Lapis X Labyrinth – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Lapis X Labyrinth is a fast paced action RPG with rogue-like dungeons, an abundance of loot and a cast of colorful characters. This title is available for the Nintendo Switch and PlayStation 4, links to both versions of the game will be available at the bottom of this review.

Disclaimer: this is a rewrite of previous coverage, with an updated format and details. The previous work has since been lost, so this will be the only version available to read. The software used was originally provided by NIS America for the purpose of review, the provision of the software has not influenced the contents of this piece, all thoughts and opinions are my own.

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

Story – a village in the Golden Forest has fallen on hard times, struggling to survive and are in desperate need of increasing their financial stability. To accomplish this task a guild has travelled to the village, deploying their company to plunder the labyrinth below and they must battle the creatures of the dark, collecting as much treasure and loot that they can from the depths below.

Gameplay – this title employs a mix of 2D platforming, dungeon crawling and beat ‘em up action, with a party system that allows up to four characters to be used from any of the character classes. The character classes are split into three sub-types, made up of melee, ranged and support types. Each of the characters has their own unique skills, with screen filling attacks that can obliterate all enemies encountered.

Before going into the dungeon the player sets their party leader, builds their character party, choose a quest from the quest board and visit the shop for items. Inside the labyrinth the party is stacked like a totem pole with the leader on the bottom and the rest sitting on top. The classes that are included in game are as follows;

  • Hunter – a close range sorceress, she uses deadly twin blades, magic powers and unrivaled spped to wipe out the enemies in her way before they see it coming.
  • Necromancer – a ranged spellcaster, armed with a scythe and dark magic, this hero controls the battlefield for her party and securing victory in the dungeons.
  • Shileder – an all-round melee warrior, he is armed with an axe to fight and a shield to defend. This fighter is an important part of any party.
  • Maid – a melee support member, she uses her frying pan and other tools to weaken enemies with haste, cleaning up the many hazards in the labyrinth.
  • Gunner – a ranged combat expert, armed with a variety of firearms he can mow down anything in his path, a talented marksman that fills monsters with more holes than Swiss cheese.
  • Witch – a mid-range magic user, her spells cover a good area which allows her to slay enemies with ease. The fireworks from her magic wand aren’t just for show.
  • Bishop – a mid-range support, she is equipped with a spear that can knock back monsters in her way, creating distance for her party to recover. She may look innocent but she is far from pure.
  • Destroyer – a melee specialist, wielding his great sword, this unstoppable force cleaves enemies in twain making up for his slow speed with immense power.

Be aware that each of the characters have their own unique move set, with standard combo attacks, a set of special moves and a team blitz that fills the screen that is great for clearing out lots of foes. All attacks can be synergized and with effective use, players can maximize their gains when in the dungeon. This is because each action taken in the labyrinth can cause various effects for the party, including;

  • Treasure Points – these are accumulated by collecting the many treasures and items scattered throughout the dungeons, influencing the final score and ranking that is earned at the end of each quest.
  • Treasure Combo – gain combo points by grabbing the loot without taking damage from enemies, with higher combo scores provider greater rewards for the party.
  • Gear – grab new items and equipment for the members of your team by defeating the monsters of the labyrinth, opening chests and even uncovering rare drops hidden away.
  • Materials – collect resources during adventures that can be used to purchase upgrades and items from the village shop, with higher rarity items offering better benefits.
  • Experience – collecting the treasure builds an experience meter, leveling up the party during battles and providing more health, increased power and more special attack uses.
  • FEVER – the last dungeon effect is the FEVER meter, a bar that fills up gradually with each treasure collected and activates the Fever mode when full. During these events, the quantity of treasure pick-ups is increased, the party receives buffs and more items are obtained until the timer expires.

The labyrinth itself is made up of different zones that each follow their own unique themes, with the zones broken up into a set of dungeons that have an element of randomization. The random elements of dungeon floors provide a great incentive to replay stages, grinding out rewards and materials/gear. However, the generation of dungeons does cause its only minor flaw, which is the tight timer which can kill a quest run if the player gets lost in the dungeon.

Outside of the dungeons the player can alter their party and gear, equipping them with different items that will alter their stats within a pre-set point ratio. There are different attributes and equipment points attached to each piece of equipment, along with items that are specifically set for a certain character class. Setting up a party with optimized gear can make dealing with challenging enemies and bosses much easier, given that some gear has very special buffs that can make the party very strong.

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

Controls – the controls for Lapis X Labyrinth are tight and responsive, with zero lag or missed inputs when playing docked or handheld play. The movement and platforming is smooth and intuitive, alongside responsive combat and special attacks that respond instantly which is great during the big boss battles. However, it is possible to hit the wrong inputs when frantically attacking large amounts of enemies, but this doesn’t detract from the quality of gameplay.

Difficulty – there is a moderate difficulty curve for this title, with recommended quests for quests that are optional. Players can ignore these recommendations to make the game more challenging, with the ability to alter the party composition, equipment and play style between sessions. This is a great way for players to tailor the difficulty of the game to their own taste, creating a flexible experience for all skill levels.

Presentation – visually this is a beautiful title, with fantastic backdrops, chibi styled character models and adorable character portraits. The graphical performance is almost flawless, as the hardware of the Nintendo Switch can be pushed past its limits with rare frame drops during play. The sound design is fantastic, with exciting beats and orchestrated arrangements that set the tone for dungeons. The game is voiced in Japanese only, which adds to the charm of the overall experience.

Final Thoughts – I enjoyed this title the first time I played it and that has not changed after returning to it for this rewrite. This is a fantastic action RPG title with fast paced action, flexible combat and a detailed customization system. I loved the style and attention to detail on show, with beautiful settings and wonderful character designs that breathe life into the world, creating a fresh experience that separates itself from other titles in the genre.

I cannot recommend this title enough, the creators of Disgaea have been able to knock it out of the park with a fresh property that is well worth the time and effort to pick up. The game is a treat to play either on the big screen or handheld, with absolutely no issues that detract from the game aside from the minimal time constraints.

In the end, I give Lapis X Labyrinth a final score of 5/5. This title is fresh and exciting, with unique gameplay mechanics and action that separates itself from other titles in the genre. The artwork is beautiful, the soundtrack fantastic and the game is a real joy to play. If you want to check it out for yourself, links to both versions of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Sunblaze – Nintendo Switch Review

Overview – developed by Games From Earth and published by Bonus Stage Limited, Sunblaze is a challenging precision platformer with vibrant pixel art graphics and over 300 levels. This title is inspired by Celeste, with additional accessibility features to make the game approachable for all. This title is available for the Nintendo Switch and computer platforms, links to each version of the game will be available at the bottom of this review.

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

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

Story – Josie is a superhero in training going by the name Sunblaze. Aided by her father, a now retired hero sets up a superhero training simulator. However, the training room has gone rogue, with dangerous hazards and pitfalls for the young girl to overcome. With all her skills, can Josie overcome the risks that have infested the simulator and complete her superhero training?

Gameplay – Sunblaze is a precision platformer in the vein of indie hit Celeste, with challenging platform action, dangerous traps and complex puzzle set-ups. The 300+ stages are separated into different chapters made up of increasingly difficult challenges, each with their own unique theming and gimmicks to overcome. The 6 chapters that the player will challenge are broken up with interactive cutscenes that help tell the story throughout, giving greater depth to the overall experience on offer.

As a platformer, this title features a limited move set that the player can use. These moves are a jump, double jump and dash, but be careful as the use of each move is limited to once each while in the air and will only be reset upon touching the ground or another surface. The mechanics for jumping and platforming are smooth, but do have their hiccups as the precision required can lead to death fairly often. But there are systems in place to alleviate any issues players may face.

The developers have included accessibility options to allow players of all skill levels to enjoy the game. These features include unlimited use of jumping and dashes, invincibility and higher jump height, giving players a chance to make it through the challenges with minimal stress. There is also a secondary mode that can be played, called Zen Mode, a more relaxed version of the main story mode that features reduced difficulty and alternate versions of levels.

The overall quality of this title is very high, with a fun but tough challenge that encourages players to push themselves, with a timer system that promotes organic speed running and hidden collectables to find throughout.

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

Controls – Sunblaze uses a very simple control method, with a simple three button input layout which is similar to the classic platform titles of the 80’s and 90’s. The inputs are smooth and have zero lag to them, making the precision aspect of the game very balanced. The action is smooth when using a thumbstick on either a Joy-Con or pro controller, but the d-pad is a much better especially that of a third party controller like the Retro Bit Sega Saturn pad.

Presentation – the visual style of Sunblaze is reminiscent of games from the earlier generations of gaming, with bold pixel art sprites and vibrant colors used for various parts of the game. There are no issues when it comes to the performance, with zero frame drops or lag issues at all. The music has a charm to it that resonates throughout the entire game, it is relaxing at points and helps to reduce the frustrations that players may feel during the more difficult stages.

Final Thoughts – now I will admit that I am not the biggest fan or the best player of hardcore platformers, due to the ridiculous amount of precision required to solve even the most simple puzzle set ups. But with Sunblaze, I feel very different. The challenges don’t feel as punishing as other games, like Super Meat Boy and Dungeon Escape (review coming very soon), which gave this title more staying power for me and made it more enjoyable during long play sessions.

There is a so much that this title does well and very little to complain about, with the only fault that was found being the difficulty that the high level of precision demands. However, it’s certainly no deal breaker as the Dev team took this into consideration with the inclusion when using accessibility features. I fully endorse this title and can happily recommend it to everyone, casual players and speed runners alike. I hope to see more from both the developer and the publisher in the future.

In the end, I give Sunblaze a final score of 5/5. This is the ideal precision platformer for fans new and old, with over 300 challenging levels and two game modes that offer an experience that is fun for all. Great care has been taken to create an experience that everyone can enjoy and the inclusion of accessibility features is the cherry on top. If you want to check this game out for yourself, links to each version will be below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to G.O.G version (HERE)

Wonder Boy: Asha in Monster World – Nintendo Switch Review

Overview – developed by STUDIOARTDINK and Monkey Craft, with publishing handled by ININ Games, Wonder Boy: Asha in Monster World is a remake of Monster World IV that was originally released as a Japanese exclusive for the Sega Mega Drive in 1994. Explore a world of sword and sorcery with the warrior Asha and her monster friend Pepelogoo in this revamped release by the original Westone development team. This title is available on the PlayStation 4 and Nintendo Switch, links to both versions will be available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Wonder Boy: Asha in Monster World 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.

IMPORTANT: please be aware, the physical release of Wonder Boy: Asha in Monster World contains the original version of Monster World IV. The PS4 version contains an additional code for MW IV inside the box, whereas the Nintendo Switch version features the extra software on the cartridge. The digital versions of this title DO NOT contain the original Monster World IV and it cannot be purchased separately, please take this into consideration if you are making a purchase.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be calling this title by the shortened name of just Wonder Boy: Asha for brevity during the review.

Story – Asha, a young girl who wants to be a warrior departs her village in search of adventure. Upon reaching the city, Asha is tasked with freeing four spirits that have been sealed away by evil forces who seek to take over the world. The young warrior is not alone in this quest however, as she finds a companion to aid her, a special blue Pepelogoo. Together, these new friends will take on many challenges and dangerous obstacles as try to save the world.

Gameplay – Wonder Boy: Asha is a platform adventure title, featuring light action RPG gameplay reminiscent of other titles in the Wonder Boy series. The player controls Asha and her companion Pepelogoo, as they traverse Monster World, exploring dungeons and fighting creatures to rescue the trapped spirits. The game starts at Estafan Village and the Tower of Silence, teaching the player all of the basic mechanics that will be used during the course of the game as a tutorial.

There are several basic skills that Asha is able to use throughout the game, here is a breakdown of those skills (which can be upgraded as discussed further down);

  • Platforming – Asha is able to run, jump and climb in the various areas of the dungeons. The platforming makes up the majority of the action, with precise movement and responsive controls throughout.
  • Sword – the only offensive option that Asha can use in battle. The sword can be used in three ways, a ground/jump slash, an up thrust that allows aerial enemies to be struck and a down thrust that causes Asha to bounce off monsters. The attacks will charge up a meter on screen and when full a special magic attack can be used.
  • Shield – Asha can use a shield to protect her from various attacks both physical and magical. The shield can only be used when facing left and right, so care must be taken when fighting enemies that can attack from above.
  • Save – you can save and load at will in almost every area, giving freedom to retry areas and take a break before taking on the bosses. Be sure to save often because if Asha is defeated entirely, then the latest save will be used to retry from.
  • Genie’s Lamp – at the end of the tutorial, Asha can obtain the Genie’s Lamp, a special magical item that allows her to travel to Rapadagna. This fast travel ability can be used in later areas to return to the town in order to heal and use the facilities there.

After the tutorial, Asha will reach the main town of Rapadagna, where they can interact with various NPC characters, access shops to trade and meet the magical blue Pepelogoo. The magical monster can help Asha while exploring the dungeons, granting the ability to glide, double jump and even access switches that are out of reach. The effective use of Pepelogoo is the key to making it through the dungeons, so be sure to experiment and speak to the NPC characters to learn more about the monster companion.

From the town, Asha can access four transportation stones that require a medallion to open. These stages are filled with monsters, puzzles and treasure to obtain throughout the hazardous environments. The different zones that are explored each have their own themes, including an ice covered pyramid and a volcanic cave filled with Lava. The stages have enemies that fit the theme of that area and the element featured, making the equipment that Asha has very important.

At specific points in each dungeon, there are boss battles that must be cleared in order to progress. The battles can be tough, but each of the monsters has their own patterns and can be overcome if the player is prepared for them. This makes the save feature very useful, since a save can be made before jumping into the battles, providing an opportunity for players to quickly retry without risking any loss of progress.

The platforming and combat is solid for the vast majority of gameplay, but there are some minor issues that can be encountered during play. When trying to be precise with some platforming sections, the collision detection can be awkward, causing Asha to pass through the very edge of a platform and causing her to fall. It is also possible to hit the edge of a hazard and take damage which can be bothersome, as well as getting pinned in a damage loop during some areas due to awkward physics.

There is also a slight problem with the field of view, which can make leaps of faith dangerous since it can be easy to miss a ledge and fall into a trap or pitfall, which will send Asha back to a preset checkpoint. These minor issues aren’t that much of a problem, but can break the flow of gameplay and cause some irritation. However, it doesn’t hurt the overall quality of gameplay for this release.

Speaking of equipment, when fighting monsters many of them will drop gold coins after being defeated, adding to the total that Asha carries. The gold can be used in Rapadagna to purchase equipment upgrades, such as new swords and shields that help Asha in her quest. Different equipment also has varying benefits which allow Asha to perform better in different areas, such as a shield that can protect from fire or a sword that deals more damage and has a stronger magic attack.  

There is also a vending machine that can be found in the different dungeons. This machine allows Asha to purchase healing items to replenish health, including an elixir that can fully restore and revive Asha when defeated with the help of Pepelogoo. The gold and healing items aren’t the only things that can be collected, during the exploration of each area, special items can be picked up and even gold bars that can be traded in Rapadagna for money.

The last thing I want to mention is the Heart Drops, a special collectable that are scattered throughout Monster World. These pick-ups can grant Asha an extra heart container when 10 drops have been collected, increasing the total blue hearts available. The drops can be hidden in hard to reach areas, such as hidden in chests or off screen that can only be reached with the help of Pepelogoo. Be advised that some parts of a dungeon may become inaccessible after completion, losing the chance to collect all of the items.

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

Controls – Wonder Boy: Asha uses a relatively simple control setup that has been refined to work on modern systems. The limited buttons of the Mega Drive version have been replaced with a set-up that spans the entire controller, making for an enjoyable gameplay experience. There are no issues with button inputs or lag when using the Joy-cons and pro controllers, which are very comfortable when playing in handheld and docked mode.

Difficulty – there are two difficulty options for this release, an easy and normal setting. The normal option provides an experience as close to the original Monster World IV, whereas the easy option increases the amount of health pick-ups and some other changes. The two settings are well balanced, providing an experience that anyone can pick up and play right through to the end.

Presentation – the visual style of Wonder Boy: Asha is a delight with 3D cell shaded graphics in a 2.5D perspective, which is a pleasing update to the pixel art of the original release. The colors are just as vibrant for the different locations, and the inclusion of cinematic style cutscenes is a welcome addition. The only issue that was encountered with the graphics was very rare frame drops, occurring only when there is a very high amount of objects on screen.

The soundtrack has been completely redone, with brand new orchestral arrangements of the original music that still maintains the unique charm of the Mega Drive release. The melody of the main theme is used in the majority of tracks presented in a way that doesn’t become repetitive, but does create a cohesive overall product. There is also voice acting employed during the game, featuring the vocal talent of Ai Fairouz, an up and coming voice actress who works in the anime industry.

Final Thoughts – I am a fan of the Wonder Boy series and when Asha in Monster World was announced, I was very excited to get hands on with the game. I can safely say that my excitement paid off, as this is a fantastic remake of a once Japanese exclusive title. The platforming and combat are fun, the puzzle solving is rewarding and overall it is a joy to be able to play a new title in the Wonder Boy series.

There are some minor faults but they don’t do anything to spoil the experience. I can happily recommend this title to fans of Wonder Boy, both old and new, especially the physical version that includes the original title as a bonus on both PlayStation 4 and Nintendo Switch. I hope that the revival of Monster World IV opens up the opportunity for more titles from the Westone library to be brought to a new audience.

In the end, I give Wonder Boy: Asha in Monster World a final score of 4.5/5. This is a fantastic remake, with vibrant cel-shaded visuals and a newly arranged orchestral soundtrack that manages to capture the spirit of the original. If you want to check this title out for yourself, links to each version of the game will be available below, including a link to official website to get the physical version.

Link to Official Site (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

R-Type Final 2 – Nintendo Switch Review

Overview – developed by Granzella and published by NIS America, R-Type Final 2 is the latest entry in the legendary scrolling shooter series from Irem Corporation. This title features the classic gameplay that made the series popular during its original run, while introducing a couple of features unique to this release. R-Type Final 2 is available on all major platforms, links to each version of this game will be available 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 R-Type Final 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as there is no significant plot to discuss for this release.

Gameplay – R-Type Final 2 is a scrolling shooter, taking over the course of seven of a possible eleven stages, where the player battles robots, extraterrestrial organisms and aliens from the Bydo Empire. When starting the game, a screen shows up where the player can enter details to set up their pilot. This profile can be changed freely in the main menu, along with additional costumes, color changes and more that can be unlocked during play.

After setting up the profile, the game itself can start proper. The player selects one of three unlocked ships from the hanger, with more that can be unlocked later (which will be discussed later). After selecting the ship, the difficulty options appear with five options to select from that offer increasing levels of challenge for players. The options are Practice, Kids, Normal, Bydo and R-Typer, giving players of all skill levels a chance to succeed.

The stages of the standard game mode follow a linear path, travelling through unique sci-fi environments that are filled with enemies and hazards to overcome, including intense boss battles and large scale set pieces. Be careful however, as any contact with enemies or hazardous objects will destroy the player ship, restarting the level at the closest checkpoint. The majority of stages are played in sequence, with the last few stages depending on choices that are made by the player.

The action is fast paced and the variety of hostiles is impressive, ranging from robots to aliens and even mutated space pineapples that spray bullets across the screen. The amount of enemies on screen, the number of bullets flying past the player and sudden shifts in movement direction can become overwhelming, but there is a silver lining to the difficulty of this title.

During the course of the game, the amount of credits that can be used per set of lives increases over time, starting with only a handful of continues which increases to free play as the maximum. I am unsure as to why this happens, but it is a net positive as it gives everyone the chance to persevere through the harder challenges and make it to the end credits.

During the missions, a specific enemy will appear at set points, dropping items for players to collect that can power up their ship to increase its destructive capabilities. The most effective way to use the pick-ups is to combine them with the special attacks for each ship. Here is a breakdown of the different items and weapons the player has access to;

  • Standard Shot – the most basic attack that is available, which can be used with single shot or rapid fire. These attacks deal a preset amount of damage to enemies that are most effective against the smaller enemies.
  • Wave Cannon – the cannon is a special charge attack that is charged by holding the standard shot button down, filling a meter up at the bottom of the screen. Releasing the button will unleash a powerful attack that is dependent on the ship chosen. The cannon can be charged past maximum, dealing even more damage to the enemy forces.
  • Armament Power Up – the power ups that give the player ship access to enhanced firepower. There are five items that can be collected. The first are laser crystals, red, blue and yellow objects that provide a different attack for the ship which levels up with each crystal collected. The others are a missile pick up to get bombs and a Bit item, a special satellite that protects the player ship.
  • Force – a special support item that will appear when a laser crystal is first picked up, growing in power with each crystal that is collected. The Force can attach to the front and back of the player ship, defending from shots while also dealing contact damage to hostiles. The Force can be launched from the ship, becoming an independent entity that will assist the player in varying ways depending on the ship.
  • Dose – each time the Force absorbs damage or makes contact with a hostile entity, a gauge called the Dose is slowly filled. When the meter is filled entirely, a feature called a Dose Break becomes active which increases the power of the Force. The player can deplete the Dose meter by activating a special screen filling special attack dealing damage to everything, most useful against bosses.

There is also a score/stage attack mode that can be played separate from the main game, which is useful for practicing the harder stages on higher difficulties and challenge players themselves. The addition of this extra mode, provides more replay value as players are encouraged to get higher scores and experiment with new ships that have been unlocked.

Moving on, I want to talk about the content unlock and upgrade system for this title. When playing through the game, credits are rewarded for each stage that is cleared separated into in game coins and resources. The resources can be used to open up new ships in the Museum when specific requirements have been met, such as a specific amount of the points gained or a specific stage has been cleared.

Unlocked ships functions in a similar way to leveling up in an RPG, featuring a skill tree style progression system, with each new ship potentially adding a new branch to explore. However, there are ships that are locked behind passwords and updates that will added at a later date. This system adds more to do alongside the main game and challenge modes, with almost 100 ships to unlock and a total of 12 slots to create a personalized ship loadout, letting the player modify and change ships between stages.

Finally, I want to cover the gallery and personalization systems. First is the gallery, which offers images and enemy profiles as unlockables to be earned during the course of the game. The images can be used to modify the title screen of the game, along with custom names for extra creative options. The last thing to mention is the pilot/ship cosmetics, where players can buy new suits, helmets, poses and even decals to add to their pilot and their chosen space craft that can be purchased from the in game shop.

Now with gameplay covered without the surprises spoiled, I will be moving onto the other aspects of this release, starting with the controls.

Controls – R-Type Final 2 is an arcade style scrolling shooter, so the controls are simple and effective to use. The shooting is responsive and the movement works well for the most part. Unfortunately, the thumbstick is not the most precise for movement compared to the D-pad/direction buttons, giving the game a twitchy feel when using the left stick. Aside from this minor issue, the overall control of the game is comfortable when using all control methods in both handheld and docked modes.

Difficulty – as mentioned during the gameplay segment, the difficulty options for players are separated into 5 choices (more can be unlocked later) that increase the overall challenge of the stages. During gameplay, increased difficulty can include additional projectiles being fired upon the player, stronger enemies and even altered boss battles at the highest setting. Each of the difficulty options is well balanced and with enough practice (and infinite continues) all settings can be beaten.

Presentation – R-Type Final 2 is very pleasing in the visual department. However, there are some minor issues that occur when playing the game in both handheld and docked modes. The first issue is depth perception and size of projectiles on screen, especially in handheld mode some enemy shots can be difficult to see and it can be tough to see if things are in the background or not. The second complaint is framerate inconsistencies, which occur when there are a lot of objects are on screen causing slowdown.

The sound design for this release is very good with an atmospheric soundtrack, which serves as a perfect accompaniment to the environments that the player explores. There is an effective use of electronic sounds, synth and piano that combine together to create a sense of nostalgia which invokes the spirit of the titles that came before it. Overall, the graphics and music work well to enhance the experience, making for an enjoyable experience.

Final Thoughts – I have been a longtime fan of the R-Type franchise, so I jumped at the chance to play this entry in the series. I can happily say that it has the same quality of gameplay, challenging stage design and impressive boss battles that made the R-Type name popular during its early years. The action is exciting, the gameplay is rewarding and aside from the minor issues with occasional drops in framerate/visibility, this is an almost perfect return after over 10 years of waiting.

I have no problem recommending this title to fans of the franchise and those who enjoy scrolling shooters in general. The content included with this title is more than enough to keep you occupied for a considerable amount of time, along with the ship unlock tree and pilot customization. There is even additional stage packs that are being released as DLC, adding a total of extra six stages to the game (I have not been able to test this content) pushing the total stages to challenge to seventeen.

In the end, I give R-Type Final 2 a final score of 4/5. This is an excellent return from the once dormant scrolling shooter franchise, with a plethora of ships to unlock, challenging stages to take on and the classic arcade style gameplay you would expect from a title bearing the R-Type name. if you want to check this title out for yourself, links to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE) – US version could not be found

Link to Xbox One version (HERE)

Link to Steam version (HERE)

World’s End Club – Nintendo Switch Release Date and Demo

Hello, I have exciting news from our friends at NIS America and IzanagiGames concerning the release of their latest Switch title, World’s End Club, coming to Europe and North America on May 28th. Here is a little background on the story, courtesy of the official website.

Story

In an elementary school in Tokyo, there’s a group called the “Go-Getters Club,” made up from oddball kids from all over Japan.
Reycho and the other members are somehow different than the other kids around them.
Then, one day, during the summer…
While on the bus for their class trip, they get into an accident.

When they wake up, they’re in a theme park under the sea.
Reycho and the others are trapped inside this strange, long-abandoned place.
Suddenly, from out of nowhere, a mysterious clown appears and orders them to play a “Fate Game”!
Before any of them can figure out what’s happening, they’re fighting for their very lives.
Will they be able to survive and make it out of this weird place?

The kids are all lost and confused…
But then, extraordinary powers begin to awaken within them.
While at the same time…
Abnormal events are occurring all over the Earth.

About the Game

World’s End Club is the latest title from Kotaro Uchikoshi and Kazutaka Kodaka abandons the darkness of their past works and offers a lighter and more hopeful tale that anyone can pick up!

The “Go-Getters Club,” a group of misfit students from all over Japan, find themselves trapped in a strange theme park during a class trip. In order to unravel the mystery of their circumstances and find an escape, they must take part in a “game of fate” that will test their bonds of friendship! With colorful visuals, charming characters, accessible gameplay,
and a compelling story, this is an experience you will never forget!

Key Features

Friendship 101: Step into the shoes of a quirky and colorful cast of characters, and put their bonds to the test as they unravel the mysteries that surround them!

Charm and Mystery: Immerse yourself in a vibrant world where playful scenery meets strange phenomena, making for an unforgettable visual journey.

From Page to Platform: Switch between visual novel and platforming in this unique adventure, elevating your story experience to new heights.

DEMO AVAILABLE NOW!

Put your teamwork and bonds of friendship to the test in World’s End Club! Get a glimpse into the mystery-filled adventures by playing the free demo, which covers the first chapter, and carry over your save data for bonuses when the full game launches on May 28 for Nintendo Switch.

You can find the Demo for World’s End Club (HERE).

Poker Pretty Girls Battle: Fantasy World Edition – Nintendo Switch Review

Overview – developed by Zoo Corporation and published by Eastasiasoft, Poker Pretty Girls Battle: Fantasy World Edition is a fanservice focused poker title, featuring pretty art of many cute girls. Take on a selection of girls in classic Texas Hold’em battles at the Fantasy World casino, with images to unlock with each victory you achieve. This title is available on the Nintendo Switch and PlayStation 4, links to both versions of this release will be available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Poker Pretty Girls Battle: Fantasy World Edition 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. There is no story for this release, so I will be moving straight into the gameplay section.

Gameplay – this title is a casual Texas Hold’em sim, where the player is put up against three girls with 100 chips each and the objective is to make all of your opponents run out of chips, eliminating each of them to be the last one standing. The game follows the traditional rules of poker, with the ability to bet, call and raise any amount of chips in the current current pool to try and outsmart the opponents.

There are two game modes in this title, the first is a campaign mode where beating the challenges earns a piece of an ensemble image of the main girls in that stage. The stages increase in difficulty, with more wins required against each girl in order to complete the reward picture. The second option is a free play mode, allowing players to choose any of the characters that have been unlocked to battle at their leisure.

The overall gameplay of this release is simple, with little in terms of variety to the mechanics. However, for the price being asked and the content on offer, there is more than enjoy in this release. The total roster of girls to battle and unlock is 16 during the campaign mode, with each girl having a unique look to them and their own personality.

The A.I. for opponents is fairly solid, but it can be manipulated to the player advantage. When betting during the rounds, more often than not the player can force their opponents to fold if they have more chips in reserve than the others. This strategy can help to whittle away the girl’s stock and help eliminate them, but there is always the chance they will call your bluff so be careful when betting big.

I am unsure if this title has much in terms of longevity, as there is a lack of multiplayer local or otherwise. It would have been a much more fleshed out product with a multiplayer mode, but this isn’t a deal breaker for the price that is being asked.

So with the gameplay covered, I want to move onto the other aspects of the game, starting with the controls.

Controls – the control method for this title is very simple, with both standard inputs and touch screen controls available. In general, the control setup works well with all of the buttons laid out effectively and with zero lag. The optimal way to experience this release is by using the touchscreen, as the handheld mode is perfect for the limited experience on offer with this release.

Presentation – as a budget poker title, this game has a rather simple graphical style consisting of still images and limited animations for the gameplay itself. There is not much else to say about the visual presentation, but the artwork used is very pleasing. The music is pleasant for the experience, using a jazzy lounge sound that adds a little to the casino style for this title. There is Japanese voice acting, but it is limited to a few lines per character.

Final Thoughts – as a budget poker title, there is enough to keep you occupied. I enjoyed the casual gameplay, however I did find it a little slow and repetitive after extended play sessions, although I don’t play casino game often so mileage may vary. If you are a fan of digital poker, this could be right up your alley, the content on offer more than justifies the small price being asked, it is just unfortunate that the game is single player only.

In the end, I give Poker Pretty Girls Battle: Fantasy World Edition a final score of 3/5. This is a fairly solid poker game on a budget, with a nice selection of pleasing designs for the girls. It is unfortunate that there is a lack of online or even local multiplayer, but there is still enough content to keep you occupied. If you want to check this game out for yourself, links to each version will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Death End re;Quest – Nintendo Switch Review

Overview – developed by Idea Factory and Compile Heart with publishing handled by Idea Factory International, Death End re;Quest is a mix of fantasy based JRPG action and visual novel storytelling. Shift between the fantasy of the game world and the reality of the real world, with branching narratives and the possibility of a bad end around every corner. This title is available on Nintendo Switch (with all original JP content and DLC included), PlayStation 4 and the Steam service, 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 Idea Factory International for providing the copy of Death End re;Quest 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 features graphic depictions of violence, grotesque scenes and suggestive content. Due to the content present, this release has been rated Mature. If you are sensitive to the material within this game, please use discretion when proceeding with this review.

Now, with the introductions out of the way, let’s get into the review starting with the story. For brevity, I will be referring to this title by the shortened name Death End.

Story – video game programmer, Arata Mizunashi receives a mysterious email from Shina Ninomiya, a colleague that went missing nearly a year ago. Before her disappearance, they had been working together to create World’s Odyssey (W.O.D.), an immersive virtual reality MMORPG that would revolutionize gaming forever. But the disappearance of Shina led to the project being put on hold indefinitely. After receiving the email, Arata soon discovers that his friend has been trapped inside W.O.D. for the past year.

Investigating the project that he believed was shut down, Arata is shocked to learn that the game code has been ravaged by bugs and Shina is the only active player. To get out of her digital prison, Shina must clear the game to unlock the perfect ending, meeting NPC characters that have A.I. so advanced that act like humans. However, there is a sinister force both in and out of W.O.D. that seeks to prevent Arata from achieving his goal of saving his friend, putting both their lives in danger.

Gameplay – the gameplay of Death End mixes the dungeon crawling adventure of a traditional JRPG, alongside the storytelling of a visual novel. This combination is implemented very well in this release, with the dungeon crawling action taking place exclusively in the fantasy world, featuring frantic turn based combat and extensive exploration of a corrupted land. The vast majority of the VN sections take place in the reality of Death End, influencing both the real and in game world.

I want to focus on the JRPG portion of the game first, and then I will be moving onto the VN section. The bulk of the gameplay is centered on Shina, the girl who is trapped within W.O.D. and must find a way to clear the game in order to escape. To achieve her goal of freedom, the player will guide her through vast dungeons that are filled with dangerous monsters, locked pathways and challenging boss fights. In order to survive, there are some things that you must learn.

Here is a rundown of the basic things to keep on top of while in the game world of Death End re;Quest so you can make it out alive;

  • Dungeon exploration – all areas are segmented into zones that may contain treasure to pick up, doors to new open and roaming enemies that may the party can battle. When the player encounters enemies, they can attack them to gain an advantage in the battle, but if the enemies notice the party then they will charge and if contact is made the party will have a disadvantage.
  • Puzzle Solving – throughout the dungeons, areas may be locked off from the party, requiring an item or action to progress. Another way to get past blocked areas is to jump from the game world to reality, as continuing the VN segments will help the player get further in the dungeons.
  • Camp – at designated points in each area, the party will find safe zones with a tent and warp point set up. The camp can be used to speak to party members and open new story details, heal the injured characters and access a shop to buy/sell items. The player may also save using a floating gem (these gems appear outside the camp also) and warp to other camps by using the stone, but be aware that the warp must be activated in each camp to move between them.
  • Inventory Management – the members of the party can be equipped with weapons, armor and accessories that will alter their stats. Gear that is equipped to characters each provide different bonuses and some weaponry is only usable by specific characters, so be sure to balance the party well. Effective management of gear for characters will keep you at the top of your game, since the enemies that will appear later will get increasingly tougher.
  • Party Management – the game starts off with only Shina in the party, but as the story continues more characters will join up with the player and increase their forces. The maximum number of characters that can be in the active party for combat at any time is three, but characters can be switched in and out to fit the set-up that the player wants. The leader that is shown in the dungeons can also be changed, allowing the player to choose their favorite character to roam the world.
  • Resource Management – to use magic and special attacks, the party uses SP to activate skills in and out of combat, including healing and reviving fallen allies. Keeping on top of items in the inventory, money and equipment is very important to keep yourself alive.

Now I want to talk about combat and leveling your characters up. The combat in Death End is fairly unique and makes this title stand out, while feeling familiar as it follows most of the traditional mechanics of other JRPG titles. First, the party members can choose up to three actions per turn or switch their active party with back up units, while being able to move freely around the battle field. This allows characters to select different combinations of attacks, which also gives the opportunity to unlock new attacks/skills.

In combination with the combo actions is the knockback mechanic. When finishing a chain of attacks, the player has the potential to knockback an enemy, sending them flying across the combat arena. This knockback feature can lead to very interesting results, as enemies will take/deal damage to other enemies when making contact with them and the walls of the battle field. This system adds an additional layer of strategy to combat, as knocking an enemy into a party member causes additional knockback damage.

But do take care when fighting enemies, as some have the ability to counter specific attacks, disrupting that characters turn and avoiding harm. This can be very dangerous when battling tough foes and even bosses, so be sure to rethink the approach you want to take to prevent possible losses in battle, as the game will be over if all members fall. However, there is a special mechanic that can turn the tide of battle and help you to lay waste to all foes.

Due to the glitches that affect the game world, members of the player party can become corrupted by taking damage and through other factors. At 80% corruption, the character can enter the special Glitch mode, providing access to a special attack that can deal massive damage to an enemy at the end of a combo. If the percentage lowers below the threshold, they will exit the powered up state but if it reaches the maximum, the character becomes incapacitated for a time.

There is also a feature called field bugs, glowing bugs that will damage the player and corrupt them if they make contact with those spaces crushing them. These bugs can be destroyed with attacks and knocking enemies into them. When the bug meter on screen is reduced to a 50%, Arata can be called on to activate special skills at the cost of restoring bugs on the field. The skills include activating mass buffs/de-buffs against enemies and changing the “genre”, initiating special gimmicks like making the combat a third person shooter.

All of the mechanics in this title work together to create an exciting combat experience, adding depth to the risk and reward nature of battles. At the end of battle, players receive experience, money and rewards for succeeding against the enemies. Reaching specific EXP thresholds will level a character up, replenishing any damage taken in the battle, while also increasing all basic stats for that member of the party boosting HP, SP and more with each level.

The last part of the gameplay that I want to talk about is the Reality/VN segments, aiding the narrative of Death End re;Quest. Throughout the game, visual scenes will tell the story with cutscenes and a lot of character interactions. The majority of the segments occur within the real world of Death End, as Arata explores events occurring in both the fantasy and real world trying to save Shina from her digital prison, but all is not what it may seem in both worlds.

In the real world, Arata is able to travel to parts of the city and make contact with other key characters, gathering information to solve the mysteries surrounding him and Shina. In the real world, the player is able to examine the clues that have been picked up, speak to characters nearby and view details of past events including the death ends that have been viewed. The events are in an episode guide and will provide additional rewards when their summaries are checked.

At key points during the narrative, there will be choices to be made which will influence the way that the game progresses. The choices can be simple like saying yes or no, which may have a minimal impact on the way that the story moves forward, but there are instances where the decisions you make will have more sinister outcomes. Some of the events may lead to sudden end for the player, often in a gruesome and horrific way, with graphic descriptions and even images showing the death of the player, reverting them to a previous save.

Now with the gameplay covered to a degree that I am happy with, I want to move onto the other aspects of the game, starting with the difficulty.

Difficulty – Death End has three difficulty settings to choose from, easy, medium and hard that influence the combat encounters and rewards earned by the player, providing more EXP and money at lower levels. The combat is balanced at all difficulties and there is an abundance of restorative rewrards, keeping the party alive. However, the sudden death endings that can kill the player are a real danger, potentially causing a significant loss of progress, but the game allows saving during most story segments to counter this as well as save points at various points in dungeons.

Controls – the control method for this release is laid out well, with the thumbsticks controlling the camera/movement and the face buttons used for interactions. Unfortunately, the inputs themselves are a little difficult to use with precision in some areas, as I found the movement to be a little twitchy with what felt like a very low dead zone. Aside from this minor complaint, I found that the game played well in both handheld and docked modes using the Joy-Con and pro controllers available.

Presentation – the visual style of Death End is stunning as the character designs, environments and cutscene visuals maintain the signature look that Idea Factory and Compile Heart are known for. Featuring beautiful anime style portraits, character models and animations that are expressive, making the narrative unfolding more engaging. The graphical output is very good for what the hardware is capable of. However it seems that the game is a little too much for the Nintendo Switch, resulting in occasional slowdown and frame drops, but this isn’t a deal breaker.

The sound design for this title compliments the visuals on show, featuring a soundtrack of epic fantasy tracks combing orchestral arrangements, electronica and a heavy rock sound to tie the experience together. There is also an English and Japanese voice track that is used at various points during the game, adding a greater impact to the scenes that utilize it. The English dub features the vocal talents of Kayli Mills (Re:ZERO), Kira Buckland (NieR Automata) and Erica Mendez (Kill La Kill).

Final Thoughts – I had a great time playing Death End re;Quest for this review. While it features many of the mechanics used by other JRPG titles, the systems this game uses make the overall experience stand out, such as the knockback providing a lot of fun when trying to make enemies hit each other. The glitch and corruption systems added more depth to the combat, and the transformations that could be achieved were exciting due to their rarity.

The sound and visuals compliment the setting, with a narrative that really pulled me into it which provoked a sense of anxiety during tense moments and relief when avoiding a bad ending. I have no problem recommending this title to JRPG/visual novel fans, since the balance between the two styles is done extremely well. I applaud the developers for being able to put such a demanding title on the Nintendo Switch, maintaining a high quality albeit with a few minor inconsistencies and I hope that the sequel makes its way to the Switch in the future.

In the end, I give Death End re;Quest a final score of 4.5 out of 5. Another fantastic JRPG experience from Idea Factory and Compile Heart, combining an engaging story, a charming cast of characters and exciting turn based combat with new systems that make this release stand out from other titles on the Nintendo Switch. If you want to check this title out for yourself, links to each version will be below, but please note that there may be alterationss between versions due to platform rules as well as costs for the content that is included in this version for free.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)

Shantae – Nintendo Switch Review

Overview – developed by WayForward and Limited Run Games, with publishing handled by WayForward, the first Shantae title that was released on the GameBoy Color in 2002 has come to the Nintendo Switch. Shantae is an 8-bit Metroidvania style action platformer with crisp visuals, a delightful soundtrack and a special GBA enhanced mode included. Shantae is available digitally exclusively on Nintendo Switch, a link to the game will be at the bottom of this review.  

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

Now with the introductions out of the way, let’s get into the review, starting off with the plot for Shantae.

Story – the plot of this title focuses on the titular half-genie heroine, Shantae. Shantae is the guardian of her home, Scuttle Town, which has been attacked by the pirate queen Risky Boots. After the attack, the half-genie learns from Uncle Mimic that the pirates stole his prototype for a steam engine. Now, Shantae must travel Sequin Land in search of four elemental stones, which have the capability to create a terrible weapon if they were to fall into the hands of Risky Boots and her pirate crew.

Gameplay – Shantae is a side-scrolling Metroidvania style platformer set in the fictional world of Sequin Land, with a variety of areas that the player can travel between. The main objective is to navigate hazards, defeat monsters and complete puzzles to obtain the four elemental stones. Shantae can use a range of actions to aid her in achieving her goal, including using her hair as a whip and magic items to defeat enemies.

To stop the pirate queen, Shantae will explore many different areas of the games world from a forest to an underground cave and themed dungeon zones. The dungeons have the traditional platform adventure setup, where there are several interconnected rooms that have challenges to complete, enemies to fight and treasures to collect. Each of the labyrinths, has its own unique layout and concept based upon the area that it resides adding more depth to the overall experience.

This is the tough part of the game, since all the labyrinths are unique, you need to look at each puzzle and enemy encounter differently. The challenges can be very tough and may take several attempts to get through, but there is a way to ease the pain a little. Hidden throughout the game are heart containers, picking these special items up will grant Shantae an extra hit, perfect for the really tough boss fights which all have their own weaknesses and gimmicks to deal with.

There is also a new feature added for this release, the use of save states. At any point, you can pause the game and save/load a new state to return to a preset point in the game of your choosing. This feature can be very useful as you can die quite a lot from pitfalls, sudden enemy spawns and death traps scattered throughout. If you don’t like save states, you can find a character called the Save Man, who will record your progress and allow you to continue from them if you run out of lives.

Take care however, as defeat by the hands of your enemies may lead to a lot of lost progress upon continuing. So be sure to stock up on gems by breaking jars and slaying monsters, since you can buy items from shops to use when needed, including healing items, weapons and even a couple of new tricks for Shantae to learn. Experimentation and exploration is encouraged, since there is much to discover, just be sure to take extra precautions when it gets dark, since monsters are stronger at night.

During the course of the game, the player visits several towns scattered across Sequin Land. Each town shares common features, such as the save room where progress can be recorded, a bath house to recover lost health and a shop to purchase items with gems picked up during the adventure. There are also special interactions and activities that can be accessed in towns, including a rhythm action dance mini game in Scuttle town that can earn a lot of gems if successful.

When in the towns, Shantae can speak to people that live there who will provide hints for different things, give advice on how to proceed or just general information. These interactions can be fun and break up the gameplay in a way that doesn’t feel intrusive, NPC characters will only interact when you want them to and only a few are essential to progress the story. However, to flesh the game world out and get some important tips, players should chat to the townsfolk often.

The exploration and platforming is a lot of fun, but it does have its challenges. Unfortunately due to the screen size of the original Gameboy Color, the field of view for the player is zoomed in quite a lot. This makes it very difficult when trying to climb up and down different areas, as one false move can lead to a swift death by falling into bottomless pits. Another minor gripe that I have with the gameplay is the game is the physics.

When trying to run, jump and climb in the different zones of the game, Shantae has very little control in the air, meaning it can be very easy to go too far or come up short making the character feel very stiff. This small flaw with the game isn’t a major problem, but it can get a little frustrating when moving around dungeons or vertical movement focused areas. Sadly there isn’t a map feature that can be used to know where you are going, but creative use of save states can be helpful.

This release also features the trademark skill that the half-genie is known for, dance magic. A special rhythm based system where Shantae performs specific movements to access a selection of magic spells, including the incredibly useful animal transformation magic. The dance magic must be unlocked by fulfilling specific requirements, such as clearing puzzles, collecting specific objects and helping other guardian genies along the way.

To activate dance magic, you must initiate a dance sequence which is shown as a music note and four stars, pressing the corresponding dance inputs on the first beat. This can take some time to get used to as the timing needs to be very specific, not hitting the button on the correct beat will cause nothing to happen. The timing for dance magic is very important and once a spell is learned, practicing it a few times is strongly advised as they may be handy during boss battles.

Now, there is so much more I could talk about, but I feel that the wonder of this game should be experienced firsthand, including all of the secrets that it holds. So I will be moving onto the other aspects of the game, starting with the difficulty.

Difficulty – Shantae has a set difficulty setting throughout the game without any way to alter the challenge. This isnt an issue however, as there are systems set in place to make the game a little more approachable for everyone. First is the save states built into the game, allowing players to make quick saves at any point which can help in difficult sections. The second is the generous continues that give players a fresh set of lives after a game over, although this is at the cost of progress.

Controls – the control layout has been remapped specifically for this version, with all important actions mapped to the face buttons and movement set to the left side of the controller. These changes make the game comfortable to play in both docked and handheld modes, with smooth inputs when using the Joy-Cons and pro controller for the most part. There is one minor issue, the timing of button presses can be a little inconsistent when using items and during rhythm sections, but it can be adapted to quickly.

Presentation – since Shantae was originally a GameBoy Color title, the game uses simple 8-bit sprites and a limited color palette which is used to maximum effect. There is also a special GBA enhanced mode, which provides an enhanced range of color and brighter visuals in game. The sound consists of chiptune compositions throughout, pushing the hardware of the time to its limit to great effect. The overall package has a nostalgic charm to it and the bonus gallery of artwork/sprites is a great bonus.

Final Thoughts –I didn’t have a chance to play Shantae before this, so I jumped at the chance to play this version of the game and I am happy I was able to. This game is an excellent but challenging platform adventure, with the charming cast of characters that have appeared in each title since. The only issues I encountered during my time playing were the field of view hiding death traps and the slight inconsistencies with input timing. However, the overall quality of this release is fantastic and I can happily recommend this release to everyone.  

In the end, I give Shantae a final score of 4/5. This is an excellent side-scrolling platform adventure, with all of the features that made the Shantae series a hit with fans. The inclusion of the GBA enhancements is an excellent touch, and the content that is on offer is well worth the low price point being asked for. This version is available exclusively for the Nintendo Switch, a link to the game will be available below.

Link to Nintendo Switch version (HERE)

Poison Control – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Poison Control is a vibrant third person shooter/action-RPG set in a colorful and toxic hellscape. Partner up with the adorable Poisonette and travel the Belles’ Hells as you cleanse souls of their poisons, fighting monsters and trying to discover why you are in hell. This title is available on Nintendo Switch and PlayStation 4, a link to both versions of the game will be listed 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 Poison Control that was used for this article. The provision of this software has not influenced the contents of this piece, all thoughts and opinions contained within are my own.

Content Warning: Poison Control has been given a rating of T for Teen by the relevant rating boards. However, it would be negligent of me if I failed to provide a content warning as this title addresses difficult subjects, including loss of loved ones, suicide and themes that may not be appropriate for all audiences. If you are upset or offended by the discussion of death, moderate fanservice and suggestive themes, please proceed at your own discretion.

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

Story – from the worldly desires of humankind, delusions are born. These delusions, whether from the living or the dead, manifest as toxic creatures known as Kleshas, and bring into being the realms of hell. After wandering into this infernal domain, your flesh and blood is usurped by a mysterious girl named Poisonette. To return to the mortal realm, you and Poisonette, as two souls in one body, must purify the hearts of the fallen. Who are you? Who is Poisonette? How did you get here to begin with? So starts the tale of your journey through the belles’ hells. (Story details taken directly from official Poison Control website)

Gameplay – the core gameplay of Poison Control is similar to the Nintendo franchise Splatoon, with fast paced third-person shooting and turf war style poison removal. As the protagonist, you must work with Poisonette to cleanse the hells that you encounter by defeating monsters called Kleshas and clear away the poison that covers the ground. The player character and Poisonette both have designated roles that they fill, with the player using a variety of weapons to eliminate the Klesha and Poisonette purging the toxins by walking over it or drawing a line around it.

As the pair of Soul Mates, you take on objective based missions scattered across the hell world map. These spaces are called the Belles’ Hells, created by the delusions of humans living and dead, holding memories, thoughts and even souls within these unique environments. For example the hell of a human that draws lewd manga will have risqué imagery in it, whereas the hell of a girl who wants to burn down her school has a classroom motif. The stories that are tied to each mission also affect the objectives and enemies that the player will encounter.

At the start of a stage, the story of the Belles’ is laid out along with an objective to complete. The objectives that players must complete include enemy elimination, purging poisons and locating specific items. During the course of clearing a mission, thought forms and souls appear during and the player must interact with them to progress the stage, often initiating sub-missions that must be completed to open up new paths in the level. The player can also find entities called Hell-Savvy Souls that give advice, providing additional help to aid the player.

Alongside the core objectives that are present for most stages, there are also special collectables that are scattered across each of the Belles’ Hells called poison gems. There are three gems located in each level and collecting all three will provide special power-ups for the player to use, including new weapon types and upgrades to aid the player in their tasks. The missions can be replayed, so missing a gem is not a major set-back for those who want to unlock everything, as the gems can be collected at a later time if you wish to do so.

As well as the poison gems, players can pick up items from destroying boxes and opening up chests. The pick-ups are extra ammunition for weapons, health ups to recover damage and large amounts of coins that can be used later on to make purchases. Make sure to check every area and explore fully as this game rewards exploration, providing an incentive for players who want to get 100% of each level cleared when playing this title.

Moving on, I want to talk about the combat/purging mechanics that this game uses. Starting the game, there is a limited amount of options in terms of weaponry, starting a regular shot called the Toxicant: Poisonette. The Toxicant attack has a limited number of shots and must be replenished when depleted, this is made possible by purging poison with Poisonette, defeating Klesha, collecting ammo refills and simply waiting for the meter to refill. There is an aim assist system built into the game, this setting can be changed to fit the style of the player, so experimentation is encouraged.

The Toxicant isn’t the only weapon in this game however, as there is another type of weapon that the protagonist can use in their quest to cleanse the Belles’ Hells. This is called the Deliriant, a limited use weapon that can only be replenished by collecting ammo pick-ups for the designated poison type. These special weapon types can be very powerful, but ammunition for them can be scarce so be careful when using them freely as they are most useful against stronger enemies. During the stages, the protagonist can use the powerful Soul Shock attack, by filling the radio gauge for a powerful area attack.

Poisonette can also be used to attack enemies, when in purge mode she can draw a shape on the ground around toxins to purge them. This can also damage enemies when they are standing on the poison that is to be cleared, as the ground will glow gold to signal an area purge. Effective use of Poisonette and her purge can help save ammo in combat, drop loot items and uncover hidden blue chests for extra bonuses to aid the player in the stages.

Take great care in and out of combat, as the protagonist only has a finite amount of health that will lead to a game over if it runs out. The game provides three recovery butterflies at the start and each one will only provide 50% health when used. They are used when all health is depleted and the only way to replenish them is to purge poison, this adds more tension to the action as the butterflies do not get restored outside of stages. If a butterfly is only recovered to half at the end of a stage, then it will stay that way before starting the next stage.

Now, I will finish with the action RPG mechanics that Poison Control uses throughout the experience. First is the leveling system, a staple in action RPG titles where the player earns experience for defeating enemies, clearing poison and talking to spirits in the Belles’ Hells. When the player levels up, basic stats are increased, including health, base damage and resistance to poison. Along with the leveling is the ability to upgrade weapons and power-ups that the player has, which is achieved by spending coins collected in the stages, with bonuses at specific upgrade levels.

 The second is the heart to heart events involving Poisonette, where she talks to the protagonist at designated points of the game. These events have multiple choice answers that can be chosen, which will raise one of six stats and unlock new upgrades that strengthen both the protagonist and Poisonette. The choices made by the player when talking with Poisonette may influence the progression of the story, this encourages players to replay the game and experiment with the options provided.

So with the gameplay covered, I will now move onto the other aspects of the game, starting with the difficulty.

Difficulty – there is no option to alter the difficulty of Poison Control. This isn’t a negative as the difficulty curve of this title is fair, gradually getting tougher as the story progresses. The challenge can be eased by taking the time to replay the earlier stages, boosting the level of their protagonist and grinding out coins to purchase upgrades. It is also advised for players to go revisit earlier stages to restore expended butterfly recovery charges, as being defeated during a stage will send the player back to the over world map.

Controls – the control method for this title is similar to most titles in the genre, with movement of the character and camera being set to the thumbsticks. The aim and shoot functions are set to the back triggers, purge is set to the left shoulder button and weapon cycling on the right shoulder. Other essential actions are set to the face buttons and they are all very comfortable, with no lag when playing in docked or handheld mode. The layout and reactive inputs provide a solid experience when playing the game with either the Joy-cons or Pro-controller.

Presentation – visually, Poison Control has beautiful artwork and vibrant environments throughout, showing once again why Nippon Ichi Software is known for providing beautiful experiences. The trademark style and fanservice that is in many titles from this developer is on show here, featuring suggestive imagery and references to other titles from the developer, including Prinnies from Disgaea. The only issue I have with the graphics is the occasional lag spike, which sadly occurred during very intense moments where the game pushes the Switch to its limits.

The sound for this game is just fantastic, with a soundtrack that features a mix of rock, electronic soundscapes and chiptune compositions. Each piece of music fits the area that it is tied to, adding more atmosphere to the hells that are encountered by the player. There is also a lot of voice work in this game, although the protagonist is silent, the rest of the recurring characters have voice lines throughout the game. This title has a Japanese only vocal track, featuring performances from Manami Numakura (Show by Rock!!), Yumi Hara (Overlord) and Asuka Itou (Azur Lane).

Final Thoughts – I had no idea what to expect when I went into this release, having only watched the trailers and avoided discussion of the game before sitting down to write this. I can happily say that this was the right decision, as during my time playing Poison Control, I found myself having an emotional reaction at several points of the game. The stories that were told have a lot of depth to them and tackle difficult subjects, some that have affected me in my own life which just pulled me into the experience even more.

I applaud Nippon Ichi software and the localization team at NIS America for the work that they put into this release. The whole package is a delight to play, the action is frantic, the controls are comfortable and the sound/visuals are fantastic. This is one of the best games I have played so far this year, with the only issue I experienced being the occasional frame rate issues when the game pushed the system to its limit, which isn’t a deal breaker. I can happily recommend this title to everyone that is a fan of third-person shooter and NISA titles in general.

In the end, I give Poison Control a final score of 4.5/5. The story telling, action and overall package is fantastic with a vibrant world containing a charming cast of characters. This is another feather in the cap for NIS America and Nippon Ichi Software, building on their portfolio of fantastic releases in recent years. If you want to check out this title for yourself, you can find links to the different versions of the game below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Saviors of Sapphire Wings/Stranger of Sword City Revisited – Nintendo Switch Review

Overview – Developed by Experience Inc and Codeglue with publishing handled by NIS America, Saviors of Sapphire Wings/Stranger of Sword City Revisited is a double pack of Dungeon Crawling RPG titles. This twin release contains over 100 hours of content between them, with engaging stories, tense combat and a cast of characters that will pull you into the experience. This pack is available for the Nintendo Switch and Windows computers, links to each version of this title will be available 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 Saviors of Sapphire Wings/Stranger of Sword City Revisited that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introduction out of the way, let’s get into the review. I will be covering the story segments for each game separately and discus some features of both games mechanics separately, with the other areas like presentation and controls covering both titles together. I will be shortening Saviors of Sapphire Wings to simply Saviors and Stranger of Sword City Revisited to just Stranger, this is for brevity when discussing their unique features.

Saviors of Sapphire Wings

Saviors of Sapphire Wings Story – 100 years ago a great battle took place, where the Knights of the Round led by Xth Landlight fought against the evil Overlord Ol=Ohma. Tragically, the Knights fell in battle and the Overlord took control of the land of Alda. Now the spirit has been reincarnated into the body of a new hero, who must form a new group of Knights and build bonds strong enough to finally defeat the great evil, restoring peace and light to the world.

Stranger of Sword City Revisited Story – one day, a plane went missing without a trace. The plane was never found, without any trace of survivors. After the plane went missing, it crashed down in an unknown land. The lone survivor crawls from the wreckage, awaking under a starry yet unfamiliar sky. They find themselves in Sword City, Escario, a land inhabited by strange creatures, fierce monsters and mysterious labyrinths. This person soon discovers they are a chosen one, a stranger of sword city.

Gameplay – the core gameplay of both games in this pack share a lot of mechanics between them. Both titles are traditional dungeon crawling RPG games, featuring a first person perspective and turn based combat. The player can form a party of up to six different characters, with a front and back row that allows for strategy to be used in the many battles. There is a wide selection of character races, classes and other factors that can be combined to create the ideal party.

Saviors of Sapphire Wings

The dungeons that players can explore consist of corridors, open spaces, gates and even deadly traps spread over several unique environments. The areas are filled with enemies, treasures and objects that the players can interact with throughout the zones. Enemies can attack the player party at random, appearing without warning and initiating combat, alongside designated monster encounters that must be taken on in order to proceed.

When an encounter is initiated, turn based combat begins with a variety of options available to party members that include attacking, defending, casting spells and using items. Once all actions have been selected, the player can select either apply which will play out move individually or fast apply, where all moves are executed immediately. The first option is recommended for most combat encounters as fast apply skips important details of each turn, such as poison and status effects which can lead to death quickly.

The combat can be very tense in both titles, with fast paced back and forth combat that has a lot of strategy behind it. The spells feature an elemental system, where fire is weak to water, water is weak to lightning and earth is weak to fire. This combines with a front and back row mechanic, where stronger combatants can be positioned in front of the weaker ones, protecting them from damage as they support their partners. These systems work very well, but take weapon range into account as melee attacks may not reach from the back.

Saviors of Sapphire Wings

At the end of each battle that has been completed, party members that are still standing will earn EXP points that are used to level characters up. This is where the first major difference between the two games begins. In Saviors, the characters in the player party will level up immediately, letting the player increase the chosen stats of that character immediately. However, in Stranger, the party members must level up outside of the dungeons by speaking to a designated NPC in the main home base area.

Speaking of the home base, there are many differences between the two main safe zones in each game. The base in Saviors is the Fort of the Round Rondaer, a floating fortress that contains all of the essentials that the player needs, including an alchemy lab where items can be crafted and equipment may be upgraded. There are also quarters where the player can talk to their party, allowing them to bond with members at Rondaer and during story segments, building up the affections between characters.

Alongside the bonding system and inventory management options in Rondaer, the player is able to take quests from a noticeboard in the main area. The objectives that can be undertaken, include story based missions to progress the story and special side missions to earn extra rewards. Aside from the Flying Fortress, there are towns that can be explored with merchants and NPC characters to interact with, fleshing the world of Saviors out even more.

Stranger of Sword City Revisited

In Stranger, the main safe zone is the Strangers Guild, a major hub where there are many options for the player to explore. In the guild, there is a shop where you can buy and sell items, upgrade equipment and store excess items. There is also a base where characters can be healed and the party can be managed. When party members fall in battle, they can be revived in two ways, an instant option that immediately heals the character for a fee or hospitalization where the fallen heal over time.

Take great care with the health of the party, as they are at risk of permanent death if they are incapacitated too many times causing them to vanish from the world. New party members can be recruited at the base, but be careful when doing this as poor choices may lead to increased difficulty and potential failure if poor choices are made.

The last part of the base in Stranger is the leaders room, an area where the player can speak to NPC characters and learn more about the land, helping to progress the story and power up their protagonist. The player can also talk to other NPC characters to learn about unique enemies called lineage types that can be hunted down, granting special rewards if the monsters are subdued while exploring the world. All of these features add a lot of depth to this title, breathing life into the setting.

Stranger of Sword City Revisited

There is so much more I could talk about, but the fun of these titles is discovering the intricate systems and mechanics in play. Now I will be moving onto the other aspects of the games, starting with the difficulty.

Difficulty – both of these titles are very challenging RPG experiences, where failure can set players back a significant amount if the party is defeated. The difficulty level for Stranger is preset and cannot be changed, which can be a setback for players as leaving the labyrinth is one of the only way to save the game and keep party members from vanishing. Saviors on the other hand is a little more relaxed as the game can be saved freely, along with a difficulty option that can alter the challenge for those who may be struggling a little.

Controls – both of these games have the same control method, using the left side of the controller and shoulder buttons to navigate the dungeon sections. The face buttons are used for actions, menu navigations and investigation of the area, creating a very straight forward and easy to pick up experience. These games can be played comfortably with both a pro controller and the Joy-Cons, with no lag or issues at all in both docked and handheld play.

Presentation – the visual style for this pack is a mix of dark fantasy and traditional JRPG artwork, with beautiful portraits for the characters and unsettling imagery for most of the creatures that are encountered. I found that the dungeon environments were crafted very well, with a couple of minor faults which are the rendering distance and lighting in some places. These minor inconsistencies can cause a little difficulty with navigating the labyrinths, but the map feature helps to deal with these flaws.

Stranger of Sword City Revisited

The music for both titles is beautiful, implimenting orchestral compositions throughout both games during story segments, battles and dungeon exploration. There is also a very good implementation of nature sounds, like the rush of wind or the falling of rain, breaking up the music and adding a different atmosphere to some areas. One thing that is disappoint about the sound of Saviors is the complete lack of voice acting, whereas Stranger has voice lines during many parts of its experience. There is an option for original or remastered music in Saviors, but it isn’t much of a consolation.

Final Thoughts – well, I spent a lot of time with both of these games for this review and I can safely say that I had a great time for the most part. The difficulty of combat encounters in Stranger was quite punishing, leading to many failures and a considerable amount of time lost due to having to reload. This wasn’t an issue when playing Saviors, as that title has the luxury of being able to save freely in and out of the labyrinth. The gameplay is engaging in both games, which I really got pulled into as a fan of this particular sub-genre of JRPG titles.

The high difficulty of the game may be off putting to those who don’t enjoy very challenging RPG experiences, but I can recommend this pack to those who have played games like the Mary Skelter and Genkai Tokki (Moero Chronicle/Crystal) series. The artwork for the characters is stunning, the combat is exciting and the intricate systems in both games make for a fresh dungeon crawling experience. I feel it may be worth the investment if the lack of voice acting in Saviors and overall challenge isn’t a deal breaker.

In the end, I give Saviors of Sapphire Wings/Stranger of Sword City Revisited a final score of 4/5. This double pack provides countless hours of engaging dungeon crawling action, with many secrets to uncover and quests to complete. The tough battles will keep you on your toes, but the rush of victory is worth it. If you want to check this release out for yourself, links to available versions will be below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to Epic Games version (HERE)

Link to G.O.G version (HERE)