficulty – there are two options for difficulty in Hentai VS Evil, Easy and Normal. There doesn’t seem to be much of a difference between the two options, aside from the starting point of the character and a minor increase in damage taken. The same unfortunate issues do carry over between both difficulty settings, being swarmed means certain death unless you can escape and enemies can be bullet sponges, which can just become frustrating.
Presentation – visually this release is a mixed bag, with environments that look like they have been taken from asset store and enemies that are inconsistent in their designs. The resolution and frame rate are stable, which is a plus but the lighting for the only night time stage is very poor which is unfortunate. The best thing about the game from a graphical perspective is the girls are cute, but that’s about it really.
The sound design is also very generic, which is another bad omen for Hentai VS Evil. The weapon sound effects lack any real impact, the enemy grunts are weak and the sound bites for the girls don’t really add anything. This inconsistency in the sound design is persistent throughout, with music that doesn’t really fit the tone that the game portrays. There is overly tense music and it just doesn’t work as well as they had likely hoped.
Final Thoughts – to be completely honest, I was really hoping for more substance than what is presented here. The game can be fun to play, but that enjoyment becomes frustration very quickly when the camera starts to fight against the player, leading to repeated failure due to the collision issues. I do believe that with some improvements to the camera, collision detection and variety of levels/modes, this could be so much better. However, right now I can only recommend this game if it is on sale as I feel it is lacking in substance, even though it is a digital only budget title.
In the end, I give Hentai VS Evil a final score of 2.5/5. While this title is fun in bursts, it is unfortunately hampered by a combative camera, inconsistencies with the combat mechanics and limited options in when it comes to game modes/stages. If you do want to check this title out for yourself, links to the game will be below.
Overview – developed by Compile Heart and published by Idea Factory International, Mary Skelter Finale is the last chapter in the epic story of trying to escape destiny in this dungeon crawling RPG. There are new systems and stories to experience, alongside new horrific monsters to battle and characters to discover. This title is available on the Nintendo Switch, PlayStation 4 and PlayStation 5 via backwards compatibility, 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 Idea Factory International for providing the copy of Mary Skelter Finale 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 Disclaimer: this title is intended for mature audiences. Mary Skelter Finale features graphic depictions of violence, sexual content/themes, partial nudity and coarse language. If you are under the recommended age listed on the game store or find any of the content themes listed below disturbing, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the official website). Please note that I have already covered the previous title in the series, Mary Skelter 2, which you can find (HERE). I recommend reading my coverage of the previous entry alongside this title in order to get more details about the series as a whole.
Story – Jail, a living prison for humans, buried 666 meters underground. It appeared suddenly several decades ago giving birth to horrific monsters called Marchens and patrolled by madness-inducing Nightmares. A group of prisoners, Jack and the Blood Maidens, reincarnations of fairy tales who dared to escape climbed from the bottom of the tower up to the surface, filled with hope.
But outside were thousands of corpses soaking in a sea of blood. There stood beings known as massacre pink, smiling through the carnage. In that moment, hope was destroyed and the group was torn asunder, with Jack and the Blood Maidens scattered to their own paths. Separated they are each drawn to the devouring Jail that floats in the sky. This is the finale to the tale of the Blood Maidens.
Gameplay – Mary Skelter Finale follows the formula that was established in the previous titles, throwing the players into a variety of dungeons that they must explore to ensure their survival, discovering the secrets within each area. While traversing these twisted locations, the player must avoid hazardous traps, solve puzzles and battle horrific monsters while avoiding invincible nightmare creatures. Like the previous titles, the story plays out in chapters with the Jail as the backdrop to this tale.
What makes this entry in the series unique however is the new path system, where the player can switch between different groups, each led by a different character using a new feature called Zapping. When the player reaches a dead end, they can use the Zap to change to a different character, allowing locked doors to be opened, obstacles to be removed and unique objectives to be cleared that open the way for other characters to progress.
Now I’m going to break this title down in a way similar to the way that I did with Mary Skelter 2, providing details about the basic mechanics of the game, while highlighting features exclusive to this title. This will be done by giving each element of the game its own in-depth segment, providing an explanation of how it functions in game, starting with the dungeon exploration mechanic.
Dungeon Exploration: the dungeon exploration system makes up the majority of gameplay, with the player moving through corridors, open rooms and solving puzzles. While in the dungeon, the player will encounter deadly traps and monstrous Marchens, all while being stalked by the horrific Nightmares. In order to solve the puzzles of the Jail towers, the player must use special skills called Blood Abilities to aid them, including arrows to hit switches and the magnetic piccolo to pull objects.
As well as the battles with Marchens, stalking by Nightmare and puzzle solving mechanics, the Jail itself has special requirements that must be observed during the time in the jail. These requirements are called the Jail’s Desires, consisting of Libido, Hunger and Sleep, with the Jail Mood meter being affected as each of the Desires are satisfied. When each Desire is satiated, a special roulette will be activated providing a reward, however as the Mood meter is filled the risks increase for the party.
It is important to be careful of traps, Marchen attacks and Nightmares while exploring as there are creepy Insectmares that will swarm the player, obscuring the vision of the player and affect the player negatively. The pests can be used to the players advantage however as they can be used to gain special boosts, granting power to the party and strengthening them during battles. Effective manipulation of Insectmare swarms can become very useful in the heat of battle, so keep an eye on the Jail as the Roulette can be used to eliminate them as well as attacks.
To aid in exploring the labyrinths of the Jail, a mini map will be filled out as the player moves, showing traps, switches and treasure that can be collected, giving a guide on the layout of each area. The map will also allow the player to easily locate save points and even has auto-pilot to get to specific points. Effective use of the mini map can also prevent being trapped if a Nightmare appears and chases you down, since being caught in a corner or dead end can lead to ruin and the loss of progress for the player.
The last thing to discuss about dungeon exploration is Blood Farming, where flowers can be planted throughout the dungeons be using blood gems. When planting these gems they will be split into four types. The types of gem are weapons, armor, accessories and Jail pieces, which can be harvested when the flowers bloom after a time. If the flowers are doused with blood, they will change from red to gold, increasing the potential rarity of the item and strengthening it to give better stats.
Zapping: while inside a dungeon, there is the potential for a dead end to be reached or a locked door to be found without a way to open it. At these points during travel, the player will be prompted to Zap to another character, who will have their own party and objectives to complete. While another party is progressing through their chapter, they can activate switches, doors and even predetermined events that will assist another character. When an obstacle is cleared or door is opened, a pop-up of the character portrait will appear to show success.
When zapping between characters, there are some important things to be noted. On the path select screen there is a counter to show progress of that current character. There is a treasure and event counter, showing the current total of a preset amount on that path, alongside a location marker showing the co-ordinates and floor they are on. A good way of knowing what to do is to check the location marker for the characters, with a HELP marker meaning it is time to change path.
The Zapping system is a unique addition to this title as it allows players to explore stories the way that they want to, in whichever order they choose. This mechanic adds greater flexibility to the way that the narrative plays out in this title, allowing players to approach the story in a way that they want and focus on character plots that they become most engaged in.
Combat Encounters: throughout the dungeons of the Jail, the player will come across enemies that they must battle in order to proceed alongside random encounters with Marchens in turn based combat. When a battle starts the order that each combatant takes their turn is based on their agility score, with the higher the value, the higher their battle priority. However, depending on the character themselves or other factors, a character may attack more than once or gain a first attack bonus.
When a Blood Maiden has their turn, they can all use the same basic actions, but the party leader and some special characters have their own unique skills that only they may use. The combat mechanics are as follows;
Attack – the active party member uses their weapon to attack a designated target, dealing damage based on that characters currents stats and weapon type depending on if they are in the front or back.
Skill – use a special skill to damage enemies with varying degrees of effectiveness, based on the element, type of attack and area of effect. There are also support skills that can strengthen allies, weaken enemies and heal damage/status ailments, some skills can be used outside of battle to prepare for later battles. all skills use SP which can replenished by leaving the dungeon or using restorative effects.
Lick – use up the splatter meter for a Blood Maiden (explained below), activating special Maiden specific skills in the heat of battle.
Defend – guard against an incoming attack, reducing the damage that the character will take in combat with the potential to prevent all damage entirely.
Escape – attempt to escape the encounter, failure will result in the character skipping their turn entirely.
Item – some characters can use items during their turn, providing a variety of effects which include damaging enemies, providing support to other characters and other effects. Items can also be used outside of combat to prepare for scripted battles against Marchens and Nightmares.
Mary Gun – a feature unique to the leader of each party. The Mary Gun allows the leader to shoot their own blood at Blood Maidens to provide special effects, including removing corruption and rescuing them from Blood Skelter (explained below). If the Mary Gun is used too much however the leader can become stunned, losing the ability to continue in the battle by getting knocked out if the gun is used too much.
The last aspect of combat to discuss is Corruption and the Splatter Meter. During the course of the game, a meter will show blood splatter levels for each of the Blood Maidens, which is filled from critical hit damage and overkilling enemies in battle. when the meter is maxed out, that party member will go into Massacre mode during their next turn, increasing their power for a few turns and granting access to special ultimate attacks.
However, the splatter meter is a double edged sword as it brings with it the danger of Corruption. If a Blood Maiden suffers damage from enemies, Nightmares and traps the Splatter meter will go darker as they become more corrupted. If the meter is filled up while heavily corrupted the character will enter Blood Skelter mode, attacking friends and foes alike. There are three ways out of this state, purging with the Mary Gun, being knocked out or ending the battle, so make sure to monitor corruption and purge regularly.
When the battle is completed, rewards are given out which include experience points that level up the character at specific milestones, money to be spent at shops, blood packs and crystal/item rewards. The amount of rewards that are earned scale with the area the party is in, the level of difficulty for the battle and bonuses for special encounters with rare Marchens.
Nightmare Encounters: during exploration of the Jail, horrific monsters called Nightmares can appear, either being triggered by scripted events or by the player activating a field of darkness that appears. When the Nightmare is initiated, they will chase the player down and attempt to kill them, only stopping when there is enough distance between the party and the monster providing a reward for escape. If the Nightmare is battled by the player, they will only be temporarily knocked down unless a condition is met.
Inside each dungeon are Jail Cores, unique objects that are protected by a guardian that must be killed to destroy the core. When the cores are destroyed, the Nightmare can be defeated by the player in battle, but these battles can be very tough so prepare before taking them on. The strength and appearance of the Nightmares will depend on the area that is being explored, with a Nightmare carrying a scale in the Judgment Tower, which has gold and treasures scattered throughout.
The Nightmares can also be affected by the current state of the Jail, with the mood meter affecting the strength and spawn rate of the beast, as a higher percentage on the meter increases both greatly. It is important to note one thing about Nightmares. If the Nightmare for a dungeon is defeated by the player, then they will not spawn again and the area can be explored freely without fear of being stalked by these abominations.
Home Camp: outside of the dungeons, each party leader has their own camp that allows them to interact with NPC characters and party members freely. There are also story segments and side plots that can be explored while in the Home Camp for each party, while also using a range of services that NPC characters offer to the player. Here are some details about services that can be used while in the camp;
Laboratory – in the Laboratory the player can use blood packs that they have obtained to give party members new skills, use crystals to strengthen their characters and unlock new skills. To unlock new skills the player can change the class by unlocking jobs with blood crystals that alter the base stats of the character, their outfit and the weapon types that can be used.
Factory – the weapon factory allows the player to strengthen weapons and other gear, increasing their effectiveness in combat by using blood crystals earned from dungeons and quests. There is a limit to how strong weapons and gear can be made, so it is important to keep that in mind when using resources.
Commissions – while in the camps, side missions can be taken on to earn special rewards and items from the quest giver. The quests can be as simple as reaching a certain area to hunting down a specific number of enemies, increasing in challenge and complexity over time. Unlike the previous entry in the series, multiple side quests can be taken on at once without needing to do them individually.
Shop – the store allows the player to buy and sell items with a merchant in the base camp, using money that has been earned during play. The items will increase in rarity and cost as the story progresses, offering more options to implement in strategies later in the game. Decorative items can also be purchased
While in the home base, the player is able to interact with the Blood Maidens and other NPC characters in the optional story events, fleshing out the world that little bit more. The different party leaders can enter the living quarters for each character, interacting with them, giving items to decorate their room and special gifts to increase their affection meter. When the affection meter for each character reaches a specific point, there is the chance for special scenes to occur and even change the ending of the game.
The home base is also the safest place to modify the party setup and formation in a safer way (since equipment can be changed in the dungeon). The weapons, armor and accessories can be changed freely, with changes to load outs having the capability to alter stats like attack, defense, HP and SP totals. If the equipment is changed in the camp, the HP and SP changes will be automatically healed, whereas the changes have the potential to weaken the party in the dungeon so it is preferable to do it in the camp.
Now with all the gameplay elements covered, I want to move onto the other aspects of the game, starting with the controls.
Controls – the control system for Mary Skelter Finale is simple and effective in all play styles. The directional buttons and shoulders are used for movement, with the left stick controlling the camera and the face buttons/triggers are used for key function. The button inputs are intuitive and consistent, with zero lag throughout the experience. All controls for this title are comfortable when using a variety of controllers, especially when playing the game in handheld mode with Joy-Cons attached.
Difficulty – Mary Skelter Finale is flexible in terms of difficulty, with three options for the player to select from including an Easy, Normal and Fear which alter the strength of enemies in battle. The challenge of Mary Skelter Finale can also be modified with special Jail settings, which can alter spawn rates and other aspects of the environments. Make sure to use caution while traversing the dungeons of the Jail, since death can lead to a significant loss of progress so save often.
Presentation – the visual style of this release carries over from the previous releases, with a beautiful anime art style for the human characters and horrific designs for the Marchens/Nightmares. The story is told through visual novel segments using the 3D dungeons of the Jail as the backdrop, telling the narrative in a very effective way. The twisted and distorted aesthetic that the series is known for carries over into this title, with thematic and nightmarish locations to traverse.
Visually, the game performs very well given the technical limitations of the Nintendo Switch system. However, there are some minor flaws to this version of the game in the visual department, with reduced textures in some areas and occasional drops in frame rate due to the stress that the game puts on the system. The minor issues with the visual performance have zero impact on the gameplay experience, but I must admit that some areas can be a little too bright in handheld mode, so adjusting the brightness is required.
The sound design for this title is unsettling much like the previous titles, with an opening theme that has the intensity that sets up the game, which contrasts very well with the menu theme that hides the terror of the title. The composed music has the same high quality that Idea Factory titles possess, going from a calming piece that plays during the tutorial segments to intimidating orchestral and rock focused tracks. The stage and battle themes work together extremely well, creating a tense atmosphere during play.
The quality of the music shines throughout the experience, adding to the horror and suspense that can be felt when exploring the oppressive Jail towers. There is both an English and Japanese vocal track that can be selected, adding voiced dialogue to add additional weight to those story events that use it. The English cast features the vocal talents of Kayli Mills (Re:ZERO), Sarah Williams (Berserk 2016) and Cristina Valenzuela (Konosuba).
Final Thoughts – I will be clear that I have been excited for Mary Skelter Finale since it was announced and I am so glad that I have been able to cover it. I feel that this is on par if not better than Mary Skelter 2 in terms of Storytelling, world building and gameplay, with a fantastic soundtrack that is accompanied by a tremendous voice cast. There are some very minor issues with the frame rate as the game really pushes the system hard, along with the brightness of some areas in handheld play, but they do not impact the overall experience.
The story drew me in and elicited a strong emotional response from me, which I also experienced playing the previous entries and is very important with a series that has a narrative that is spread over several titles. The new characters, enemies and environments fit into the world seamlessly and their designs work well with established characters, giving further depth to the world that this title attempts to expand on. The gameplay is balanced well and allows all players to jump right into the game.
This is another excellent release for me from Idea Factory and Compile Heart, everything hits the right spots and the additional content included like free DLC, visual novels and the entire story, art and sound of the previous titles is the cherry on top. If you never had a chance to play the previous title, you can get caught up very quickly.
In the end, I give Mary Skelter Finale a final score of 5/5. The Final chapter of an excellent RPG franchise delivers in story, gameplay and world building. The soundtrack is amazing in this entry, the additional content as Free DLC and the inclusion of all story and extras from previous games is just a delightful bonus. If you want to check this title out for yourself, you can find links to the digital and physical releases below.
Overview – developed by Extreme and Chara-ani Corporation with publishing handled by NIS America, Langrisser I&II is a complete remaster of the first two entries in the legendary Strategy RPG series. Featuring brand new artwork, sound and fully voiced dialogue, this compiled release being the first time both games have been seen in the west in their original form. Langrisser I&II are available on the PlayStation 4, Nintendo Switch and steam service, links to purchase this collection of games will be at the bottom of the review.
Disclaimer: this is a full re-write of content that was originally published elsewhere, but has since been lost. The software was initially provided by the publisher NIS America, that being said, the provision of the software has not influenced the content of this piece, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s jump into this revised piece. Please be aware that the gameplay is functionally identical in both titles, so I will be giving a brief summary of each story before going into the gameplay details.
Story – here are details of the plot for Langrisser Iⅈ
Langrisser I – long after a terrible war over a legendary sword said to grant the wielder unlimited power, the royal family of Baldea safeguarded the sword, known as Langrisser, keeping its fearful power under their protection. However, the kingdom has been attacked by the forces of the Dalsis Empire, commanded by Kaiser Digos, who seeks to rule the world with the power of the legendary sword. The prince of Baldea, Ledin, escapes the kingdom and seeks to reclaim Langrisser and avenge the death of his father before the world is shrouded in darkness.
Langrisser II – taking place after the events of the first game, Langrisser II is set around Elwin, a wandering swordsman who is looking the one who killed his instructor, along the way he meets the magician in training Hein who follows him on his journey. While resting in Hein’s hometown, the Rayguard Empire invade the village, looking for a young girl named Liana who is in the town, facing down the invading forces, Elwin makes the choice to save her and starts a chain reaction that will change the world forever.
Gameplay – the gameplay for Langrisser I&II is similar to the Fire Emblem and the Nintendo Wars games. The player takes the role of a commander, leading a force made up of mercenary units against an enemy force. Made up of scenarios starting with various win conditions, these conditions include, wiping out all enemy forces, reaching a specific point on the map and eliminating a specific target.
First the player is presented with a multiple choice questionnaire presented by Lucilis, the Goddess of light and the answers that the players give will influence the starting stats of the player, leading into the first scenario of both games. If the player doesn’t like the stats they get from the questions, the player may retry and change their answers to try and get a better starting bonus, second is the option of an easy start or without, which may influence the difficulty of the game.
At the start of a scenario the player has the option to assign a unit type to their commander, these units consist of several types, including Infantry, mounted and flying, with more available as the player progresses through the story. The most important factor about the unit assignment is cost, each unit will cost gold to recruit and if the player fails, all the money will be lost making resource management a key to success.
During these missions, the player instructs a unit to move, engage with an enemy and use magic to perform a variety of actions. When a unit engages with an opposing force, a battle animation occurs showing the units fighting, with health bars on screen showing the health of the unit and when the health of a unit is fully depleted the unit will explode. During battle, if the commander of a unit is defeated, the surrounding forces under the control of the commander will disappear.
During play, when the player defeats a unit the commander in charge of the mercenary will gain experience, this is based on the level of that unit commander. Each level up will increase the overall stats of the character and grant Class Points. The purpose of class points is to unlock new character classes, allowing the player to unlock new units for assignment, new skills and spells for different characters.
The maps for scenarios also have hidden collectables that can be either gold or items, these will be in place until collected and will not respawn if the player chooses to replay the mission. Talking about replaying missions, there is the possibility for the player to change the story dramatically by having secret conditions, some of these will result in the story changing with multiple endings available depending on the choices made, with a new game plus feature available after the first playthrough.
At the end of a mission, the player gains a clear bonus for a successful completion, gold for the number of units defeated by each commander and an MVP for that mission, this is determined by the character with the most eliminations for that mission granting a Class Point bonus for that character. Outside of missions is the main menu for that game, here the player can save the game, manage their resources, commanders and review the story.
First is the commanders menu, here the player can review the details of the characters in the players party, view the class tree where different class paths can be chosen and unlocked with class points, assign skills, equip items and view the mercenaries/spells available to that commander. The next is the shop, in this menu, the player can buy and sell weapons, armor and accessories to equip to the player, items have effects that will change the stats for each commander with a slot to equip one of each item.
The last part is the story tree, here the player can go back and replay earlier chapters, this can be to raise funds, try to clear hidden objectives and level up the commanders. There is a downside to this as all progress in the story will be reverted to that point, party members earned after that point will be removed. However, any levels for characters in play will be maintained and all items will be kept.
Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – the control method for this collection is simple but effective in its implementation, with the left side of the controller controlling the cursor/menus. The face buttons allow all basic functions to be performed, with an action, cancel, command and execute button open to the player. The triggers allow the player to change the way units are shown, highlighting them in red and blue for better visual representation, speeding up the cursor and to quickly switch between units.
Difficulty – Langrisser I&II does not have a tutorial, the game will throw you right into the deep end, there is a How to Play section in the pause menu, giving the player all the information needed to know how to play the game, which is useful as it is a 23 page guide to the game. The easy start option is the best for players who want to take their time, if a challenge is sought out, the player can dive straight in with the limited resources at the beginning.
Presentation – visually this collection looks fantastic with fully remastered art for the environments, portraits and backgrounds having a slick high definition look. The HUD and user interface have also been updated, with all relevant details for health of units, level and base stats displayed when highlighted, using the color blue for friendly units and red for enemies. There is also an option for original sprites/visuals from the original releases, adding a touch of nostalgia to the experience.
The soundtrack for this remaster has been fully reworked, with a mix of electronic and symphonic music that has a heavy rock edge to some tracks. There is also the option for original FM sound from the original Japanese Mega Drive releases, knocking the nostalgia up another notch. The inclusion of full voice acting also adds to the overall package, making this the definitive way to enjoy these classic games in the modern era.
Final Thoughts – I have been a fan of the Langrisser series since the 90’s, having enjoyed the original localization of the first game under the title of Warsong, alongside fan translations of later games. Being able to play both games in an official capacity with a translation as close to the source as possible is fantastic, making for an experience that is worth the time investment. The inclusion of classic visuals and sound adds to the overall presentation, providing something for both old and new fans.
I am more than happy to recommend this release to strategy RPG fans and those who are looking for something similar to Fire Emblem or the Nintendo Wars series. The branching story arcs, multiple objectives that can occur and the depth of gameplay can cause many hours of time to be lost, as a battle can last as long as a few minutes to a full hour. This is the definitive way to experience the first two titles in this legendary series of tactical RPG games.
In the end, I give Langrisser I&II a final score of 5/5. This is a fantastic remake of two excellent strategy RPG titles, with love poured into the new visuals and sound, while offering a rewarding experience that will keep the player engaged for many hours. If you want to check this release out for yourself, links to each version of the game will be below.
Overview – developed by Dharker Studios and published by Gamuzumi, Highschool Romance is an unconventional romance visual novel set in an all-girls boarding school. There are multiple choices to make, potential romances to pursue and several possible endings to unlock. This title is available on Nintendo Switch, PlayStation 4 and PlayStation 5, links to each version of the game will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Gamuzumi for providing the copy of Highschool Romance 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 Warning: due to the content and themes present in this release, this title may not be appropriate for all audiences and young children. Highschool Romance contains sexual themes and sexually suggestive imagery that may not be suitable for all audiences, discretion is advised when proceeding.
Now with the introductions out of the way, let’s get into the review, starting with the story of Highschool Romance.
Story – it is the start of the final year of high school for Shoji, a boy who has been moving between schools for most of his life. However, due to a mix-up by his parents, he has been accepted to an all-girls boarding school. Fortunately, the principal has a solution to this strange crisis, but what would have become a dream come true to many is actually a lot more complicated. Now in this unusual situation, can Shoji survive, make friends or even find love?
Gameplay – Highschool Romance follows the traditional formula that most Visual Novels employ, with a story line that will change as the player makes choices at divergence points. The outcome of each choice that the player makes has the potential to change the story in either a positive or negative way, possibly altering the way that the characters react to the main character.
Like many other Visual Novels, the choices that the player makes can also cause special CG art scenes to appear or be skipped, meaning that important parts of the plot for a specific route can be skipped. The dialogue options that are selected can heavily impact the route that takes place, including romance scenes and some suggestive CG scenes happening during a story route.
With the potential for multiple story outcomes, art scenes and endings encourages players to explore different choices to see what can happen with each of the character plotlines. The chance to see new CG art, uncover different outcomes, character scenes and possible romances makes this a rewarding experience that has just the right amount of length to the narrative.
Presentation – the art style for this release is pleasing, using a hybrid cartoon/manga style which allows this title to have its own unique presence. The character designs and reactions, CG scenes and backgrounds are drawn fantastically, with a traditional Japanese aesthetic being used for certain locations and scenes.
There are occasional typos and errors that occur during the course of the game, but it is not a big deal and doesn’t affect the experience. The soundtrack is pleasant to listen to with a mix of musical styles that work well for their scenes. The only negative is the lack of voice acting, but it doesn’t detract from the quality of the overall narrative, but does weaken the impact of some more intimate scenes.
Final Thoughts – I enjoyed the story and presentation of Highschool Romance. The characters are well fleshed out with their own unique personalities, character traits and plotlines to explore. The quality of the story pulled me in and made me want to explore the different plot threads available, trying out each of the options to see what happens in the end.
While there are some very minor mistakes with spelling and grammar, the only significant issue that I had with the way that the story is told is that internal dialogue for the protag is lacking a distinction from external dialogue. However, I can still recommend this release as it is a charming story, with many twists, turns and even comedy to the unconventional setting and themes in this title.
In the end, I give Highschool Romance a final score of 4/5. This is an excellent visual novel with a unique setting, a cast of charming characters that stand out on their own and multiple endings that encourage going through the story more than once. If you want to check this game out for yourself, links to each version of the game are below.
This double feature will highlight two of the recent releases by independent publisher Gamuzumi, covering the details of each title in the usual way that reviews on this site are written. The two titles will be reviewed separately, with screenshots, trailers and links to each game like usual.
Disclaimer: before I get into the reviews, I would like to thank Gamuzumi for providing the software that was used for this double feature piece. The provision of these titles has not influenced the contents of these reviews, all thoughts and opinions contained within are my own.
Mature Content Warning: the titles featured within this release contain coarse language, suggestive imagery and sexual content. If you are not into this type of content, are sensitive to any of the content listed above or are not within the recommended age range, please proceed at your own discretion.
Now with the introductions covered, let’s get into it.
Sakura Succubus IV
Overview – developed by Winged Cloud and published by Gamuzumi, Sakura Succubus is the latest entry in the series of the same name, focusing on the protagonist Hiroki who tries to live his life surrounded by a group of attractive succubi. This release is available on Nintendo Switch, PlayStation 4 and PlayStation 5, links to each version will be at the bottom of this review.
Story – Ogasawara Hiroki was once an ordinary man, until numerous beautiful succubi fell for him in droves, and soon he obtained quite the following! After narrowly escaping a lifetime of imprisonment in the succubus realm, Hiroki is ready to kick back and relax. Idol succubus Ayu invites him on a vacation to her private beach house in Okinawa, and Hiroki is happy to oblige. The other succubi come along for the ride, and a week of summertime fun begins.
Gameplay – Sakura Succubus IV follows the traditional visual novel style, with a branching narrative that changes depending on the choices made by the player during different path points. The way that the story will progress is dependent on these choices, with the girls reacting differently to the MC (main Character) based on the choices that are made.
The reactions of the girls will change along with their behavior during a scene if a poor choice has been made, with a smile turning to a frown or shock and even insulting the MC. There is even the possibility that entire scenes can be skipped if the wrong option is chosen, leading to special art scenes being missed and entire plot points having a different tone entirely.
The approach that this title takes to the way that narratives play out encourages multiple “playthroughs”, allowing the story to be explored in a different way each time. The different responses, jokes and plot threads make for an experience that is both rewarding and entertaining.
Presentation – the art style for this release is a delight with anime style portraits for each girl, rendered backgrounds and beautiful art set pieces for special scenes. The use of different expressions for the girls enhances the story segments, adding more depth to the narrative. The soundtrack has a vibrant tone throughout, bringing the scenes to life with the use of electronic sounds and orchestral style arrangements.
Final Thoughts – I had a great time during my time with Sakura Succubus IV, the character styles, story beats and overall comedy edge of the experience pulled me in very well. I found myself being drawn to specific characters as their plots were written superbly. But, the lack of voice over did detract from the power of the overall narrative, making some scenes lack weight.
With that said however, I can still easily recommend this to any visual novel fan. It features fun characters with their own unique personality, a setting that fits the overall tone well and plenty of options to explore through each route. I will be seeking out the other Sakura Succubus titles in the future as I very much enjoyed this.
In the end, I give Sakura Succubus IV a final score of 4/5. This is a great visual novel that tells a fantastic story, with a cast of characters that stand out from each other and plenty of options to explore with each run through. If you want to pick this up for yourself, links to each version are below.
Overview – developed by Dharker Studios and published by Gamuzumi, Dating Life: Miley X Emily is a Yuri (lesbian) romance visual novel about two women who end up on a date by pure chance. This title is available on the Nintendo Switch, PlayStation 4 and PlayStation 5, links to each version of the game will be available at the bottom of this review.
Story – Miley, a School Guidance Counselor goes on her first date in years. However, her partner might not be who she expected after she inputted her own details incorrectly, and it leads to an unexpected date between two usually heterosexual women. Despite the strange twist of fate and their own feelings, they decide to ‘just go with it’ and enjoy the night together.
Gameplay – in this visual novel, take on the role of Miley as she goes on her date with Emily, experiencing a romance story with branching paths. The story has several routes that will change depending on the choices that are made, at key points throughout the experience a choice must be made, allowing the narrative to progress.
The choices that are made will also cause the characters to react, from frowns to smiles and even blushes as the experience progresses, giving a possible indication of the outcome of choices. These choices can have positive or negative results, leading to a different outcome with each decision made during the story.
Like Sakura Succubus IV, these emotions/reactions enhance the story and give additional depth to the overall narrative that plays out during each route as there are several endings to experience. This adds additional replay value to experience each route in this VN.
Presentation – the art style of this title is fantastic, with expressive character interactions, beautifully crafted backgrounds and CG art scenes that feature intimate moments of a mature nature. The soundtrack consists of pop rock music, mixed with what sounds like lounge styled tunes. These tracks come together well and enhance the atmosphere that the story wants to portray with its imagery.
Final Thoughts – I very much enjoyed this release, although it was the shorter of the two titles I played for this feature, I did find myself going through the story several times to explore the different options. The length of the story is not a detriment as it is intended to be just a single night, which would have felt drawn out if it had been longer, which would have done a disservice as this is an excellently crafted romance story.
The only downside is the same as Sakura Succubus, a distinct lack of voice acting did cause the more intimate scenes to lose some of their impact, as there was only the background music to break up the silence. However, I would still be happy to recommend this title to anyone who is a fan of romance visual novels, especially the Yuri sub-genre as this a fantastic tale that can be enjoyed in any setting.
In the end, I give Dating Life: Miley X Emily a final score of 4/5. The story of this release is told fantastically in a way that doesn’t feel like it drags its feet, with wonderful artwork and a soundtrack that emphasizes the atmosphere that the narrative wants to build. If you want to check out this release for yourself, you will find links to each version of the game below.
Overview – developed by Nippon Ichi Software and published by NIS America, Prinny Presents NIS Classics Volume 1 is a two-in-one pack of classic tactical RPG titles from the NIS library. This two-in-one package features Phantom Brave: The Hermuda Triangle Remastered and Soul Nomad & the World Eaters, with enhanced visuals and all content released included. This release is exclusive to the Nintendo Switch, a link to the title 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 Prinny Presents NIS Classics Volume 1 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be approaching this piece in a different way as it is a double pack, I will be taking about the main gameplay elements of each title in the pack before talking about the other aspects of the games as a whole.
Phantom Brave: The Hermuda Triangle Remastered
Story – Marona, a 13 year old girl who lives on the Phantom Isle in the oceanic world of Ivoire, with her companion Ash, a phantom who previously died in a battle with a great evil alongside Marona’s parents. Marona is a Chroma, a bounty hunter who is hired by others to fight the evils of the world, going on adventures to buy her home. However, she is seen as a monster who has the name of The Possessed and is shunned by many, believing that her powers are evil.
Gameplay – Phantom Brave is a tactical RPG that utilizes the same isometric view as many other titles from Nippon Ichi Software, but it has many differences that allow it to stand out on its own merits. The story progresses through different islands, with each key story event featuring a cutscene that helps to push the narrative forward taking place over the various locations.
I will be covering the basic features of the game, as to not spoil any of the surprises that players will experience. Here are some unique mechanics of Phantom Brave;
Marona – the protagonist of Phantom Brave and the leader of the party. She is a young girl who can see and speak to spirits called Phantoms with her powers as a Chroma. With her powers, Marona can summon Phantoms to assist her in battles with enemies, bringing them to life for a limited time using the power of Confine.
Confine – the power that brings Phantoms to life during battle, Confine allows units to be summoned using items and objects on the battlefield, including trees, plants and even weapons. Phantoms summoned to the battlefield will disappear after a set number of turns, with a chance of taking the item they are confined to back to the home base. Different items offer positive and negative bonuses, so experimentation and investigation is important to success in battle.
Free Movement – this release features a gridless system, where units can move freely around the map up to their movement limit. Terrain for maps has its own unique characteristics, including slipping, bouncing and dragging when moving across the battlefield.
O.B! – O.B. means out of bounds, a mechanic unique to this title where there is no barrier around the edges of the map. Enemies, player units and objects can be knocked/thrown off the edge of a map, eliminating them immediately but enemies are strengthened by this.
Combat in this game functions in a very similar manner to other tactical RPG titles, with battles following a traditional turn based system where each unit/character takes their own individual turn. The turn order is determined by the speed of each unit, with the higher the speed granting priority. Attacks and skills used in battle have their own attributes, ranges and SP costs to use them, with different equipment providing access to different skills.
As Phantoms are leveled up by participating in battle, they gain more SP points that can be used to activate their skills, so it can be wise to replay earlier stages and focus on specific characters. This may be a little tedious to some, however it does provide the best possible solution if players are struggling to plan out how to use each phantom they have effectively.
Outside of battle, the player can access the home base called The Phantom Isle, where Marona can access merchants, a healer and create new phantoms that can be deployed in battle. While on the Phantom Isle, items can be equipped to units, characters/gear can be upgraded using Mana earned in battle, unlocking new skills and powers. There are many more secrets that the Phantom Isle holds that players can discover.
Soul Nomad & the World Eaters
Story – 200 years ago, a great evil known as the Shadow and their giant monsters called the World Eaters terrorized the continent of Prodesto. After a long battle, the shadow is defeated and the World Eaters fall silent. Now, A young hero has arisen to destroy the World Eaters for good, setting out with their friend, they must face impossible odds to save the world and their home.
Gameplay – much like Phantom Brave, Soul Nomad is a turn based tactical RPG that uses the same style of isometric view point as its companion in this pack. However, much like the previously discussed title, the similarities are at the most basic level, as this game functions in a manner akin to that of Advance Wars or Langrisser (a review of Langrisser I&II will be published in September) where squads of character units battle it out for supremacy.
Unlike Phantom Brave, this title features branching paths that can drastically alter the course of the narrative, giving players options that may lead to disaster if not careful. This approach to storytelling and progression adds flexibility to the way that the title can be experienced, giving players new options to explore with each playthrough.
The battles in this game follow the same traditional turn based battle RPG titles from NIS, but there is a difference to the way that encounters play out. Each battle has its own conditions that determine how the combat plays out, with simple objectives like defeating the enemies on the field to surviving a specific number of turns in some situations. These win conditions increase .
Here is an explanation of the some of the other features unique to Soul Nomad &the World Eaters;
World Map – Soul Nomad features a flat world map that players can travel across by using routes that are laid out in front of them. However, previous battle locations cannot be returned to once they have been cleared, so be sure to get the most out each encounter to fully maximize potential rewards.
Squad Based Battle – combat in this title uses a squad based system, where a unit leader is present on the field during movement and non-combat actions. The unit leader is the most important part of the squad, as they can use special skills to support others and themselves. But if the leader is defeated in battle the squad retreats. The position of each squad member also affects the attacks, skills and efficiency of that unit, so experimentation is encouraged.
Gig Edict – the Gig Edict is a set of items that can be used in and out of combat situations. The items include traditional healing, power-ups and support effects. However, what makes the Gig Edict unique in Soul Nomad is the chaotic effects that can occur outside of combat, including stealing from and starting fights with NPC characters. These items can be obtained as rewards, by speaking to NPC characters and purchased from vendors using GP (Gig Points which are earned in various ways).
Arrange – enter an alternate dimension where “Rooms” can be created at random for squads to be housed (more info below), new character units can be created and items can be bought from merchants. When starting out, there are limited resources available, but more can be accessed as the story progresses. Also note that while you do level up in combat like traditional RPG titles, you can use resources to level up while creating characters, boosting them from the start.
Rooms – these are the squad spaces where character units are assigned to be used in battle, with the maximum number of assignable units increasing over time. The rooms are chosen at random from an increasing pool of variants, with each of them having unique effects applied to them and slots that can be used for item effects. A limited number of rooms can also be locked, allowing a player to save specific squads, as refreshing for new rooms will delete the unsecured squads.
Summoning – during battles, the player has only their hero’s squad on the field. In order to increase the units on the field, additional squads can be summoned from the hero, but they have to fit the squad layout as determined by the room. What separates this mechanic from other titles in the Nippon Ichi catalogue is the use of GP to summon squads, with different costs for each that adds to the strategic complexity of battle.
When combat encounters are concluded, rewards are provided depending on the performace during battles, with bonuses for each enemy defeated and penalties for casualties on the battlefield. The results from combat is a risky incentive to try different approaches to each encounter, with experimentation leading to the potential to earn great riches or disaster so care should be taken.
Like Phantom Brave, there are many secrets to uncover in Soul Nomad and I have just scratched the surface in this coverage as I feel it would be a major spoiler for those who want to experience these games first hand. Now with the gameplay covered, I will be moving onto the other aspects of this package, starting with the difficulty.
Difficulty – both titles in this combo pack have balanced difficulty curves, gradually increasing in difficulty as the stories of each title progress. At the start of each game, there are in depth tutorials that teach the play the mechanics used, providing a fantastic starting point for those starting these titles for the first time. There are no difficulty options available, but the challenge can be eased by grinding battles, leveling up units and farming resources.
Controls – the controls for these games work very well for the most part, but I do have a slight issue with the movement in the Phantom Brave release. When moving the characters in the Phantom Isle, or trying to select specific units on the battlefield there seems to be a little issue with the controller deadzone, causing some inconsistencies with movement. That issue aside, the controller layouts and button prompts are laid out well for handheld/docked play, being comfortable when using any controller.
Presentation – visually these titles have the trademark style that makes Nippon Ichi games look unique, with anime styled art, vibrant sprite work and fantastical worlds to explore. Phantom Brave uses a rendered layout for maps and environments, using 3D models for the terrain/buildings and sprites for the characters. Whereas in Soul Nomad, the world map, battle terrain and towns all use a flat 2D design, giving an old school table top feel and only using 3D models for combat and cutscenes with sprite work for characters.
The animations and cutscenes have a nice fluidity to them for the majority of the experience in both titles. However, the frame rate can suffer while playing Soul Nomad when there are many visual effects occurring at once, which is likely due to this being a port of a PlayStation 2 title possibly running under emulation. The overall performance of the game from a visual standpoint is very good, running with no significant issues on the Nintendo Switch system.
The sound for this pack is fantastic, with both games having their own distinctive feel to them while still having that unique Nippon Ichi sound. Phantom Brave has an upbeat and tropical/Mediterranean motif to its key music tracks, which is a stark contrast to the darker tone that Soul Nomad employs with few bright melodies scattered through the soundtrack. This combo pack also offers an English voice track, featuring vocal talent from various anime releases and other video games, alongside the original Japanese voices.
Final Thoughts – playing these games was a first for me, since I had not been able to experience either Phantom Brave or Soul Nomad when they first released. Not knowing what to expect when it came to either title, but I was very pleasantly surprised with the diversity in gameplay, story and overall presentation. The visual style and soundtrack of each title perfectly compliment their respective game, providing an enjoyable experience from the start.
The amount of content on offer in this package more than justifies the asking price, with over 60 hours of gameplay between both games (listed on the official store page), additional bonus content in Phantom Brave and diverging paths/endings of Soul Nomad. I can more than happily recommend this combo pack to fans of strategy RPG titles, the Disgaea series and Nippon Ichi titles in general. There are no significant downsides to the games in this pack, with only occasional slowdown in Soul Nomad and minor deadzone flaws of Phantom Brave.
In the end, I give Prinny Presents NIS Classics Volume 1: Phantom Brave: The Hermuda Triangle Remastered and Soul Nomad & the World Eaters a final score of 4.5/5. The titles included in this package have the quality of gameplay, depth, fun and charm that Nippon Ichi Software is known for. This combo pack is a fantastic way for strategy RPG fans to discover two fantastic games that they may not have seen before. If you want to check this release out for yourself, a link will be below.