Mary Skelter 2 – Nintendo Switch Review

Overview – developed by Compile Heart and published by Idea Factory International, Mary Skelter 2 is a dungeon crawling JRPG that takes inspiration from classic fairy tales with horrific nightmare monsters. Take on the depths of the living prison and uncover the secrets that are hidden within. This title is available exclusively on Nintendo Switch, along with the first title, Mary Skelter Nightmares being included in this package. Links to the game will be at the bottom of this review.

Disclaimer: before I get into the review, this article is a rewrite of previous coverage that has since been lost. The software was originally provided by Idea Factory International, however I have chosen to revisit this title to celebrate my 100th published post and promote the upcoming release of Mary Skelter Finale, coming this October.

Mature Content Warning: this game is intended for mature audiences with suggestive/sexualized content, graphic depictions of violence and images of body horror. If you are under the recommended age listed or find any of the content listed in this piece disturbing, please proceed at your own discretion if you wish to continue.

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

Story – The Jail – a living prison that feeds on the humans trapped within its confines. The Jail appeared a number of years ago with the caving of the city around it. Now, twisted creatures known as Marchens and treacherous Nightmares roam its halls. Otsuu and Little Mermaid are a part of a group of humans known as “Dawn” attempting to survive these horrors. They succeed in saving Alice and a young man named Jack on one mission.

However, on their return back to base, Alice goes mad and begins attacking those around her. Alice strikes Jack, who was trying to protect Otsuu and Little Mermaid, knocking them down a chasm. Later, Otsuu and Little Mermaid awaken from the fall only to find Jack on the verge of death… And so begins the tale of escaping from fate, led by a group of girls seeking sanctuary in this mad world, and of the young man who would transform into madness itself – a Nightmare.

Gameplay – Mary Skelter 2 is a dungeon crawling JRPG with a heavy focus on exploration and puzzle solving, taking place through several vivid and twisted environments. The narrative plays out over several story focused chapters, taking place across the labyrinthine dungeons of The Jail tower. I will be approaching the breakdown for this review in a more in-depth way, discussing each aspect of the game in detailed segments.

Dungeon Exploration: the vast majority of gameplay takes place in the dungeon. Using a first person perspective the player party traverses the floors of each area, solving puzzles and encountering NPCS and enemies called Marchens, and avoiding the pursuit of horrific monsters called Nightmares. In order to solve the puzzles and travel deeper into each area, characters that are with the player have special skills they can use such as bamboo spheres to fill pitfalls, ice shots to extinguish fires and points for quick escape from the dungeon or saving progress.

Alongside the encounters, nightmare chases and puzzle solving aspects of the dungeons, there are also special conditions that need to be monitored. These are called the Jail Desires and Jail Mood. The Desires are three special meters that fill when their conditions are met, Libido, Hunger and Sleep are the Desires and provide bonuses when filled. The Jail Mood fills up over time and can be decreased by filling up the Desires, but the fuller it gets the stronger the enemies become.

Inside the dungeons themselves, the player can plant blood flowers which can be harvested at a later time (this will be discussed further down), as well as find treasures in the many areas explored. To safely navigate these zones, a map will be filled with each step that the player makes or each time a special skill is used. Effective use of the map and its auto travel mechanics can be very useful, especially if the player takes note of coordinates for key points.

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Combat Encounters: at designated points or by pure chance, the player can be attacked by Marchens, initiating challenging turn based combat. When combat begins, the order that each character takes their turn is determined by current agility scores, with the higher the score meaning a faster turn. However, some enemies and even characters can attack more than once depending on some specific requirements.

When a character gets their turn they can all use the same basic actions, but the party leaders Otsuu and Jack can use some exclusive mechanics (explained further below). The combat mechanics are as follows;

  • Attack – the active character uses their weapon to attack targets, dealing damage based on the characters current stats and weapon type depending on their position.
  • Skill – use a special skill to deal damage to a range of enemies with varying degrees of effectiveness, based on the element or type of special. There are also support skills that can buff and heal the player both in and out of combat. All skills use SP which can be replenished when leaving the dungeon or using restorative items.
  • Lick – use up the splatter meter for a Blood Maiden (explained below), activating Maiden specific skills depending on the target.
  • Defend – simply guard against an incoming attack, reducing the damage and potentially avoiding damage all together.
  • Escape – attempt to escape battle, with failure skipping that characters turn entirely.
  • Item – Otsuu can use items during her turn, providing healing, support and several other potential effects. Items can also be used be used outside of battle to prepare for scripted battles.

The last element of combat to discuss is the splatter meter and the effects that can occur due to this. Each active Blood Maiden has their own splatter meter, being filled up when dealing heavy damage to enemies in battle and activating Massacre mode when the meter is full at the start of the designated characters turn. Massacre mode strengthens that character and opens up special attacks that deal massive damage to enemies, this state varies so make the most of it.

If Blood Maidens take too much damage, their splatter meter will get increasingly darker in color and if the meter itself is full, Blood Skelter will activate. If this mode is activated the character will attack both enemy and allies, only stopping if the Blood Maiden is defeated/purged, the action embrace is used or battle ends. Blood Skelter can be prevented by using the purge mechanic, but excessive use of purging can cause Jack to become Nightmare Jack, causing him to lash out with the only ways to stop it are to use counseling or battle ending.

When all enemies are defeated, rewards are given out which include experience that levels up the Blood Maidens when they reach specific milestones, money and Blood Crystal/item rewards. The amount of rewards that are earned varies depend on the area and difficulty of each encounter, with bonuses provided for special encounters that can occur.

Nightmare Encounters: during dungeon exploration, either at preset points or by activating the white field that appears, a Nightmare will appear and chase the player down attempting to kill them. If the player can escape during the chase, an item will be rewarded to the party. If battle is initiated with the monster, it cannot be killed unless the core in the dungeon is destroyed. When the core is intact, dealing enough damage will stun the enemy allowing a chance to escape.

The strength and appearance of Nightmares will vary depending on the area that is being explored, for example, in the Alice in Wonderland themed zone, the monster will resemble a twisted version of the black queen. The appearance rate and power of the Nightmare can also be affected by the state of the Jail, with the Mood of the Jail increasing both of these factors. However, once the Nightmare for an area has been defeated, it will not spawn again.

Blood Flower Farming: both in and out of the dungeons, Blood Flowers can be planted in the different areas which bloom after several encounters with enemies. The flowers yield different items depending on the type of flower that has been planted, with the option to farm weapons, armor, accessories and pieces (used to manipulate the way the Jail works before setting out).

The flowers can be enhanced by spilling Marchen blood collected from battles, increasing the rarity of items collected. When the flowers are harvested there is the chance to upgrade items further by collecting several flowers at once, yielding greater rewards for players that want to spend the time farming equipment.

New Liberated District: when not exploring the dungeons, the player can interact with NPC characters, Blood Maidens and manage their resources/inventory at their own leisure (some management can also be done in dungeons). The NPC characters that can be interacted with offer a wide selection of services that the player can use to make exploration safer and rewarding. Here is a breakdown of some of the more important services available;

  • Blood Laboratory – using the resources collected in the Jail, players can enhance the Blood Maidens with new skills, increased stats and even open up brand new classes. To alter the class of characters, the player can unlock jobs that will change that characters outfit, base stats, usable weapon types and opens up new skills to be unlocked and assigned.
  • Rescue Center – here the Blood Maidens can be purged of corruption caused by the Jail, which is responsible for the Blood Skelter condition. The purge uses Jack’s blood to reduce the corruption, this is done by rubbing the blood into the maiden’s skin with the touchscreen or controller, but the blood that Jack can give is limited so use the service wisely.
  • Blood Weapon Factory – use money earned and blood crystals to enhance weapons and gear to increase their strength, the higher the level of the enhancement means increased capabilities. There is a cap to the level that items can be strengthened up to, so keep that in mind when using resources to boost items.

While in the home base, the player can interact with the Blood Maidens and other NPC characters via optional side stories that flesh out the world more. The player as Otsuu can also go to the Living Quarters, connecting to the other party characters in visual novels style segments, giving them items and alter their room to increase the affection of that maiden. The items for the girls can be collected by completing missions from the work order center and from merchants.

As the player increases the affection meter for Blood Maidens, there is a chance that they will give special items each time a new item is provided. There is also an increased chance for special scenes to occur between Otsuu and the other girls, adding even more side story content to experience during the course of the game.

Finally, the player is able to modify the load out for each character and the formation of the party itself much easier here. The weapons, armor and accessories can be changed freely (both in and out of the dungeon), increasing and decreasing stats that modify things like attack, defense, health and SP points. Characters in the party can be switched out and partner characters can be added to active members, giving bonuses to the player during combat.

The party system, inventory management and equipment changes can be accessed in the dungeon. However, when the player is in the new liberated district all health and SP points are restored, reducing the amount of resources needed to use to recover from changes in the dungeon, making exploration a little easier.

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

Controls – the control scheme for this release is simple yet effective. The directional buttons and shoulders are used for movement, the left thumbstick for camera control and the face buttons/triggers for key functions. The button inputs are intuitive and consistent, with zero lag throughout the experience. All the controls are comfortable no matter what controller is used, be it the pro controller or the Joy-Cons in either docked or handheld mode.

Difficulty – Mary Skelter 2 has a flexible difficulty curve, with three selectable options including easy, normal and fear which modify the strength of enemies in battle. The challenge of the game can be modified by using Jail parts to reduce enemy encounters and other effects, as well as spending time in lower level areas grind experience. Be careful however, as death in the dungeons can lead to a significant loss of progress so be sure to save often using Jack’s Rabbit Hole skill.

Presentation – the visual style of the characters and the designs of the monsters that must be fought contrasts very well, with beautiful anime style art for the humans and horrific body horror for the Nightmares. The story is told through visual novel style segments, effectively pushing the narrative forwards. The twisted fairy tale aesthetic is featured throughout, with allusions to the classic stories visible throughout the presentation of the game world.

These references are not just tied to the characters and monsters, like the Blood Maidens Little Mermaid and Red Riding hood, but environments like the city streets that have an Alice in Wonderland look. The game performs well from a graphical standpoint, with no issues regarding framerate and while there is a slightly short rendering distance due the graphical requirements of the game, it adds to the tension of dungeon exploration.

The music and sound design in general has a very unsettling feel to it, going from an intense rock theme during the opening video to a soft and gentle title theme that can mislead new players from the horrors they will encounter. The rest of the soundtrack is fantastic, with music that has a circus-esque sound to it in the city and compositions that have an oppressive tone to them, where the sound design for each area fits thematically.

The New Liberated District theme is by far the best piece of music, composed as a classical style piece that utilizes electro sounds, creating a song that has a sense of grandeur in the chaos. Throughout the game, there is a vocal track available in both English and Japanese, used in key parts of the story to add weight to the plot. The English cast for this release features the vocal talents of Laura Stahl (Guilty Gear Strive), Christine Marie Cabanos (Kill La Kill) and Reba Buhr (Dorohedoro) which enhances the experience further.

Final Thoughts – I covered Mary Skelter 2 all the way back in 2019 and sadly that content has been lost since publishing, but I have wanted to rewrite this work since I launched my own website. I enjoyed the game so much during my time reviewing the game, I chose to spend money on the limited physical release and put significantly more time into the game after. I have nothing negative to say about the quality of this title and I can happily recommend it to every single JRPG/Dungeon Crawler fan.

The story is well written and has been one of the few experiences to genuinely get an emotional response from me, making the story that much more powerful since it resonated deeply with me. The characters, monsters and environments are fantastically designed, breathing life into the world or Mary Skelter 2 and adding further depth to the experience. Combat on all three difficulty settings is balanced superbly, giving players of all skill levels a chance to jump into the experience.

This is yet another fantastic release from Compile Heart and Idea Factory International, adding to their library of titles like Death end re;Quest (covered HERE) and Megadimension Neptunia VII (covered HERE). Recently, Idea Factory International announced that Mary Skelter Finale, the final chapter in the story will be coming to the Nintendo Switch and PlayStation 4 later this year, which has gotten me very excited and I will be covering it when it is released.

In the end, I give Mary Skelter 2 a final score of 5/5. This is a fantastic dungeon crawling JRPG, with a story that can engage the player and get them invested in the characters and world they live in, while providing a balanced experience both in combat and during exploration. The art style used for the humans is beautiful, the monster designs are horrific and the environments are absolutely twisted, with sound design that ties the whole experience together.

If you want to check out the game for yourself, you can find a link to the game on the Nintendo Switch below, with free DLC for character costumes, supply items and even to unlock a remaster of the first game (but it is strongly recommended to play Mary Skelter 2 to completion first). Unfortunately, the physical release of Mary Skelter 2 has been sold out for some time, so the only way to obtain a physical copy now will be via a reseller.

Link to Nintendo Switch version (HERE)

Cotton Reboot!! – Nintendo Switch Review

Overview – developed by Rocket-Engine, Studio Neon and BEEP with publishing handled by ININ Games, Cotton Reboot is a full remake of the classic cute’em up shooter, Cotton: Fantastic Night Dreams originally released in 1991. This remake features new visuals, gameplay mechanics and sound, along with a port of the Sharp X68000 home release from 1993. This title is available on Nintendo Switch and PlayStation 4/5, links to each version of the game will be at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as I feel it should be experienced firsthand, so I will be jumping straight into the gameplay section. Please note, the majority of details below are for the remastered content in the Arrange mode.

Gameplay – Cotton: Fantastic Night Dreams is a horizontal shooter, taking place across several stages filled with cute, yet deadly enemies. The broom riding witch Cotton, has access to two basic attacks, a standard shot that can be fired at a rapid rate and a bomb that can be dropped on enemies below. Defeating enemies can cause them to drop gems and power-ups, the gems change color when shot and provide a variety of effects. Items and gem effects are detailed below;

  • Bomb – dropped in single or double versions, these will power up the bombs that can be thrown at enemies, dealing more damage with each upgrade.
  • Diffused Shots – Shooting gems will change their color, while also splitting the shot off and dealing slightly more damage to the enemies, along with increasing the fever meter (mentioned below) to maximize the highest possible score.
  • Yellow/Orange Gems – these gems provide experience, leveling up the standard shot and overall power that cotton can use to defeat enemies. Levels will be decreased if Cotton is hit by an enemy, weakening the shots that she can use.
  • Magic Gems – gems will change color when shot into red, blue, green and purple. Each color provides a special magic attack that will be leveled up by collecting more of the same color. Pressing the magic button will activate the spell furthest to the left, with devastating power against the enemies on screen.
  • Black Gems – hitting gems with enough shots will activate a special chain that gives bonus points when collected, with each subsequent black gem in the chain increasing the multiplier.
  • Fairies – some enemies will drop Fairies when hit by magic or bullets, they will then join the player and provide additional support. If Cotton is hit, a fairy will appear on screen and explode dealing damage to all enemies on screen and they can also be used to use special magic that can help Cotton out.
  • Fever Meter – shooting gems and hitting enemies with Diffused shots will increase the multiplier up to a maximum level of 5, with damage reducing the level each time Cotton is hurt. Fever can be activated at any time as long as there is action currently going on (not available after defeating bosses).

The levels that the player takes on are filled with hazards to overcome, with enemies coming from every corner and strong mid bosses. The end of each stage is heralded by a challenging main boss fight, pitting Cotton against a powerful monster that will launch an all-out offensive that can be tough to beat. When the boss is defeated, tea time starts, with tea cups dropping from the sky in white and red giving a special bonus. After tea time, bonuses are applied and the next stage begins.

Once all stages have been cleared or the player has chosen to not continue after a game over, their score is added to the global rankings, being updated when a new high score is obtained. This ranking system gives a lot of replay value as it promotes improvement, pattern recognition and practice to improve scores to beat other players on the leaderboards.

The game may feel a little short as it is an arcade title, however there is plenty to enjoy in this title. Included along with the Arrange mode is an extra time attack mode, pitting the player against a timed onslaught of enemies. Playable in a 2 or 5 minute limit setting, this is a highly challenging mode that will test the skills of the player to reach the highest score possible, adding a competitive edge to this mode as it allows competition with players across the world.

The last thing I want to discuss is the special port of the original Sharp X68000 home computer version of Cotton bundled in with this release. Originally released in 1993, this version of Cotton, is based on the original arcade release with enhancements and tweaks being made, making it the definitive version of the Fantastic Night Dreams entry in the series. The gameplay experience for the Sharp X68000 mode is a direct 1:1 port, with additions like an extended field of view, new difficulty settings and online rankings.

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

Controls – the controls for this release are very comfortable, offering adjustable button layouts to fit any play style and controller method, be it the Joy-Cons, pro controller or even an arcade stick. The inputs are responsive, there is zero lag when moving and shooting, providing a fast paced and exciting gameplay experience. Cotton Reboot plays well in both handheld and docked play, meaning that this is the perfect cute ‘em up to play at home or on the go.

Difficulty – the difficulty curve for Cotton Reboot is balanced well, getting progressively difficult as the game progressed, with new enemy attack patterns and obstacles being introduced over time. There are also selectable difficulty settings in both Arrange and X68000 mode, allowing players to tailor the experience to their own skill level and challenge themselves.

Presentation – visually, the Arrange mode for Cotton Reboot is gorgeous, with hand drawn backgrounds, character portraits and redesigned sprites. The animations are smooth with no issues involving frame rate or overall graphical performance, creating one of the best modern takes on the cute shmup genre. The cutscenes have also been redrawn, with brand new animated scenes and images, telling the same story with a fresh look.

The presentation of the X68000 version is fantastic also, with pixel perfect graphics and an expanded resolution that looks excellent on the Switch screen. The soundtrack for the Arrange mode is a joy to listen to, featuring brand new arrangements or the classic music tracks. The instrumentation is excellent, introducing synth, bass and drums that elevate the original chiptune compositions to a whole new level. The soundtracks can also be switched between original and arranged for added enjoyment.

Final Thoughts – when Cotton Reboot was first announced, I was very excited to get my hands on it and I can happily say I was not disappointed. I have been a fan of the cotton franchise for many years and being able to experience this magical franchise in a new way is wonderful. The overall package that Beep and Rocket Engine has put together is the perfect way to bring the little witch Cotton to a whole new audience, with many secrets to discover.

The presentation of this release is fantastic, celebrating the old and new with both gameplay modes, redesigned visuals and an absolutely delightful soundtrack. I have absolutely no issue recommending Cotton Reboot to everyone, whether you have been a fan of cute ‘em ups for the past 20 years or you have never even looked at one before. I applaud the developers in their dedication to revive this once overlooked franchise.

In the end, I give Cotton Reboot a final score of 5/5. Cotton Reboot is a perfect celebration of the original Cotton: Fantastic Night Dreams release, reviving a once dormant franchise in spectacular fashion, creating a brand new experience for fans of the little witch both old and new. If you want to check this release out for yourself, links to each version of the game and the special physical store link will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4/5 version (HERE)

Link to physical editions (HERE)

Link to PlayAsia store (HERE) – Affiliate Link if you wish to help support the site.

Within the Blade – Nintendo Switch Review

Overview – developed by Ametist Studio and published by Ratalaika Games, Within the blade is a retro styled action platform title with light RPG elements. Take on bandits, samurai and even demons as you travel through pixel art environments and cut the enemies down with your blade. This title is available on the Nintendo Switch, PlayStation, Xbox and Steam, links to each version of the game will be at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, I will be skipping the story segment and move straight into the gameplay section.

Gameplay – Within the Blade is an action platformer that feels like a mix between Ninja Gaiden and Tenchu, mixing platforming and combat with precision stealth. The game is made up of 25 stages over 5 chapters, with randomized stages and tough boss battles that add a rogue like element to the experience. This feeling is increased with the inclusion of RPG mechanics, like leveling and quest objectives being a key part of the gameplay loop.

There are three options when booting up the game. The first is the standard game mode, with new game, load game and continue options. Second is the tutorial which provides in depth details about how to play the game, with all mechanics explained in a large playable practice level. Last is the challenge mode, a bonus game mode with 20 stages that can be taken on for the player to hone their skills in challenging levels.  

First I want to talk about the general gameplay of the stages. Each stage has a main objective and at least one sub-mission to complete, the objectives can range from killing specific enemies and performing specific actions to making it through the stage with a preset amount of health. To complete missions, players can use a variety of weapons, assassination techniques and tools to eliminate the threats that stand in their way, but be careful as there are many hazards and traps in the way.

There are two main ways to eliminate enemies, melee combat and assassination. Melee combat uses hand to hand Taijutsu martial arts or the Sword, Kusarigama and hook, allowing the player to use a variety of attacks and unlockable skills to deal damage. The attacks can be chained into combos for increased damage, however with each attack there is a slight delay between combos, making each strike important as a missed attack can lead to heavy damage being taken.

Assassination is another valuable skill to take down those in the way. As the name implies, the player needs to be stealthy and not be detected in order to succeed in any assassination attempt. If an enemy spots the player while they attempt to sneak, they will become aggressive, requiring direct confrontation or retreat until a timer signified by a question mark that slowly ticks down. At the start only the sword can be used for silent kills, but new techniques can be unlocked later.

Another thing that needs to be taken into consideration throughout the game is weapon durability. All weapons have a limited amount of strength that is shown by a meter on screen, leading to them being destroyed when the meter is depleted. Weapons can be scarce during missions and careless attacks can lead to being surrounded and overpowered, but there are other options when it comes to approaching the obstacles in the way.

In the different locations that the player will find themselves, there can be chests that hold many possible treasures, including thrown weapons. Since the player is a ninja, they also have access to traditional ninja themed weaponry, including shuriken and flash bombs. These items can be used to eliminate enemies from a distance, sneak up for a quick kill and even escape an unfavorable situation, with additional items having the chance to be dropped by slain foes.

Speaking of items dropped by foes. During the course of each stage, resources can be found in chests, dropped by enemies and even hidden in destructible items. The drop chance varies and most of the drops themselves are randomized from attempt to attempt. The resources that can be collected include money, raw materials and even tools that can aid the player through the level. The gold and raw materials are the most useful as they can be used to craft, buy items and even recipes from merchants.

The last elements of the game I want to discuss are the RPG elements and crafting system that the game uses. When taking down the enemies and bosses during levels, players will earn experience that increases their level when they hit specific thresholds. Each time a player earns a level, they get a point that can be used when at the home base to unlock new skills and techniques, including new ways to fight and even assassination skills.

When in the village, the player can enter their home and craft items to use when taking on missions. There are some recipes available from the start, with more that can be obtained later on. Raw materials can be combined creating new items, increasing the options for making new items/weapons. The only downside to the crafting and inventory is the UI since there is no way to see what is being highlighted, but this may be fixed with a patch later on.

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

Controls – within the blade has a relatively simple layout for all inputs, with a comfortable set up that fits all controller styles. The buttons react well for the most part, but combination inputs and simultaneous presses can be inconsistent, causing missed inputs that can cause issues trying to sneak. These flaws with the controls are more prevelant with the Joy-Cons than Pro Controller and can interrupt the flow of gameplay, but can be adjusted to over time.

Difficulty – there is a total of three difficulty options available when starting a new game, an Easy, Normal and Permadeath setting. The easy choice is pretty straight forward, but normal does feel hard for the sake of it at times, with traps and attacks that can wipe the player out in one or two hits. Permadeath is exactly as described, a single life to complete the entire game, a setting only for the most hardcore players.

Presentation – Within the Blade has a very retro styled visual presentation, using pixel art to create a 16-bit style title reminiscent to classics like Ninja Gaiden. The animations and sprite work are fantastic, with detailed parallax scrolling and a solid frame rate. The soundtrack uses a mix of classical Japanese and modern day instrumentation, including guitars combined with the sounds of traditional Japanese flutes. These create an immersive sound that matches the world that the game tries to build.

Final Thoughts – I have very mixed feelings about Within the Blade. There are plenty of positives but sadly there are some negatives for me. The overall presentation and world building is fantastic, with plenty of detail for the relatively modest sprite work. The game plays well for the most part but unfortunately the combat can be a little clunky, as the instinct to mash buttons when fighting enemies left me open to attacks a lot of the time. The combo attacks are a little difficult too as it can be hard to consistently use them, and the game feels difficult for the sake of it at times.

Aside from the few relatively minor complaints that I have, the game is very fun and sets itself apart from other titles that have the same themes and visual style. I can recommend this release to fans of action platformers and games that use a stealth element. Ametist Studio has done a fantastic job with this title, creating a solid action title with a unique identity that can stand on its own.

In the end, I give Within the Blade a final score of 3.5/5. A strong action platformer that effectively uses stealth and weapon based combat to create a tense yet reactive experience. The presentation is unique and the sprite work is fantastic, evoking a sense of nostalgia with the imitation 16-bit style to the graphics and authentic Japanese instrumentation. If you want to check this title out for yourself, links to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Ys IX: Monstrum Nox – Nintendo Switch Review

Overview – developed by Falcom and published by NIS America, Ys IX: Monstrum Nox is the latest entry in the long running JRPG franchise that was established in 1987. Experience a new adventure as Adol Christin, the protagonist of the Ys series, who finds himself in the prison city of Bladuq. This title is available for the PlayStation 4, Microsoft Windows and Nintendo Switch, 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 Ys IX: Monstrum Nox that was used for this review. 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, starting with the story (taken from the official NIS America store).

Story – Renowned adventurer Adol “the Red” Christin and his companion Dogi arrive at Balduq, a city annexed by the Romun Empire, only for Adol to be detained before setting foot inside. While imprisoned, he meets a mysterious woman named Aprilis who turns him into a Monstrum, a being with supernatural Gifts and the power to exorcise monsters.

Now, Adol must ally with his fellow Monstrums to fend off the fearsome threats emerging from a shadowy dimension called the Grimwald Nox, as well as unravel the mysteries of the Monstrum curse, and the truth behind the unrest within Balduq.

Gameplay – Ys IX is an action focused JRPG, featuring intense combat, dungeon crawling and a sprawling hub world that can be explored in a variety of ways. At the start, the player will only have limited options when exploring the city and dungeons. However, as the story progresses, more features and characters will be available to complete the various quests that will be offered later on.

Since this is an action focused title, the game can be very combat heavy. There are four different ways that combat will occur during the course of the game, they are as follows;

  • Grimwald Nox – an alternate dimension where monsters called Lemures roam the Grimwald. In this dimension, the player along with other characters participates in large scale battles against enemies in wave based combat to protect an object called the Sphene. Success in these battles will net the player rewards based on their performance and their score at the end. These battles will help to progress the story, as well as open new areas of the world to explore.
  • Dungeon Exploration – when exploring the various dungeons of the city of Balduq, enemies will appear to attack the player and prevent their progress. At key points during a dungeon, imposing bosses will appear to try and slay the player party. You can also find many treasures and resources during exploration, which can be used later on.
  • Black Pillar – scattered throughout the world are Black Pillars, which when activated will spawn enemies. Time will freeze around the player during the battle, allowing for quick fights that don’t interrupt the comings and goings of the world’s NPC characters. Defeating the enemies spawned during these fights can provide valuable rewards that can be used or sold for high prices.
  • Scripted Battles – dictated by the story or a quest, scripted encounters with enemies can occur and throw the player and their party into combat. These battles usually have a story segment that plays out both before and after the battle, tying the combat into the narrative.  

While the cause of each battle may be different, the end results are usually the same. Defeated monsters will drop loot and money for the player to collect, along with other rewards based on the difficulty and cause of the encounter. Loot that is dropped will range in quality depending on their assigned rank, with more valuable resources being of higher rank and thus more difficult to obtain.

The combat itself is a mix of hack and slash, with a tactical element to it. Each character has a regular strike combo, aerial attack, a skill and special super skill that powers that character up. Skills use up SP, a resource that is regained slowly over time or by damaging enemies. The super skill uses its own bar that is charged up with each successful attack, becoming accessible when half of it is charged granting greater strength and a special finishing move that depletes the meter entirely.

The tactical element of the combat is that each character has a specific type of weapon damage, with a large selection of enemies being either weak/resistant to that specific weapon. Knowing which type of character to use in each battle can modify the challenges that players face. This is made possible by having the option to quick change between active party members, giving additional flexibility to the flow of battle.

There is a good balance to the combat, rewarding players who are able to defeat the monsters effectively with more points and better rewards in and out of the Grimwald Nox. The characters in the player party also have access to special skills, granting advantages in combat when dodging or guarding against attacks, increasing either damage or mobility for a short time.

Defeating enemies will provide experience, which will increase that characters level if they reach specified milestones, granting boosts to characters stats. Leveling up in the dungeons and during pillar battles can be useful to save on using supplies, as the health of the character leveling up will be fully replenished. Battles aren’t the only way to increase levels and gain experience, since items can be collected and purchased to fit the same purpose.

Leveling up also unlocks new skills for characters to use, increasing the choices for combos and big finishes during any of the action segments. Skills can be freely assigned to action buttons when they are unlocked, giving players extra control over the combos that can be used when fighting monsters. Effective use of skills can clear out a wave of enemies with ease.

Outside of battle, various quests can be taken on by the player, ranging from a simple collectable search to finding specific NPC characters. The quests can offer a fun distraction from the combat during playtime, giving the opportunity to explore the city using the various gifts that players possess. While completing the quests, treasure and Azure Petals can be found providing special rewards for collecting them.

The exploration of Balduq is one of the key features of this release, allowing the player to traverse the city streets and even scale buildings to dash from roof to roof, creating an open world to investigate. The very tops of buildings and hidden corners can hold a plethora of treasures and secrets to discover, including graffiti that can unlock special powers for your characters.

Now the last part of gameplay to cover is the equipment and crafting system. Throughout the city the player can access various traders, providing their services with weapons, armor and consumable items. Equipment purchased from traders can be enhanced and even used to craft new equipment, providing a secondary purpose for items that may appear to have outlived their use. Healing items and food can be also be crafted for use in and out of battle.

The resources needed to craft items will depend on the level of the item itself. For example, a piece of protective gear that is level II will require items of grade II to be created. To make the crafting of high level items a little easier for the player, lower grade materials can be traded for a material of a grade above. This trade feature gives an incentive for repeating dungeons and clearing Black Pillars, farming materials and making the party as strong as possible.  

Now with the gameplay covered to an extent that avoids spoilers, let’s move to the other aspects of the game, starting with the difficulty.

Difficulty – there is a total of 6 unique difficulty options available right at the start of the game. They are Easy, Normal, Hard, Nightmare, Inferno and Lunatic. The lower two options provide a suitable challenge for those who want to approach the game in a more relaxed manner. The middle two are for recommended for players who want a more challenging experience and the final two are for those who have a masochistic streak and enjoy brutal action combat.

Controls – the controls for Ys IX are comfortable in both handheld and docked play. However, the use of hotkey inputs can cause some frustrations during combat. For example, all skills are set to the face buttons and activated with the right shoulder by default. This can cause some annoyance during intense battle segments, as other key functions also use face buttons which can be activated instead if the designated hotkey is not held down. A minor flaw that can be remedied by remapping buttons if desired.

Presentation –visually, Ys IX really pushes the Nintendo Switch to its limits, providing a large hub world to explore. To compensate for the strain that the game puts on the machine, the resolution has been lowered and causes textures to look a little fuzzy around the edges when viewed at a distance. The overall visual quality is fantastic on the switch, with detailed character models and beautiful artwork. There are frame drops on occasion, but they are only noticeable when a lot of objects load at once.

The sound for this release is of the usual high quality that Falcom are known for, mixing grand fantasy orchestrations with intense heavy rock styled beats/guitars and even music box sounds to create a soundtrack that can stand on its own merits. For the voice work, there is an English and Japanese vocal track that can be enjoyed. The English voice cast features many talents from anime and video games, including Patrick Seitz (One Piece), Christina Valenzuela (Disgaea 6) and Erica Mendez (Death end re;Quest).

Final Thoughts – I hadn’t played an Ys game in many years, so I wasn’t sure what to expect when I first started the game. However, I was pleasantly surprised with the entire experience. The combat is engaging, the characters are charming and the exploration that is possible within the hub world gives a lot of depth to the overall experience that is on offer.

There is very little to complain about with this release. There are some minor flaws, like the potential to miss inputs when trying to use hot keys for skills and occasional stuttering when the system is pushed to its limits. But I can happily recommend this release to Ys fans who want to experience the series in a portable fashion, those who enjoy action focused titles and those who may have never considered the franchise in the past.

In the end, I give Ys IX: monstrum Nox a final score of 4.5/5. This is yet another fantastic release from Falcom, who continue to create engaging narratives, enjoyable combat and charming characters. A must for fans of the series and one for those who enjoy action titles in general. If you want to check out this 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 Steam version (HERE)

Link to GOG version (HERE)

Disgaea 6: Defiance of Destiny – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Disgaea 6: Defiance of Destiny is the latest entry in the iconic strategy JRPG franchise. This title introduces a new visual style and rejuvenated gameplay systems, while still maintaining the unique charm and humor that Disgaea is known for. This title is available exclusively on the Nintendo Switch, 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 NIS America for providing the copy of Disgaea 6: Defiance of Destiny that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review starting with the story. Please note that the plot details provided are taken from the official website, this is to prevent spoilers. I have also previously covered the available titles in the Disgaea universe on this site, you will find all links to my coverage (HERE).

Story – Zed is a boastful zombie who wallows on the lowest rung on the Netherworld ladder alongside his sister Bieko. When a God of Destruction threatens their way of (un)life, Zed must harness his unique ability of Super reincarnation to stand against the approaching menace. Along the way, he will unite with twisted and colorful denizens of the Netherworld, face challenges around and within, and see if even an undying hooligan like himself can defy the odds!

Gameplay – Disgaea 6 is a strategy JRPG focusing continuing the same core mechanics of the franchise, featuring an isometric viewpoint, anime styled visuals and chaotic turn-based combat over several narrative focused chapters. The gameplay itself remains mostly unchanged from the previous titles in the series, so I will be covering the basics before going into detail about some of the unique features of this entry.

Like the other titles in the mainline Disgaea series, the focus of Disgaea 6 is the turn based combat that takes place through the various themed Netherworlds, where the objective is to clear each stage in the chapters. Stages can feature obstacles for players to overcome, including geo markers that affect the battle field such as stat changes and providing bonuses. The markers can be destroyed for a variety of effects to occur so experimentation is encouraged.

During each stage, the player can deploy up to 10 units from the base to participate in the battle. Characters that the player controls can move, attack, use special skills and more which gives a good amount of choice for players to approach each challenge in their own way. The amount of units active in a battle can grant bonuses with other allied units when they attack, this combo mechanic can be very useful against stronger opponents so try deploy units that synergize well.

During each turn, the player is able to either execute a selection of moves or end the turn. These two options offer very different options to fit the strategy of each player. If execute is chosen, the current chain of actions will play out and allow additional moves to be made which is useful if actions are interrupted. However, if the player chooses to just end the turn, the selected actions will executed and then the enemy takes their turn.

Take care when deploying units, as any defeated characters will deplete the slots that are available to be used for the battle, but they can be switched in and out freely as long as they aren’t eliminated. The way that experience is earned is slightly altered in this entry, as general leveling XP is given to all active units at the end of the stage. Class and mastery experience is still earned from battle, with successful actions gradually increasing each stat depending on the class

Alongside the experience that can be earned during the battles, currencies called HL and Mana are earned with each successful battle. These resources are just as important as the XP that is gained during play, as they can be used to purchase new equipment, unlock new features and even create new characters. These resources are used in the home base, called the Fourth Dimensional Netherworld where the majority of the new features take place.

Here is a breakdown of some new features that you can find in the Fourth Dimensional Netherworld and some changes to existing mechanics;

  • Level limit increased – Disgaea 6 has increased the level limit from 9,999 to a staggering 99,999,999, which results in rapid leveling and huge numbers when damage is dealt. This is a change that makes Disgaea 6 one of the easier games to pick up and play, making hitting bigger numbers more attainable.
  • Super Reincarnation – this is the biggest feature to be added in this newest installment. In the Dark Assembly, players can reincarnate their units to reset them to level 1, retaining their skills, class/weapon levels and a portion of strength from their previous “life”. When reincarnating a unit, they will receive special points called Karma, which can be used to unlock new skills and enhance other aspects of that unit, making reincarnation a very useful mechanic for reaching a characters full potential.
  • Netherworld Hospital – the hospital has changed significantly in this installment. Previously, the hospital was used to heal units and revive fallen comrades. However, this time all damage is healed and defeated units are instantly revived when a level is cleared. The hospital now serves as a record of how much damage has been taken, SP has been used for skills and how many team mates have fallen, providing rewards at specific milestones. But take note that the item world hospital still requires payment to heal/revive units.
  • Juice Bar – the Juice Bar is a unique feature that can aid players in leveling up and increasing base stats. The resources that are used here are accumulated in battles, where a percentage of Mana and XP is taken from the total that gained from each stage. Additional resources for the bar can be obtained from completing quests, with Mana, XP and stat extracts. All increases cost HL with every point gained costing a point.
  • Quality of Life Improvements – there are also new additions to assist those who find grinding a little difficult or time consuming, wanting to max out their characters but have limited time to do so. For those players, there is the auto-battle, speed up and auto-repeat mechanics. Now, players can set up a total of 10 squads that will deploy from the base when auto-battle is activated, taking on the battles with commands that can be created by the player. The speed up feature will increase the speed of actions made, reducing time between turns and auto-repeat will repeat the stage over for the player without needing to go to the menus.

All of these new features and the changes to the mechanics make this entry stand out on its own, giving Disgaea 6 its own unique feel and presence. The changes made and the quality of life improvements are welcomed, as they have the capability to attract new fans to the series as well as those who may have stepped away from the title. This title manages to retain the charm and challenge that its predecessors had before it, while creating a brand new experience of its own.

Now with the gameplay covered to an extent that prevents spoilers, I will be moving onto the other elements of the game, starting with the difficulty.

Difficulty – there is a gradual difficulty curve to this release, with an in-depth tutorial that explains all the mechanics for the player to become comfortable with how to play. There is also a cheat shop that gives players the ability to modify elements of the game, giving greater flexibility over the experience, which combines with the auto features to make balanced and approachable game. This is the most beginner friendly entry in the Disgaea series, making it perfect for new players.

Controls – the control scheme is simple in its layout, with prompts on screen to remind the player what each button does. The menus are easy to navigate and there is little issue with input lag, leading to fewer mistakes being made during battles. Movement and camera control is comfortable, feeling natural when played with either the Joy-cons or the pro controller.

Presentation – the biggest change to Disgaea 6 is the visual presentation of the game, replacing the traditional sprite work of the previous entries with full 3d models, while retaining the beautiful art for portraits and story scenes. The special moves now have full animated cutscenes for each of them, ranging from a simple fire effects to full explosive set pieces which give a sense of grandeur to attacks when engaging in fun battles.  

As this is the first full 3d Disgaea game there are also graphical preferences for the player to use. These options consist of a graphics setting for better visuals at the cost of frame rate in places, performance which sacrifices resolution to increase the frame rate and balanced which meets in the middle and is my preferred choice. The frame drops only occur when there is a heavy load on the system, which is not an issue at all since it has no true impact on the way the game plays.

The sound still has that distinct Disgaea charm to it, with a jazzy lounge style track that plays in the Fourth Dimensional Netherworld, along with a variety of fun compositions featuring orchestral sounds, electronic beats and heavy rock guitars. The soundtrack isn’t the only part of the overall sound design that is a delight to listen to, as the use of English and Japanese voice acting throughout is fantastic. This title features the vocal talents of Brandon Winckler (Sword Art Online), Michelle Marie (Trails of Cold Steel) and Christina Valenzuela (Dorohedoro) being featured in the English cast.

Final Thoughts – if it wasn’t obvious by the coverage of the series on this site, I am a fan of Disgaea and the announcement of Disgaea 6 excited me a lot. I can happily say that I thoroughly enjoyed this newest entry, as the weird and wacky charm of the previous games is still present throughout this release. The story is entertaining and the voice talent really brings the world to life, with the characters each having their own personality that adds even more depth to the experience.

I can happily recommend Disgaea 6 to everyone that has any interest in the Strategy JRPG genre, I have no major complaints about this title as it maintains the quality of gameplay and storytelling that the series is known for. There is bonus content included with this game, along with additional DLC content that is both paid and free, adding extra characters, in game boosts and cosmetics for each of the characters. This is another fantastic release by Nippon Ichi Software that pushes the Nintendo Switch to its limits.

In the end, I give Disgaea 6: Defiance of Destiny a final score of 5/5. This is yet another fantastic strategy JRPG from Nippon Ichi Software, maintaining the wacky charm that the series is known for. The new features introduced also allow the game to stand out on its own, giving a fresh experience that players can pick up and play with ease. If you want to check this game out for yourself, a link to the game will be available below.

Link to Nintendo Switch version (HERE)

Dungeon Escape – Nintendo Switch Review

Overview – developed by Roenko Games and published by Eastasiasoft, Dungeon Escape is a punishing pixel platformer in the vein of Super Meat Boy, with brutal platforming challenges that will push your skills to the limit. This title is available on the Nintendo Switch, PlayStation 4, Xbox One and Steam service, links to each version of the game will be available at the bottom of this review if you want to check it out for yourself.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Dungeon Escape 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, since there is no real story for this release I will be going straight into the gameplay section.

Gameplay – Dungeon Escape is a single screen pixel platformer with 50 brutally difficult stages for the player to take on, getting increasingly complex as the game progresses. The core objective of each stage is to collect the key and reach the door, the secondary objective is to set a high score by collecting coins and defeating enemies.

The stages themselves contain devious traps and obstacles for the player to overcome, including spikes, flying saw blades and roaming enemies. If the player makes contact with any of these hazards, they will be killed and returned to the start of the stage with all collected items reset. This one hit insta-death mechanic makes the stages harder, which can add a lot of frustration to death.

The overall platforming action is pretty solid for the most part, with simple but slighty twitchy controls consisting of just horizontal walking and a jump/double jump. Objects can be moved and enemies can be killed by jumping on them, which opens up the possibility for self-imposed challenges like killing all enemies or being a pacifist and not harming any.

However, there are flaws to the experience in Dungeon Escape. First the stages can be difficult for just the sake of it, with a lot of trial and error alongside traps that can kill you instantly the moment the level loads, giving zero chance for the player to react. Second is what feels like overly sensitive collision detection, with death occurring on occasion from just grazing the outside edge of enemies or traps.

All of the elements tie combine together to create a challenging, yet frustrating title in the pixel platformer genre. The upside to the difficult nature of the game is the infinite retries, with no possible way to game over when playing Dungeon Escape.

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

Controls – this title uses a limited control scheme, with only movement controlled by the left side of the controller and the B button used for jumping. This works very well for the game, but the overall controls do feel twitchy moving too far when trying to use precision. The game feels comfortable when played in docked/handheld modes, with either the Joy-Cons or pro controller.

Presentation – visually this is a pleasing title with a minimalistic 8-bit style, small sprites and simplified use of color. The look is reminiscent of older platformer titles, while still having a modern look to it. The sound design is also pleasant, with the game utilizing a chiptune soundtrack comprised of several tracks that will play in sequence during playtime.

Final thoughts – as mentioned before in the coverage of Sunblaze which can be read (HERE), I am not the biggest fan of precision platformers. However, I did have fun playing Dungeon Escape, although the amount of frustration from repeated deaths did outweigh the enjoyment sadly. As a budget title, I can recommend this release to those who enjoy tough as nails platforming action, but I don’t think those who casually play the genre will get much out of it due to the punishing difficulty.

In the end, I give Dungeon Escape a final score of 3.5/5. This is a brutally tough platformer that may take a lot of trial and error to learn the routes that work, the title is designed well with the challenges in mind, however I feel that the high level of difficulty will be off putting for many. If this title interests you, links to each version of the game will be available below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Xbox One version (HERE)

Link to Steam version (HERE)

Lapis X Labyrinth – Nintendo Switch Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Sunblaze – Nintendo Switch Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to G.O.G version (HERE)

Wonder Boy: Asha in Monster World – Nintendo Switch Review

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

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Wonder Boy: Asha in Monster World that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Official Site (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

R-Type Final 2 – Nintendo Switch Review

Overview – developed by Granzella and published by NIS America, R-Type Final 2 is the latest entry in the legendary scrolling shooter series from Irem Corporation. This title features the classic gameplay that made the series popular during its original run, while introducing a couple of features unique to this release. R-Type Final 2 is available on all major platforms, links to each version of this game will be available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of R-Type Final 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Nintendo Switch version (HERE)

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

Link to Xbox One version (HERE)

Link to Steam version (HERE)