River City Girls Zero – Nintendo Switch Review

Overview – originally developed by Technos, brought to new systems by WayForward and Limited Run, River City Girls Zero is an enhanced port of the Super Famicom title Shin Nekketsu Koha: Kunio-tachi no Banka, originally released in 1994. This marks the first time the game has had an official release outside of Japan, with the title currently being exclusive to Nintendo Switch with a release on other systmes later in 2022. A link to the game will be at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment for this review, moving directly onto the gameplay section. I have previously covered the first game in the River City girls series, which you can find (HERE).

Gameplay – River City Girls Zero is a side scrolling, beat ‘em up with four playable characters and lots of delinquents to beat up. The action takes place across a variety of locations including high schools and a theme park, with the goal being to get to the boss of each area, fighting through the foes that oppose the player. When advancing through the each zone of the game, story segments occur pushing the narrative forward and even adding new characters to the player party.

The combat is like many other traditional brawlers, with a punch, kick and jump as part of the character move set, alongside a back attack and guard/special moves that can be used during battle. The collision detection can be a little off when first getting into the game, but is easy enough to adapt to as new moves and combos are discovered. There is no instruction guide or detailed tutorial aside from the button functions, so special moves and combos must be discovered through experimentation.

There are four playable characters in total, with Kunio and Riki being available from the start, along with their girlfriends Misako and Kyoko, who join the team as the story continues. This title is different from most side-scrolling brawlers as there is no lives system, instead going with a party of characters with each have their own life bars. This alters the way that the actions, as a game over occurs in single player if a character dies, or the player is locked out during co-op until the other player dies or the stage is cleared.

To reduce the risk of defeat, there is the ability to switch between characters in the player party making every pixel of life important during the tougher battles. Luckily, the health bars for all characters will replenish between stages, along with a password system that allows the player to continue from the specific point that they had reached during the game. The same passwords can also be used during the two player mode, allowing a friend to join in when the game gets a little tough by noting the password down and hitting reset.

At specific points during the game, the focus will shift from the side scrolling action to a head on Motorcycle sequence, where the player travels along a track kicking enemies that attempt to attack. These scenes help to keep the experience flowing nicely, working well as mini-games to break the tension from particularly tough boss encounters. When these Road Rash styled segments conclude, it is back into the action and time to kick some more ass.

The last thing to discuss is the quality of life improvements made to the game, including new cutscenes and music (detailed below). There are newly made translations to for the game, offering a literal translation to match the Japanese as close as possible or a more localized version to match the dialogue of the River City Girls game. Along with the new translations, there is a save state feature that allows the player to freeze the game where they are, allowing the game to continue without the need for a password.

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

Controls – the controls for this release translate well from the original Super Famicom layout, to the modern Nintendo Switch set up. However, there is the possibility to accidentally reset the game or break the flow of action, as the menu button is tied to the right trigger rather than the start button as would be expected. But, the inputs for movement and battle all work well with zero lag, although they may feel slow if compared to the River City Girls experience, they can be adapted to quickly.

Difficulty – the difficulty curve present is fair as the party system allows for players to switch when health is low, along with the passwords and generous checkpoint system. There are two difficulty options that the player can select when starting a new game, with an easy and normal option. The easy setting plays out the same as normal, but there is one difference as the game will only play out up to a preset point before telling the player to start again.

Presentation – the visual style for this game is a mix of old and new, with brand new music and cutscenes that add a modern vibe to the presentation. When the game starts, the intro has a retro anime feel to it along with the new theme included. At the start of a new game and after clearing it, manga scenes that break the fourth wall connect this adventure to the Modern RCG universe, featuring voice work from the modern versions of Kyoko and Misako as narrator.

There is also a gallery that can be accessed, providing a recreation of the original Super Famicom box, manual and cartridge. The game itself works very well, with the 16-bit sprite work looking sharp on all screen types, with animations and action that flow smoothly with zero performance issues. The music featured makes the most of the original system sound chips, giving a deep sound that successfully adds to the atmosphere of the action.

Final Thoughts – being a fan of the River City Girls game, I jumped at the chance to play this game and I can happily say it was worth the 25+ year wait to finally come to the west. The action flows well, the story was engaging and the use of new materials to bridge the gap between games was a fantastic inclusion. The quality of life improvements that have been added to this title are a welcomed inclusion, giving the option to save at any point and continue later, as well as the gallery being a nice bonus.

I can happily recommend this title to fans of the River City games and brawlers in general, as the party system adds a unique twist to the traditional formula that most in the genre offer. I feel that this title works as an excellent stop gap while players wait for River City Girls 2 to be released this summer, while also adding to the established universe and giving depth to the events of the first RCG title.

In the end, I give River City Girls Zero a final score of 4.5/5. This is an excellent addition to the River City series and a fantastic companion to the first River City Girls release, adding more story details while also giving players a chance to play a classic brawler that has been exclusive to Japan for 25+ years. If you want to check this title out for yourself, a link to the game will be below.

Please note that this is currently exclusive to the Nintendo Switch, however, other platforms will get this game later and an update will be posted on this site with details and links to those versions.

Link to Nintendo Switch version (HERE)

Death end re;Quest 2 – Nintendo Switch Review

Overview – developed by Idea Factory and Compile Heart, with publishing handled by Idea Factory International, Death end re;Quest 2 comes to the Nintendo Switch. The horror themed sequel to the JRPG/Visual Novel hybrid follows Mai Toyama, a girl with a troubled past who is searching for her sister in a quiet lakeside town. This version of the game is exclusive to the Nintendo Switch as all additional content from previous releases is included for free. Links to each version of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Death end re;Quest 2 for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Mature Content Disclaimer: this title features graphic depictions of violence, grotesque scenes and suggestive content. Due to the content present, this release has been rated Mature. If you are sensitive to the material within this game, please use discretion when proceeding with this review.

Now with the introductions out of the way, let’s get into the review, starting off with the story. When discussing the gameplay, I will only be covering the core mechanics as I feel that the nuances of the mechanics must be experienced blind. I have previously covered the first Death end re;Quest, which you can find my coverage (HERE).

Story – following her father’s death, Mai Toyama is admitted to Wordsworth, an all-girl’s dormitory in the quiet town of Le Choara. It is there that she traces the last whereabouts of her little sister, Sanae, only to discover she is nowhere to be found. Now Mai, with the help of friends she makes on the way must uncover the secrets of Le Choara, find her sister and solve the mysteries that have led to the ghost stories that are whispered around the town.

Gameplay – much like the previous entry in the Death end re;Quest series (which I reviewed HERE), gameplay is split into two distinct styles. First is the Visual Novel segments that can be experienced during the day portion of the game, where story details, plot developments and additional details can be uncovered. These segments allow the player to get acquainted with the different side characters of the game, adding extra depth to the world and potentially to the outcome of the story.

When the night starts, things change significantly as the world warps into a glitch filled nightmare, where death is lurking around every corner. This is where the dungeon crawling JRPG system comes into play, with the player controlling the team leader and leading them through the different areas of the game. Here are the core mechanics of the JRPG segments to keep in mind, as you will need to keep on top of these systems in order to make it through the night alive.

  • Dungeon Exploration – the locations that the player explores are segmented into different zones, containing treasures, obstacles to overcome and roaming enemies to battle. When the player encounters an enemy, they can be attacked providing an advantage in battle. However, if the enemy notices the player and makes contact from behind, the player will be at a disadvantage for that encounter.
  • Obstacles – at different parts of the dungeons, there will be obstacles for the player to overcome. These will require specific character abilities to bypass, along with story specific choices that are made during the course of the game.
  • Death End – at different points there are points that the player must make, with potentially dire consequences called Death Ends that can lead directly into a game over. There is also a chase system that has a ghost chase the player through the dungeons, when the ghost appears, the player must run as death will occur if they are caught.
  • Party/Inventory Management – the game starts with just Mai Toyama as the only party member, with more characters joining in as the narrative progresses. Inside the dungeons, the player is able to equip their characters with new weapons and gear to make them stronger in battle. Be aware that characters have specific gear that they can use, meaning that ensuring a good balance with weapons and gear is key to succeeding in this release.
  • Camp – scattered throughout the world, there are crystals that can be interacted with, giving them the ability to save and/or enter the camp. The camp is a safe zone for players to manage their equipment and characters, while also having access to the shop to buy/sell items and activate missions when available to give rewards for different side objectives.
  • Resource Management – it is important to keep an eye on the resources that the player holds, including the corruption meter (described later), recovery items to keep the party going and the SP meter that characters use to activate special abilities in battle. Keeping on top of all resources are important to ensure survival in the nightmarish world that the story takes place in.

The last thing I want to talk about is the combat/leveling systems that this game features. When a combat encounter begins, the player enters a turn based battle in an enclosed arena, just like its previous iteration. When a combat round begins, the order of battle is determined by the speed of the characters in combat, with agility being the determining factor. During a turn, the player is able to move freely around the arena and use up to three skills at once with the Triact system.

This mechanic allows the player to mix and match their skills to be able to deal greater damage to their opponents, along with the potential to create unique combos that will increase their strength further. At the end of a set of actions, it is possible to initiate a skill called knock back, where enemies are catapulted across the arena, taking additional damage when coming into contact with others. The damage increases depending on enemy weakness, character strength and other special factors.

Each of the playable characters have their own attacks and skills that the player can experiment with in order to find out what weapons, skills and effects are the most effective against enemies. The different gear that players can equip will change the attack, defense and other key stats making the right gear choice important to get the most out of combat. Each of the characters has their own weapon type, but the majority of equipment can be given to party members to augment their strengths.

On the ground in battle are colored markers, called field bugs, which increase the corruption meter that the party members have attached to them. This corruption meter can also be increased by taking damage from enemies, with the number slowly increasing until it hits a specific threshold. When the counter passes 80% Glitch mode will be activated during the party members next turn, transforming them for a limited time and granting bonuses to stats while also opening new special skills for combat.

The field bugs also possess the ability to provide buffs to the player, increasing stats for that player, but there is also the potential for negative effects to occur from the bugs. There are two ways to collect the bugs in battle, by walking over them or by launching enemies into them with the knock back skill, causing a sudden boost in player stats if enough bugs are collected. However, there are some enemies that can’t be knocked back like others, so it is important to learn how each enemy is affected.

When the battle is ended, players get rewarded with experience and rewards, like money and recovery items. The experience points will level up the characters up, increasing their base stats and unlocking additional skills at specific milestones. There are also bonuses that players can gain from clearing the field of bugs and dealing additional damage to enemies, using the overkill system for maximum rewards by taking advantage of the knockback mechanic and enemy weaknesses.

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

Controls – the control method for the game works well, with the thumbsticks controlling the lead character and camera movement. The movement is solid in and out of battle too, but it can feel twitchy, luckily the D-pad does help when trying to aim in battle. Menu navigation is smooth, with an easy to use system and the D-pad works the best, making the ability to change gear as smooth as possible. There is no issue with lag or inputs, working well in handheld mode or on the TV with the only complaint being the slightly twitch movement.

Difficulty – there are three difficulty options for the player set as easy, normal and hard, with each option changing the balance of the game through rewards and modifiers to combat. The difficulty settings keep the game balanced at all settings providing challenging experiences suitable for all, however, the sudden deaths that can occur are not affected by difficulty. It is important to save a lot during play, due to the significant loss of progress that can occur from a Death End or being caught by the Dark Shadow.

Presentation – visually, you know that this is an Idea Factory release by just looking at it. The characters are detailed and expressive, with the signature anime style that the company is known for, with a story taking place in a world that is both beautiful and horrific. The visual novel scenes and animated cutscenes work together fantastically, heightening the tension when needed or adding a touch of levity to a situation to ease the player back in.

The graphical performance in game is excellent for the most part, but unfortunately there is the occasional frame drop and some screen tearing as the game pushes the Switch hard. This isn’t an issue however as they are very few and far between, with no real impact on the performance of the experience. Moving onto the sound design, the soundtrack has a wide range to the styles used for this release, from the soft orchestral sounds to the hard rock opening theme.

The use of sound emphasizes the horror that the player experiences, making the story and the narrative experience more engaging. There is also voiced dialogue that is used during key story scenes, exploration of the dungeons and during battles with enemies. The vocal tracks for this release are available in both English and Japanese, with the English voice cast featuring the talents of Ryan Bartley (Re:ZERO), Deneen Melody (Mary Skelter 2) and Kayli Mills (Shantae and the Seven Sirens).

Final Thoughts – I was excited to get my hands on this game, as I was a fan of the previous title and other Idea Factory JRPG releases. The narrative and world that this title takes place in is engaging, with a story that has a lot of depth to it that kept me invested for long periods of time during play. The combat system has been streamlined compared to the original, but this is not to the detriment of the experience as it allows for battles to flow at a higher pace, even if the movement feels twitch at times.

The character art and environments have that signature Idea Factory look to them, with horrific imagery of the night time that contrasts well with the vibrant and light of the day. The performance may have the occasional hiccup due to the fact that it pushes the system to its limits, but that isn’t a deal breaker. I do recommend this title to fans of the previous release and those who enjoy JRPG titles in general, and the inclusion of all the previously released content at no additional cost is an excellent bonus for those who choose this version of the game.

In the end, I give Death end re;Quest 2 a final score of 4.5/5. This Visual Novel and JRPG hybrid is an excellent addition to the Nintendo Switch library, with an engaging narrative, a cast of interesting characters to encounter and a mysterious world that is horrific yet intriguing. If you want to check this title out for yourself, a link to the game will be below.

Link to Nintendo Switch version (HERE)

Trigger Witch – Nintendo Switch Review

Overview – developed by Rainbite and published by Eastasiasoft, Trigger Witch is a top down twin stick shooter with cute visuals that are quickly soaked in pixelated blood. Colette, the newest graduate of the Stock, an academy for Witchcraft and Triggery sets out on a quest to restore peace to her home. This title is available on all console platforms, with links to each version of the game will be at the bottom of this review.

 Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Trigger witch 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 moving directly into the gameplay, as I feel that the story should be experienced first-hand. I will only be covering the basic mechanics as to not spoil any of the surprises in this release.

Gameplay – Trigger Witch is top down twin stick shooter similar to classic titles like Loaded and Smash TV, with an aesthetic akin to that of the Secret of Mana and Legend of Zelda. As Colette, the player must traverse across the different areas of the world, explore dungeons and lay waste to the cutesy foes that stand in their way. To achieve their goal, the player must use a variety of firearms to take down the hordes of enemies and solve puzzles, all to complete quests to save the world.

Combat is simple, with movement controlled with one stick and aiming the other, unlike most twin stick shooters, weapons are fired with button press which allows for more accurate gun play. Alongside the precision that this play style provides, the player is also able to move more fluidly and use a dash skill to avoid potential damage. If the player takes damage, health can be restored by using the healing potion which is replenished by killing enemies in battle

The player is equipped with a hand cannon that allows them to blast enemies with infinite ammo, alongside special weapons that can be collected during the course of the game. The special weapons have limited munitions that will replenish after a cool down period, making management of special ammo important. This is due to the way that dungeons function during the game, with puzzles to solve, wave based battles against enemies and challenging boss battles.

When enemies and some objects are destroyed, gems will be dropped by them, which can be used to purchase items and upgrades from the home village. The upgrades that are available will bolster the strength of the player arsenal, giving them greater firepower and make the more difficult combat encounters easier to handle. The player can also buy health upgrades to increase the amount of damage that can be taken, as well as maps to secret in different locations.

The world is split into different zones, consisting of an Overworld map and dungeons, with each segment of both separated into rooms to explore. Each of these areas has their own unique themes and which allows them to separate themselves from each other, with forests, beaches and caves to name but a few.  In each area there are creatures that are native to that location with bosses to battle to complete quest objectives, alongside the more generic creatures that populate the world.

As a companion to the top down shooting, there are additional mini games that can be fun to break up the action to keep the experience fresh. This change of style adds to the fun of the game, giving the player more variety to play. The last thing to discuss is the 2 player co-op, which allows for a second player to jump in and help take down enemies. This can be helpful as it alleviates the tension of more difficult stages, making it a little easier to fight bosses and wave battles.

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

Controls – the controls for this title are implemented well to work with a twin stick set-up, with the left stick being used for movement and the right for aiming. A crosshair and auto aim can be used to make shooting a little easier, as it can be tough to hit different enemies. The fire button and dash are on the triggers, weapons are switched with the shoulders and the functions like character interactions/potions are mapped to the face buttons.

Difficulty – there is a balanced difficulty curve to this title, with an adjustable difficulty slider that can be altered to change the damage dealt and received. The gun play itself is challenging with reload times for weapons making battles tense, as there is little in terms of invincibility frames when taking damage but that doesn’t take away from the experience. When the player is killed, they are returned to a checkpoint, which doesn’t punish the player too severely and the 2 player mode makes the challenge more achievable for those who may struggle.

Presentation – the visual style has a 16-bit look to it, with cutesy enemies to battle that explode into bloody smears, but if blood isn’t your thing there is a piñata mode that replaces the blood with candy. The animations are smooth and the pixel art for the character sprites/portraits in cutscenes look fantastic. The sound design for this release is excellent, with a soundtrack that switches from light to heavy when entering combat. There isn’t any voice acting, with dialogue portrayed by a simple sound but this doesn’t take anything away from the game.

Final Thoughts – I had a lot of fun with this title with the exciting gun play, challenging puzzles and vibrant world to explore. There is a considerable amount of depth and challenge for players of all skill levels, with the added bonus of co-op play for those who want to share the game with another. The extra mini games, bonus challenges and secrets to uncover add to the value of this release, keeping the overall experience fresh during play.

I am happy to recommend this title to everyone, whether you want to play this title on the big screen with the blood in all of its high definition pixelated glory, or you just want to take it easy in handheld with candy gore. This is a fantastic title for fans of twin stick shooters, with a retro styled aesthetic and a soundtrack that emphasizes the action on screen. The game does have some minor flaws to it, like the reload cooldown feature and the lack of invincibility on damage but it doesn’t ruin the game.

In the end, I give Trigger Witch a final score of 4/5. This is a fun and frantic twin stick shooter with a vibrant game world to explore, exciting shooting with challenging bosses and a depth to the experience that keeps the gameplay fresh. If you want to check this game out for yourself, links to each version of the game are below. There is a free upgrade for the PlayStation 4 version available, to get the updated PlayStation 5 version.

Link to Nintendo Switch version (HERE)

Link to PlayStation versions (HERE)

Link to Xbox versions (HERE)

Demoniaca: Everlasting Night – Nintendo Switch Review

Overview – developed by AKI and eastasiasoft, with publishing handled by EAS, Demoniaca: Everlasting Night is a Castlevania style action adventure, with a unique combat system set in a dark gothic world. Take on the horrors of the corrupted Tower of Babel, defeating the lords and their minions in order to wreak vengeance on those who caused you pain. This title is available on all console platforms, links to each version of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank eastasiasoft for providing the copy of Demoniaca Everlasting Night that was used for this piece. The provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Mature Content Warning: this title has been rated Mature, this is due to graphic violence, blood and gore, sexual themes and nudity being present. If you are under the recommended age for this title or are uncomfortable with the content present, please proceed at your own discretion.

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 first-hand, so I will be moving directly into gameplay. I will only be covering the basic gameplay mechanics of the game as to not spoil the surprises that this game has for players.

Gameplay – Demoniaca: Everlasting Night is a gothic Metroidvania title, with a strong emphasis on the Castlevania part. The game takes place within the confines of a large castle called the Tower of Babel, filled with horrific monsters, traps to avoid and secrets to uncover. Each area that the player must traverse is filled with different paths to explore, hidden treasures to collect and NPC characters to interact with.

Being an action title with an emphasis on exploration, there is a lot of fast paced movement and action that occurs as the player moves through the different spaces. This requires intricate platforming, with a lot of movement and jumping between platforms. Early in the game, the only option for maneuvering from point to point relies on the standard jump and a wall jump. When the player jumps at a wall, they will automatically latch on to it for a moment before letting go or jumping to the next.

Some of the platforming can be frustrating, with the possibility to miss a jump by a hair, leading to a sudden fall and potentially taking damage from hazards/enemies. This is a frustration that can be alleviated later, but it can be an irritating when trying to get to pass obstacles and reach different areas. Luckily, more options will be made available as the game progresses, making it easier to travel through the tower.

As the player explores the different areas of the tower, they will encounter NPC characters that will progress the story via dialogue and creatures that will attack when the player gets close to them. To fight back against these monsters, there is a unique combat system that gives this title its own identity. Rather than use a traditional battle system with swords or whips, there is a complex fighting system where the player has a light and heavy punch/kick that they can use.

This system allows for a much more free flowing combat experience, where combos and strategy come into play when fighting the different monsters. When starting the game initially, there is a limited moveset that the player has access to, with standard attacks and little in terms of special moves. However, as progress is made new moves and abilities will be unlocked, expanding the arsenal of attacks that can be used to fight the hordes of the damned.

The standard attacks will be the most useful tools for the player, as there is a power gauge that regulates the use of special attacks, with each skill requiring a different amount of energy. The energy to perform special attacks can be replenished in several ways, but it will be filled most often by dealing damage to enemies or naturally over time. It is important to monitor the energy meter, as some obstacles require specific skills to bypass, which can slow the player down.

Since this is a Metroidvania title, there is an RPG style leveling system that allows the player to get stronger over time by defeating enemies. Each time an enemy is defeated, experience is gained which will level the player up at specific milestones, increasing the overall stats like health and energy. As well as the leveling mechanic, there is also an item system that lets players equip different gear to boost their stats and recovery items.

Items can be dropped by enemies, treasure chests and even bought from vending machines that us a currency called souls. These souls are dropped by enemies and environmental objects when destroyed, adding to the total that the player holds. The also fill a meter on screen, that activates a special powered up state when filled, bestowing additional power upon the player for a limited time. But the power-up isn’t the only status effect in this game, as there are several negative effects that can occur.

During combat with enemies and from the environment itself, there are negative effects that can affect the player, which include turning the player to stone and poisoning them. These effects can be devastating as petrification leaves the player open to attack and poisoning can drain health during tense sections. If the player is hit by one of these penalties, death can occur quickly and dying can be a significant setback at any time.

While in the tower, there are save points scattered through each area that allow the player to record their progress during the game, refreshing the health and energy of the player at the same time. Upon death, the player will usually be returned the most recent save. However, if the player has moved to a new area before saving, they will be sent back to the start of that zone. Both of these scenarios can lead to a significant amount of time loss, which makes saving the game regularly very important.

At specific points there are boss enemies for the player to fight, separated into two types, main and sub bosses. The main bosses are the story focused enemies that must be defeated in order to progress the game, engaging the player in challenging large scale battles, usually with multiple attack patterns. The sub-boss enemies are very different, as they are unique enemies that can only be battled when the player is strong enough, making them an optional challenge.

The last part of the gameplay is the support/co-op system that is available in this title. During the course of the game, the player is able to unlock a demon familiar, which will assist in combat by taking damage and attacking from a distance. When playing alone, this is fully controlled by the system itself, but if the player wants to work with another, there is a co-op mode where player 2 can control the demon, but be aware that it can die so do not rely on it too much.

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

Controls – this release has a unique control layout, with all attacks tied to the face buttons and the jump/guard buttons tied to the triggers. The movement is tied to the left thumbstick and d-pad, with inventory and map inputs bound to the front shoulders. The inputs are smooth and intuitive for the most part, with almost zero delay when trying to perform combo attacks and multiple wall jumps. This title plays well with all controllers, but is best played with the Retro-Bit Sega Saturn/Genesis controllers.

Difficulty – this is a challenging title when played on the classic difficulty (there is an easy option focused on story over challenge). The diversity of enemy types and hazards present mesh well with the combat, making for a tough but fair challenge. Unfortunately, one of the setbacks for this release is the potential for significant time loss upon death, due to the limited save points scattered through the game. However, all of these elements combine well to create a unique experience, pushing players to their limits.

Presentation – Demoniaca has a visual style reminiscent of the classic Castlevania titles on the PlayStation and Game Boy Advance, with detailed pixel art sprites and expressive animations. The environments are designed with the gothic aesthetic present throughout, creating an atmospheric world enhanced further by the cutscene interactions. There is a limited use of voice acting, alongside a soundtrack that uses a mix of styles to create an exciting and engaging overall product.

Final Thoughts – I went into this title expecting another Symphony of the Night clone, but I was pleasantly surprised. While this game does have all the trappings of its inspiration, it manages to set itself apart with an engaging story to experience, combat that has a lot of depth to it and well implemented world design. But that doesn’t mean that the game is flawless, it does unfortunately have some minor issues that impact the experience.

The difficulty of the standard mode can be absolutely brutal, punishing the player for any mistake made, which isn’t helped by the limited save points and instances of overly difficult platforming. However, even with these slight flaws to the product, I can recommend this release to those who are looking for a unique Metroidvania experience. There are even references to the inspirations of this release, with the line “your words are as empty as your soul! Mankind ill needs a savior such as you” appearing early on.

In the end, I give Demoniaca: Everlasting Night a final score of 4/5. This game may feel like a Symphony of the Night clone on the surface, but the depth of the gameplay, the world building and the overall experience on offer allows this release to stand out as its own unique thing. If you want to check this game out for yourself, links to each version of the game will be available below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4/5 version (HERE)

Link to Xbox One/Series version (HERE)

Dimension Tripper Neptune: TOP NEP – Steam Review

Overview – developed by WSS Playground and Tiny Cactus Studio, with publishing by Idea Factory International, Dimension Tripper Neptune TOP NEP is a third-person rail shooter taking place in the Neptunia universe. Blast your way through five unique stages, getting friends to assist you and take down the boss of each zone. This title is available exclusively on Steam, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Dimension Tripper Neptune TOP NEP 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 moving directly into the gameplay section.

Gameplay – this title is a third-person rail shooter, similar to that of Space Harrier and Panorama Cotton. As older Neptune, the player travels into the screen shooting and slashing enemies that attack from the front, while also avoiding the hazards that fill the stages. Each location has its own unique theme, with matching enemies and a boss at the end of the stage, like the first stage which has a forest theme and vegetable enemies, culminating with a boss fight against Giant Eggplant.

To battle enemies, Neptune can use her blaster to battle foes at a distance and an energy sword to slash them up close. The two attacks are very different, with the sword being the stronger option at the cost of range, making it useful for fighting enemies that jump into the screen. There is a nice flow to the way that action flows, with fluid movements that make combat reactive and fun. Alongside the attacks that Neptune can use, there is also a special mechanic that makes this game unique.

Throughout the stages, coins appear that Neptune can collect filling up a bar on screen. When the bar is filled completely a support character called a Wingmate will appear, assisting Neptune for a predetermined time increasing the amount of fire power that can be used. There are several Wingmates to activate, going through in a preset order during the course of the game. These support characters can make the battles much easier so good timing of coin collects is useful.

This is a fairly short game consisting of only 5 stages, however, there is a lot of replay value on offer as there is a global leaderboard for players to challenge others across the world. Players can set their scores on either difficulty setting, giving players a challenge to try and set the highest score that they can. The length of the game is to its benefit in this regard, making for a title that players can learn easily and become competitive with other players.

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

Controls – the controls for TOP NEP are simple, four movement directions, a blaster button and a sword button. The game is playable with a keyboard, offering a left or right handed control method which works well from an accessibility standpoint. There is also controller support for this title, using a supported controller. This is the preferable way to play this title as the use of a thumbstick or D-pad makes movement much more consistent, with zero input lag or delay.

Difficulty – there are two options for difficulty that players can choose when playing the game. The first is Normal, which gives players the ability to continue when defeated and offers greater life regeneration between stages. The other is Hard, which gives the player a single life and reduced life regeneration. Both difficulty options are balanced well, offering a fair but challenging experience for all players who want to give the game a shot.

Presentation – the visual style for this title is modern, but with a retro aesthetic, consisting of pixel art sprites for the characters and environments. The overall design of the game, adds to the charm of the experience, with bosses and environments using references to classic games. The soundtrack also adds to the retro feel of the title, with chiptune compositions that fit each stage well, alongside boss music that keeps action flowing at a steady pace.

Final Thoughts – when I first saw the trailer for this game, I got excited to play it. I am a fan of third person rail shooters, like Panorama Cotton so this was definitely up my alley. I can happily recommend this release to everyone, because even though it is short, the quality of gameplay and low price make it definitely worth a purchase. The retro style visuals, gameplay and sound combine well to make an excellent accompaniment to the Neptunia series of games.

In the end, I give Dimension Tripper Neptune TOP NEP a final score of 5/5. This release is an excellent accompaniment to the larger Neptuina series, offering a fun and enjoyable experience that everyone can enjoy. The difficulty is balanced well, with two modes that fit a range of skill levels, alongside a global leaderboard that promotes improvement and competition between players. if you want to check this game out for yourself, a link will be below.

Link to Steam version (HERE)

The Company Man – Nintendo Switch Review

Overview – developed by Forust Studio and published by Leoful, The Company Man is a Platform action title where the player must fight the corporate machine. As Jim, battle your way to the top of the corporate ladder, using your trusty keyboard as you battle your way to becoming CEO, all while trying to survive the brutal hazards of the office. This title is available as a console exclusive for the Nintendo Switch, if you want to check this game out for yourself, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Leoful for providing the copy of The Company Man 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 to prevent spoilers, so I will be moving directly into the gameplay section.

Gameplay – The Company Man is a 2D action platformer, where the objective is to get Jim it to the boss of each area while fighting enemies and avoiding the hazards of each zone. To achieve this goal, Jim has access to his mighty keyboard, a weapon that can be used as both a melee and ranged weapon. As a melee weapon, the player swings the keyboard like a sword, alongside a basic ranged attack called the Email Blaster, with additional upgrades unlocked over time.

Since this is a platform title, there is a requirement for smooth and precise movements, especially with moving platforms and hazards that must be avoided. To make some of the tougher gaps easier to cross, Jim can jump fairly high and use his dash ability, propelling him forward to reach platforms that may seem out of reach. The dashing can also be useful when fighting enemies, letting the player dodge attacks and quickly close in on enemies which is very handy in boss battles.

The enemies in this title have unique attacks, with quirky animations that make them stand out from each other. An example of this is the way that some customer service enemies breathe fire and the first mid boss uses a phone as a flaming whip to attack Jim. There is a good balance to combat with a good amount of post hit invincibility, subtle knockback and animations that signal enemy attacks. All of the combat and platforming elements work well, for a challenging yet not overly difficult experience.

When Jim defeats an enemy, they drop coins that can be used to buy upgrades from the coffee shop located in the lobby, powering him up to make surviving the chaos of the office a little easier. The power-ups that Jim can obtain include extra health, extra energy for special attacks and even the ability to knock projectiles out the air. These upgrades become very important, as the stages get increasingly tougher, especially when it comes to the boss battles.

The boss battles of this title are designed very well, with each boss fitting the theme of the area that Jim is currently in, using elements of the stage itself to enhance each battle. With attack patterns for the bosses that are thematic to their department, like the customer service boss using interns as weapons as they are the lowest member of the office.  These touches add to the fun of the experience, making for an entertaining challenge during play.

The last thing to talk about is the generous checkpoint system. Throughout the stages and in the lobby which acts as a “home base” between areas, Jim can drink coffee that refills his health and lets him restart from that point. The frequency of checkpoints make the tougher parts of the game feel less daunting than they may appear, giving the player an easy restart at mid bosses and end of stage bosses. Some checkpoints will also occur after area transitions, reducing the punishment of death further during play.

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

Controls – the control method for this title is simple and works very well, with all abilities on the face buttons and weapon upgrades attached to the front shoulders. The movement controls are tied to the D-pad and thumbstick, with all inputs having no issues with input lag but there is a cool down to some attacks and the dash, which may feel like lag. The game plays very well with all controller types and in both docked and undocked game modes, offering fun at home and on the go.

Difficulty – there is a balanced difficulty curve to this title, with a tutorial during the first stage of the game and whenever there is a new upgrade unlocked. The tutorial helps get adjusted to how the game plays out, easing the player into the experience to allow time to get used to the mechanics. The generous checkpoints work well to prevent a feeling of frustration when dying, letting the player push forward with few setbacks.

Presentation – this title has a fantastic look to it, with a cartoonish look and expressive animations that bring the personality of the characters out, especially with Jim. When Jim is running, jumping and attacking enemies, he has animations that are entertaining to watch, alongside the transition animations that are fun to watch between stages/areas. The backgrounds and stages are fantastically designed, with detailed environments that all have their own individual themes.

The whole game is wonderfully designed, with characters that have a special charm to their look that keeps the game fresh throughout. This helps to engage the player for the duration of the experience, preventing extended play from getting boring. The Sound design for this release is a great accompaniment for the visuals, with music that fits each area well and impactful sound effects that add that extra depth to the whole ensemble.

Final Thoughts – I had seen trailers for this title and thought that it would be a nice simple platformer, but I was sorely mistaken. The Company Man is a charming, well laid out and at times hilarious release that makes me so happy that we have a thriving Indie market right now. The characters all have their own unique touches and some seem to be references to characters from popular media, which is a fantastic touch.

I have absolutely no problem at all recommending this game to everyone. The action is balanced well, the platforming is tight and responsive and if mistakes were made, they were all the result of player error. There was nothing that brought down the release and this is strong opener for the year. I will be returning to this title again and again, because it is just so much fun to sit and play no matter where I am.

In the end, I give The Company Man a final score of 5/5. This action platformer is filled with charming characters, beautifully animated and designed environments, engaging gameplay and is an overall fantastic experience. This is a fantastic release to kick off 2022. If you want to check this title out for yourself, a link to the game will be below with a physical version on PlayAsia (affiliate link to support the site).

Link to Nintendo Switch version (HERE)

Link to Physical version via PlayAsia (HERE)

Labyrinth Lengend – Nintendo Switch Review

Overview – developed by Shinobi Games and Regista, with publishing handled by NIS America, Labyrinth Legend is a retro styled action RPG with hack-and-slash elements. Take on automatically generated dungeons, hordes of monsters and challenging bosses to solve the mysteries of the cursed kingdom. This title is available exclusively on the Nintendo Switch Console platform, a link to the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Labyrinth Legend 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.

Story – Just under the surface of the Kingdom of Kanata lies an enigmatic labyrinth that guards treasures untold. Who but you dares venture into its limitless dungeons, where beasts and secrets abound? There are many adventures that have ventured to this land seeking the treasures, but none have returned as talk of the kingdom being cursed spreads. Can someone solve the mysteries of the labyrinth and lift this curse?

Gameplay – Labyrinth Legend is a top down action RPG, taking place across a variety of auto generated maps, with challenging hack-and-slash combat. The core premise of this title is to clear the different dungeons of the Labyrinth, slaying formidable monsters, collecting treasures and loot during adventures. To achieve the goal of slaying the beasts and claiming the treasure, the player levels up during their adventures to make them stronger.

Inside the dungeons, the player must traverse the different floors of each region of the world map and battle the monsters within. The inhabitants of the labyrinth will try to stop the player, attacking when they are within range with an indicator that appears above their head. Each enemy that is defeated grants experience to the player, along with the chance to drop coins and other resources. However, one enemy in each floor holds the key to the dungeon door, which is collected by defeating them.

In combat, players have the access to two weapon slots that can allow the player to use a variety of weapon combinations, including bows, swords and whips. The weapons each have their own attack style and qualities, making them flexible to fit different play styles in battle. Weapons also have special attacks that can be unlocked over time, as well as the possibility of rare enchanted weapons dropping as loot from chests that can be found in dungeons.

As well as the weapons that can be collected are pieces of armor, resources and coins. The armor provides different benefits based on their rarity and the level of the area, just like the weapons that can be obtained during adventures. It is important to manage weapons and armor effectively in order to maximize their efficiency as combat is very dangerous. This is due to the fact that enemies can swarm the player wiping out a full health bar in seconds in the wrong situation.

The risk of death is an ever present one too, as the player has but a single life with limited options when starting the game for the first time. There is a potion that is provided at the start of the game, with a single charge that gets refilled at the start of a dungeon. Over time, the player can unlock additional potion charges and even a revival item that can bring the player back for an extra attempt at the dungeon. Occasionally, there are fountains that can refill a charge on the potion but they can be rare.

The combat flows well for the majority of the game, with reactive movements and smooth attack animations. The standard and special attacks for each weapon have their own unique looks and animations, allowing them stand out from each other when used. The sword has an arced slash, the whip circles around the player and the bow flies in a straight line, stopping after a preset distance. This allows players to find a weapon that fits their style of play.

Battling enemies, is frantic but rewarding with the attacks coming from all directions with the rush of narrowly escaping defeat. There is a slight problem when there are many foes on screen at once, as it has the potential to overwhelm the player, but the overall gameplay loop in combat is satisfying. The rush that happens when beating a high level enemy or boss in mortal combat, surviving at that last possible moment with only a sliver of health remaining at the end.

There is the option of three different classes that players can use for classes, giving the player additional flexibility in how they wish to play the game. The player is able to create up to four characters that have their own unique skills, with their own gear preferences and attack styles which give additional depth to the overall gameplay experience. Characters also share resources and can be used in the two player co-op system, letting two players work together to overcome the challenges of the dungeon

There is one issue in combat, the boss battles are difficult and a little frustrating. Each boss has a variety of attack patterns as they get closer to death, the patterns get more intense and have the potential to kill the player suddenly. However, death is not that significant a set-back, since the dungeons themselves and the bosses are separated. If the player dies in the dungeon, they are reset back to the start, but during a boss it can be restarted from that point.

Having boss battles and dungeons separated is very useful, as the player is able to return to the home base, which has a selection of facilities that the player can use. These include a store where upgrades can be bought, a weapon shop to sell unwanted gear and a blacksmith where gear can be upgraded using resources collected in dungeons. There are more features in the village that can be accessed, but I feel they should be discovered firsthand.

I have just scratched the surface of this title, as there are many nuances and quirks of Labyrinth Legend that I feel should be experienced blind. So with the core aspects of the gameplay covered, I will be moving onto the other elements of the experience, starting with the controls.

Controls – the controls for this release are reactive and work fantastically, with simple inputs that work very well with the top-down view. All of the inputs for attacks are tied to the front of the controller with two buttons for standard attacks and the others for specials. The character skill and potion buttons are tied to the front shoulders and movement to the thumbsticks. It may feel like there is some minor input lag when many enemies attack the player, but this dissipates when learning timings different features.

Difficulty – there is a moderate difficulty curve to this release, with three options when starting the game. The difficulty options are Casual for an easier gameplay experience, Normal for the intended challenge and Veteran for a more intense challenge that pushes the player more. The normal option is a good starting point, but it does have its flaws, as the boss battles can be very difficult, making the need to grind and level-up for better gear important.

Presentation – this title uses a retro styled pixel art presentation that is reminiscent of titles like Beyond Oasis, with a top down perspective that lets the player have a wide view of the area. The animations are smooth and fluid with excellent details on sprites, however, when there is a lot on screen it can be difficult to see attack indicators. The music for this title is a delight to listen to, with compositions that really enhance the experience of the dungeons and boss battles, building atmosphere during play.

Final Thoughts – I had a great time playing Labyrinth Legend. The challenge is tough but has a rewarding gameplay loop, which can be very satisfying when beating a boss that has been kicking your ass. The boss battles may be frustrating for others, since they can be punishing but once the patterns are learned it is much more achievable. Another nice touch to this release is the multiplayer component, where two people can work together to overcome the challenges of the labyrinth.

I have no issue recommending this title to players, as it is a well-polished, albeit difficult experience but it has a lot of depth that can pull the player in and allow them to try different things. The sprite work is fantastic, the enemies are diverse and the boss battles can be quite the spectacle to behold. There is a bit of time investment required to get the most out of this title, but I believe that it is worth that for the amount of satisfaction that can be achieved.

In the end, I give Labyrinth Legend a final score of 4/5. This top-down action RPG is a real challenge that is both fun and satisfying to play, the intricate sprite work and the depth of gameplay makes for an experience that can be worth the time investment. If you want to check it out for yourself, you can find a link to the game below.

Link to Nintendo Switch version (HERE)

Breakneck City – Nintendo Switch Review

Overview – developed by Renegade Sector Games and published by Eastasiasoft, Breakneck City is a 3D action brawler with a focus on environmental interactions. With a low-poly style reminiscent of older titles, take to the streets solo or with a friend and bust some heads in this tribute to classic brawlers of the late 90’s. This title is available on the Nintendo Switch, PlayStation 4/5 and the Xbox family of consoles, links to each platform will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Breakneck City 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.

Story – when the Ultra gang tries to burn down their favorite video store, Sidney Flintlock and Justine Jacobs head out into the streets to bust some heads. The ass kicking duo takes to the city, fighting their way through the street and clubs on their journey to take the gang down. The pair must use their skills to rid the streets of criminal trash, one bad guy at a time in true 90’s action hero style.

Gameplay – this title is a 3D action brawler that uses a style reminiscent of titles like Die Hard Arcade (Dynamite Deka) and Fighting Force. The sole objective of each level is to reach the stage boss, battling wave after wave of men that try to stop the player. When moving through the areas, barriers will appear to prevent progress and lock the player into a battle with the enemies that appear, only dissipating when all threats are eliminated.

The player has access to a basic move-set which features a punch combo, kick and two different jumping attacks. Alongside the simple moves that the player has at their disposal, weapons can be dropped by enemies at different points, allowing more damage to be done until the weapon breaks. There is also a gimmick that makes this title a little more unique are environmental interactions, a feature that can be used to quickly change the tide of battle.  

When fighting enemies, they can be knocked into walls and each other to deal additional damage. They can even be knocked into trash bins and cars, which can help to clear the tougher encounters quickly, which does help as foes can swarm the player quickly. There is also a dash skill that players can use freely, allowing them to move quickly around an area and dodge attacks. The dash can also let players interact with areas for new strategic options, but can be a hindrance at times.

Almost all of the ledges and rails in a stage can be vaulted over by dashing, which can cause the player to jump from areas they don’t wish to and take falling damage. This means that great care must be taken when using the dash to try and avoid enemies in a confined space, as the potential for disaster looms around every corner. There is even the potential for the player to clip out of bounds in some instances, trapping them with no way to escape but to restart from a checkpoint.

At the end of each stage is a boss battle, with an opponent that has their own unique fighting style, which include a boss that uses a bladed wheel and a boss that wields a set of swords. These fights can be very tough, with each boss having a lot of health which can take a while to run down. This is an unfortunate thing throughout the game, as it feels that enemies need to take much more damage than they should to be defeated.

There are some flaws with this title that do unfortunately detract from the experience. The camera can be uncooperative at times, moving and changing perspective during combat which can be frustrating. Enemies swarm the player regularly, attacking all at once and depleting the player’s health bar in seconds with almost zero recovery. This is made worse by the sluggish attack animations for weapons and kicks, which leave the player vulnerable to attack and rapid defeat.

There are enemies that can guard almost every attack thrown at them, with very small windows of opportunity to counter, which is a detriment to the flow of combat. These enemies must be hit with weapons or knocked into environmental hazards, which can become tedious and sap the fun from battles. Unfortunately, the 2 player is also affected by these flaws, with no change to the enemies or their number and slowdown caused by on screen effects.

These flaws are made a little more bearable by the inclusion infinite continues and a generous checkpoint system, but they do hamper this title. The way that enemies gang up on the player feels unfair, with no priority system unlike other action brawlers where enemies take turns to attack. But the game still functions well and can be entertaining.

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

Controls – this release has a strange controller set up that requires a fully featured controller to be played as intended. This is due to the movement and dash being on opposite thumb sticks, a weapon switch mechanic on the d-pad and skill buttons being on the face. The control method is unfortunate as it limits the use of third part controllers, like the Retro-Bit Saturn controller and arcade Sticks. There are no real issues when it comes to inputs in single player, but lag can occur in 2 player mode.

Difficulty – this game feels unusually difficult with enemies that swarm the player, environmental hazards that hurt everyone and the uncooperative camera changes. As mentioned above, there are generous checkpoints and infinite continues, but they do not make the game any easier. There aren’t many chances to regain health, so entering a fight before a checkpoint can be dangerous when at low health, with the risk of losing significant progress upon death.

Presentation – the visual style attempts to emulate the look of a PlayStation or Sega Saturn title, which it succeeds at well with models and environments that have that 90s charm. This 90’s aesthetic also extends to the story cutscenes, the low poly heads portraying the character next to the text on screen. The performance of the game is solid for the most part, with the only issue being the slowdown that occurs when some specific animations play out.

The music has that repetitive quality to it that burrows its way into your head, with a synth-wave and chiptune combination that compliments the aesthetic of the game well. Each stage has its own unique composition, with a beat that fits the environment and action well. There is a lack of voice acting, which does give the title the retro vibe that it attempts to pull off, with a few digitized grunts and traditional attack sounds rounding out the presentation.

Final Thoughts – when I first saw this title, what came to mind was the resemblance it had to the SEGA game Die Hard Arcade, with the low-poly look and character animations. This unfortunately added to the level of expectation that I had, leading to a little disappointment during play. The combat doesn’t flow as smoothly as I would have hoped, with slowdown from on screen effects and movement/attacks that feel slow, made slightly worse during coop play.

That’s not to say that the game isn’t fun, because there is a level of entertainment on offer that does make the game fun to play. However, I feel that the issues mentioned above in this review, do sap the enjoyment out of it when played over long periods of time. The control layout prevented use of a classic design controller, which I did find to be a disappointment as it betrays the style of gameplay it is attempting to emulate.

In the end, I give Breakneck City a final score of 3.5/5. The look and feel of this title is reminiscent of classic 3D brawlers of the 90’s, with a catchy soundtrack and low-poly/pixel art visuals. The gameplay has its flaws which do hinder the experience, but at the low price point it can be worth a purchase if you are into old-school brawlers. 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)

Sakura Santa – Nintendo Switch Review

Overview – developed by Winged Cloud and published by Gamuzumi, Sakura Santa is the latest entry in the Sakura visual novel series, this time with a cute (and lewd) Christmas twist just in time for the holidays. This title is available exclusively on the Nintendo Switch. A link to the game will be 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 Gamuzumi for providing the copy of Sakura Santa that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Mature Content Warning: Sakura Santa has been rated Mature, as the title contains sexualized imagery, sexual themes and coarse language. If you are under the recommended age for this release, or find this type of content offensive, please proceed at your own discretion.

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

Story – Koji is spending his first Christmas alone, which has him feeling a bit down. After moving from home to go to his dream university, he has discovered that his life can be rather lonely. Feeling distraught, he wanders to the local shrine and makes a single wish, to have someone special to spend Christmas with. However, this wish causes quite the dilemma as he meets three unique girls, with each of them wanting to spend the days leading up to the holiday with him.

Gameplay – Sakura Santa is a traditional visual novel experience, following the adventures of the protagonist as he meets each of the three girls. The events that occur with each character are influenced by the decisions made by the player, following several story threads that lead to multiple endings. This means that a single choice can alter the outcome of a character route, with changes to the story being either positive or negative.

Like the majority of visual novels available on the Nintendo Switch, the plot threads that the player follows have special CG arts that will appear when specific event choices are chosen. Beware though, as events can be missed and the special scenes can be skipped, with important plot details being missed if the wrong choice has been chosen. This means multiple runs through the story are necessary to obtain all endings.

The variety of options available to the player, along with the different potential endings that can be reached add to the replay value that this release offers. The opportunity to see a new CG art scene, uncover potential romances and experience different storylines makes this a rewarding story experience. Having several  different outcomes makes this a rewarding experience, with narrative threads that don’t feel too long or short with each run.

Presentation – the visuals for this title is pleasing to the eye, with a cute and expressive anime style art that works very well for the story. The character designs, backgrounds and CG scenes are drawn beautifully, with some rather risqué art that can be unlocked and viewed later in the gallery. The music is pleasing and fits each of the story scenes, rounding out the whole experience even though there is a lack of voice acting, but that isn’t an issue.

Final Thoughts – I enjoyed my time with Sakura Santa, getting engrossed in the story and the festive themes that were present throughout. While this title may have its limitations, due to being a Christmas story I can still recommend it to everyone that enjoys a saucy visual novel. The artwork is beautiful like the rest of the Sakura series and this is another standout release from Gamuzumi, adding to their growing library of excellent releases.

In the end, I give Sakura Santa a final score of 4/5. This is another excellent Visual novel from the team at Winged Cloud, with beautiful visuals and an engrossing story that really pulls the reader in. There is a lack of voice work for the characters and the occasional typo, but they don’t detract from the overall experience. If you want to check this out for yourself, a link to the game will be below.

Please Note: there is a discount on Sakura Santa of 20% until January 5th 2022, so there is another little incentive to check this title out.

Link to Nintendo Switch version (HERE)

Clockwork Aquario – Nintendo Switch Review

Overview – developed by Westone and Ratalaika Games with publishing handled by ININ Games/Strictly Limited Games, Clockwork Aquario is a once lost arcade game that has been released after almost 30 years. Take control of one of three heroes that are on a quest to stop the evil DR. Hangyo, who is hiding in the underwater city of Aquario. This title is available for Nintendo Switch and PlayStation 4, with a physical release available from Strictly Limited Games (stock is limited), links to all versions of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Clockwork Aquario 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 going straight into discussing the gameplay.

Gameplay – Clockwork Aquario is a side-scrolling action platformer, where the objective of each of the five rounds is to get to the end and defeat the Boss of that stage. At the start of the game, the player can choose one of three characters, with a co-op feature for those who want to play through the game with a friend. Each character has their own strengths and weaknesses, so experimentation to find the best fit is important.

The heroes that can be selected are Huck Londo, the ghost hunter, Elle Moon, the adventurer and Gush, the giant robot. When the player has selected their character, the game begins and an intro cutscene plays out giving the simplest visual explanation of the games mechanics. The player can slap enemies to stun/defeat them, pick up stunned enemies and throw them as weapons, making them explode after being thrown in any direction.

The player can also jump on enemies and even use their head to attack, giving a lot of flexibility to the gameplay and making battling enemies very satisfying. As well as the enemies that appear in the stages, balloons will be scattered throughout, giving players bonus points for throwing enemies at them and bouncing off of them. As this is a side-scrolling platformer, there are also hazards aside from the enemies that can hurt the player, including spikes and pitfalls.

The player can take up to two hits before losing a life, the first hit makes the players appearance chance with comedic effect and the second ends that life. When the player respawns, they can hover in the air as an angel and position themselves with temporary invincibility to get to a safe point. If all lives have been depleted, the player will have to use a credit to continue, with limited credits in most of the game modes that can be accessed.

There are a couple of ways to offset the need to use continues and keep yourself going on few credits, as the risk of game overs when learning to play is quite high. First to discuss are the health-ups that can be dropped from balloons and enemies, which will restore the player to full power. The second is the generous bonus lives that the game throws at the player, with a ONE UP meter that is filled by collecting character specific gems to grant bonuses.

The bonuses for lives and health-ups can be very important, as the boss battles for this game can be tough. At specific points during the stage and at the end, the player will have to fight boss enemies to progress. The mid boss battles are pretty simple, with themed enemies that can be defeated by throwing enemies at them or by jumping. The end of stage bosses are much tougher, with large bosses that each have their own unique gimmick, with the boss health shown on screen.

Clockwork Aquario is a challenging title with many hazards and pitfalls that can make it difficult for new players. However, there is a selection of difficulty options for players to learn the ropes and improve their skills. Here is a simple list of the difficulty options and game modes available to the player;

  • Training Mode – play through the first 2 stages to get used to the game mechanics, credits are unlimited, but the game ends after beating the second boss.
  • Easy Mode – play through the game with 9 credits.
  • Normal Mode – play through the game with 5 credits.
  • Hard Mode – play through the game with only 3 credits to beat it all.
  • Bonus Stage – a mini game that unlocks after stage 3 has been cleared. Play the bonus round mini-game that usually appears between stage 3 and 4 of the standard game. This can only be played two-player.
  • Arcade Mode – unlocked when beating the game once on any of the other modes. This feature allows players to access the service menu, change dip settings and look at the different parts of the Arcade Board. Use the shoulder buttons to add credits and enter service mode.

This title is very refined with a lot of precision movement required, which does unfortunately lead to one minor issue. The precision required to hit some enemies can lead to taking damage when getting too close to enemies, this isn’t a major issue but can be frustrating and lead to unnecessary deaths. Aside from this small flaw, the overall quality of the game and playability of the release is fantastic, with the minor issues being avoidable with multiple runs of the game.

The biggest incentive to play the game is to set high scores, with the high score for the player being remembered and added to the in-game leaderboard. Being an arcade game, the main objective aside from beating the game is to set the best score possible in few credits. There is a satisfaction to seeing a new high score, but unfortunately the only way to share your scores is to screenshot them, as there is no online leaderboard right now.

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

Controls – the control system for Clockwork Aquario is very simple and works fantastically, with only movement, a jump and slap button needed to take into account. There are no issues with input lag, with smooth precise inputs that work well with all control options, including the pro controller and Joy-Cons. However, the best way to play this title is with an arcade stick, giving that true arcade feeling that is perfect for this release.

Difficulty – as mentioned in the gameplay segment, this title is tough with a lot of hazards and dangerous pitfalls that can kill the player with ease. The boss battles can be very difficult and when learning the patterns can drain continues quickly. However, with time and practice, the challenge is beatable with the potential for a single credit clear. The difficulty can feel frustrating at times, but doesn’t punish the player too much with unfair deaths.

Presentation – this title was originally designed for the Sega System 18 arcade hardware, with graphical work that would have pushed the system to its limits. The visuals are beautiful, with fantastic sprite work and backgrounds that just pop with color. The animations and background details throughout the experience are smooth, with fluid movements that make this one of the best looking arcade titles to be seen in recent years. The game is perfect for play on the big or small screen too.

The soundtrack is a real treat to listen to with music from Shinichi Sakamoto, the legendary composer of the Wonder Boy franchise that gives this title its distinct Westone identity. The stage themes and boss music set the tone for the each challenge, with ominous but upbeat music for the battles against DR. Hangyo, contrasting with the exciting compositions for the stages. The only negative about the sound is that sound effects and voice samples can be a little muted, but that isn’t a deal breaker.

Final Thoughts – when I first heard about the revival of Clockwork Aquario a couple of years ago I was very excited, this was because the chance to play a lost game from decades before is rare. I was certainly not disappointed when I got my hands on this title. The action is precise and the general experience is very smooth, with fluid animation and reactive controls that work fantastically. It did take more than a few attempts to beat it, but I didn’t feel like it was a chore.

There is plenty of content on offer with the potential for a healthy fan community to grow, as there is a low barrier of entry to enjoy the title, but an unfortunate lack of online leaderboards. The fantastic soundtrack by Shinichi Sakamoto is available to listen to as a bonus feature, alongside a rearranged OST and gallery for fans to enjoy. I cannot recommend this game enough, it may have a couple of very minor flaws, but is one of the best arcade offerings in recent years and more than worth a play.

In the end, I give Clockwork Aquario a final score of 4.5/5. This long awaited arcade revival is a fantastic release, which embodies the heart and soul of the titles that came before it from Westone in the 80’s and 90’s. A wonderful side-scrolling platformer that was once planned as the arcade swansong for Westone, but is now more appropriately a celebration of their legacy.

If you want to check this title out for yourself, links to the digital release will be below as well as a link to the Strictly Limited Games store, but be aware that stock is very limited.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Strictly Limited Store (HERE)