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.
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.
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.
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.
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.
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).
FinalThoughts – 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).
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.
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.
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.
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.