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.
Overview – developed and published by Vertex Pop with physical publishing handled by Super Rare Games, Super Crush KO is an action brawler/platformer with a vibrant and unconventional color palette. Zip up your favorite neon jacket and combo your way through swarms of deadly robots to save your kidnapped kitten and, while you’re at it, save humanity from an AI apocalypse. This title is available digitally for the Nintendo Switch and Microsoft Windows, links to each version will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Super Rare Games for providing a copy of Super Crush KO that was used for this review. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the official website).
Story – When a robot-commanding alien heartthrob kidnaps Karen’s adorable kitten Chubbz, Karen has no choice but to grab a laser blaster, put on her favourite neon jacket, and start kicking robot butt. Super Crush KO is a brawler with heart, intrigue, and The Cutest Cat in the Universe.
Gameplay – Super Crush KO is an action brawler, mixing beat ‘em up/run and gun gameplay with 2D platforming, taking place over several differently themed areas which each contain a set of levels and a boss battle. To combat the robotic enemies that the player will face, Karen has a selection of attacks and skills that can be used together to deal maximum damage to the enemies in battle.
The player has the ability to use combo strikes alongside special attacks and an alien blaster to take down enemies, the player can also use a jump, double jump and dodge to help her in battle. There are two types of special attack that can be used, the first consists of 4 attacks that use an energy meter that depletes each time it is used. The second special is the Super Beam KO that deals massive damage in a straight line.
Defeating enemies will cause gems to be dropped, purple gems restore some of the standard special meter and blue gems fill up the Super Beam meter. The Super Beam deals the most damage but requires a lot of gems to be filled, so it is best to use it when in a tricky situation. Each attack that the player uses adds points to a combo meter, with different point bonuses depending on the type of attack used and additional bonuses for dodging.
The combo meter also uses a rating system, building up from D to S with the meter slowly depleting over time if the player does not continue damaging foes. However, if the player is hit by an enemy or makes contact with a hazard the combo is broken, so precision and awareness is key to effective combo building as well as attack variety.
Be aware, some enemies will have special abilities and attacks that are very powerful, so mastering the dodge is important to success. Combos are important for the overall score at the end of the stage, with a ranking given depending on the score total at the end with additional special performance bonuses. The stages are separated into two different areas, standard zones and challenge zones which both function in their own unique ways.
Here is how the two different zones function;
Standard Zone – these sections make up the majority of the gameplay, where the player battles enemies until they are prompted to continue. The combo meter that carries over as long as there are enemies being attacked, but it will run down if there is nothing in a transitional area, so maximize your combo and score as much as possible.
Challenge/Boss Zone – these are single section locked Arena zones where multiple waves of enemies attack the player. When these zones are cleared special bonuses are provided for the ranking earned, if no damage has been taken and if a perfect combo has been achieved. The arena battles are the final challenge of each stage, with the stage being cleared when the final enemy falls. In the boss zones, the stage is cleared when the boss is defeated, but functions the same as a standard challenge zone.
The balance between action, platforming and precision movement is very good, with smooth movement and intense combat sequences that are very exciting throughout. The combo systems and score mechanics that are implemented give players a unique, rewarding experience with leaderboards that promote healthy competitive play with friends and other players. The rating system also adds replay value that pushes the player to do better with each attempt.
Now with the core gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – the controls for this release are smooth and intuitive, with reactive inputs that work very well during intense battles. All melee skills are assigned to the face buttons by default, with the triggers being used for the dodge skill and alien blaster. The movement is handled by the left thumbstick/D-pad and overall the controls are comfortable, working well in both handheld and docked gameplay modes.
Difficulty – Super Crush KO has a fair and balanced difficulty curve to the game, with a challenge that increases slowly by introducing new hazards and enemy types over time. While there is a lack of difficulty selection, the game is generous with check points, health drops and continues that can be used per level. It may feel daunting at times with the amount of enemies that appear, but the pacing and gradual escalation of the difficulty level eases this feeling.
Presentation – the overall presentation for this title is the most charming part of the experience. The use of an unconventional color palette that changes depending on the location combines well with bold, yet simple sprites that give this release a unique graphical identity.
The animations are fluid and everything flows fantastically, alongside cutscenes that consist of comic book style panels and Visual novel styled dialogue exchanges. The attention to detail in this release is a delight to behold. The icon of Karen reacting in the HUD when she is damaged, when she is low on energy and when the super meter is full, as well as the direction that Karen faces during her victory pose matching the direction she faced at the moment of victory.
The sound design works well in tandem with the visuals, featuring a calm soundtrack that is persistent with its tone throughout. However, the tempo and underlying beat will change depending on the situation, with more intense battle sections being slightly faster while still maintaining the same melodic structure. There is also a limited use of voice acting implemented into this game, which isn’t a negative as it does not detract from the experience of Super Crush KO.
Final Thoughts – overall I had a great time with this release, when Super Rare Games had announced that the game would be getting a physical release, I was excited to get my hands on it. The gameplay is fun and rewarding, with fast flowing action, exciting special moves and a ranking/leaderboard system that promotes competitive play, along with personal improvement to achieve higher scores.
This title is a must play for anyone who enjoys platform action titles, I can happily recommend it to everyone. There are no true downsides to the experience, although I will admit that some of the tougher sections can be overwhelming with the amount of enemies at once, which can cause mistakes to be made especially during boss battles. However, the difficulty of later stages does make the satisfaction of succeeding and clearing a tough battle that much greater.
In the end, I give Super Crush KO a final score of 4.5/5. This is an absolutely fantastic action brawler with aesthetically pleasing presentation, a fantastic soundtrack and gameplay that is exciting, fun and rewarding throughout. if you want to check this game out for yourself, links to the game will be below (unfortunately the physical version from Super Rare Games has now sold out).
Overview – developed by Compile Heart and published by Idea Factory International, Dragon Star Varnir is a dungeon crawling JRPG set in a world of Witches and Dragons, with a cast of charmingly cute yet deadly characters. This version of the game contains all of the additional content that was available for other releases of this title, making for the most complete version of the Dragon Star Varnir. Links to the Nintendo Switch version of the game will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Dragon Star Varnir that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review, starting with the story (taken from Nintendo eShop page).
Story – In a world where the bones of an ancient beast tower over the land… The Knight Zephy is part of an order whose role is to hunt down witches – people seen as cursed beings for giving birth to dragons. He is brutally mauled by a dragon on one mission, but as he gasps his last breath, two witches save him by feeding him dragon blood – a death-defying magical substance that also grants him new witch powers.
Their fates now intertwined, Zephy reluctantly joins the witches against a slew of enemies: an Empire out to destroy his kind, ruthless dragon hunters, and a witch more powerful than any in existence. Can they fight all this and save themselves, or will his new allies succumb to the dragon’s curse…?
Gameplay – Dragon Star Varnir is a 3D dungeon crawling JRPG, featuring large explorable areas, hidden objects to discover and intense turn based combat. The story takes place over several story driven chapters, taking place in Varneria, a land of magic and monsters, where death is inevitable for those who are unprepared to fight the dragons. I will be breaking the core elements of the game in their own segments, like my coverage of Mary Skelter 2, which can be found (HERE).
Exploration: the core of the gameplay, takes place in the various dungeon environments throughout Varneria, which can be explored in a roaming third person perspective. While inside the dungeons, players can find treasures, hidden objects to obtain and enemies to fight. The enemies that can be encountered will appear roaming around the open spaces, when these dragons are interacted with combat will be initiated (explained further below).
During the story, event markers can be found in the dungeons which will push the narrative further, playing out in either animated cutscenes or visual novel style segments. Events can also initiate combat encounters, pitting the player against bosses and regular enemies during key points of each chapter, which can also function as tutorial segments to teach the player the combat mechanics.
A good way to tell if there is a battle incoming is the save beacons that can be found, allowing not just a way to record progress but to heal the party. These points are scarce so it is important to be prepared with items and to know when to pick battles wisely, as defeat in the dungeon will lead to many negative effects for the player in the future.
Alongside the treasures, combat encounters and event scenes are special magic objects that can be activated by the characters in the player party. Each of the playable characters that can be used in the game have their own unique skills, allowing new areas to be accessed and hidden items to be revealed. The skills use skill points also called SP to activate these skills, meaning that magic is unable to be used if the player has exhausted their SP points so use skills with caution.
Combat Encounters: throughout the game, combat will occur often with the dragons that inhabit the world of Dragon Star Varnir. As the player roams the dungeons, enemies can be encountered with four possible outcomes when combat is initiated. If the player can strike the enemy from behind they will get to attack first, but if the enemy can hit the player from behind the dragons will gain priority.
If the player makes contact head on, combat will start, but if the party is leveled enough, they can defeat the enemy instantly and skip combat entirely gaining all possible rewards immediately. Now with the combat initiative variants explained, it’s time to get into the details of how combat flows during each encounter with the dragons. The basic mechanics for battle in this title are as follows;
Tiered Battles – this is one of the special mechanics that lets Dragon Star Varnir stand out on its own. The battles in this game are fought in mid-air, with the battlefield split into three levels: Top, Middle and Low. Party members can move between levels when selecting a command, but selecting an action will move that character to a level automatically, giving additional flexibility to combat.
Physical Skills – physical attacks can only be used on enemies that are on the same level of the active party member, with attacks having the potential to cause critical damage and even cause enemies to faint. Physical attacks allow for up to three consecutive hits without depleting SP points.
Magic Skills – magic attacks can target enemies on different levels, this is useful when enemies are spread across the battlefield, allowing for attacks on multiple targets. Magic can fill a variety of purposes, from dealing damage, to healing party members and even boosting the stats of active party members. All skills use SP points to activate them, so effective management of SP levels is important.
Devour – this is a special skill in which the character consumes the chosen enemy, with a higher chance of success the weaker the enemy has been made. If this is successful, that character will earn a dragon core for the specific enemy as well as healing a small amount of HP and SP. Remember that the core will only go to the character that succeeds in devouring the dragon, so try to devour dragons with all characters.
Weak Points – the enemies encountered in battle will have their own weaknesses and resistances, taking more or less damage depending on the type of attack being used. Successful strikes against the weakness of an enemy dragon (and other forms of damage) will increase the fear level of the enemy, with a special rush attack occurring if the onscreen meter is maxed out.
Dragon Awakening – each party member has a special meter called the Dragon Gauge, which is filled during battle from dealing/taking damage and using devour skills on the enemy. When the meter is full, a Dragon Awakening will be activated, powering up that character to a huge extent and giving access to special cinematic skills. The Dragon meter will deplete over time and when empty or the battle ends Awakening will end, also the dragon meter will carry over between battles if it is not used.
Alongside the core mechanics mentioned above, there are also support skills where inactive party members can help their partner witch, items that have a variety of effects and skip turns to defend. The active party members can also switch with their support character if they wish, giving greater strategic options in battle.
When a battle concludes rewards are given to the player, which are experience used for leveling, gold used for buying items/gear, materials for crafting and Factor points for dragon cores (discussed further below).When characters earn enough experience, they will level up which increases their base stats and strengthens each character.
The last thing to discuss with combat is the giant dragon battles, large scale multi-level battles that pits the party against a single giant enemy. These battles occur during key events and are usually boss battles, creating for a tense and dynamic battle experience. The giant dragon in addition to their core also has parts that can be attacked, which will seal away an attack when destroyed and stun the dragon. When the giant dragon is defeated, a special core is given to the player which all characters can use.
Dragon Core Management: the Dragon Core system allows new characters to learn new skills from each dragon they have devoured in battle. The cores function similar to skill trees with new abilities, buffs and bonuses that can unlocked by using the Factor Points earned in battles. The abilities in a core will be locked unless the adjacent skill has been activated, increasing the possible approaches that can be taken with multiple branches of a dragon core.
There are five different factors that can unlocked through the core menu, they are as follows;
Physical – the physical attacks that can be used in combat against enemies.
Magic – new magic skills can be obtained, with some depending on the type of dragon that was devoured.
Devour – new skills for obtaining dragon cores, including single and multi-target devour skills that can be used in battle.
Passive – one of the most important things that can be unlocked. The passive skills give boosts to all of the stats that a character uses, with effective use making characters excel in different roles.
Bonus – these small additions give little bonuses to all the stats that a character uses. These bonuses may seem insignificant to start, but over time they build up and provide solid boosts.
When skills have been unlocked, they can be added to the characters arsenal, but there is a caveat to unlocking skills. The skill set system allows five abilities to be added to the character for use in battle, but there is a limit to what can be used. Each of the four skill categories has a point system attached to it with a total of 20 points for each category, as each skill has its own cost attached to it so be careful when setting skills to maximize the effects of skills.
Witches’ Den and Menus: outside of the dungeons, there is a Witches’ Den that serves as the home base for the player with a shop, quest/crafting services and special mechanics (which I will leave to be experienced first-hand). The shop is simple enough, you can buy and sell items in the shop to Nyamo, the little cat bat that runs the Dens Curio shop.
Next is the Huntery, the main place to get quests from the witch Zuba, who will give special rewards for completing her requests such as collecting items, crafting specific Elixirs (discussed below) and more. There is a crafting system that can be accessed later in the game, which lets the player mix special items called Elixirs which have special properties.
The Elixirs that can be crafted require a catalyst and ingredients to be made, with each catalyst providing a different level of effect depending on the rarity of said item. It is also possible for crafting to cause accidents, with the outcome leading to a wildly different item being created so experimentation is advised.
The Elixirs themselves are very useful, as they allow special combat encounters to occur by using an Elixir, a character must be selected to summon the dragon which increases for weapons specific to that character to be dropped. If the battle is lost, worry not as the potion will not be used up and can be re-challenged freely.
Last thing to discuss is the menu system with party management, equipment/item management and access a library of knowledge that can be accessed freely. These menus can be accessed in and out of the dungeons, but it is advised to make sure that all things are managed before entering a dungeon to make sure that you are prepared.
In this area, players can equip new weapons and armor that has been obtained, use items to heal their characters and set up the party. When leaving the dungeon, all party members both attacking and supporting are healed, so be sure to take advantage of the dungeon escape skill to heal quickly if needed.
Now with the gameplay covered, I will be moving into the other aspects of the game, starting with the controls.
Controls – the controls for this release are comfortable and balanced for the most part, providing an enjoyable experience when exploring the different dungeon areas. However, they can be a little complicated during combat and menu navigation, due to the way that different buttons are used for various on-screen functions. But these are minor complaints that can be adapted to quite easily in both handheld and docked play.
Difficulty – there are three standard difficulties available from the start, with a fourth much tougher difficulty that can be activated from the add-on menu. All four difficulty settings are balanced in regards to the challenge that they offer, as each subsequent option will make the game tougher by increasing the overall strength of the dragons encountered, but will provide better rewards for success.
There is also the option to make the game a little easier by using the special bonus content, which will give the player more powerful equipment right from the start, decreasing the overall difficulty of combat. It is not advised to use the content at lower difficulty settings, as it can make the combat so easy that there will be no challenge for the player.
Presentation – visually, Dragon Star Varnir is aesthetically pleasing but it does have its flaws. The artwork used for the character portraits and cutscene events is beautiful, which is a hallmark of titles created by Idea Factory and Compile Heart. However, the game suffers a little in the 3D department as there are some minor issues with resolution and framerate that can be encountered.
These flaws are most evident when playing the game in handheld mode, due to the way that the game pushes the Switch Hardware to the limit. Unfortunately the resolution can drop in handheld mode, making textures and models look fuzzy around the edges, alongside occasional frame drops and screen tearing while moving around the dungeons. These little issues aren’t as prominent when the system is docked, with the gameplay being smooth and the animated cutscenes performing very well.
The sound design is of the usual high quality, featuring an English/Japanese vocal track, a catchy opening theme and a fantasy soundtrack that really brings the experience to life. The music makes extensive use of classic fantasy sounds, including the use of strings, panpipes and piano which are accompanied by solid drum beats. The English vocal track is of a high quality, featuring the talents of Sarah Anne Williams (Berserk), Laura Post (One Punch Man) and Erika Harlacher (Demon Slayer).
Final Thoughts – when I started this title, I was unsure what to expect as I had seen very little and wanted to go into the game blind, but I can happily say that this is another excellent outing by Idea Factory and Compile Heart. The story, characters and action are all done very well, with a narrative that really pulled me in and at times elicited an emotional reaction from me.
The artwork and character designs are stunning which really added to the experience for me, which made up for the few shortcomings in regards to the performance of the 3D capabilities given the limitations of the hardware the game was ported to. That being said, even though there are some frame drops and screen tearing, the game works well as a handheld experience.
I do have to point out that there was an unfortunate and rare quite bug that occurred only once during my time playing the game to write this review. Due to the fact that I had received the software before the day one patch was released, a sequence break occurred, causing important story and game content to be skipped and made unavailable. So please take note that if you purchase this game, it is important to obtain the version 1.0.1. patch to prevent this from occurring.
With all of that said, I can still recommend this title to fans of JRPG titles, dungeon crawlers and those who enjoy the output of Idea Factory in general. The amount of content that is included, the story that is presented and the unique gameplay elements of combat are all worth experiencing, making Dragon Star Varnir a title that more than justifies a purchase.
In the end, I give Dragon Star Varnir a final score of 4/5. This title is another excellent release from Idea Factory and Compile heart, yet again creating a fresh and exciting JRPG experience that can now be played on the go. The story, characters and gameplay all have their own unique charms, and although there are a few shortcomings in regards to the graphical capabilities due to the limitations of the Switch, the quality of gameplay and storytelling more than make up for it.
If you want to check this game out for yourself, links to the Nintendo Switch version of this game will be available below. Be aware that I have only linked the Nintendo Switch version of the game as it contains all bonus content from the other releases, as well as a physical Switch version of the game that will be available from Limited Run while stocks last (Idea Factory International’s online store has already sold out).
Overview – developed by Compile Heart and published by Idea Factory International, Mary Skelter 2 is a dungeon crawling JRPG that takes inspiration from classic fairy tales with horrific nightmare monsters. Take on the depths of the living prison and uncover the secrets that are hidden within. This title is available exclusively on Nintendo Switch, along with the first title, Mary Skelter Nightmares being included in this package. Links to the game will be at the bottom of this review.
Disclaimer: before I get into the review, this article is a rewrite of previous coverage that has since been lost. The software was originally provided by Idea Factory International, however I have chosen to revisit this title to celebrate my 100th published post and promote the upcoming release of Mary Skelter Finale, coming this October.
Mature Content Warning: this game is intended for mature audiences with suggestive/sexualized content, graphic depictions of violence and images of body horror. If you are under the recommended age listed or find any of the content listed in this piece disturbing, please proceed at your own discretion if you wish to continue.
Now with the introductions out of the way, let’s get into the review, starting with the story.
Story – The Jail – a living prison that feeds on the humans trapped within its confines. The Jail appeared a number of years ago with the caving of the city around it. Now, twisted creatures known as Marchens and treacherous Nightmares roam its halls. Otsuu and Little Mermaid are a part of a group of humans known as “Dawn” attempting to survive these horrors. They succeed in saving Alice and a young man named Jack on one mission.
However, on their return back to base, Alice goes mad and begins attacking those around her. Alice strikes Jack, who was trying to protect Otsuu and Little Mermaid, knocking them down a chasm. Later, Otsuu and Little Mermaid awaken from the fall only to find Jack on the verge of death… And so begins the tale of escaping from fate, led by a group of girls seeking sanctuary in this mad world, and of the young man who would transform into madness itself – a Nightmare.
Gameplay – Mary Skelter 2 is a dungeon crawling JRPG with a heavy focus on exploration and puzzle solving, taking place through several vivid and twisted environments. The narrative plays out over several story focused chapters, taking place across the labyrinthine dungeons of The Jail tower. I will be approaching the breakdown for this review in a more in-depth way, discussing each aspect of the game in detailed segments.
Dungeon Exploration: the vast majority of gameplay takes place in the dungeon. Using a first person perspective the player party traverses the floors of each area, solving puzzles and encountering NPCS and enemies called Marchens, and avoiding the pursuit of horrific monsters called Nightmares. In order to solve the puzzles and travel deeper into each area, characters that are with the player have special skills they can use such as bamboo spheres to fill pitfalls, ice shots to extinguish fires and points for quick escape from the dungeon or saving progress.
Alongside the encounters, nightmare chases and puzzle solving aspects of the dungeons, there are also special conditions that need to be monitored. These are called the Jail Desires and Jail Mood. The Desires are three special meters that fill when their conditions are met, Libido, Hunger and Sleep are the Desires and provide bonuses when filled. The Jail Mood fills up over time and can be decreased by filling up the Desires, but the fuller it gets the stronger the enemies become.
Inside the dungeons themselves, the player can plant blood flowers which can be harvested at a later time (this will be discussed further down), as well as find treasures in the many areas explored. To safely navigate these zones, a map will be filled with each step that the player makes or each time a special skill is used. Effective use of the map and its auto travel mechanics can be very useful, especially if the player takes note of coordinates for key points.
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Combat Encounters: at designated points or by pure chance, the player can be attacked by Marchens, initiating challenging turn based combat. When combat begins, the order that each character takes their turn is determined by current agility scores, with the higher the score meaning a faster turn. However, some enemies and even characters can attack more than once depending on some specific requirements.
When a character gets their turn they can all use the same basic actions, but the party leaders Otsuu and Jack can use some exclusive mechanics (explained further below). The combat mechanics are as follows;
Attack – the active character uses their weapon to attack targets, dealing damage based on the characters current stats and weapon type depending on their position.
Skill – use a special skill to deal damage to a range of enemies with varying degrees of effectiveness, based on the element or type of special. There are also support skills that can buff and heal the player both in and out of combat. All skills use SP which can be replenished when leaving the dungeon or using restorative items.
Lick – use up the splatter meter for a Blood Maiden (explained below), activating Maiden specific skills depending on the target.
Defend – simply guard against an incoming attack, reducing the damage and potentially avoiding damage all together.
Escape – attempt to escape battle, with failure skipping that characters turn entirely.
Item – Otsuu can use items during her turn, providing healing, support and several other potential effects. Items can also be used be used outside of battle to prepare for scripted battles.
The last element of combat to discuss is the splatter meter and the effects that can occur due to this. Each active Blood Maiden has their own splatter meter, being filled up when dealing heavy damage to enemies in battle and activating Massacre mode when the meter is full at the start of the designated characters turn. Massacre mode strengthens that character and opens up special attacks that deal massive damage to enemies, this state varies so make the most of it.
If Blood Maidens take too much damage, their splatter meter will get increasingly darker in color and if the meter itself is full, Blood Skelter will activate. If this mode is activated the character will attack both enemy and allies, only stopping if the Blood Maiden is defeated/purged, the action embrace is used or battle ends. Blood Skelter can be prevented by using the purge mechanic, but excessive use of purging can cause Jack to become Nightmare Jack, causing him to lash out with the only ways to stop it are to use counseling or battle ending.
When all enemies are defeated, rewards are given out which include experience that levels up the Blood Maidens when they reach specific milestones, money and Blood Crystal/item rewards. The amount of rewards that are earned varies depend on the area and difficulty of each encounter, with bonuses provided for special encounters that can occur.
Nightmare Encounters: during dungeon exploration, either at preset points or by activating the white field that appears, a Nightmare will appear and chase the player down attempting to kill them. If the player can escape during the chase, an item will be rewarded to the party. If battle is initiated with the monster, it cannot be killed unless the core in the dungeon is destroyed. When the core is intact, dealing enough damage will stun the enemy allowing a chance to escape.
The strength and appearance of Nightmares will vary depending on the area that is being explored, for example, in the Alice in Wonderland themed zone, the monster will resemble a twisted version of the black queen. The appearance rate and power of the Nightmare can also be affected by the state of the Jail, with the Mood of the Jail increasing both of these factors. However, once the Nightmare for an area has been defeated, it will not spawn again.
Blood Flower Farming: both in and out of the dungeons, Blood Flowers can be planted in the different areas which bloom after several encounters with enemies. The flowers yield different items depending on the type of flower that has been planted, with the option to farm weapons, armor, accessories and pieces (used to manipulate the way the Jail works before setting out).
The flowers can be enhanced by spilling Marchen blood collected from battles, increasing the rarity of items collected. When the flowers are harvested there is the chance to upgrade items further by collecting several flowers at once, yielding greater rewards for players that want to spend the time farming equipment.
New Liberated District: when not exploring the dungeons, the player can interact with NPC characters, Blood Maidens and manage their resources/inventory at their own leisure (some management can also be done in dungeons). The NPC characters that can be interacted with offer a wide selection of services that the player can use to make exploration safer and rewarding. Here is a breakdown of some of the more important services available;
Blood Laboratory – using the resources collected in the Jail, players can enhance the Blood Maidens with new skills, increased stats and even open up brand new classes. To alter the class of characters, the player can unlock jobs that will change that characters outfit, base stats, usable weapon types and opens up new skills to be unlocked and assigned.
Rescue Center – here the Blood Maidens can be purged of corruption caused by the Jail, which is responsible for the Blood Skelter condition. The purge uses Jack’s blood to reduce the corruption, this is done by rubbing the blood into the maiden’s skin with the touchscreen or controller, but the blood that Jack can give is limited so use the service wisely.
Blood Weapon Factory – use money earned and blood crystals to enhance weapons and gear to increase their strength, the higher the level of the enhancement means increased capabilities. There is a cap to the level that items can be strengthened up to, so keep that in mind when using resources to boost items.
While in the home base, the player can interact with the Blood Maidens and other NPC characters via optional side stories that flesh out the world more. The player as Otsuu can also go to the Living Quarters, connecting to the other party characters in visual novels style segments, giving them items and alter their room to increase the affection of that maiden. The items for the girls can be collected by completing missions from the work order center and from merchants.
As the player increases the affection meter for Blood Maidens, there is a chance that they will give special items each time a new item is provided. There is also an increased chance for special scenes to occur between Otsuu and the other girls, adding even more side story content to experience during the course of the game.
Finally, the player is able to modify the load out for each character and the formation of the party itself much easier here. The weapons, armor and accessories can be changed freely (both in and out of the dungeon), increasing and decreasing stats that modify things like attack, defense, health and SP points. Characters in the party can be switched out and partner characters can be added to active members, giving bonuses to the player during combat.
The party system, inventory management and equipment changes can be accessed in the dungeon. However, when the player is in the new liberated district all health and SP points are restored, reducing the amount of resources needed to use to recover from changes in the dungeon, making exploration a little easier.
Now with all of the gameplay elements covered, I want to move onto the other aspects of the game, starting with the controls.
Controls – the control scheme for this release is simple yet effective. The directional buttons and shoulders are used for movement, the left thumbstick for camera control and the face buttons/triggers for key functions. The button inputs are intuitive and consistent, with zero lag throughout the experience. All the controls are comfortable no matter what controller is used, be it the pro controller or the Joy-Cons in either docked or handheld mode.
Difficulty – Mary Skelter 2 has a flexible difficulty curve, with three selectable options including easy, normal and fear which modify the strength of enemies in battle. The challenge of the game can be modified by using Jail parts to reduce enemy encounters and other effects, as well as spending time in lower level areas grind experience. Be careful however, as death in the dungeons can lead to a significant loss of progress so be sure to save often using Jack’s Rabbit Hole skill.
Presentation – the visual style of the characters and the designs of the monsters that must be fought contrasts very well, with beautiful anime style art for the humans and horrific body horror for the Nightmares. The story is told through visual novel style segments, effectively pushing the narrative forwards. The twisted fairy tale aesthetic is featured throughout, with allusions to the classic stories visible throughout the presentation of the game world.
These references are not just tied to the characters and monsters, like the Blood Maidens Little Mermaid and Red Riding hood, but environments like the city streets that have an Alice in Wonderland look. The game performs well from a graphical standpoint, with no issues regarding framerate and while there is a slightly short rendering distance due the graphical requirements of the game, it adds to the tension of dungeon exploration.
The music and sound design in general has a very unsettling feel to it, going from an intense rock theme during the opening video to a soft and gentle title theme that can mislead new players from the horrors they will encounter. The rest of the soundtrack is fantastic, with music that has a circus-esque sound to it in the city and compositions that have an oppressive tone to them, where the sound design for each area fits thematically.
The New Liberated District theme is by far the best piece of music, composed as a classical style piece that utilizes electro sounds, creating a song that has a sense of grandeur in the chaos. Throughout the game, there is a vocal track available in both English and Japanese, used in key parts of the story to add weight to the plot. The English cast for this release features the vocal talents of Laura Stahl (Guilty Gear Strive), Christine Marie Cabanos (Kill La Kill) and Reba Buhr (Dorohedoro) which enhances the experience further.
Final Thoughts – I covered Mary Skelter 2 all the way back in 2019 and sadly that content has been lost since publishing, but I have wanted to rewrite this work since I launched my own website. I enjoyed the game so much during my time reviewing the game, I chose to spend money on the limited physical release and put significantly more time into the game after. I have nothing negative to say about the quality of this title and I can happily recommend it to every single JRPG/Dungeon Crawler fan.
The story is well written and has been one of the few experiences to genuinely get an emotional response from me, making the story that much more powerful since it resonated deeply with me. The characters, monsters and environments are fantastically designed, breathing life into the world or Mary Skelter 2 and adding further depth to the experience. Combat on all three difficulty settings is balanced superbly, giving players of all skill levels a chance to jump into the experience.
This is yet another fantastic release from Compile Heart and Idea Factory International, adding to their library of titles like Death end re;Quest (covered HERE) and Megadimension Neptunia VII (covered HERE). Recently, Idea Factory International announced that Mary Skelter Finale, the final chapter in the story will be coming to the Nintendo Switch and PlayStation 4 later this year, which has gotten me very excited and I will be covering it when it is released.
In the end, I give Mary Skelter 2 a final score of 5/5. This is a fantastic dungeon crawling JRPG, with a story that can engage the player and get them invested in the characters and world they live in, while providing a balanced experience both in combat and during exploration. The art style used for the humans is beautiful, the monster designs are horrific and the environments are absolutely twisted, with sound design that ties the whole experience together.
If you want to check out the game for yourself, you can find a link to the game on the Nintendo Switch below, with free DLC for character costumes, supply items and even to unlock a remaster of the first game (but it is strongly recommended to play Mary Skelter 2 to completion first). Unfortunately, the physical release of Mary Skelter 2 has been sold out for some time, so the only way to obtain a physical copy now will be via a reseller.
Overview – developed by Rocket-Engine, Studio Neon and BEEP with publishing handled by ININ Games, Cotton Reboot is a full remake of the classic cute’em up shooter, Cotton: Fantastic Night Dreams originally released in 1991. This remake features new visuals, gameplay mechanics and sound, along with a port of the Sharp X68000 home release from 1993. This title is available on Nintendo Switch and PlayStation 4/5, 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 PR Hound for providing the copy of Cotton Reboot that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as I feel it should be experienced firsthand, so I will be jumping straight into the gameplay section. Please note, the majority of details below are for the remastered content in the Arrange mode.
Gameplay – Cotton: Fantastic Night Dreams is a horizontal shooter, taking place across several stages filled with cute, yet deadly enemies. The broom riding witch Cotton, has access to two basic attacks, a standard shot that can be fired at a rapid rate and a bomb that can be dropped on enemies below. Defeating enemies can cause them to drop gems and power-ups, the gems change color when shot and provide a variety of effects. Items and gem effects are detailed below;
Bomb – dropped in single or double versions, these will power up the bombs that can be thrown at enemies, dealing more damage with each upgrade.
Diffused Shots – Shooting gems will change their color, while also splitting the shot off and dealing slightly more damage to the enemies, along with increasing the fever meter (mentioned below) to maximize the highest possible score.
Yellow/Orange Gems – these gems provide experience, leveling up the standard shot and overall power that cotton can use to defeat enemies. Levels will be decreased if Cotton is hit by an enemy, weakening the shots that she can use.
Magic Gems – gems will change color when shot into red, blue, green and purple. Each color provides a special magic attack that will be leveled up by collecting more of the same color. Pressing the magic button will activate the spell furthest to the left, with devastating power against the enemies on screen.
Black Gems – hitting gems with enough shots will activate a special chain that gives bonus points when collected, with each subsequent black gem in the chain increasing the multiplier.
Fairies – some enemies will drop Fairies when hit by magic or bullets, they will then join the player and provide additional support. If Cotton is hit, a fairy will appear on screen and explode dealing damage to all enemies on screen and they can also be used to use special magic that can help Cotton out.
Fever Meter – shooting gems and hitting enemies with Diffused shots will increase the multiplier up to a maximum level of 5, with damage reducing the level each time Cotton is hurt. Fever can be activated at any time as long as there is action currently going on (not available after defeating bosses).
The levels that the player takes on are filled with hazards to overcome, with enemies coming from every corner and strong mid bosses. The end of each stage is heralded by a challenging main boss fight, pitting Cotton against a powerful monster that will launch an all-out offensive that can be tough to beat. When the boss is defeated, tea time starts, with tea cups dropping from the sky in white and red giving a special bonus. After tea time, bonuses are applied and the next stage begins.
Once all stages have been cleared or the player has chosen to not continue after a game over, their score is added to the global rankings, being updated when a new high score is obtained. This ranking system gives a lot of replay value as it promotes improvement, pattern recognition and practice to improve scores to beat other players on the leaderboards.
The game may feel a little short as it is an arcade title, however there is plenty to enjoy in this title. Included along with the Arrange mode is an extra time attack mode, pitting the player against a timed onslaught of enemies. Playable in a 2 or 5 minute limit setting, this is a highly challenging mode that will test the skills of the player to reach the highest score possible, adding a competitive edge to this mode as it allows competition with players across the world.
The last thing I want to discuss is the special port of the original Sharp X68000 home computer version of Cotton bundled in with this release. Originally released in 1993, this version of Cotton, is based on the original arcade release with enhancements and tweaks being made, making it the definitive version of the Fantastic Night Dreams entry in the series. The gameplay experience for the Sharp X68000 mode is a direct 1:1 port, with additions like an extended field of view, new difficulty settings and online rankings.
Now with the gameplay covered, I will be moving onto the other aspects of this release, starting with the controls.
Controls – the controls for this release are very comfortable, offering adjustable button layouts to fit any play style and controller method, be it the Joy-Cons, pro controller or even an arcade stick. The inputs are responsive, there is zero lag when moving and shooting, providing a fast paced and exciting gameplay experience. Cotton Reboot plays well in both handheld and docked play, meaning that this is the perfect cute ‘em up to play at home or on the go.
Difficulty – the difficulty curve for Cotton Reboot is balanced well, getting progressively difficult as the game progressed, with new enemy attack patterns and obstacles being introduced over time. There are also selectable difficulty settings in both Arrange and X68000 mode, allowing players to tailor the experience to their own skill level and challenge themselves.
Presentation – visually, the Arrange mode for Cotton Reboot is gorgeous, with hand drawn backgrounds, character portraits and redesigned sprites. The animations are smooth with no issues involving frame rate or overall graphical performance, creating one of the best modern takes on the cute shmup genre. The cutscenes have also been redrawn, with brand new animated scenes and images, telling the same story with a fresh look.
The presentation of the X68000 version is fantastic also, with pixel perfect graphics and an expanded resolution that looks excellent on the Switch screen. The soundtrack for the Arrange mode is a joy to listen to, featuring brand new arrangements or the classic music tracks. The instrumentation is excellent, introducing synth, bass and drums that elevate the original chiptune compositions to a whole new level. The soundtracks can also be switched between original and arranged for added enjoyment.
Final Thoughts – when Cotton Reboot was first announced, I was very excited to get my hands on it and I can happily say I was not disappointed. I have been a fan of the cotton franchise for many years and being able to experience this magical franchise in a new way is wonderful. The overall package that Beep and Rocket Engine has put together is the perfect way to bring the little witch Cotton to a whole new audience, with many secrets to discover.
The presentation of this release is fantastic, celebrating the old and new with both gameplay modes, redesigned visuals and an absolutely delightful soundtrack. I have absolutely no issue recommending Cotton Reboot to everyone, whether you have been a fan of cute ‘em ups for the past 20 years or you have never even looked at one before. I applaud the developers in their dedication to revive this once overlooked franchise.
In the end, I give Cotton Reboot a final score of 5/5. Cotton Reboot is a perfect celebration of the original Cotton: Fantastic Night Dreams release, reviving a once dormant franchise in spectacular fashion, creating a brand new experience for fans of the little witch both old and new. If you want to check this release out for yourself, links to each version of the game and the special physical store link will be below.