Trails of Cold Steel IV – Nintendo Switch Review

Overview – developed by Nihon Falcom and published by NIS America, Trails of Cold Steel IV is the latest entry in the Cold Steel series and the Legend of Heroes franchise overall to come to the west. This is a traditional JRPG featuring tactical turn-based combat, dungeon crawling and a diverse cast of characters. This title is available on the Nintendo Switch, PlayStation 4, Google Stadia and Windows PC, 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 NIS America for providing the copy of Trails of Cold Steel IV 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.

I have previously covered the third entry in the Cold Steel series, you can find my review of the game (HERE) so if you haven’t seen it already, please check it out. So with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will be calling the game Cold Steel IV for brevity.

Story – taking place shortly after the events of Cold Steel III, the Erebonian Empire is on the brink of all-out war. The heroes of Class VII find themselves against the full force if the empire in an attempt to stop its path of total dominantion. Further, the hero of the Erebonian Civil War and Class VII’s instructor, Rean Schwarzer, has gone missing. Now, the students of Class VII, both old and new must unite and work together with heroes from across the continent to save the world from total destruction.

Gameplay – Cold Steel IV is a Traditional JRPG experience, where the player controls a party of characters, exploring dungeons and completing quests. The areas that the player can roam include a magical forest with a village in it, a huge facility filled with robotic enemies and picturesque towns filled with people to speak to. This free flowing nature to exploration adds some freedom to the way the game can be approached, but there are some things to be aware of when in dungeons.

Dungeons can be made up of a single floor, open areas connected with gates and multi stage challenges. There are gates to unlock, secret rooms and treasure chests that are scattered throughout, alongside destructible objects that the player can attack to open paths and charge up the special field attacks. These areas each have their own theme, allowing the game to build an atmosphere very effectively both in and out of the dungeon segments.    

Inside the dungeons, players will encounter enemies roaming out in the open at various points. If an enemy is in sight the player has a few options, each one potentially changing the outcome of battle. The player can engage with the enemy using a standard or special field attack, an advantage will be given to the party for that battle. However, if the player runs directly into the enemy, no advantage is given but if the enemy makes contact with the player from behind they get to attack first.

The combat itself is made up of traditional turn based combat where the party members face off with enemy forces, with the combat order being dependent on the speed of each unit. Players can make one move per turn with the exception of some features, here is a breakdown of the different choices a player can make;

  • Attack – the unit can target an enemy and move in to attack, if the enemy is out of range, the attack will not go through.
  • Crafts – a special skill that uses a resource called craft points. These abilities are instant and can be used to deal damage, buff the party and even weaken the enemy. The craft points can be replenished by attacking enemies with standard attacks.
  • Arts – magical attacks that use energy points to activate. Arts abilities are activated on a delay for all skills, with the only way to delay them being to eliminate the target or disable them.
  • Move – this allows units to move around the battlefield in a predetermined range, giving the chance to move into a more advantageous position for the next turn.
  • Swap – change out units on the field with reserve party members, saving those who may not fare as well against the enemy.
  • Order – use Brave Points (a resource often earned by succeeding with critical break attacks mentioned below) to grant party wide buffs for a predetermined number of turns. These include attack boosts, shields that reduce the damage taken and improving chances of critical breaks.
  • Item – select items from the party inventory, letting the player heal, remove status effects and even escape from battle.
  • Run – try to escape battle, with a percentage for standard escape attempts or guaranteed success if using an item.

Alongside the standard actions that players can use, there are special combat events that can occur when certain conditions are met. When using attacks and crafts, a special critical break can occur prompting the player to input a button that will provide an additional attack if used in time, these events can grant brave points as well as use them. These special attacks are dependent on a feature called combat links, a party based feature that connects two units together, granting special abilities and more combat flexibility.

There is a very special skill that can be used by depleting all craft points that a player has. This is called an S-craft and has a minimum threshold of 100CP all the way to the limit of 200CP for maximum power. The special S-craft skills can ignore the turn order, interrupting enemies and giving the party an opportunity to gain an early advantage or turn the tide of battle, especially useful during boss/event battles that occur during the story.

At the end of a combat encounter the party members will gain experience, resources that can be exchanged with merchants and player rewards. At specific experience milestones, party members will level up not only their character level but also their link level, making them stronger both individually and when paired with others. Be warned however, If a party member is defeated in battle, they will not gain any experience at the end of a battle.  

With the basic details of combat and dungeons covered, I want to move to some other parts of the gameplay making sure to prevent spoilers of some of the more unique features.

Outside combat and dungeons, the player is able to alter their party composition and change the appearance of the characters they use. One of the most important features that players have access to here is the ARCUS II, a system that gives the player full control over the upgrades and skills players can use. The ARCUS II uses Master Quartz and skill Quartz which can be moved between players to grant flexibility to the player in the skill set they want each character to use.

Quartz can be strengthened by using terminals that are located in some dungeon locations, as well as by talking to specific NPC characters in the safe areas of the game. By improving the loadout for party members, combat in tougher areas can be a little easier and can make it easier for players to build skill sets that fit their personal style. To improve Quartz items, other orbs must be created from raw materials (or purchased from stores/collected as rewards) and then combined with other materials in the upgrade menu.

Character customization consists of outfit changes, hair colors and up to three accessories from the inventory. These changes will be reflected in the majority of cutscenes, but in some cases story specific outfits will be applied to the character overriding the chosen cosmetic items. Many cosmetic items, full costumes and other items can be obtained by purchasing DLC, alongside items that can be obtained through regular play and story progression.

Players can go to several towns and residential areas in the game, which feature general stores, quest giving NPCs and even mini games that allow a break between story/dungeon segments. There is a variety of activities that the player can undertake including fishing, card games and side quests involving the many residents of the towns in the game. These are a fun distraction from the combat heavy dungeons, which can get a little repetitive and tiring if that’s not your thing.

The balance between combat and exploration is pretty good during extended play sessions. The interactions with NPC characters give more life to the world of Cold Steel IV, providing details about the workings of different places and the stories of the residents. You can even cook food and learn different recipes by dining in the different restaurants scattered throughout the game. These little touches and so much more add to the overall immersion of this release, using characters and world building that make the experience that much more engaging.

Now, I feel that I have given enough detail about the gameplay for Trails of Cold Steel IV without providing spoilers. I will now be moving onto the other elements of this title, starting with the difficulty.

Difficulty – there is a total of five difficulty settings available to players, ranging from Very Easy to Nightmare. The lower difficulty options modify combat to appeal to those who want to focus more so on the story, rather than the combat elements. The higher settings will ramp up the challenge with the Nightmare setting being the toughest level available. During play, the setting can be raised or lowered freely, except for the Nightmare option which is an almost impossible all or nothing challenge.

Controls – Cold Steel IV uses a unique set up when it comes to controls. The combat options are mapped to the face and D-pad buttons, with the shoulder buttons for special inputs which makes the flow of battle very smooth. Movement and camera controls are handled by the thumbsticks, allowing for smooth maneuvering and ease of use. All controls in game work well when using both the Joy-Cons and pro controllers, having zero lag or inconsistency with inputs.

Presentation – the visual style for this release is very pleasing, with anime style visuals and high quality graphics for the technical limitations of the Nintendo Switch hardware. The overall performance during gameplay is very good, with minimal problems with framerate when pushing the system at maximum load. The rendering distance is limited and the resolution isn’t as high as other versions of the game, but this title has been optimized effectively for the console to be played in both docked and handheld modes.

The sound for Cold Steel IV is a delight to listen to, featuring grand fantasy styled compositions and rock styled tracks that contrast well together. All music tracks thematically fit their setting and add more depth to the games world. There is a significant amount of voice lines in this game with the option for English and Japanese audio tracks. The English voice cast is excellent and features voice actors from anime and video games, including Johnny Yong Bosch (Trigun), Erika Harlacher (Persona) and Alexis Tipton (My Hero Academia).

Final Thoughts – I had a great time playing Trails of Cold Steel IV. The combat, storytelling and overall world building is engaging, pulling me into the game while making each twist and turn in the story exciting. The action is balanced well for a smooth experience for players of all skill levels, giving the player greater control of how they want their time with the game to unfold. If you haven’t played the other games in the series, I recommend that you at least check out the previous Switch release of Cold Steel III.

However, if you have played the previous games or just want to play this entry, there is an in-depth backstory section that tells the entire story of the series. This feature offers character backgrounds, summaries of the previous games and more to give players as much detail as possible. I would happily recommend this to JRPG fans and those who have an interest in the genre. This is an excellent game and I would like to see more from the Legend of Heroes franchise on the Nintendo Switch.

In the end, I give Trails of Cold Steel IV a final score of 5/5. This is an excellent JRPG experience with an immersive world, challenging yet balanced combat and a story that really pulls you in. Another hit from developer Nihon Falcom and the team at NIS America, I look forward to spending even more time with this game. If you want to check it out for yourself, you can find links to each version of the game below (unfortunately I could not locate a Stadia version link).

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)

Link to G.O.G version (HERE)

Delicious! Pretty Girls Mahjong Solitaire – Nintendo Switch Review

Overview – developed by ZOO Corporation and published by Eastasiasoft, Delicious! Pretty Girls Mahjong Solitaire is a simple yet challenging tile matching puzzle title with a mature twist. Match the tiles on screen to remove them from the screen, unlocking new and increasingly risqué outfits as you progress. This title is available for the Nintendo Switch and PlayStation 4, 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 Eastasiasoft for providing the copy of Delicious! Pretty Girls Mahjong Solitaire 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 has been rated Mature. The recommended age for players of this game is 17+. There is partial nudity and sexual themes throughout, with no way to censor it. if you are offended by sexual content or are under the recommended age for this title, discretion is advised.

Now with the introductions out of the way, I will be moving straight into the gameplay section as there is an absence of any story in this title.

Gameplay – this title is a simple tile matching puzzle called Mahjong Solitaire also commonly known as Shanghai (the name of the first widely released game in the genre), where the objective is to clear all the tiles on screen to win. To be able to select a tile, there must be an open space on the left or right and no tiles on top. However, if there are no possible matches the stage cannot be completed and the player gets a game over, adding strategy to the gameplay.

Before jumping into the puzzles, players must choose one of seven girls (with two unlockable bonus girls), each with their own set of stages. A stage is made up of three rounds and by clearing all of the rounds the player unlocks a new costume for that girl, with each outfit getting more risqué as the stages progress. The images unlocked by completing the stages are added to the dressing room gallery, where they can be viewed freely by the player.

There is two ways to play Delicious! Pretty Girls Mahjong Solitaire. The first option is the casual and relaxed easy mode, where the player can get hints and shuffle the tiles without a time limit. The other choice is the standard setting with a time limit and score system, but the hints and shuffle option is not available. The two settings both have their layouts randomized, with a lot of luck and tactical/strategic thinking factoring into the success of the player.

There is a lot of variety to the designs of the girls, adding a little something for all fans of anime fanservice. The puzzles have a good amount of challenge to them, but I do feel that they are more dependent on luck rather than skill sometimes. There is plenty of content for players to enjoy, including an online leaderboard system for competitive players and the variety of costumes to unlock is an enticing bonus to keep playing the game.

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

Controls – this title has a simple control method, using a cursor and button inputs when played in handheld and on the big screen. The only downside to this is that the cursor can be a little slow, but there is a remedy to this. When in handheld, the touchscreen can be used, offering greater a greater amount of control and precision to the player.

Presentation – the visual style for this title is beautiful, using anime styled artwork that has a high quality to it and each girl has their own unique look that fits their archetype. The music is pleasing to listen to, featuring a selection of electronic tracks that bring both excitement and a relaxing atmosphere to this title. Each of the girls has voice lines that they will say during play, all voiced in Japanese and tying the experience together.

Final Thoughts – I haven’t played a Mahjong solitaire title in a long time and puzzle titles aren’t my preferred genre. However, I enjoyed my time with this release, the gimmick of revealing outfits wasn’t intrusive and gave a pleasant incentive to continue playing. I can happily recommend this title to fans of puzzle titles and fanservice games in general. The only downsides are the slow cursor speed and reliance on luck for the majority of the game.

In the end, I give Delicious! Pretty Girls Mahjong Solitaire a final score of 4/5. The gameplay is fun and the relaxed nature of the easy setting can allow everyone a chance at success, with a global leaderboard for those who want a more competitive experience. The unlockable costumes add an incentive for players to keep going, alongside a low price point for the content on offer. If you want to check this game 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)

River City Girls – Nintendo Switch Review

Overview – developed and published by WayForward in collaboration with Arc System Works, River City Girls is a brand new spin off to the legendary River City (Kunio-Kun in Japan) series of brawlers. In this new spin, the tables have been turned this time with the boys Riki and Kunio, needing to be saved by the duo of Misako and Kyoko. This title is available on all platforms, with a link to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, starting off with the story. I will only be covering the core mechanics of the game in this review, as to prevent spoiling secrets and surprises. Also please be aware that this is a re-review as the original is no longer available, due to the site hosting it is no longer available.

Story – after years of beating up the yakuza, taking down the gangs and needing to rescue their girlfriends from the bad guys, the tables have been turned on Kunio and Riki. They have been kidnapped and now it is up their girlfriends, Misako and Kyoko to save them this time. After receiving a picture of them kidnapped, the tough girls set out on a mission to save their boyfriends, and they are prepared to beat down anyone that stands in their way.

Gameplay – the core game loop for this game is pretty simple to pick up, with the player able to select either Misako or Kyoko when starting the game. The two girls have their own unique move sets, with a normal combo attack, heavy attacks and a special attack that requires a meter to use. The action plays out in a traditional side scrolling brawler style, with a vibrant arcade style. The player must make their way through each area, battling throughout River City.

The story plays out in chapters, with NPC characters giving the player missions and quests to complete in order to progress. This is a good way of laying out the narrative, as it leaves the player to explore as they are heading to the objective for that chapter. There are also side quests that can be activated, which will give bonus rewards for completion, but these are optional allowing players to come back to them later on during the game.

As the player makes their way through each section of the game world, the player will be bombarded by enemies from all sides. The combat flows smoothly, with reactive combos, flashy special moves and a smorgasbord of weaponry to use against foes. As the player beats down those in their way, they will drop money that is collected by walking over them, adding it to the player bank. Enemies will also give experience points when they are defeated.

When the player accumulates enough experience points, the player will level their character up, granting access to new skills and attacks. As each level is gained, the player will also gain stat boosts, which will strengthen the characters even further. However, to prevent over grinding, experience will be reduced if the player stays in one area for too long. Players will also be able to gain upgrades and power-ups from the shops in the world, using money earned during play.

The waves of enemies that appear are tough, but they are easy enough to wipe out in order to progress. But they can be a dangerous threat to players, as they can swarm the player if they are not careful. During each story section, the player will be locked into the screen, unable to escape until the enemies are defeated, with a lock and chains that will break when all enemies are downed. These are the most challenging areas of the game aside from the boss battles.

Speaking of boss battles, at set points during each of the story chapters, formidable boss opponents will appear to fight the player. These battles are incredibly tough, as they can quickly and easily destroy the player if they are careless, testing their skills in the battle. The boss battles are the perfect place to make good use of the special mechanic for this game, enemy recruitment. Within the different areas, the player can recruit enemies that will surrender and beg for mercy.

These recruited henchmen can be called into battle, where they will launch their attack and quickly retreat from the battle. If a recruit is hit by the enemy, they will lose a hit point and their attack will be interrupted. The recruits have three hit points and if they are all depleted, they will be lost and a new recruit must be captured. Allies can be changed out by recruiting another one, which will refresh they health and can switch up the flow of action.

The game world of River City is fairly large, with all of the different areas connecting to others and branching off to new places. This creates a nonlinear experience, which can lead to some backtracking to go to shops and complete side missions. There is also co-op multiplayer for this title, with the second player using the other girl that isn’t selected by the first. Friendly fire is optional in this release too, along with experience/money only for the player that takes the enemy down.

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

Controls – the controls for this title are nice and responsive, with the smooth and fluid inputs for the different actions. There is a slight bit of awkwardness with controls, where I was facing the wrong way while trying to fight multiple enemies, but this doesn’t ruin the experience. The controls are comfortable regardless of the controller used, as the Joy-Con and Pro Controller have no issues with input lag. It also feels real nice when playing it in handheld mode.

Difficulty – there is a nice balance to the overall challenge that is present, with two difficulty options to select, Normal and Hard. The main difference between the two is the amount of damage enemies deal, with the Hard difficulty increasing the output from foes. When the player is defeated, they will be sent back to a checkpoint and money will be lost. This means that defeat comes with a heavy price, so it may be important to prioritize between battling and healing.

Presentation – River City Girls is pleasing to the eye with colors that pop off the screen, with retro styled pixel art and vibrant environments. The story sections use anime/manga style art which elevates the experience further. The sound for the game is excellent, with a soundtrack by Megan McDuffee, along with a rockin opening featuring Cristina Vee. There is English and Japanese VO, with the native cast featuring Kira Buckland (Nier Automata), Kayli Mills (Death end re;Quest) and Sarah Williams (Mary Skelter).

Final Thoughts – I had played the original River City game a long time ago, along with the Japanese exclusive titles so this really appealed to me. When I got my hands on it, I was hit by the hard rock intro and that set my expectation for what lay ahead. I was pleasantly surprised with how smooth, responsive and fun the action was. The boss battles are a frustration at times, as they can repeatedly beat you down and lead to losing money that could be used for upgrades.

But that is just a small part of the game, because it will get easier as the player spends time leveling up, earning new powers and kicking bad guy butt. I found myself wanting to keep going long into the night, both during my first play through and when I returned to it for this re-review. I recommended it back then, and I can happy say that I still recommend this game as it is so much fun, especially when you are sat down with a second player.

In the end, I give River City Girls a final score of 4.5/5. This is an excellent brawler that takes all of the history of what came before it, expanding and refining it into a brand new experience, with an excellent cast of characters, solid action and a rocking soundtrack. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Totally Reliable Delivery Company – Nintendo Switch Review

Overview – developed by We’re Five Games and published by TinyBuild Games, Totally Reliable Delivery Service is a ragdoll physics sim about terrible delivery couriers. Work alone or with others to deliver packages, using a variety of vehicles to accomplish your tasks. This title is available for all major platforms and mobile devices, including a new release for steam out today. Links to purchase the game will be at the bottom of this review.

Disclaimer: before I get into the review, I want to thank TinyBuild Games for providing the copy of Totally Reliable Delivery Service that was used for this piece. The provision of this software has not influenced the contents of this piece, all thoughts and opinions contained within are my own.

So with the introductions out of the way, let’s get into the review. There is no real story contained in this game so I will go straight into the gameplay section.

Gameplay – the player is part of the Totally Reliable Delivery Service, a team of couriers that deliver packages around the city and surrounding islands. Starting from the headquarters, the player must activate delivery stations, setting off a delivery for the player to complete. Across the land, over a hundred challenges are available to complete, with gold, silver and bronze rewards based on performance.

When the player activates a delivery station, a package and vehicle will appear for the player to use. The provided equipment can be just a suggestion, with the player having the option to approach each situation creatively. If a van is provided, but a buggy or helicopter is available, you can choose to use that item for your delivery. Alongside the variety of vehicles is a selection of delivery types, including the time based Red Hot Rush and condition focused Fragile delivery.

As the game progresses, the player unlocks vehicles that can be accessed from the headquarters. Alongside the vehicles, the player unlocks cosmetic items for character customization, as well as monetary rewards with each trophy tier. The cash rewards can be used to purchase cosmetic upgrades for the different vehicles, including aircraft and boats. The inclusion of unlockable cosmetics and vehicles is a great incentive, adding a reason for the player to try to improve their performance.

As this title is a sandbox game, you have the ability to openly explore the available islands and take part in entertaining side events. However, there is a downside to this feature. There is additional DLC content that locks off some of these events and features that are accessible, meaning the player must pay an additional fee to get the most out of this title.

The last thing to talk about is the way that the rag doll physics function. This game has elements of other physics based games, similar to other titles like I am Bread and Goat Simulator. The player controls the characters arms independently, making it difficult to handle packages and other objects. Ragdoll effects can also make using vehicles a pain to handle, with packages falling of the back of trucks when going uphill and losing points during events. The worst is when explosive barrels fall and send you sky high upon ignition.

A frustration that I had while playing was clipping, due to the physics implemented, the player wiggles around and gets caught in scenery. The issue with clipping can affect the way that packages are handled, with the characters arms going behind them and struggling to control the player character. These frustrations can make things awkward, leading to poor timing and missing out on a gold trophy. I will say that the ragdoll mechanic is fun when playing with others. The entertainment of launching a friend over a building in a canon, smashing a buggy into them and crashing a plane into a building as they hold on for dear life is delightful.

Speaking of multiplayer, there is local and online play available to players on all systems. The local play uses a split-screen display, allowing players to explore the game world freely but bear in mind that only one challenge can be done at a time. To lessen the boredom that may be experienced during when separated, there is a variety of ramps, vehicles and even a rocket league style mini game that can be enjoyed. The online is the same, allowing players to host their own games and join other players.

Now with the gameplay covered, let’s move onto the other aspects of the game, starting with the controls.  

Controls – Totally Reliable Delivery Service uses an awkward control scheme, with a frustrating and awkward button layout. The characters arms are controlled by the shoulder buttons, with the back triggers being used to grip items and front bumpers to lift each arm. Being able to lift arms and grip items can be very uncomfortable, but there is a saving grace of the twin lift button mapped to the face. Moving and turning is clumsy, jumping is a little delayed and the overall control set up can be uncomfortable.

Presentation – the graphical style is quirky, with all the character models being chubby, having rotund bellies and stubby limbs. There are a couple of flaws with the visual performance of this title, as the rendering distance isn’t great during flight and on rare occasions the textures for the ground can fail to load. Both of these issues can cause frustration during play, with the rendering problems getting a little worse when in handheld/tabletop mode.

There isn’t much to say about the sound in this release. The music is an endless happy and poppy composition, and it gets tiring rather quickly which is unfortunate. The sound effects for vehicles and interactions with the world are effective, using booming explosions and deep engine rumbles to add life to the world. There isn’t really anything wrong with the sound design, it just starts to get a little repetitive over time.

Final thoughts – I did enjoy Totally Reliable Delivery Service, although there were some issues. The frustrations of trying to get packages to the locations did put a bit of a downer on the experience. Much like I am Bread and Surgeon Simulator, this could be classed as a rage game, entertaining in bursts but likely to get increasingly annoying over time. I can recommend this to people who do enjoy physics based games and sandbox experiences, having a lot of things to experiment with during play.

In the end I give Totally Reliable Delivery Service a score of 4/5, a fun and enjoyable experience when played alone or with others, blowing up planes, sinking boats and crashing cars. An entertaining sandbox romp, although it does have some minor flaws. If you are interested in picking this game up, links to all versions of the game are below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to PlayStation 4 version (HERE)

Link to Epic Store (HERE)

Link to Xbox version (HERE)

Website link for info on the mobile versions (HERE)

Bishoujo Battle Cyber Panic! – Nintendo Switch Review

Overview – developed by ZOO Corporation and published by Eastasiasoft, Bishoujo Battle Cyber Panic! is a puzzle game inspired by the lewd Qix games that were popular in Japan during the 90’s. play through 50 stages to uncover the cute anime girls hidden below the silhouette on screen, using power-ups and strategy to clear each challenge. This title is available for Nintendo Switch and PlayStation 4, links to both versions 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 Bishoujo Battle Cyber Panic! used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no real story in this title so I will be going straight into the gameplay section.

Gameplay – this title is a throwback to puzzle games from the 90’s where you try to uncover images hidden behind a silhouette. The objective of each stage is to draw lines across the screen, creating segments to uncover the image that is hidden below while avoiding the enemies that try to defeat you, enemies can be defeated by capturing them in the lines drawn. The minimum requirement to clear each stage is 75% of the image uncovered by the player, which may seem easy at the start but gets increasingly tougher as levels are cleared.

The challenges of this game are simple to pick up but difficult to master. In the first few stages you could reach the clear condition easily with only a couple lines, which will get a little tougher as new enemies will be introduced in subsequent levels. You will encounter simple enemies that rebound of the walls of the stage in the early game, with enemy patterns getting more complex as the game progresses. Any contact with an enemy or their attacks will kill the player instantly when drawing lines so great care must be taken.

When playing the stages players can collect power-ups to assist them in clearing segments better. There are 3 different items that can be obtained, a speed up that lets you move faster across the screen, a timer that freezes enemies for a short time and a shield that provides limited invincibility. The power-up items can be very useful in the more difficult levels, helping players to get past the challenging enemies that will appear later on.

There is a total of 50 stages to complete, separated into five batches of 10 stages each with a number of stars attributed to them to designate their level of difficulty. When starting the game the final ten stages are locked off, meaning the rest of the available levels must be cleared to unlock the last batch of challenges providing an incentive to continue playing. When the levels are cleared, the image that is uncovered will be added to the gallery on the main menu.

You can select one of two difficulty options in the settings, easy and challenge. The differences between the two are significant and alter the way that the game is played for the whole experience. Challenge is the recommended setting and gives you the option to earn big points, testing your skills to get onto the worldwide leaderboards. The easy setting removes some enemies from the stages, provides extra lives and removes the score entirely, providing a more relaxed option for players who want to take their time.

Both difficulty options provide an experience for players that fit their play style and approach to puzzle games, as well as being a good way to practice if you are having troubles with a specific enemy type. Now with the gameplay covered to an extent that I am happy with, I will be moving onto the other aspects of the game, starting with the controls.

Controls – the control method for this release is very simple, using only one button to speed up movement around boundaries and the left side of the controller for movement. The game is playable with the thumbstick but feels a little sloppy, but the d-pad/direction buttons work really well when playing the game. It is comfortable with all controller styles, however the best way to experience this title is with an arcade/fight stick to get that 90’s nostalgia vibe.

Presentation – visually this title has a very simple look to it as there is very little going on, but the portrait art used for the girls you uncover is beautiful. The variety of character types, poses and themes are pleasing while also providing an incentive to play all stages. The soundtrack is crafted very well, with compositions that each fit the stage they are on as the tempo of the tracks gradually increases with the difficulty.

The overall presentation is perfect in both handheld and docked play with the switch, making for a fun experience both on the go and on the big screen. There are no framerate issues or problems with the performance, so I am confident in saying that this title would work well on the Nintendo Switch Lite system even with the reduced screen size.

Final Thoughts – overall, Bishoujo Battle Cyber Panic is a fun throwback to a genre of puzzle games that was considered forgotten long ago. The stages increase in difficulty at a steady pace, introducing enemies in a natural way that isn’t too tough for players to get used to. I just wish that the score system and leaderboards were in easy mode, to encourage competitive play for those who may struggle with the tougher difficulty.

The anime style art is pleasing to look at and I would love to see more from the developers in the future. I can happily recommend this game to everyone, it’s worth a purchase at the modest price being asked and the online leaderboard connectivity is a great addition. This is another hit from the publisher Eastasiasoft, adding to their streak of great indie titles on the Nintendo Switch.

In the end, I give Bishoujo Battle Cyber Panic! a final score of 4.5/5. This title is a fun throwback to the Qix puzzle games of the 90’s that were considered a relic of the past, providing an engaging and fun experience for puzzle fans. The inclusion of leaderboards adds to the arcade vibe, providing a challenge for players to see if they take the number 1 spot as the best player in the world. If you want to check this game 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)

Warshmallows – Steam Review

Overview – developed by You Run Limited and DigitalMania SA with publishing handled by Bonus Stage Publishing, Warshmallows is a 4-player platform battle game with online and local multiplayer capabilities. Take on others in frantic battles to be the last one standing and unlock additional characters, skins, weapons and stages in this creative party title. This title is available on the Steam service with console versions planned for the future (no details available at time of publishing), a link to 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 Publishing for providing the copy of Warshmallows used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions expressed within are my own.

Now with the introductions out of the way, let’s get into the review. This title is focused on multiplayer with no story so I will be omitting that segment.

Gameplay – Warshmallows is a fast-paced multiplayer battler that is a mix of Smash Bros and Worms, combining fun platforming action with shooting combat where the last one standing is the victor. The objective is to eliminate your opponents so you are the last ‘mallow standing, using a selection of guns, ammo types and special skills to outplay your opponents in a variety of colorful stages. Each of the playable characters has their own unique look and skills that can be employed in battle.

The majority of the game is based around the online multiplayer, with free for all battles in public lobbies where the first player to survive 5 rounds as the last one standing is the winner. To eliminate other players you have to hit them with shots from your weapon, knock them into the out of bounds area or force them to be hit by another players attack. Attacks are limited with weapons having a limited number of shots, which can be replenished by picking up ammo drops and other weapons during matches.

Every character has their own unique super skill that they can use, which can drastically turn the tide of battle for both better and worse. The skills include changing all shots on screen to your player color making you invulnerable for a moment, creating a wall to deflect shots and even reversing all current bullets on screen. These skills can be incredibly useful but be careful as poorly timed use of skills can lead to defeat, so learn what each super does to maximize their effectiveness.

 Be tactical in use of weapons and specials as one hit to your ‘mallow and you are out of the round with no way to return to combat. If you do get hit, you can get in the way of other players and try to get them hit in a pseudo revenge mechanic but it is much better used in the two-on two team modes that can be accessed with local/online private matches. On that note, the local play on the same system is fun and online play can allow for friends to have a fun time when separated (although I couldn’t private online play out).

Players move around the stage by jumping, dashing and flying to an extent, giving plenty of evasive options when trying to survive the hail of bullets that you will encounter. The matches are fast and frantic with bullets shooting around the screen in all directions, to make the combat a little more intense and in some cases easier, Warshmallows uses automatic bullet time. This system activates when bullets get close to the characters, activating every time a shot is within striking distance.

When starting the game for the first time you have access to four characters, a single weapon/ammo type and one selectable stage. During online play with others the player profile will level up, unlocking new stage options and increasing the options to customize your experience. Having unlockable content and missions for players to complete is a great incentive to play online, as the player can earn coins for winning matches and completing missions that can be used to buy new items.

The gunplay and performance is really good with the public lobbies, on lower end hardware the game runs very well and isn’t very demanding on hardware with a stable framerate. The game connected to other players well and there was no lag for the most part with only occasional problems, which was a positive for the overall experience and I hope a healthy competitive scene flourishes. The gameplay is solid and fun with a lot of content for players to unlock, with a ranked system that encourages practice and continued play.

The only issue that I found with the game was that there aren’t any options for public lobbies. Public play is entirely dependent on the players active at the time, which is unfortunate as there is an inability to choose the region you want to play on and you can only play one game type. This isn’t a major issue but it is something that would have made the online play a little easier to manage for those who don’t have a group to consistently play with.

Now with the gameplay covered, I would like to move onto the other aspects of the game starting with the controls.

Controls – there is two setups for players to use with Warshmallows, a controller and keyboard/mouse option. The keyboard and mouse was better in my experience as I felt that it was more accurate for fast paced battles, with fast movement and easy to use inputs spread across both hands. The controller setup is comfortable for those who want to use a gamepad. The inputs are comfortable with the movement/aiming spread across the thumbsticks and face buttons. The shooting and specials are responsive in battle using the shoulder buttons, this gives the combat a reactive and intuitive feeling.

Presentation – the visual style of this release is bright and vibrant, featuring a cast of unique characters and a diverse selection of stages that each stand out on their own. The graphical presentation works well for a wide range of hardware, giving players on a budget a chance to enjoy this game. The soundtrack is catchy and the sound effects have a good amount of weight to them, which combines with the art style to create an experience that allows it to stand out from other games in the platform battle genre.

Final Thoughts – I really enjoyed my time with Warshmallows. The unique mix of platform gameplay and intense gun play made for an exciting experience. The fast-paced action kept me on my toes as I battled other players online, which gave me a heart pounding rush at match point as one shot can be the difference between victory and defeat. I can happily recommend this title to fans of party games, platform battle titles and those who are looking for a new competitive game to pick up.

In the end, I give Warshmallows a final score of 4/5. This is a fun platform battler, with a colorful cast of characters and a variety of unlockables to work towards when playing with others. The overall gameplay is exciting and has the potential to build a healthy competitive scene for players of all ages. If you want to check this out for yourself, a link to the game will be below.

Link to the Steam version (HERE)

Kill It With Fire – Nintendo Switch Review

Overview – developed by Casey Donnellan Games and published by tinyBuild Games, Kill It With Fire is a crazy first person action title, with spiders appearing everywhere and the only solution is FIRE. This game combines frantic action, destructible environments and a variety of ridiculous objectives to complete. Kill It With Fire is available on the Nintendo Switch and all other major platforms, including Android and IOS, 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 tinyBuild Games for providing the copy of Kill It With Fire 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. I will be skipping the story segment and I will be going straight into the gameplay section.

Gameplay – Kill It With Fire is an objective based first person action title that takes place across 9 levels. The core objective of each level is to exterminate spiders while using a variety of tools, with players having access to a wide variety of weapons and items at their disposal. Starting the game with just a clipboard, introducing a Hairspray/cigarette lighter combo in the first level and from there the insanity escalates with the addition of guns, explosives and even gasoline to eradicate the creepy crawlies.

Every stage begins with a single room and a starting objective. As the player increases their spider body count, new doors will open and expand the area that can be explored (and exploded) with an exit at the end of the level. The objectives can be as simple as exterminating a set number of targets, killing targets with a specific weapon or they can be as ridiculous as dropping an anvil on a spider in homage to the Looney Tunes cartoons.

Players are encouraged to cause as much chaos as possible as every object that isn’t bolted down can be picked up, thrown and set on fire. Heck, the walls, toilets and most windows can be completely obliterated by throwing objects at them or simply shooting at them with a revolver. This sandbox-like approach gives the player a lot of freedom to experiment, allowing them to approach each mission the way they want to. If a spider is hiding in the toilet, blow that porcelain throne up and

New objectives can be picked up by activating pieces of paper that are scattered around each level, finding and completing objectives will unlock containers that contain new weapons, supplies and even a challenge called Arachno-Gauntlet. The special challenges can only be accessed by completing all of the missions for that level, with the trigger being a stereo playing hard rock music. All completed objectives will be saved if the player finishes the level or wishes to restart due to making a mistake, but other progress is lost.

The vast majority weapons and items in the player arsenal have a limited amount of ammunition, with some pick-ups for additional supplies being hidden in the stages. Melee weapons have infinite uses, so you won’t be stuck if you run out of fire or bullets in a level which takes some of the pressure off during intense sections. The player can also pick up power-ups and upgrades for equipment, which can be assigned with points earned by completing objectives and collecting hidden batteries during each level.

The upgrades include additional equipment slots on the hot bar, new features for the spider finder device and even Goose mode (inspired by a specific untitled game). All of the upgrades will help the player in their quest to hunt down and kill all their targets with fire, because the spiders will be hiding in cupboards, under cushions and behind picture frames. So you will need to hunt them down in order to exterminate them all and move on.

There are some ways that the game can help however, with sound cues to tell you that there is something close, along with the spider scanner that will alert you when your targets are nearby. Be careful when trying to kill the spiders with firearms and other weapons though as they can be spooked, causing them to run and hide under objects and in other rooms. Effective search and destroy tactics will help you in your objective, but then again, so will throwing Molotov cocktails at everything.

The movement is a little slow and feels like you are wading through wet cement at times, which isn’t necessarily a bad thing but can be a hindrance if you are trying to quickly aim at spider that is running away. Sadly there is no way to alter the sensitivity of the look/turn axis of the player, which does cause some issues during the more intense moments. Luckily the game does compensate for this slight immobility by providing an item in game that slows everything around you down.

This title can be a little short for those who just want to get to the ending and put it down. However, for those who want to get 100% completion and uncover all the secrets there is a fair amount of content included for the price. The Arachno-Gauntlet is designed to be replayed to improve times/scores and the destructive nature of the game can be great fun with kids, trying to see what is possible when trying to blow everything up in each stage.

There isnt really that much in terms difficulty with Kill It With Fire, there aren’t any failure condition aside from the Arachno-Gauntlet which have a time limit. The only things that could present an issue are the very occasional crashes and slowdown, due to the amount of effects that happen on screen when fire is involved. These are minor inconveniences but can take the player out of the game, causing any progress that has been made in a level to be lost if the game does crash.

The variety of weapons, environments and challenges that the player will encounter works very well in this title. The comedy of the destructive environments and ridiculous fire effects tie the experience together, adding depth to the gameplay and giving it a unique charm of its own even though it is a little flawed. Now I will be moving onto the other aspects for the game, starting with the controls.

Controls – the controls for this title are effective, with reactive inputs that don’t have any lag during play. When playing the game with a pro controller it can be very comfortable, but unfortunately the Joy-Con inputs aren’t as pleasant, especially in handheld mode as the thumbsticks aren’t as big as other controllers. It would be a little better if there was a way to adjust the sensitivity of controls, but the game is perfectly playable as it is.

Presentation – the visual style for Kill It With Fire has a low poly style to the graphics, with chunky, mostly detail free models that give it a very retro aesthetic as the only details are text and some logos. The spiders have their own color coded look that allows the player to easily distinguish between each type, helping players see what they are doing in both docked and handheld mode. The performance of this release is pretty solid for the majority of the experience, aside from the minor issues that I mentioned above.

The text on screen can be a little difficult to see, although the Nintendo Switch zoom feature can mitigate this although it is a little irritating. The sound for this game has a nice balance to it, with skin crawling plucking sounds that add to the tension when searching for spiders. This use of tense sounds is implemented expertly, potentially causing some mild panic when trying to find the spiders that are needed to open up new areas and/or the exit.

Final Thoughts – during my time playing Kill It With Fire, I enjoyed the sandbox style to the game and the freedom that is given to players with the ability to interact with almost every part of each level. The variety of weapons, level settings and objective types is fun and keeps the experience fresh during play. I can happily recommend this game to everyone, especially those who are looking for a fun game on a low budget as there is plenty of content in a modest package.

Please Note: the quality of visuals shown in the trailer may not match the Nintendo Switch version due to hardware limitations.

In the end, I give Kill It With Fire a final score of 4/5. The action is fun and frantic with a selection of ridiculous weaponry, upgrades and spider types that give a lot of freedom to the player. The destructive element of the game is a delightful touch that makes the experience that much more entertaining to play. If you want to check it out for yourself, links to each version will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Xbox One version (HERE)

Link to Steam Version (HERE)

Link to Epic Games version (HERE)

Link to IOS version (HERE)

Link to Android version (HERE)

Hellpoint – Nintendo Switch Review

Overview – developed by Cradle Games and published by tinyBuild Games, Hellpoint is an action RPG in the vein of Dark Souls with a dark sci-fi atmosphere. Take on the role of a nameless human stranded on a derelict space station, battling monsters and hellish abominations in order to uncover the mysteries surrounding the nightmare unfolding around you. This title is available on all major platforms, with cross-generation compatibility with the newest systems. Links to all versions of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank tinyBuild Games for providing the copy of Hellpoint that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own. Please be aware, images used are from the Hellpoint press kit and may not match the visuals of the Nintendo Switch due to hardware limitations.

Now with the introductions out of the way, let’s get into the review, starting off with the story. I will also be discussing only the core elements of play that will be experienced within the first few hours of the game, this is to prevent spoilers or ruin any of the excitement of a blind playthrough.

Story – set in deep space, a space station called the Irid Novo has been caught in a quantum cataclysm called “The Merge”. In seconds the entire station was plunged into chaos as parallel universes collided, merging them together and bringing with it the horrors of other dimensions that have invaded the Irid Novo Station. After the cataclysmic event, a nameless being called the Spawn awakes on the station and must solve the mysteries of the Merge, battling against the abominations that stand in their way.

Gameplay – the gameplay style of Hellpoint is similar to game in the Souls series, with intense hack and slash combat, action RPG elements and hellish boss battles. The core focus of the gameplay is split between exploration and combat, pitting the player against the monsters that have been created by the cataclysm. The large space station is split into sections that the player can travel between, with checkpoints called breaches scattered throughout the Irid Novo station.

The game starts with a tutorial that teaches the player the mechanics of the game, introducing the systems that are used throughout the experience. This tutorial walks the player through all of the controls, providing simple challenges that will be faced during the story. The game teaches the player about combat and equipment by providing a set of weapons for the player to learn, along with information on the how armor, shields and other items work during progress.

There are more systems and mechanics that have a distinct “Dark Souls” feel to them that shows the inspiration provided by the games of FromSoftware. For example, the player can run, side step and dodge roll which are movements that have become synonymous with games in the Souls series. One more mechanic that is implemented in DS games and many other action RPG titles is the use of meters to manage the three vitals of Health, Stamina and Energy.

Here is the information on how each vital stat is used in the game;

  • Health – the most important stat that players must pay attention to. This shows how much damage the player can take before death, the lost health can be replenished by using the Healing Injection item. The injection is limited however and can only be refilled by hitting enemies with attacks, meaning the effective use of healing is an important for survival (other healing and restorative options exist, but I don’t want to ruin any surprises).
  • Stamina – this meter controls the capability of the player spawn to attack and defend, with each attack, dodge and jump using up the stamina meter. If the player guards attacks with a shield, then each attack will use up the players stamina, but if the meter runs out when the player attempts to guard they will be stunned and they will be unable to block.
  • Energy – the Hellpoint version of magic, being used to activate skills with weapons, firearms and special weapons called catalysts. This resource can be depleted quickly when using energy attacks and guns, with the only way to replenish the energy bar being successful attacks on enemies.

Inside the opening areas, the player will encounter several types of basic enemy that provide enough experience to get used to the mechanics of battle. This gives players the chance to practice each maneuver that they can use, allowing them to get used to the systems that will be used most during the course of the game. This includes the collection and use of Axions, a currency that is earned by defeating enemies and used for a variety of purposes, from leveling the player, upgrading gear and more.

Enemies that are defeated will also drop items when defeated, with different drop rates that depend on various hidden factors in game. The player can also collect items that are scattered around each area, some hidden in plain sight and others in more sneaky places requiring some puzzle solving skills to obtain. It is important to collect every item that can be found as the player can collect Axions as items, allowing the player to build a stockpile for later leveling and upgrades.

However, the tutorial doesn’t give enough information and details in some situations, causing difficulties that can negatively impact the overall gameplay. Unfortunately the tutorial doesn’t cover character death, which is likely to cause issues for new players. In Hellpoint if the player dies in combat or from a hazard, then all Axions are lost and the counter is reduced to zero. The Axions can be reclaimed, but there is a catch to this.

When a player loses their life, they will respawn at the last checkpoint they interacted with but a ghost will appear of the last life played before death and it will attack the player. The ghost will be using the same gear, weapons and attacks that the player was able to use before death. If the player is able to defeat the ghost they will gain bonus Axions and a Healing Injection charge. However, if the player dies at all before reclaiming their Axions from the point they died they are lost entirely.

The death and ghost mechanics aren’t explained or if they are then there is not enough detail, as I was unable to find any indication of the effects that death have on the play. This gives the impression that the developer expects players to be aware of how a “souls like” game plays, which I am unsure if this is the intent. The inspiration of dark souls and difficulty level also translates to the boss battles, pitting the player against monstrous abominations that will try to destroy them in seconds.

The boss areas are indicated by an orange glow that acts as a barrier, only allowing the player to pass if they are prepared to do so. When crossing the barrier the boss will immediately jump into action when spotting the player, assaulting them with a slew of strikes that can wipe out a health bar in seconds. Each of the encounters will have a different arena that is suited to that enemy and test the skill of the player, with success providing rewards that allow them to progress a little further in the story.

Now with the core of the gameplay covered, I want to discuss some other mechanics that the game implements during play. These will be covered in bullet points for brevity, these mechanics are as follows;

  • Breach – the checkpoints that the player uses which are scattered around the Irid Novo Station. These points are opened by interacting with them, with breach points being located behind obstacles, after bosses and at transition points between areas. The breach allows the player to affect the world and level their spawn up by spending Axions to increase all essential stats like health, stamina and energy, with equipment focused stats that effect the ability to use weapons (explained further below).
  • The Observatory – this is the safe zone/base camp where the player can upgrade weapons and craft equipment from collecting materials during exploration.
  • Weapon leveling – players are able to level the weapons that they have in their possession in a couple ways. The most common is to gain weapon experience from combat, all weapons have at least one combat milestone that will unlock new passive skills and/or weapon skills that can mix up combat.
  • Equipment Proficiency – some weapons, armor and gear have specific stat requirements that will prevent them from being used effectively. If the player doesn’t have their stats at the correct level then the equipment will be ineffective, putting the player at a disadvantage and can weaken the player if poor choices are made.
  • Crafting – crafting recipes can be found throughout the space station, which can be crafted using a dedicated section of the Observatory. Materials for crafting are obtained from enemy drops, hidden drops and by dismantling other items in the player inventory.
  • Conductor – a conductor can be attached to equipment to improve the overall quality and can also be leveled to make it stronger. The conductors can be found while exploring and also crafted in the Observatory, where the upgrade bench is also located.
  • Parallel Echos – throughout the station, hand prints can appear when connected to the internet allowing the player to get hints from others that leave them. The messages that can be left use an in game language of symbols that allow everyone to try and communicate to others regardless of language.
  • Solar Cycle – there is a clock system that changes the environments that the player encounters, strengthening enemies, providing better rewards and altering other aspects of the game. There are several instances of this clock, but I think it would be best to experience first-hand.

The last thing that I want to mention before moving on is the multiplayer aspect. There are two different multiplayer systems that can be accessed, local play and online multiplayer. I have been unable to test either of these play styles but I can provide some minor details.

The local multiplayer uses a split screen gameplay system, but for some reason I was unable to access this no matter how I tried to do it. The game says that you can do so by pressing the + (start) button on a secondary controller, although this just didn’t work. The second way to play multiplayer is to use the online service, you can place invites for others to join in order to help or use a code to jump into a PVP battle with other players. Sadly, I was unable to try this game mode either.

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

Difficulty – Hellpoint is a brutally tough game, with death facing the player spawn at every step. The monsters will overwhelm you, beating you down and reducing your life to nothing at any chance they get. This game also implements one of the hallmarks of a “souls like” action RPG title, the arena boss battle. These battles will test the player and they can be so tough that players could lose many times when trying to get past them, with brutal attack patterns that can decimate a full health bar in seconds.

Controls – the controls are comfortable, with easy to use button inputs that react very well in combat and during exploration. There are no issues with lag or confusion with multiple button inputs during tense encounters. I tested the game with both Joy-Con controls and a pro controller, they are both very comfortable, working well when playing the game in both docked and undocked system modes. The controller inputs can be remapped, allowing the player to set the button layout to their preferences.

Presentation – the visual style of the game is a mix of Lovecraftian horror meets Event Horizon. The Irid Novo features large sprawling spaces that give a feeling of loneliness, contrasting with dense industrial zones that feel oppressive and claustrophobic at times.  The graphics look good for being a downgraded Nintendo Switch port, with enough detail to the monsters that the player fights and the equipment that can be wielded by the spawn.

The overall quality of this port is good for the most part, however there are several flaws that can affect the gameplay experience. In game, the text and HUD elements that appear during games can be too small to read well or distinguish what is happening at times. These issues with the display and on screen text are worse when playing the game in handheld mode, which could be worse when playing on the Switch Lite system. The second issue is a fairly big problem, which is the performance of the game.

At several points during the game, the frame rate can drop hard, causing stutter and lag when there are many entities/effects on screen, leading to difficulties in the gameplay in some areas of the game. There is also an issue with hit detection at times, I am usure if this was intended or a bug, but it does negatively impact the experience during play, leading to unfair deaths often.

Unfortunately the performance requirements of the game on the Nintendo Switch can be so taxing on the system (especially in handheld mode) that it can cause the game to crash, closing the game entirely. On a positive note, I want to point out that these issues have been raised with the developers and they are trying to fix it.

The last thing to discuss is the sound which is really good, with atmospheric sounds and wonderfully orchestrated compositions that fit each environment. The best part of the soundtrack is the boss battles, with musical set pieces that give a sense of tension and intensity to these encounters. There is a unique language used for the dialogue in game, with haunting and distorted voices that add to the atmosphere with each line that is spoken in a dialect that sounds like ancient Latin.

Final Thoughts – I have very mixed feelings about Hellpoint. On one hand I am very pleased with the majority of the experience, as the gameplay is reactive and flows really smoothly most of the time. However, the performance issues unfortunately killed the excitement that I had when they occurred, as they really pulled me out of the game when the frame rate dropped or the game crashed. I do have hope that the patch the development team has promised will fix these issues in the future.

I don’t think I can recommend this game right now, but if you are a fan of Dark Souls and games that are similar to it, then I advise that you look into the game for yourself because the gameplay is solid for the most part. There is a diverse range of weaponry, enemies, bosses and environments that are very impressive from an independent studio that has done their best to bring their game to the Switch. It is just unfortunate that the limitations of the Switch and some performance issues hurt the experience.

In the end, I give Hellpoint a final score of 3.5/5. The gameplay is engaging and works well with reactive combat, intense boss battles and a haunting atmosphere that persists throughout the experience. It is just unfortunate that some issues affect the overall quality of gameplay at times, which can disrupt the flow of the game but the developer is working to fix these problems. If you want to check out the game for yourself, links to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Xbox One version (HERE)

Link to PC/Stadia versions on official website (HERE)

Castle Kong – Nintendo Switch Review

Overview – developed and published by Drowning Monkeys Games, Castle Kong is a retro styled arcade platformer in the style of the classic Nintendo title Donkey Kong. This game is a tough as nails platformer that is designed to test the skills of players, with three lives and only one credit, can the PauperBoy save PrincessGirl from the evil BaronMan. This title is available on the Nintendo Switch and Steam service, links to both versions of the game 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 Castle Kong that was used for this piece. the provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Important Announcement: There will be a special high score tournament from the release day on Feb 25th until May 25th 2021. A total of $3,500 of prizes will be available for the top 10 players on the leaderboard when the tournament ends, you can find information about prizes and the rules for it (HERE).

Now with the introductions out of the way, let’s get into the review. There is no real story in this title, so I will be moving straight onto the gameplay section.

Gameplay – Castle Kong is an arcade platformer with a retro flavor, featuring 22 levels that are made up of 4 unique stages. The player must rescue the princess, completing the stages over several cycles that get increasingly difficult the further the player progresses. Each early cycle introduces new stages, adding more elements and obstacles for the player to overcome, with the later cycles settling into a pattern when all stages have been cleared once.

The player has very limited options for movement and defense from enemies. The first is jumping, which allows the player to cross gaps and get over obstacles, but if a jump is missed and the player falls they will die. The player also has access to a power up in certain stages, this is a pitchfork that can eliminate some enemies that appear in stages, the character is still able to climb ladders but cannot jump.

The last thing I want to discuss is the arcade mechanics that have been included in this title. First, this is a very tough game, with players only having three lives (one extra can be earned during play) and no continues which means failure will reset the game. Second, the game can be played in vertical or “Tate” mode when the Nintendo Switch system in tabletop mode. The special vertical mode can be selected from the main menu but is reset upon game over.

Finally, we have the high score system and cross system leaderboard capabilities, allowing global competitions and real money prizes to be offered to those who want to compete. In stages, the player can collect the letters to spell KONG and give a point boost, along with a bonus for quickly clearing stages to earn big points. The high scores are a great way to add a reason to play the game, giving players the incentive to play against others in order to get higher up the leaderboards.

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

Controls – the controls for this release are very simple, using only the d-pad/thumbstick for movement and the A button for jumping. This basic set up allows for play in a variety of ways, from single Joy-Con to an arcade stick, with consistent button inputs that work well. Having tested the game with a selection of controllers, I can advise that either an arcade/fight stick or a controller with a d-pad is the best way to go.

Presentation – the visual style for this release has a very retro look to it. Graphically, Castle Kong looks close to what arcade games of the 80’s were capable of with a little more flair, giving a modern yet nostalgic feeling to the experience. The sound for this title has uses chiptune and some synth sounds in order to emulate the music and effects from older games, this works very well and ties the whole package together very well.

Final Thoughts – when I first sat down to play Castle Kong, I expected an arcade styled game that was overly hard for the sake of it. I was pleasantly surprised that this was not the case, as the challenge presented is rewarding because you get that feeling that you can just go a little further if you practice a little more. This works wonders as every stage has its own patterns that have a little unpredictability to them, but otherwise can be learned over time.

The overall presentation, quality of gameplay and the inclusion of a worldwide cross platform leaderboard all combine to create an excellent game. This title offers players a chance to compete for a place in the global top 10, fostering competition in a healthy way that anyone can participate. For that I can happily recommend this game. However, the extreme difficulty of the game is the only minor flaw to this title as it could put off some players and there is no way to alter the challenge.

In the end, I give Castle Kong a final score of 4.5/5. This title is a throwback that does everything a retro inspired game should, giving a challenge that is both rewarding and punishing to play. The gameplay feels like it’s from the 80’s, the presentation emulates the games that came before it quite well and the online leaderboards will hopefully build a good competitive community. If you want to check this title out for yourself, links to the game will be below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Azur Lane Crosswave – Nintendo Switch Review

Overview – developed by Felistella in partnership with Compile Heart and Idea Factory, Azur Lane Crosswave is an action shooter set in the world where cute girls fight with battleships. This title is an enhanced port of the Steam/PlayStation 4 release, with bonus content included in the package. This title is available on the Nintendo Switch as both a standard version and a “Deluxe” release, links to both versions of the game on Switch, along with the other platforms 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 Azur Lane crosswave used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own. Please note, the version covered in this piece is the standard release of Azur Lane Crosswave, so I will only be covering the included content.

Special Announcement: the Swimsuit Neptune DLC character will be free in North America until March 16 11:00am PDT and in Europe until March 12 (no time given). This DLC content is exclusive to the Nintendo Switch and will only be available for a limited time, so pick it up while you can.

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

Story – Azur Lane Crosswave takes place in an alternate universe setting, following the exploits of new recruits Shimakaze and Suruga as they train and battle with characters from the Azur Lane franchise.  The following details were taken from official sources at Idea Factory International.

The four nations of Azur Lane: Eagle Union, Royal Navy, Iron Blood, and Sakura Empire. The military of each nation marched towards yet another season of diligent training. Suddenly, in the middle of their normal routines, a Joint Military Exercise was enacted. In this monumental event, a select few from each nation were chosen, causing all of them to train even harder in anticipation of rigorous battles ahead. But how did this event come to exactly? Are there ulterior motives at play?

Gameplay – the core gameplay to Azur Lane Crosswave is reminiscent of games like Virtual On, with roaming battles that take place on the oceans of the game world. The intense battles are made up of over the shoulder arena-style combat, with the player having a variety of attacks/skills available to them. There are four playable modes that the player can access in the game, however only the story mode is accessible from the start of the game.

Here is a breakdown of the game modes that are in Azur Lane Crosswave;

  • Story Mode – play through the story of Azur Lane Crosswave, laid out in several chapters that explore the exploits of Shimakaze and her partner Suruga, build a fleet and take on powerful opponents in battle. Playing through the story allows players to unlock new characters, game modes and other bonuses. The story mode introduces the two protagonist ship girls, with additional main units and supports that can be unlocked which I will discuss later.
  • Important note: please be aware that more main ships are available at the start with the DLC and included bonus content on the Nintendo Switch version.
  • Extreme Battle – take on preset enemy fleets under various battle situations, with over 100 total battles to take on. Rewards are given for completing the battles, based on their level of difficulty.
  • Photo Mode – arrange characters in different poses and on several backdrops, allowing for players to create stunning images and recreate scenes from the anime freely.
  • Episode Mode – view special story events that take place between the many characters of the game, giving greater details about the happenings at the joint military event. There are more than 50 stories to discover in this mode.

Now with the overview of the game modes covered, I want to go into more detail about the story and core gameplay.

The story mode is where the majority of time will be spent playing the game, exploring the narrative that is exclusive to this release. The player takes on the role of the rookie ships Shimakaze and Suruga, battling the other members of the cast. In story mode, the game plays out through various events set out on a large map that can be explored freely to locate the chosen event, along with items that can be picked up while moving between events.

Story events are visual novel style segments where the narrative of this title is told, using anime styled portraits to depict each of the characters. There is two types of story event, major events tell the main plotline, progressing the narrative forward. The second is sub event, conversation segments where other characters are shown, telling different stories and fleshing out the world that the player experiences during the course of the game.

Battle events are as described, battles where the player pits their forces against a designated opponent. The combat stages have their own story sections that tie into the major plot events, usually setting out the opponent that the player will face. Before entering battle, the player will be able to set up their party for that encounter, choosing from the main ships and support ships. Main ships are the playable characters whereas the support ships purpose being to use skills to aid in the stages.

The main units each have their own weapons that can be upgraded and switched as the game progresses, allowing for the characters to get stronger. Players are able to select up to three ships in both the main and support categories, however the game only provides two main ship units for the player to use (not counting bonus DLC characters). New characters for both classifications can be unlocked during the course of the game extending the options available to the player in battle.

At the start of a battle, the player will be given an objective to complete, which can be a single large combat encounter or several smaller fights that chain together. The requirements to clear each stage are to eliminate a set number of enemies, with a boss battle to clear the stage successfully. When the stage is cleared, the player is given a ranking based on their performance and rewards that are suitable for that ranking.

Rewards include items that can be used to strengthen ships, money for purchasing items, points to unlock new characters (which will be discussed further in the review) and experience points to level up the party. Characters will level up when experience is earned, providing stat increases over time to boost the strength of that unit. Cleared stages can be replayed in story mode, providing more chances to level up the ships in the player party and easing the challenge of tougher stages.

In the stages, players have access to different attacks based on the type of ship that the player is using, however all characters share the same set of basic inputs and the ability to lock onto enemies. The basic layout for all main ships is two armament attacks, two special skills and a defensive move which is either a dash or a guard. The skills and some armament attacks have a meter that charges up before it can be used, so learning what weapon works best for each situation will aid in taking down each of the enemies that are faced.

The effective use of character skills and attacks are the key to victory in battles, with experimentation being the best way to find out what works best. During stages, if the player has more than one main ship in their party then they can switch freely between them, allowing for more strategy to be used in combat. Learning what each character in the party is capable of can help clear out enemies quickly and effectively.

The last thing I want to talk about is the resource management and shop/dock system, starting with gear upgrades. One of the rewards that players can earn is upgrade parts, which can be used to power up the equipment/skills and increase the benefits for that ship. The cost of upgrades increases over time, making power-ups more expensive the stronger the weapon gets, so effective management of all earned resources is important. Next to talk about is the shop.

Another resource that players earn for completing battles is money, which is spent on upgrades, but more importantly in the shop. There are two functions in the shop, the Shiranui that allows players to buy/sell items and the Akashi Laboratory. The lab is the more important part of the shop, because here the player can exchange items for rewards, obtain upgrade materials and unlock new equipment by trading in blueprints.

The final thing that players earn is A Points, a special currency that is used in the Dock mode. These special points are earned at a lower rate, but are worth the effort to earn because they are used to unlock new ships. The cost for new character ships can range from as low as 50 points to as high as 1000 points needed to unlock, giving a reason to replay battles more often to fill out your collection of cute ship girls as quickly as possible.

In total, there are more than fifty girls that can be unlocked separated between the Main and Support categories (with more added through DLC). This huge roster covers many of the fan favorite characters from the four nations, offering a diverse range of options for all players to work towards unlocking. There is even a bonus combination system that will give the player a boost depending on the party composition, rewarding the player for experimenting and collecting different ships.

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

Difficulty – when starting a new game, the player is presented with three options (this can be changed during the game). The settings are easy which is for those more interested in the story over combat, normal which is the most balanced choice offering a moderate challenge and hard for those who want a punishing experience. All three options can have any difficulties mitigated by grinding and powering up the characters, easing up some of the more challenging encounters.

Controls – the controls are effective in their simplicity, using the thumbsticks to control movement of the character and camera with ease, along with the buttons/triggers being used for attacks and skills. The inputs and reactions all work well, with zero lag in combat, making for a comfortable experience in all system setups. Although there is one minor issue that I found during play, when using any attack or skill, there is a lack of feedback through vibration which would have made the overall quality of gameplay better.

Presentation – the visual style of Azur Lane Crosswave uses a mix of 2d Anime art for the narrative and menu sections, contrasted with the 3d models and environments used for the battle stages. Graphically, the models used for each character works well, bringing life to the different ship girls but unfortunately the lack of diversity to the stages is a minor let down. The performance of the game during the combat is stable and optimized well, unfortunately the text is a little small so it may be difficult to read in handheld mode or on the Nintendo Switch.

The sound for this release is very good, with a high quality soundtrack that utilizes a navy motif throughout and traditional bright, happy compositions for interactions and heavy rock sounds for more intense moments. The story is fully voiced and the characters have voice samples that play during stages. All lines are acted very well and use a very talented voice cast, I was unable to find out if the voice cast for the anime and the game are the same or share voice actors, so I am unable to comment on it.

Final Thoughts – during my time with Azur Lane Croswave, I gained an appreciation for the characters and world presented as this was my first exposure to the series. I can say that the story is engaging and something that I will happily return to in the future for a secondary playthrough. The action flows well, but has the potential to seem repetitive for those who want more variety to the action. However, I can happily recommend this to people who like arena style battle games and visual novels in general.

The characters, world and overarching narrative are all crafted excellently and there is so much more hidden away that would make this review much, much longer if I were to cover it. The work that the development team has put into this title is very impressive and I have nothing but positive feelings from the overall experience. There were a few technical hiccups during play like the lack of vibration feedback in battle, but it wasn’t serious enough to sour the experience.

In the end, I give Azur Lane Crosswave a final score of 4/5. A fast paced and intense arena style battle game, featuring exciting combat and depth of gameplay that brings the world of Azur Lane to a whole new dimension. The story is crafted well, the characters all fit together and the artwork is simply breathtaking.  If you want to check the game out for yourself, links to all versions of the game will be below.

REMINDER: the Neptune swimsuit DLC will only be available for a limited time and is exclusive to the Nintendo Switch system.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)