Prinny 2: Dawn of Operation Panties, Dood! – Nintendo Switch Review.

Overview – developed by Nippon Ichi Software and published by NIS America, Prinny 2: Dawn of Operation Panties, Dood! is the sequel to the brutal action platformer Prinny: Can I Really Be the Hero?. This is a HD remaster of the original PSP release, featuring a brand new story, characters, gameplay mechanics and even more punishing challenges. Prinny 2: Dawn of Operation Panties, Dood! is available exclusively on the Nintendo Switch, links to the game and official website 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 Prinny 2: Dawn of Operation Panties, Dood! used for this piece. The provision of this title has not influenced the contents of this review, all thoughts and opinions featured within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, there are many systems and mechanics identical between both Prinny titles, if you haven’t read the review of Prinny: Can I Really Be the Hero?, you can do so (HERE). Also I will be calling the game and its previous installment Prinny 1 and Prinny 2 respectively, I will also be addressing the player character as Hero for brevity.

Story – set some time after the events of Prinny 1, the Demon Lord Etna is still the ruler of the Netherworld while the previous Overlord Laharl works towards reincarnation. One night, Etna discovers that someone had broken into the castle, stealing one of the most precious items in all of the Netherworld, her panties. So enraged by this, the Demon Lord summons her squad of 1000 Prinnies, giving them the Hero Scarf that prevents them from exploding and sending them on a deadly quest to reclaim her stolen panties.

Gameplay – Prinny 2 is fundamentally identical to the previous release, following the same gameplay formula and progression system with a few alterations that allow this title to stand out on its own. Just like Prinny 1, this is a brutally tough side scrolling action platformer, giving the player 1000 Prinnies to traverse stages filled with hazards, demonic enemies and deadly pitfalls.

The Hero can attack, jump and hip pound just like the previous game, with a special optional item that is available to the player after completing the tutorial stage. This item is the Netherworld Radish, a special item that grants auto rapid fire at the cost of reduced attack damage if activated. The special weapon will appear at the beginning of the stage for the player to pick up when active, lasting for the entirety of that stage.

Prinny 2 follows the same non-linear flow as its predecessor made up of a total of 10 stages, the player can choose any order they wish to take on the first six stages of the game, with the other story mode levels following a pre-determined structure. The difficulty altering day and night cycle also returns, with the challenge of stages altering depending on the time left on the countdown.

The checkpoints, boss gates and collectable items return with some new additions exclusive to Prinny 2 Here are some of the new features;

  • Break System – fill up the combo gauge by attacking enemies and collecting items to activate BREAK, increasing attack power and granting temporary access to special attacks. The BREAK mode stays active until the Hero is either damaged or the meter is depleted.
  • Desert Collection – collect sweets during stages, adding them to the counter present at the bottom of the screen while in menus. The collection of sweets does have a purpose, however I will be omitting that detail to prevent spoiling some of the special features.
  • Baby Mode – this is a special difficulty mode for players who may struggle with the challenge present or just want to take it easy. Instead of the scarf as a health marker, the player has diapers in this mode, with other difficulty alterations present to assist the player. Due to this change, the standard difficulty gives two additional hits before death and Baby mode grants three.
  • Action Switches – special switches appear in some stages that the player can hip-pound, activating special actions that include special attacks and item drops that stun enemies.

At the end of each stage, a cutscene plays out before the boss battle setting up the encounter. There are two types of boss battle, regular battles and SUPER DUPER DEMON BATTLES. The core difference between the two is the difficulty, with the Super Duper battles being just that a battle with a super demon of incredible difficulty. Battles with the super demon also include special gimmicks, separating them from the regular bosses making them stand out on their own.

There is however a major flaw with these battles, significant slowdown and frame drops that greatly impact the game. When an attack occurs that has the capability to fill the whole screen, like a beam, fire or explosions, the game can slow down to a crawl making it much tougher to effectively combat enemies. This is made worse when 3D renders and models are used for bosses or background elements.

Outside of the stages, the player has access to a variety of NPC characters to interact with at the castle. Most of these are unlocked by collecting orbs that have been scattered throughout the stages. I will be listing the core functions required to play the game, omitting the more unique NPC characters to prevent spoilers. The core functions are as follows;

  • Save Manager – this Prinny allows you to save the game, the most important NPC to unlock during the game. Make sure to save often as lost data can be a real pain.
  • Professor Lucky and Assistant – give the Assistant lucky dolls that have been found hidden in each stage, earning special rewards as different milestones are met.
  • Runaway Manager – follow the reaper and try to escape the hellish nightmare, abandon the current playthrough And start over with a fresh set of Prinnies, keeping all game unlocks and witness a special ending cutscene.
  • The Castle – interact with Demon Lord Etna in the throne room between stages, check the castle library for details on enemies found in the game and participate in special encounters on the castle balcony.
  • Delivery Samurai – this special character provides the Netherworld Radish special weapon, speak to them in order to toggle between activating the item or choosing to tough it out.

The last thing I want to discuss is the self-referential nature of Prinny 2. Like other Disgaea universe games, this release is filled with easter eggs, self-aware jokes and fourth wall breaking moments. Hidden in plain sight are references to television movies and video games, either in plain sight as easter eggs or as names for characters. The most humorous part of the game is the play on words used for character names, such as the tribal triplets called Chili, Pow and Der.

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

Controls – the control method for Prinny 2 is simple and easy to pick up, with streamlined inputs for each of the character functions and special attacks. The manual rapid fire flaw of Prinny 1 is still present in this game potentially causing discomfort for the player, however this is lessened when using the Netherworld Radish item. The controls for both the Joy-Con and Pro Controller are comfortable, however slow down and frame rate issues during intense moments can cause inputs to be missed.

Difficulty – Prinny 2 takes everything that the previous title provided in terms of challenge and dials it up to 11. There is an increase in one hit death traps, enemies that can become temporarily invincible and boss patterns that can take dozens of lives to figure out. The platforming challenges are much more difficult with more deadly hazards, including a new breakable box object that can be destroyed by the player and will only respawn when off screen.

The time limits return, with fairly relaxed timers for the main part of each stage, however the strict limits of boss battles can increase tension. The need for trial and error also returns as new enemies and obstacles never encountered before will appear, causing many failures when playing at any difficulty, especially the one hit death Hell’s Finest mode. This game is even more brutal than its predecessor, with three difficulty settings, it is possible for anyone to beat the game, but it will take a lot of time and effort.

Presentation – Prinny 2 is a remaster of the original PSP title, featuring enhanced sprites, backgrounds and graphical effects. The overall presentation is clean and aesthetically pleasing, showcasing the beautiful work that Nippon Ichi Software is known for with their titles. The visual performance is very good, with the sole exception being slow down during intense battle scenes. The only blemish on an otherwise perfect HD remaster, although I am unsure if the frame rate issue is due to the software or the limitations of the Nintendo Switch hardware.

The soundtrack is excellent, bringing back the hard rock guitar, heavy bass and Japanese Jazz. The music is a real treat, contrasting well with the visuals to create an engaging experience not just for the eyes, but also for the ears with tracks that are great to listen to away from the game. An option to choose between English and Japanese voice tracks, with a cast of talented voice actors from anime and video games.

Final Thoughts – I had not played the experienced release of Prinny 2 before sitting down to play the remaster. I expected a tough challenge but I had no idea what was in store for me, as the death traps, new enemies and demonic boss battles were unforgiving. But even though I was pushed to the limited and wanted to quit several times, that need to get a little further motivated me. The overall design, gameplay and extra content really pulled me in and I couldn’t stop.

I can happily recommend this release to everyone that has played the game before, or have just decided to pick it up for the first time. The story is entertaining, the gameplay is rewarding and overall experience has that signature NIS charm that all of their in house titles possess. Prinny 2 is hard, really hard and one of, if not the most brutal platform action titles I have played, but It can be beaten. An almost flawless HD remaster, but unfortunately the frame rate issue is a fault that holds the game back from being perfect.

In the end, I give Prinny 2: Dawn of Operation Panties, Dood! a final score of 4/5. An awesome HD remaster of a brutal and punishing side scrolling action platformer. The mix of story and gameplay is engaging, with the signature tongue-in-cheek humor that Nippon Ichi Software excels at tying the package together. If you want to check this game out for yourself, a link to both the game and official website will be below.

Link to Nintendo Switch version (HERE)

Link to Official Site (HERE)

Disgaea 1 Complete – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Disgaea 1 Complete is a remaster of the classic PS2 tactical RPG that uses a mixture of slick 2D sprites and 3D models. Featuring strategic turn based combat that takes place on an isometric grid and beautiful anime styled visuals. This title is available on PlayStation 4 and Nintendo Switch. Links to both versions of the game will be at the bottom of this review.

Disclaimer: this is a rewrite of a previously published article, updated to fit the quality and standard of other reviews that are on this site. The previously published version of this article is no longer available, so this is the only version of the review for reading.

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

Story The Netherworld, a place that damned souls and demons call home. The ruler King Krichevskoy has died, leaving the throne of Overlord vacant causing a power struggle to ensue. The son of the now deceased king, Demon Prince Laharl has been awoken from a deep slumber lasting two years, unaware of his father’s death. Upon learning of the events that occurred during his deep sleep, Laharl along with his loyal vassal Etna set out on a quest to defeat those trying to usurp the throne and claim the title of Overlord for himself.

Gameplay – Disgaea 1 is a turn based, isometric strategy RPG that utilizes systems similar to tabletop RPG and miniature based wargames. The core focus of the game revolves around the combat stages, with the goal of each level being either the elimination of all enemies or reaching a specified point depending on the game mode. The systems implemented in this initial release define the core mechanics that the Disgaea franchise is known for.

On the battlefield, each side takes their turns with the player side deploying units from their party to combat the enemy units on the field. The player can deploy up to ten units per stage, with the ability to switch out units depending on the situation. Each unit has the capability to take two actions, a movement action and an attack, skill, item use and more.

When combat occurs between units, experience is earned in three categories. The experience earned goes into unit level, class level and weapon mastery (however specific unit types don’t gain weapon mastery). As a unit levels up each of the three categories, they get stronger with increased stats, new abilities and additional special skills.

If a player unit falls in battle, that slot is disabled to prevent the ten unit limit from being bypassed. Fallen units can be revived in the netherworld hospital for a fee, allowing them to rejoin the party and continue the quest outside of battle. However, if the player has less than ten members in their party or all deployed characters are defeated totaling ten the game is over.

The stage layouts vary with each mission, some locations feature hazards and a unique object called a Geo Symbol. This is a special object that exists in all Disgaea releases, with many special properties that can change a battle both in the players favor and to their detriment. Each object is color coded, with colored tiles on the grid based field that show the effect when hovered over in the heads-up display.

When a symbol is destroyed, it causes a Geo burst changing tiles to that color if they are different and damaging all objects and entities that occupy those spaces. Other symbols may be destroyed by the burst, causing a chain and setting of an additional burst. The symbols can also be picked up and moved to different spaces, giving the option to set up combos, manipulate the battlefield and get the most out of each effect.

These are just a few details about the core mechanics of the battle system present in Disgaea 1 Complete, with many more details and skills to be discovered. Outside of combat there are other features that make this game (and the franchise as a whole) stand out on its own, here is a brief description of each feature/mode;

  • Dimension Gate – this is where the story missions and other stages are accessed. The story missions are often accompanied by visual novel styled story segments, featuring some voice acting alongside slick anime style visuals. At the end of each mission a ranking is obtained, with each rank providing rewards upon completion.
  • Item World – fundamentally identical to the missions accessed through the Dimension Gate but with a major difference. The Item World is made up of an almost endless set of randomly generated stages, with the level of enemies tied to the level of the item that has been chosen. Each item has different properties and challenging different items provides many benefits, from leveling up party members to strengthening the item itself by unlocking boosts and other bonuses.
  • Dark assembly – a key feature of the franchise, here the player can create new characters for their party, unlock new items for the stores and several other options at the cost of mana accumulated through play. This is achieved by trying to pass bills in the senate, success means that the requested features and upgrades will be unlocked, failure will give the option to persuade by force, and if the attempt to use force succeeds the bills are passed.
  • Home Base – in the Overlord’s castle the player can buy equipment, revive fallen team members and manage the inventory for their party by selecting items and gear to be equipped to units. There is also a records manager, allowing players the ability to view details about the enemies and more. The home base is the hub world for the player, allowing access to the Dimension Gate, Item World and Dark Assembly.

This title like every other release in the franchise features the “new cycle” system. A mechanic where the player is allowed to restart the game with the majority of their progress intact, functioning in a way similar to new game plus in other games. A new cycle playthrough can be accessed by obtaining an ending during the previous run, giving additional replay value to the experience and encouraging further play to discover the different endings available.

Now with the gameplay covered to a level that I feel prevents spoilers for those wanting to experience the game blind, I will be moving onto the other aspects of the game.

Difficulty – Disgaea has a flexible difficulty curve, allowing players to approach the experience in the way that they feel most comfortable. Players can choose to repeat early stages, increasing party levels and the equipment available to lower the challenge of later stages. There is also no level requirement applied to any of the stages, giving the option to deploy under leveled units to quickly boost them but at the risk of defeat.

There is an auto save system implemented between completed stages, a quality of life improvement for this remaster that works as a safety net, reducing the risk of lost progression when defeated in battle. The flexibility that this game offers adds to the depth of gameplay available, giving players of all skill levels the ability to enjoy the game at their own pace.

Controls – the control method is simple yet effective. The menu navigation, character management systems and battle controls are easy to pick up during play. The Joy-Cons and pro controller are both comfortable to use, the buttons in place of a d-pad on the Joy-Con work quite well giving a lot of control over the cursors and menus. Both handheld and docked play is satisfying no matter how the game is played.

Presentation – visually Disgaea 1 Complete is stunning, with beautiful HD anime style art for character portraits, rendered 3D models for the isometric maps and crisp character sprites. The attacks and special cutscenes for skills are beautifully animated, with zero lag or frame drops during the more spectacular attacks. The mix of art styles meshes well together, creating an aesthetically pleasing package that is showcases the quality that Nippon Ichi Software is known for.

The sound design is a real delight, with music that fits the title perfectly both thematically and in execution. The soundtrack is comprised of a variety of music styles, ranging from grand fantasy themed pieces to a simple music box styled melody that develops into a full orchestral composition. The English voice track for this release is excellent, featuring voice actors from anime and video games such as Michelle Ruff (Persona 5), Sandy Fox (Sailor Moon) and Grant George (Kill La Kill) with each actor performing their part very well.

Final Thoughts – I first discovered Disgaea many years ago when it was on the PSP, becoming a fan of the series very quickly and I was excited when a full HD remaster was announced for Nintendo Switch. The quality of this remaster is of the same high standard as other titles in the series on the hybrid system (which I will be publishing reviews of before the end of the month). The gameplay is engaging, the story as satisfying as it was the first time I experienced it and the quality of life improvements along with additional bonus content really elevated this release.

I cannot recommend this version of the Disgaea 1 enough. While some minor things may have been altered to fit alongside the later installments on the Nintendo Switch, this is the definitive version of the game which is perfect for both new and returning fans of the franchise. The overall quality of this release showcases the love that Nippon Ichi Software has for their most popular franchise. Creating an experience that is well worth the hundreds of hours that can be lost battling demons to get to level 9,999.

In the end, I give Disgaea 1 Complete a score of 5/5. Disgaea 1 Complete is the perfect remaster, the definitive version of the game that started the legendary franchise. The gameplay, visual style and additional content are engaging, filled with charm and worth the time investment to fully enjoy.  If you want to check this game out for yourself, links to both version of Disgaea1 Complete will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Prinny: Can I Really Be the Hero? – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Prinny: Can I Really Be the Hero? hits the Nintendo Switch with a remaster of the original PSP title. This spin-off to the Disgaea franchise features all the self-aware humor, charm and punishing challenges that the main series is known for while taking the form of a side-scrolling action platformer. This title is available exclusively for the Nintendo Switch, a link to the official site and Nintendo store page 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 Prinny: Can I Really Be the Hero? that was used for this piece. The provision of this title has not influenced the contents of this article, all thoughts and opinions expressed within are my own.

Now with the introductions out of the way, let’s get into the review, starting off with the story. I will be calling this release Prinny 1 for brevity and the player character as either Hero or Hero Prinny.

Story – the Demon Lord Etna has discovered that her Ultra Dessert has gone missing, initially blaming her squad of Prinnies for stealing it. After convincing her that they weren’t responsible, she gives her demon servants the task of obtaining another for her. Unfortunately, Prinnies are fragile and explode easily. To compensate for this, Etna provides a scarf for the little demons to wear that prevents them from exploding easily.

However, there is just one scarf so as each Prinny falls, the next must take the lead as the hero. The Prinny squad now has 10 hours to collect ingredients and create a new Ultra Dessert, travelling through the different parts of the Netherworld to complete their quest. With a total of 1000 Prinnies, they may have numbers on their side but the Netherworld is a dangerous place, filled with demons and monsters that will do their worst to make them explode.

Gameplay – Prinny 1 is a side-scrolling action platformer, vastly different from the main releases in the Disgaea franchise. The core premise is to travel from the starting point of each stage to the boss gate, battling enemies, collecting items and avoiding deadly traps. This is an arcade styled title, with a high score system where desserts, enemies and checkpoints provide point rewards. The story mode is made up of 10 stages, with a non-linear flow to the first half of the game as the first six stages are playable in any order, giving the player flexibility in the way they want approach the game.

At the start of the game, there are two options to select, Casual where the player can take three hits before death and Hell’s Finest where one hit equals death. This choice is the only setting for difficulty that players have access to, however, the difficulty selection can be changed during the game if desired.  Both Casual and Hell’s Finest are tough, but with 1000 Prinnies in the squad the player has plenty of chances to succeed at their quest.

The Hero Prinny has a simple move set, consisting of a slash attack that can be performed on the ground and in the air, a hip pound attack that can stun enemies and a spin dash. The moves that the player has access to may appear limited, but fit the game well, providing a sense of fluidity and accessibility to players of all skill levels. In some stages, there are special vehicles that the Hero can operate, allowing players multiple solutions to some of the tougher segments, adding to the free form approach to the game.

The majority of the stages follow the traditional platformer style, with the Hero Prinny moving from the starting point to the end of the stage. There are checkpoints scattered through the stage, activated by using the hip pound. The frequency of checkpoints in a stage varies, with the challenge dictated by the number of stars assigned to the chosen stage. At the end of the stage a boss gate appears, once opened a cutscene plays out and the boss battle for that level begins.

In battle, bosses must be stunned with a hip pound attack, this will weaken the bosses defense and temporarily stun them if their shields has been fully depleted. While stunned, the Hero can attack as many times as the attack button can be hit, but be careful as the bosses may attack at close range upon recovery. Once the boss is defeated, the stage is cleared and the player is given a ranking based on their performance.

Outside of the stages, the player has access to several NPC options at the home base (unlocked by collecting orbs in stages). I will be listing only a few core functions to prevent spoiling some of the surprises this game holds. These core functions are;

  • Save Manager – this Prinny allows you to save the game, the most important NPC to unlock during the game. Make sure to save often as lost data can be a real pain.
  • Professor Lucky – give the Professor the lucky dolls you have found hidden in each stage, with rewards when specific milestones have been reached.
  • Data Manager – check out the collectable items obtained and the details for enemies encountered in the game. Secret details for the Data Manager can also be found during stages and given as rewards.
  • Runaway Manager – this NPC allows the current play through to be abandoned, resetting the game with a fresh set of Prinnies and keeping all game unlocks, along with a special ending.
  • Etna’s Throne Room – interact with the Demon Lord Etna between stages, you may even notice a few Easter eggs hidden in the game.

The last thing I want to discuss is the self-aware nature of the game. During the game, players will find references to movies, TV shows and other Nippon Ichi Software titles. These range from characters that are parodies of pop culture figures, objects hidden in plain sight and 4th wall breaking interactions. These instances of self-aware humor tie the overall experience together, adding the signature charm that titles in the Disgaea universe possess.

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

Controls – Prinny 1 has a very simple control method, with easy to pick up inputs for all character functions. There is however a minor flaw, the Hero can attack very quickly but at a cost. To rapid fire a lot of manual button presses are required, which has the potential to cause muscle fatigue and pain for the player. The controls with both the Joy-Cons and pro controller are very comfortable, with no input drops or lag during gameplay.

Difficulty – the challenge of Prinny 1 can be either gradual or punishing, depending on the choices of the player. Stages will get progressively harder as the story continues, denoted by their star level, but smart choices can ease some of the tougher challenges early in the game. The second part of the difficulty I want to talk about is the platforming. Jumping from point to point can be tough as the Hero can miss jumps if timing is off, potentially leading to a sudden death from a pitfall.

The last thing I want to discuss is the punishing nature of the game in general. There is a time limit to all stages and bosses. In the main part of each level, the time limit is fairly lax, however, the bosses can have very strict limits that will lead to failure if the boss isn’t defeated fast enough. There is a lot of trial and error, making the game even tougher in the one hit death Hell’s Finest mode, but with 1000 Prinnies this game can be beaten with enough time and effort put in.

Presentation – this release is a remaster rather than a remake, with visuals and sound cleaned up for the new system. The character sprites, backgrounds and details look crisp and very pleasing to look at, still maintaining the anime style that Nippon Ichi Software is known for with Disgaea and related games. The performance is excellent for 99% of the release, with very occasional frame drops when a lot of visual effects occur simultaneously, but this is a very minor complaint.

The soundtrack is outstanding, featuring tracks that work well and are a treat to listen to outside the game. Prinny 1 features the sounds of screaming hard rock guitars, heavy bass lines and the signature Japanese Jazz sound, mixing well to create an engaging experience that pleases the senses. The game also offers the option for both English and Japanese voice over, with a cast of talented actors from anime and video games fitting each individual role perfectly.

Final Thoughts – I played Prinny 1 back when it was on the PSP many years ago and enjoyed it immensely. When the game was announced for the Nintendo Switch I was excited to be able to play this game again, this time on a big screen. I was not disappointed as this is an excellent HD port of the original release, along with several bonuses including extra DLC content that was made exclusive to download on the PSP.

I cannot recommend this title enough, it is perfect for fans of Disgaea, action platformer titles and those looking for a tough challenge. The gameplay is rewarding, the story is engaging and the experience just drips with personality, with the tongue in cheek humor that titles from NIS are known for. The game is tough but can be beaten, with a level of challenge appropriate for all and many secrets to unlock. Just be careful not to strain yourself when hammering the attack button, because it really hurts in the morning.

In the end, I give Prinny: Can I Really Be the Hero? a final score of 5/5. The quality of gameplay still holds up in this excellent HD remaster, with a tough but beatable challenge that is both fun and frustrating. An excellent game and a perfect fit for the Nintendo switch. if you want to check this title out for yourself, a link to the game and official site will be below.

Link to Nintendo eShop (HERE)

Official Site (HERE)

Umihara Kawase Bazooka! – Nintendo Switch Review

Overview – developed by Success Corporation and Studio Saizensen, with publishing handled by ININ Games, the lure slinging platform action franchise Umihara Kawase returns. This new entry combines the tether platforming system that defined the series, with a new action oriented arcade style, similar to games like Bubble Bobble and Snow Bros. Umihara Kawase Bazooka! is available now for Nintendo Switch, PlayStation 4 (EU and AUS only for console) and Steam (Worldwide). This title will be released in North America on October 30th on console platforms, links to the game and official website will be available at the bottom of this review.

Disclaimer – before I get into the review, I would like to thank PR Hound who provided the copy of Umihara Kawase Bazooka! that was used for this piece. The provision of this title has not influenced the contents of this article, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no real story in this release due to the arcade focus so I will be going directly into the gameplay segment.

Gameplay – Umihara Kawase Bazooka! is an arcade styled action game, reminiscent of other titles in the genre, with large single screen stages made of platforms, pitfalls and even puzzles to solve. The core focus of the gameplay is to use the lure, snaring enemies, objects and even other players, turning them into bazooka shots and firing them to damage targets for big points.

The lure is the trademark of Umihara Kawase, allowing players to snare and capture the creatures wandering the stages, as well as picking up items that appear during play. Not only is the lure a weapon, but also an important tool for travelling around the stage. By hooking onto the walls and other elements of the stage, players can reach out of the way places and swing from platform to platform.

The game is separated into two modes, challenge and competitive. In challenge mode, take on 40 stages, divided into worlds of 10 stages each, culminating with a boss battle. The objective of each stage is to defeat enemies to earn a set number of coins. The majority of enemies are defeated by hitting them with the lure and turning them into bazooka shots, however, some enemies and the world bosses have more complex conditions to defeat them.

Alongside the coin requirement for each stage is the score system and time limit. During the stages, players will earn points for each enemy eliminated, with bonus points for multiple targets being taken out in a combo. The time limit gives players a preset amount of time to get through each of the challenging stages, with the leftover seconds being added to clock for the next stage.

At the end of a world, the high score and best time is added to the records, this gives players a reason to replay stages in order to improve their scores. However, the completion time is only recorded if the selected world is cleared from the beginning, this means that a game over will render the time up until that point meaningless.

Challenge mode has three settings. Take on all 40 stages alone in single player, work with up to three more players in friend mode (no friendly fire) and battle for the highest score in rival mode (friendly fire is enabled and encouraged). Progression for each world is carried over between the three modes, giving players the opportunity to get help with tough stages or for families that enjoy local multiplayer games.

The second gameplay style is the competitive mode, playable by up to four players online, through local wireless communication and on the same system. Competitive play is split into two game types, the first option is battle royale, pitting players against each other in battle until only one is left standing. The other is star match, where the objective is to hold the most stars before the time limit expires. If the time limit expires and there is no definitive winner, a sudden death round will decide the outcome.

Unfortunately, I was unable to get into an online game while researching the game, but I was able to play a few matches through local multiplayer. The action is frantic and chaotic, with a lot of fun to be had, featuring a total of 17 playable stages there is a lot of variety to the experience.  The last thing I will be discussing is the character roster and ability system.

The playable roster is made up of 22 total characters. The characters featured are from the Umihara Kawase series and Doki Doki Poyatchio by Studio Saizensen, the Cotton Series by Success Corporation and even a guest appearance by the Japanese YouTube personality Dozle. Each of the playable roster members have their own unique abilities, two skills that can be used freely and a special attack that can get the player out of a sticky situation.

The variety on offer with the selection of characters adds depth to the overall experience, giving players options that fit their gameplay style. Each character has their own individual strengths and weaknesses, while some may excel at movement, others focus on attack power, allowing for multiple strategies to be used when taking on tougher stages and bosses throughout the game. Be sure to experiment with different characters to find the best fit for your play style.

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

Controls – the control system for Umihara Kawase Bazooka! has three tiers to it of varying difficulty. The easiest setting is beginner, with auto reeling of the lure for climbing and pulling in hooked enemies/objects. The normal setting is semi-pro, the lure is automatically reeled in when attached to a surface, but hooked objects and enemies must be reeled in. The toughest setting to use is technical, with controls functioning in the same way that it has to other Umihara Kawase titles.

In all three modes the left side of the controller handles movement and the lure, the face buttons are for character skills, jumping and lures, with special attacks and bazooka shots handled by the front shoulders. The game handles well in both docked and handheld play. Using the Joy-Cons is comfortable, but the optimal way to play is with a pro controller or third-party pad featuring a good d-pad. Be advised, there is an option to remap controls, so if you have issues they can be remedied.

Difficulty – there is a balanced difficulty curve to this release. The challenge for stages increases gradually, getting progressively harder as new enemies are introduced during the game. With only three lives and limited bonuses during play, clearing each world without getting a game over can be tough. The choice of control style also affects the difficulty of the game, as the technical setting adds more complex mechanics for players to get their heads around.

Presentation – visually, the full 3D style of Umihara Kawase Bazooka is pleasing, with cutesy chibi models for the characters, simple yet effective stage designs and enemies that are easy to recognize. The performance of the game from a visual standpoint is more than satisfying, while playing there was no visual lag, frame rate issues or slowdown. However, some of the details can be small even on the standard Nintendo Switch model, so take that into account if you own a Switch Lite system.  

The soundtrack is made up of energetic, J-pop style tracks, combining electronic sounds and traditional instrumentation to create the dynamic compositions. The sound effects also have a satisfying sound to them, with the pops and explosions working with the game music. There is also a limited use of voice acting, with characters using voice bites and catchphrases during play, which was a delightful touch to the experience.

Final Thoughts – overall, Umihara Kawase Bazooka! is a fun and enjoyable game that diverts from the traditional formula that the franchise is known for. The arcade style meshes well with the tether platformer system, creating a game that is accessible to all players, from beginners to experts, there is a character and setting that fits all experience levels and play styles.

This is a fun title that offers a lot of content in a small package. The challenge and competitive modes provide plenty of gameplay options, from playing alone to playing with friends and family. There is even a leaderboard system where you can see how you match up with players across the world. I can happily recommend this game to everyone, the only issue I found being the possibility of reduced visibility on the Nintendo Switch Lite system.

In the end, I give Umihara Kawase Bazooka! a final score of 4.5/5. A fun and enjoyable arcade styled platform action release, diverting from the traditional gameplay that the series is known for, creating a refreshing experience that is suitable for everyone. If you have interest in checking this game out for yourself, links to the game will be below (please note that the game is not yet released in North America for consoles, links for that version will be added when they become available on October 30th)

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)

Official Website (HERE)

Moero Crystal H – Nintendo Switch Review

Overview – developed by Idea Factory and Compile Heart, with publishing handled by eastasiasoft, Moero Crystal H is the latest entry in the sexy dungeon crawling franchise getting an updated HD release. Travel through weird and wonderful areas, encountering cute monster girls as you embark on a quest to save the world. This new version is available exclusively on the Nintendo Switch, links to the game and official website will be provided at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank eastasiasoft for providing the copy of Moero Crystal H used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions expressed within are my own. Please note, this is a mature rated release, with sexual themes, sexual content and is not suitable for younger audiences. Reader discretion is advised.

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

Story – long ago, the goddess of the world created two sacred artifacts, the Panties of Light and the Bra of Darkness, which together brought harmony to the lands and protected the world. However, one day, the Bra was stolen by a thief known as Dark Ottonias, upsetting the balance and causing a rift to open above the land. If the Bra and Panties remain separated, the world will rise and become swallowed by the rift.

Now, Luanna, the guardian of the Great Shrine, Zenox, a boy who was involved by pure chance and Otton, a strange monster that is obsessed with panties, must work together to save the world. Using the Panties of Light to guide them, these three unlikely allies must track down the thief and recover the Bra of Darkness, sealing the dimensional rift and restore harmony to the land.

Gameplay – Moero Crystal H is a dungeon crawling RPG, with the majority of the action taking place in grid based dungeons. Each area has a unique theme, making them stand out from each other, with themes including a world of toys, a casino and a holy shrine. Now I will be talking about aspects of the gameplay with basic details covered in order to prevent spoilers.

Moero Chrystal H uses a system that is unique to the franchise, with the male protagonist Zenox taking a support role, with a roster of monster girls acting as the attackers in turn based combat. The player begins the game with two party members, Zenox and the shrine guardian, monster girl Luanna. During the course of the game, additional party members can be recruited, with some dictated by the story and others appearing during exploration.

Each dungeon is made up of several floors, with long corridors, open spaces and doors, both locked and unlocked. Scattered throughout the floors are items, chests and switches that players can interact with in real time. The items are randomized, with equipment, resources and special items that the player will be able to use with the roster of monster girls in and out of the dungeon.

As players traverse the dungeons, enemies will appear both randomly and at preset points, attacking the player and initiating battle. At the beginning of combat, the turn order for party members and enemies is determined by their agility stats. When the turn for each party member occurs, several options are presented, with distinct options for Zenox and the monster girls. The options in combat are as follows;

Zenox abilities:

  • Store – charge up Desire P, a special resource unique to Zenox that is used to fuel his other abilities. Charge it up, but be careful, if the Desire meter is over charged Zenox will enter calm time, preventing him from making a turn until the penalty meter is depleted.
  • Release – send the stored Desire to a single party member, boosting their stats temporarily depending on the amount of charge that has been store.
  • Insert – alter the order of combat by spending charged Desire. Move a monster girl up or down the turn order, allowing for deeper strategic possibilities.
  • Item – select an item to use from the player inventory, with a variety of items that can mean the difference between life and death.
  • Wait – skip your turn without doing anything.
  • Escape – try to flee the battle, escape isn’t guaranteed so be careful.

Monster girl abilities (be aware I will be omitting some details to prevent spoilers):

  • Attack – use a physical strike to attack an enemy, dealing damage to the target.
  • Skills – use SP points to activate a character skill, with a variety of attacks, support abilities and more. Be careful to manage SP points as they can and will run out often (details on attacks will be mentioned below).
  • Defend – take a defensive stance to try and reduce damage to the defending character between turns.
  • Charm – the monster girl uses her charms to build up the Desire meter for Zenox, allowing for more in depth strategy.

In battle, enemies have weaknesses and resistances, with the classic elemental system of earth, wind, fire and water. Each time a weak point is hit, the enemy takes increased damage and a point is added to an Aura combo, increasing with each successful weak point strike. If another attack is used or an elemental strike fails to hit a weak point the combo will reset. The Aura combo is also tied to special features and rewards at the end of the battle.

When a battle is complete, the player earns rewards based on the challenge and Aura combo earned during the encounter. The rewards that the player earns are gold, experience points and a resource called Rub-P. The player can also earn items and accessories, with the quality of reward again based on the challenge and performance of the party in combat. The experience points earned level up the monster girls in the party, with boosts to the characters stats, additional skills and more unlocked over time.

The next part I want to discuss is the recruitment of additional party members. During both story progression and dungeon exploration, monster girls will appear, engaging the party in battle. In battle, the player can attack the girl directly or destroy her clothing. After dealing enough damage to the girl or destroying all her clothing, a special mini game occurs where the player touches the girl to fill three meters on screen.

If the meters are filled within the time limit, the girl will join the party, if not they will escape from the player but over time they reappear with another chance to recruit them.  When all slots in the party have been filled, the player has the option to send them to the home base or switch an existing party member out. There are five slots in the party in total with a front and rear position, this affects the way combat works, with less physical damage received and dealt by that character if they are on the rear.

Outside of the dungeons, the player has several options in the home menu. The options are a shop, where the player can buy supplies, the soul temple with the ability to upgrade gear and the monster girls, a training mode and the room. When activating the room, the player is able to interact with the monster girls in the available roster, performing various tasks to increase their intimacy level, unlocking special interaction events and more.

Again, this is a mature rated game, containing a lot of sexualized content, including enemies that have features of a sexual nature, characters in their underwear and sexually suggestive imagery/scenes. Some monsters have elements that include breasts, condoms and names that allude to sexual acts. The innuendo and imagery is comedic in nature, however, it may push the boundary of bad taste for some. So with this final disclaimer, please use discretion when deciding to explore this game or not.

There are still many secrets that the game holds. However, I won’t be discussing these elements as I feel that they must be experienced firsthand. Now with the gameplay covered I will be moving onto the other elements of this release, starting with the difficulty.

Difficulty – there are four selectable difficulty options at the start of a new game (these settings can be altered later if required). The difficulty settings are EASY, with reduced rewards and easier battles, NORMAL, the recommended setting and HARD/EXPERT, featuring increased challenge in combat and greater rewards. There is a moderate difficulty curve, which all depends on the amount of time spent grinding experience/gold, with increased levels and resources easing some of the challenge.

Take note, there is a limited number of save points in each dungeon area, with some floors having none at all, so it is important to monitor the status of each monster girl in the party. If all members in the party are incapacitated, either by taking too much damage or status effect the game will be over, so ensure that escape is possible in dire circumstances as defeat can cause significant loss of progress.

Controls – the control method is very simple for this release, the left side of the controller and front shoulder buttons control movement and menu navigation, with the face buttons handling all interactions. Reaction times of the inputs are smooth and are comfortable in both handheld and docked play, using both the attached Joy-Cons and Pro Controllers. A final point to the controls is that some interaction events employ the touch screen when in handheld/tabletop mode. The touch feature is the optimal way to take part in these events as the thumbsticks can be a little unwieldy.

Presentation – the visual style for Moero Crystal H features a dynamic blend of 2D and 3D art. The Dungeons are made of rendered 3D models, with anime styled artwork for all other assets, the monster girls, enemies and backgrounds all look amazing with the new HD presentation for the Nintendo Switch. This aesthetic fits the game perfectly as the story is presented through visual novel segments, alongside full screen art for special events that occur during the game.

The majority of dialogue is voiced with the original Japanese voice over from the initial release, which works perfectly well and each voice actor fits their part perfectly. The music used is a mix of Japanese pop, rock and thematic compositions, with some featuring vocal tracks that don’t intrude or distract from the flow of the game. Overall, a great package in the visual and sound department, featuring the hallmarks of other Compile Heart/Idea Factory titles.

Final Thoughts – I had a great time playing Moero Crystal H, the pacing of the story and flow of gameplay was executed perfectly. The comedic touches of the monsters and fanservice elements were entertaining, without going too far and becoming ridiculous or breaking the flow of the game (however, this may vary from person to person). The gameplay systems are easy to pick up, starting off simple and building in complexity over time, adding depth to the combat and character progression during the experience.

This is another excellent release by the teams at Idea Factory and Compile Heart, improving on the previous entry in the franchise Moero Chronicle H, released last year on the Nintendo Switch (review coming soon). I can happily recommend this title to fans of dungeon crawling JRPG titles and the fanservice focused titles. The amount of content on offer, with the inclusion of all previous DLC in the base game as a bonus makes this well worth the time and effort. The only issues I found were slightly long loading times and minor inconsistencies with the thumbstick controls in touch events.

In the end, I give Moero Crystal H a final score of 4.5/5. An entertaining dungeon crawling JRPG, filled with comedic fanservice elements, an expansive roster of cute monster girls and challenging, turn based combat. Yet another great game by the developers at Idea Factory and Compile Heart, making their catalogue of standout titles on the Nintendo Switch even stronger. If you want to check this title out for yourself, a link to the game and official site will be below.

Link to Nintendo Switch version (HERE)

Link to Official Site (HERE)

Inertial Drift – Nintendo Switch Review

Overview – developed by Level 91 Entertainment and published by PQube, Inertial Drift is a unique twin stick arcade racing game, with a 90’s retro aesthetic that is bathed in a neon glow. Featuring a variety of cars, tracks and a colorful cast of characters, Inertial Drift, shifts arcade style racers up a gear. This title is available on the Nintendo Switch, PlayStation 4 and PC. Links to each version of the game will be at the bottom of this review (a link to the website will be available as the Xbox version is yet to be released).

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

Now, with the introductions out of the way, let’s get into the review. I will be omitting the main story segment and going straight to discussing gameplay.

Gameplay – Inertial Drift is an arcade style racing game, with a unique twin stick control mechanic, using the left stick to adjust the turn of the car and the right stick to control the drift. This style of play is both the greatest strength and most significant weakness of Inertial Drift, as the drifting mechanics are the only real way of steering the vehicle when playing this game. The requirement of drifting is pushed harder by the almost useless steering, which has little to no affect when not using the drift stick.

At the start of the game, a tutorial kicks in, giving players all of the information needed to get started. After the tutorial has been completed, the other game modes are made available to the player, these modes are as follows;

  • Story Mode – take on a variety of events as one of the playable characters, going on a road trip across the country and meeting other racers on their travels.
  • Challenges – take on a set of car specific challenges, with each one unlocking a new vehicle for use in other gameplay modes, with a total of 12 vehicles to unlock, spread over three vehicle classes.
  • Arcade – select a track and freely play any of the event types in the game, with both global and friend scoreboards available for players to submit their scores.
  • Grand Prix – select a car and take on a preset selection of challenges, with each car having their own individual event and track selection.
  • Splitscreen – play with friends on the same system, either in tablet mode or docked into the tv.
  • Online – play online with people around the world in each of the different car classes, take on the world and see how you stack up. Matchmaking is organised by chosen car class and the region set by the player.

I want to talk a little about the story mode and the way that it progresses, then I will be moving onto the other parts of the gameplay experience.

In story mode, travel to each of the locations in the game, taking part in events for that track, along with the option to practice and learn the overall layout. Between each event, a story segment will play out, giving the player details of each area and the racers that drive there. Each challenge has three medals to be earned, a gold, silver and bronze for the different placements during the event. When an area has been cleared, you progress to the next, with the option to go back to the previous places to improve overall scores.

Now, I want to talk about the other parts of Inertial Drift. First I have some issues with the way that drifting functions on an individual basis with each car. The cars that the player starts with are separated by difficulty and drifting technique. The easier to handle vehicles use a simple drift which allows the car to handle turns by simply moving the stick left or right. This is a stark contrast to the more difficult technique focused drivers that require a combination of braking, acceleration control and drift timing, making for an almost impossible challenge for more inexperienced players.

Unfortunately, the game fails to provide any indication of how each car handles and uses the drift system, causing the attempts to portray the game as a pick up and play arcade racer to fall flat. This may also lead to accessibility issues and sudden difficulty spikes that can hinder progress, causing some of the more advanced vehicles to be unobtainable to those who are unable to effectively use each drifting technique.

The tracks that are available to play also vary in both challenge and overall quality, as the lighting, layouts and design of the locations fail to invoke the feeling that this is a homage to 90’s arcade racing games. Some of the courses are poorly laid out in places, with turns having little to no real warning of when they are going to appear, this is made worse by the lack of an on screen map and the strange choices for street lighting. Most of the tracks are bathed in an unusual pink neon glow from the street lights on the roads, which can make seeing boundary signs and even walls a challenge at times.

The next part of the gameplay that I want to talk about is the CPU racers and ghost cars. When taking part in an event featuring a ghost or computer rival, the game can suffer from frame drops and slow down, causing issues when attempting to make precision turns and maintaining driving performance. Another minor flaw with racing is the lack of collision between vehicles, with cars simply passing through each other, eliminating any real jeopardy from a head to head contest.

Now, while the game does have some flaws, there are areas that the game excels at. First, the amount of content available in this package is very generous, with 16 cars, 10 tracks (20 when counting the reverse versions) and the ample game modes. The race types have enough variety to them that no two challenges are the same, giving depth to the experience and adding more value to the overall product.

The race types available in this game are;

  • Practice – take your time and learn each racing line for each course, playing without restriction during each practice session.
  • Ghost Battle – challenge preset ghost racers, taking them on in target races. Beat the target time in three laps to clear the challenge against the chosen opponent.
  • Time Attack – race on the chosen course for three laps, trying to set the best time possible. The best time will be added to the global rankings.
  • Race – challenge a racer to a three lap head-to-head race, reach the finish line ahead of your foe and win.
  • Duel – race against an opponent in a battle race, the first driver to pull ahead and cross the line in the lead or score 1000 points will win.
  • Style – drive around the track, performing drift tricks to score big points, the riskier the drift, the bigger the bonus.
  • Endurance – hit top speed and don’t take your foot off the gas pedal, the clock is ticking so travel as far as possible, hitting checkpoints to extend your time.

All race types are playable in the split screen game mode with the exception of the endurance mode. In split screen, players have access to the currently unlocked vehicles and all tracks in the game. During a local multiplayer session, the game uses a horizontal split which works well in both of the console styles for the Switch, giving a good field of view without warping or distorting the camera. Please bear in mind however that this game requires two thumbsticks on each players controller, so single Joy-Con and other controller peripherals will not work.

Unfortunately, I was not able to play the online portion of the game during my time with this title, which may have been due to a lack of population for the game server or the time of day I was attempting to connect. This may be different for other players so have patience if you try to connect to the online servers.

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

Difficulty – the difficulty curve for Inertial Drift can vary from player to player. From a personal standpoint I found that the simple drifting techniques were much easier to pick up, due to my experience with arcade racing titles. The more challenging drifting styles were much tougher to adapt to, with needing to tap the brakes and accelerator being more difficult as I haven’t played many of the more technical simulator style games.

The second part of the difficulty that I want to discuss is the targets for the events. Some of the races have very tight times to beat, with hot laps on some tracks being under a minute, score requirements in the tens of thousands for style events and CPU racers that drive perfectly around tight corners without any difficulty. These factors combine together to make for a long and hard road ahead of the player, with many of the challenges requiring several attempts and a lot of practice to succeed.

Controls – The pro controller is the most effective way to play the game in docked and tabletop modes, with the larger controller being the more comfortable option over the Joy-Con (if available). When playing in handheld mode, the attached Joy-Con controllers will perform well, although the smaller thumbstick does make the driving feel less precise (if changing from a pro controller). The difference in size between the two control sticks can make the drifting feel jerky and inconsistent, leading to crashes and missed turns during races when switching between handheld and docked/tabletop modes.

Presentation – the visual style for this release is executed well, with a mix of cel shading, neon lights and 2D character designs that work together in harmony for the style that the developers were aiming for. This combination of visual choices feels like this game is the love child of the anime Initial D and the cool neon glow of the 90’s. The sound design and music is cohesive and fits the theme of the game, with the roar of the engine meshing well alongside the heavy beat and electronic soundtrack.

However, while the aesthetics are pleasing and work well, the performance is unfortunately lacking. During play, the game suffers from slowdown, frame drops and full pauses that last for a couple of seconds at a time, which break the flow and cause difficulties during gameplay. The performance flaws may be due to the hardware limitations of the Nintendo Switch, as they are more prevalent when playing the game in handheld mode so bear that in mind if you only have a Switch Lite.

Final Thoughts – overall, Inertial Drift is an aesthetically pleasing and mechanically solid game. Unfortunately, I had a difficult time with the vast differences between drifting techniques, the flaws with track design and the performance issues were a source of frustration. I did enjoy the majority of my playtime, but each time a flaw showed itself, the flow of the game was interrupted putting a damper on the experience.

However, I commend the developers of the game as there is a lot of passion that shows in this release. The game has a unique style, with the twin stick drifting mechanic separating it from other titles, even if the game does rely on this system a little too heavily in my opinion. I can recommend this title to racing fans, the drift gimmick takes some getting used to and the game does have its flaws, but the amount of content and variety of gameplay on offer does compensate for some shortcomings of Inertial Drift.

In the end, I give Inertial Drift a final score of 3.5/5. The drift gimmick is a unique addition to the racing genre alongside a wealth of content for a competitive price. The visual style is a delight and the soundtrack hits all the right beats when tearing around corners at high speed. If you want to check this game out for yourself, links to each version will be linked below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)

Official Inertial Drift website (HERE)

Party Hard 2 – Nintendo Switch Review

Overview – developed by Pinokl Games and published by tinyBuild, the stealth based murder puzzle Party Hard gets a sequel. Take the role of a masked killer, shutting down shindigs one at a time in Party Hard 2, with new kills, an intriguing storyline and buckets of pixelated blood. This release brings more to the experience while still maintaining the chaotic, violent fun of the original. This title is available for the PlayStation 4, Xbox One, Nintendo Switch and PC, with links to each version of the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank tinyBuild for providing the copy of Party Hard 2 used for this review. The provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own. Please note, this content is intended for mature audiences, with violence, blood and sexual themes. Discretion is advised when proceeding with this review and the game in general.

Now with the introductions out of the way, let’s get into the review. I will be skipping discussion of the story as I feel the narrative must be experienced first-hand.

Gameplay – Party Hard 2 brings a mix of stealth, strategy and puzzle solving mechanics. As the masked killer, use ingenuity and cunning to eliminate the targets. However, the police are just a telephone call away, so be careful not to get caught or the killer will be hauled away. This will end the rampage and the party will go out with a whimper rather than a bang.

The game is made up of 16 total stages, each featuring a top down camera perspective at an angle, this allows for quick assessment of each area to plan out how to proceed. Each stage has a preset list of objectives that must be completed to progress, ranging from termination of designated targets, destroying specific items or simply wiping out everyone in sight.

The objectives are separated into four different categories with their own progression bar, each focusing on a different type of play style. Upon completing a stage, the player earns points which are added to the progress meter for each of the four objective types. The missions completed will affect the way that the player progresses, with unlocks at the completion of different milestones for each category.

Alongside the standard goals presented in each stage, are secret objectives that will provide great rewards for the player. These are as simple as killing several people in a combo, using stealth and avoiding capture by the police. There are many secret conditions to maximize the points earned in each mission that you undertake.

The player has the option of selecting two different characters at the beginning of the game, the Party Hard Killer and the Wannabe, with an additional two characters unlocked as the player progresses. The two starting characters have are almost identical, however, the Wannabe has increased stamina and health, while preventing the unlocking of items and achievements. This allows for players to experience the story while taking a casual approach to the game.

Each of the playable characters has a weapon, special skill and unique ability that can aid with solving puzzles. Both the Wannabe and Party Hard Killer have a knife, party vision ability and multi-kill skill, with the unlockable characters having their own unique load out. In game players can pick up items, interact with the environment and combine objects using a crafting system to create a variety of tools.

The most basic interactions are to activate objects to cause chaos, however, if the player wants to be creative then more interactions can be set up to create a chain reaction of death. For example, a shelf can be pushed over to kill a single target, whereas a faulty water cooler can be combined with an explosion, causing targets to panic and run into electrified water. The crafting system is fairly simple also, by mixing a pills and alcohol, the player can stun an enemy and carry them away for an easy kill.

Strategic implementation of character skills, environmental interaction and items is important to succeeding during each stage. The character skills for both starting characters are effective and useful, with a skill called party vision that allows the player to see targets and more alongside an ability called multi-kill. The party vision skill has unlimited usage, but the multi-kill is single use before needing to be recharged, this adds to the level of strategy required in each stage.

But use discretion with your blade, reckless use of the multi-kill and killing in general can be very risky. If a target is killed with witnesses to the slaying or a trap is set off near others, an alarm will go off that may alert police. If the alarm is green with an exclamation mark, then partygoers are simply startled, if a green phone mark appears the risk of being caught by the cops is minimal. Although if the phone marker is red, the police will actively search for the player and arrest them if found.

The police are not the only threat however, as some stages will have guards posted that can stun and even kill the player. These guards are stronger than regular entities and may attack the player on sight, this can slow down progress, interrupting the player as a trap is being set up or a target is being led to their demise. While the majority of guards can be eliminated or bypassed with ease, there are special invincible enemies that spawn, becoming a greater threat to progress.

The last thing I want to talk about is the oddities of Party Hard 2, throughout the game are moments that can be entertaining. These events include a dancing bear being called to a party, an alien invasion and running down others with motorized wheelchairs. These instances can elicit a few chuckles when first achieved but unfortunately can fall a little flat.

Now with the gameplay covered to a degree I am happy with while avoiding spoilers, I will be moving onto the other aspects of the game, starting with the controls.

Controls – the control method for Party Hard 2 is fairly simple. The thumbsticks are used for movement and camera controls, the face buttons and shoulders for functions and D-pad for item management. The movement and interaction inputs are fluid and work very well while using a Pro-Controller, but unfortunately the comfort level isn’t the same when using the Joy-Con controls while handheld or docked. This minor flaw isn’t a deal breaker as it is easy to adapt to the Joy-Cons over time.

Difficulty – The overall challenge and experience that Party Hard 2 presents is engaging and a lot of fun, but can be a cause for frustration. While characters can run, they are very slow, this is a big issue during gameplay as it is difficult to chase down targets and escape from cops who can run quite fast in comparison. This was made worse when using the Joy-Cons, due to the fact I found that my thumb would slip off the thumbstick or I would miss an input to quickly use an item.

The difficulty of the game does spike suddenly if a target can escape or the police are hunting the player, which becomes quite irritating if shortcuts and possible hiding places aren’t close by. This title features two difficulty settings, normal and hard. Having tried both difficulty settings, I was unable to see much difference between the two except for targets and enemies requiring more hits to eliminate.

Presentation – visually, Party Hard 2 utilizes a mix of 2D pixel art and rendered 3D models. This style works well enough, however, it does cause some issues during gameplay. When travelling around each stage, usable items, objects and even people can be obscured from view as the camera is zoomed out. The camera distance renders details hard to see when the switch is docked and even more so when played in handheld mode.

The second aspect of overall presentation for Party Hard 2 that I want to talk about is the story segments. In-between stages are animated transitions, telling the story for this title. Featuring aesthetically pleasing 2D artwork and voice acting that puts the narrative across in a way that is clear and easy to follow. The voice talent play their roles well, with the dialogue feeling natural and cohesive giving the impression that the interactions featured within are organic.

Finally I want to discuss the other sound design choices for this release. The soundtrack contains a diverse arrangement of musical styles, ranging from 80’s styled night club synth, to bass heavy funk and more modern electronica. The compositions featured contrast well with the environments and the minimal use of sound effects, providing a well-rounded experience overall.

Final thoughts – overall, I went into Party Hard 2 with limited experience of the previous release, having only played the first few missions of the original and was pleasantly surprised with what the title had to offer. Unfortunately I was unable to test the co-op gameplay, but I feel that the single player campaign is strong and that this is the biggest selling point for this release. Please note, there is additional downloadable content available to purchase, I was not able to try this out so I am unable to comment.

While I did encounter some minor flaws, with the challenging A.I. for the police/targets and the difficulties of the Joy-Con controls in both system modes. However, these issues weren’t significant enough to sour my enjoyment of the experience. I can happily recommend this game to those who had played the first entry in the game and to entirely new players.

In the end, I give Party Hard 2 a final score of 4/5. This is an enjoyable and challenging murder puzzle, featuring a well-constructed narrative, engaging gameplay and many creative ways to shut down parties in style. If you want to check this title out for yourself, 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)

Link to GOG version (HERE)

Giraffe and Annika – Nintendo Switch Review

Overview – developed by Atelier Mimina and published by NIS America, Giraffe and Annika is a whimsical adventure, filled with wonder, mystery and a charming cast of characters. Explore the island of Spica, meet the inhabitants of the land and travel through the wondrous environments in this 3D adventure title. This adventure is available on Nintendo Switch, Xbox One, PlayStation 4 and Steam, if you want to check it out for yourself, 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 extend my thanks to NIS America for providing the copy of Giraffe and Annika used for this article. 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, starting with the story.

Story – in Giraffe and Annika, take on the role of the young cat eared girl Annika, who has woken up on the mysterious Island of Spica. With no memory of how she got there, she explores her surroundings and encounters a boy named Giraffe, who says that he knows her and gives Annika the task of locating star fragments that are scattered across the island. What secrets does this island hold? Join Giraffe and Annika on this adventure and find out.

Gameplay – this title is a unique mix of 3D adventure and rhythm action battles. As Annika, you explore the island and traverse mysterious environments that contain many dangers, including perilous traps and spooky ghosts. During exploration, Annika will encounter enemies that seek to halt her progress and cannot be stopped so the only way to keep her safe is to avoid contact with these monsters.

While there is no way to protect the Annika from monsters, there are plenty of recovery points that can help the player to stay alive. The game is also quite generous with checkpoints throughout the adventure, this helps players of all ages to enjoy the experience and progress with little difficulty. Another part of the exploration is the collection mechanics.

Throughout the island, the player will find chests that contain images called Meowsterpieces, art that features cats or those with cat like aspects. Alongside the collectable art, there are many other items to obtain, including keys that open up new paths, new dresses for Annika and much more that the player can pick up on their adventures. The collectable aspect of the game is delightful, adding to the replay value and giving reasons to explore the games world in depth.

The second part of gameplay is the dynamic rhythm action boss battles, with each stage that Annika explores culminating in a musical battle. These battles are relatively simple, with the player moving Annika left and right, hitting the action button to catch notes, holding the button for extended notes and dodging damaging attacks. The rhythm stages are separated into three difficulty settings, providing a level of challenge for everyone.

There is a progression system in this title that gives Annika new skills and abilities as she clears the different areas. The skills that the player unlocks allow Annika to reach new areas and obtain collectables that may have been previously out of reach, adding yet more reasons for players to return to previously cleared areas.

The last thing I want to talk about is the character interactions and story segments. The interactions with characters during the game are separated into three categories;

  • Story – the narrative plays out using both manga style panel art, which uses beautiful illustrated works and animated cutscenes that are rendered using the in game engine.
  • Conversation – the player can talk to various characters that live on the island, who can provide hints, tips and even tutorials on how things work.
  • Request – some characters can give Annika objectives to complete in order to obtain items, cosmetics and more. These little side quests offer a nice distraction from the story and give even more reasons for back tracking and additional exploration of the island.

Now with the gameplay covered with enough detail to avoid spoilers, I will be moving on to the other aspects of the game, starting off with the controls.

Controls – the control method for Giraffe and Annika is fairly simple, with inputs that are easy enough for players of any skill level to pick up. There is however a minor flaw to how the game handles. The movement of Annika feels a little slippery as any direction on the thumbstick can send her running at full speed, which is a little frustrating when trying to perform precise movements and platforming.

Difficulty – there is a fairly low curve to the difficulty of this release, which is good as Giraffe and Annika appears to be targeted towards a family demographic. The regular checkpoints, abundance of recovery points and minimal penalties make this game accessible for players of all ages and skill levels. The main aspect of the difficulty is the rhythm action segments, with three settings of easy, medium and hard that increase the challenge at a rate that gives all players a chance at success. 

Presentation – the visual style for this release is adorable, with cute characters, spooky yet charming ghosts and vibrant artwork for the story segments. The graphical quality of the game is quite nice for the Nintendo Switch, working well in both docked and handheld play, however there is one minor issue. There are occasional frame drops that occur at random points, I am unsure if it is due to the hardware limitations of the machine, but they are an inconvenience when trying to traverse platforms.

The sound design is wonderful and whimsical, with music that fits each setting, ranging from atmospheric and creepy music in underground caves, to calming and gentle soundscapes. There is a lack of voice acting here, but I feel that it doesn’t detract from the overall experience. The way that the sound effects, occasional voice clips and soundtrack contrasts with the visual style gives this release personality and an identity of its own.

Final Thoughts – overall, I had a delightful time playing this game, the minor flaws of control and occasional frame drops were frustrating at times but not a deal breaker for me. There is one thing I wish was different however, and that is the length of the game. I was able to finish the main story of Annika and Giraffe in a few sessions while researching the game for this review.

The other content in the game, with the collectables, Meowsterpiece chests and repeatable rhythm stages did add more reasons to return to the game upon story completion, which made me very happy. I can happily recommend this to everyone, if you are looking for a game to play with kids, want a simple laid back adventure to relax with or just fancy playing as an adorable cat girl, I think this is worth playing by everyone.

In the end, I give Giraffe and Annika a final score of 4/5. A truly wonderful and whimsical adventure full of personality that may not be the longest experience, but what it lacks in length, it certainly made up for it with fun. If you want to check this game out for yourself, links to all versions will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Xbox One version (HERE)

Link to Steam version (HERE)

Nexomon: Extinction – Nintendo Switch Review

Overview – developed by VEWO Interactive and published by PQube, Nexomon: Extinction is a monster catching RPG, set in a vibrant world, filled with cute/creepy monsters, intense battles and challenging quests. This game is available for the Nintendo Switch, PlayStation 4, Xbox One and Windows PC. If you have interest in picking this title up, links to the game on all platforms will be linked at the bottom of this review (where available).

Disclaimer: before I get into the review, I would like to extend my thanks to PQube for providing the copy of Nexomon: Extinction used for this article. The provision of this title has not influenced the contents of this review, all thoughts and opinions expressed within are my own.

Now with the introduction out of the way, let’s get into the review, I will be giving a very brief plot outline as I don’t want to risk spoiling the narrative for players. So with that being said, it’s time to start the review.

Story – in Nexomon: Extinction, take the role of a young person who has been chosen to get their first monster and join the guild of tamers, setting off a chain of events that could change the world forever. As part of the newest batch of Nexomon tamers, do you have what it takes to capture the many beasts of this land, becoming the greatest tamer and saving the world from extinction?

Gameplay – Nexomon: Extinction, follows the traditional JRPG formula that made other games of the genre popular. Featuring a top down viewpoint, a wide variety of story and side quests, intense turn based battles and over three hundred monsters to collect.  Similar to other games of the genre, this title features a large open world for the player to explore, with new paths that open up as the story progresses, bringing new creatures, to capture and tame. But be aware, this title is single player only, with no plans for multiplayer at this point in time.

After the initial story segment, the player gains their first monster and is introduced to the core mechanics of being a Nexomon tamer, with tutorials that teach the basics of battle and catching monsters. The battle is like most RPG titles, with turn based combat in a one-on-one setting, where the player will battle until the energy of their enemy is depleted, they attempt to flee or the monster is captured.

The major difference in the combat that separates this title from games like Pokémon, is the way that attacks work. For each attack, the monster uses a portion of stamina, with stronger attacks using more and weaker attacks using less. This is both a positive and negative for the experience, as the stamina system adds an additional layer of strategy to combat encounters, since players must decide between using a weak attack when low on stamina or risk defeat by trying to recover enough points for a heavy attack.

The second issue I had while playing for this review was the lack of breathing room between turns. In the event that a party member is defeated, another is chosen to fight, after this the enemy will attack immediately, with the potential for the monster to be defeated in a single blow. This means that an entire party of weaker monsters can be decimated by a single opponent, giving almost no chance of escape unless the player is lucky enough to have the enemy miss with an attack.

There are a couple more things I wish to discuss about the combat system before moving on, the tamer battles and elemental attribute system. First are the tamers scattered around the different areas, with markers above their heads to show their status giving the option to avoid battles in order to heal. However, there are some battles dictated by the story, making them unavoidable. Tamer battles function identically to wild battles, with the same issues, which is unfortunate as these problems can cause a lot of frustration.

Last is the attribute system, which functions similar to other JRPG titles, with weaknesses and resistances that can dramatically shift battle. For example, fire is weak to water, water is weak to grass and grass is weak to fire. This adds another element of strategy and gives party balance a lot of importance, as a poorly balanced team can lead to an increased level of difficulty.

Now with the combat covered in a way that I am happy is spoiler free, let’s move on to the capture system and other gameplay mechanics.

In order to capture a Nexomon, the player must use a device called a trap, first weakening the target before trying to catch the monster. When deploying a trap, a percentage will show the probability of a successful capture. This percentage can be increased by damaging the target, giving them food, the type of trap used and more. When the trap is deployed, a series of button prompts will appear on screen, although I am unsure how the button prompts influence the chances of a successful catch.

At the end of an encounter, if the battle against wild/tamed monsters has been won, the player will earn coins and experience points. Experience is awarded to the monsters that were active in that encounter, leveling the monster up, giving new skills and even evolving some at specific levels. Coins are used as the currency for the world, allowing the player to buy recovery items, additional traps and much more, with different prices and items available depending on the area and/or story progression.

Outside of the basic monster catching and battling, the player is also given quests to complete throughout the experience. There are two types of quest that a player must complete, story quests that must be completed to progress the narrative and side quests that are optional. The way that players can see if there is a quest available in that area is by a star mark above an NPC character, these appear throughout the games overworld, allowing objectives to be easily found.

Whenever a quest is completed, the player will be given a reward, with the possible rewards ranging from a bundle of coins, to special Nexomon traps, rare items and much more. The story and side quests are rewarding to complete, with some featuring quirky interactions and self-aware commentary. Some of the objectives will lead to additional quests to complete, with more challenging requests and better rewards offered each time.

The last thing I want to discuss before moving on is the open world style of exploration. The world of Nexomon is made up of several thematic regions, including a beach, a haunted forest and a frozen cave. Each area features monsters and characters that fit that zone, with ghost type monsters in a graveyard and water type monsters in the frozen tundra. These environments have their own charm and personality fleshing the world out.

Now I have covered all parts of the game I feel comfortable doing so while avoiding spoilers, I will be moving onto the other aspects of the game, starting with the controls.

Controls – Nexomon: Extinction has a very simple control method that works well for the most part, with simple inputs to select options and an easy to pick up control method. The only issue I had with the controls in general was the slight delay to overworld movement. As player movement follows an invisible grid, holding the button for too long can cause the player to move too far, walking into encounters. Aside from this mild inconvenience, the controls work well both docked and undocked.

Difficulty – on a personal note, I am unsure how to talk about the difficulty, since the issues and mechanics I mentioned in the gameplay section can make the experience difficult in the early game. The challenge can be lessened depending on the first choice of monster, taking time to grind for experience to level the party and earning coins for recovery items. There are many beginners’ traps in the game, but these challenges can be overcome with enough time and patience.

Presentation – the visual style for Nexomon: Extinction is reminiscent of classic JRPG titles, with a top down viewpoint, chibi style character sprites and anime style portraits during character interactions. The art is fantastic and the best part of the experience is the monster designs, with each Nexomon having a unique look and style. The performance in both docked and handheld play is very good, with smooth animations, clean crisp visuals and vibrant colors.

The soundtrack for this release is filled with thematic compositions that fit each situation, with music that goes from bright and breezy while looking out at a beach, to dark and spooky when surrounded by ghosts. There is an absence of voice acting, with all reactions either displayed via the characters portrait or a bubble over the head. The lack of voice acting isn’t an issue as the game works well with text being the main way to convey the narrative.

Final Thoughts – overall I would say that my time with Nexomon: Extinction was a bit of a mixed bag, I had fun, but the flaws with combat did hinder my enjoyment at times. The worst of which was the full party kills that occurred often during the early sections of the game, which are not fun at all and I feel it could become a major problem for players.

However, I have more positive than negative feelings towards this release, the effort and quality that has been put into this title is worthy of praise. The monsters are creative, the world is vibrant and the self-aware jokes/references were very entertaining. I can recommend this release to fans of classic JRPG titles, Pokémon specifically, but the difference in gameplay style and game mechanics may be a little jarring for some.

In the end, I give Nexomon: Extinction a score of 4/5. A challenging and interesting take on the monster catching RPG genre, with a roster of cute and creepy monsters, that each possess their own unique look and charm that add to the single player experience. If you want to check this game out for yourself, links to each version will be available below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 and Xbox One version (HERE) – links out to official website

Link to Steam version (HERE)

Is It Wrong to Try to Pick Up Girls in a Dungeon? Infinite Combate – Nintendo Switch Review

Overview – developed by MAGES and published by PQube, Is It Wrong to Try to Pick Up Girls in a Dungeon? Infinite Combate, is a dungeon crawling action RPG based on the anime series that shares the same name (commonly known as DanMachi). Featuring art and visuals directly taken from the show that it is based on, this title is available on the Nintendo Switch, PlayStation 4 and Steam service. If you want to check this title out for yourself, links to the different versions of the game will be available at the bottom of the review.

Disclaimer: before I get into the review, I would like to thank PQube for providing the copy of the game 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.

So with the introduction out of the way, let’s jump into the review, Starting off with a brief summary of the plot. Please note, I will be calling this game DanMachi Infinite Combate throughout, this is because this shortened name is the most commonly known title for this franchise

Story – DanMachi takes place in the city of Orario, a city where the gods and goddesses of the world came down to in order to experience the hardships of humans. After limiting their powers, they offer mortals their blessings, giving them the power to fight monsters in a treacherous labyrinth known as the Dungeon. As each adventurer is given a blessing, they become part of the house of that deity, known as a Familia, offering guidance and services to adventurers as they battle monsters, increasing their power and ability level, similar to how traditional RPG games function.

The game follows the story threads featured in the anime series that it is based upon. DanMachi Infinite Combate follows the adventures of Bell Cranel, a young adventurer who is the sole member of the Hestia Familia. Alongside Bell’s story are the exploits of Aiz Wallenstein, a renowned swordswoman of the Loki Familia. Those familiar with the anime will know of the characters and plotlines, however this adaptation will highlight new events that expand on the existing storyline.

Gameplay – DanMachi features a mix of real time dungeon crawling combat, action RPG mechanics and visual novel aspects, creating an interesting and enjoyable experience. The game features two storylines that play out very differently, separated between the viewpoints of Bell Cranel and Aiz Wallenstein, with each character having their own chaptered narrative. Each chapter features a set of story quests that progress that specific branch of the story, alongside smaller quests that allow the player to farm resources that the player can use in the shops and other areas of the game.

Before jumping into a quest, the player has several options to choose from, including interaction options where you can engage with other characters in a variety of different ways. Aside from the character interactions, the player can access several menus, with quest menus, a market and various upgrade options. Before I get into the intricate elements of the menus and features of the game, I will be taking some time to talk about the way that the quests and dungeon exploration functions.

The dungeon itself is made up of numbered floors, containing monsters to fight, treasure to collect and branching paths to explore, all presented through a top-down view point, like similar games of the genre. The layout of floors will change depending on the quest that is being played, with some floors having the same designated number, but containing a different floor plan. When starting the quest, the player will be given an objective to complete, including the player needing to collect specific item drops, reaching a specific floor of the dungeon and eliminating a specific number of foes.

While exploring, battling monsters and collecting loot, resources are picked up from treasure bags and defeated enemies. These resources are;

  • Valis – the currency used to purchase items from the market, new equipment and much more. Valis can be collected from enemy drops or treasure bags, while also being given as quest rewards.
  • Skill Points – these points are earned by defeating the many foes that are encountered in the labyrinth. Use skill points to obtain power-ups and upgrades to improve player stats in the Familia menu under skill sheet.
  • Consumable items – these items recover lost health, magic points and provide others buffs and effects for the player. They are given as quest rewards and by collecting treasure in the dungeon.
  • Drop Items – these items are dropped by enemies upon being defeated. These items can be sold in the market for Valis or used to apply upgrades to the players gear.

Now with the details for resources covered, it’s time to move on to the other aspects of the dungeon and the way quests function.

The movement and combat inside the dungeon all plays out in real time, with the player having access to a quick combo attack, heavy power attack and magic/special abilities. There is also a partner system that allows the player to gain buffs, ability boosts and special support skills. The support partners and player abilities available will vary depending on the story progression and quest being played. This shows with Bell being alone and without magic at the start, whereas Aiz has access to magic, skills and support with her first chapter.

The combat itself works well in this game. However, the melee combat has slight inconsistencies. At the end of a combo or when using a heavy attack, the character Bell is unable to move for a moment when the animation ends, leaving the player open to attacks from all directions. This can be frustrating as a poorly timed attack may lead to death, giving an element of risk to any encounter with an enemy. The only way to compensate for this is effective use of the dodge roll mechanic, although it still has the potential to throw the player into danger.

The smart use of magic, skills and support members can get the player out tough spots. The spells use up MP which is shown below the health bar, the skills and support use their own special meter. The magic bar can be recovered by using items, whereas the individual bars for the special abilities are charged by dealing damage to enemies adding a level of strategy to dungeon combat. Even with the flaws of the melee combat, the magic and skill system can balance out some of the difficulties that players face, making the experience more enjoyable as a whole.

Succeeding at a quest will bag the player the rewards listed in the quest outline, with story quests showing improvements to the players overall stats. All story and side quests can only be completed once, although there are practice quests that can be played as much as the player wishes, but these quests don’t have rewards. The upside to practice quests is that they can be repeated to gain more resources and money for those who wish to grind in RPG games. While you will reap various rewards for completing quests, failure is an entirely different story.

During a quest, there are two ways to suffer a game over while in the dungeon, the first is being defeated by the enemies during combat and the second is running out of time in a quest. Upon defeat, the player will lose all collected items, money and skill points. There is a way to escape the dungeon without being defeated, but it comes at a price. If the player chooses to use the return function, they will be kicked out of the current quest, dropping all collected resources but a portion of skill points are saved.

The last part of the gameplay I want to talk about is the upgrade system, which is used to boost the players overall abilities and equipment. In the Familia menu, the player can use skill points to enhance player stats which include attack power, health and negative effect resistances. In the market the player can improve their equipment, using item drops from monsters to improve the overall quality of the gear, helping the player to gain a better advantage in the dungeon.

Along with improvements that can be made, weapons can be enhanced with attributes applied to them. The attributes include the four elements of Earth, Wind, Fire and Water, with each having their own strengths and weaknesses against each other. Secondly, there is a light and dark attribute that can be applied to weaponry, these two attributes are weak to one and other. The elemental enhancements that can be added to weapons give players a reason to collect weapons, adding different power-ups to each depending on the situation.

Now with the gameplay covered to a point that doesn’t spoil anything, I will be moving onto the other aspects of the game, starting with the difficulty.

Difficulty – DanMachi Infinite Combate has a gradual difficulty curve, getting progressively tougher as the story continues. The monsters get more powerful and will increase in number with some quests, making some of the time limits tougher. The challenge of tough dungeons can be alleviated by grinding skill points and money, allowing the players to purchase better equipment and enhance their weapons/stats much faster.

Controls – the controls for this release are simple and easy to pick up, with the face/shoulder buttons controlling combat and skill functions, the thumbstick controlling character movement and the D-pad for consumable items. All inputs are smooth, with no lag or difficulty of use. The game handles well in both docked and undocked modes, with no change between the Joy-Cons and pro controller, giving a comfortable gameplay experience.

Presentation – the visual style for DanMachi Infinite Combate is aesthetically pleasing, with the charming environments, a cute chibi style for the 3D models and beautiful 2D art that is taken directly from the anime/manga. Unfortunately, while pleasing to the eye, the 3D graphics that are used are a little lackluster compared to other games in the same genre, although this may be due to the hardware limits of the Nintendo Switch system. During my playtime for this review, the performance was smooth and the frame rate was consistent throughout, this was present in both docked and handheld modes.

The soundtrack for this release is delightful, with bright, happy instrumentation in the menus, alongside more intense and excitable compositions while inside the dungeons. These two musical styles contrast well, and the music implemented throughout the story fits each section wonderfully. The voice over for this game is purely Japanese, with the voice cast from the show reprising their roles, adding to the quality of the overall production and a wonderful touch for fans of the series.

Final Thoughts – I had a delightful time playing DanMachi Infinite Combate, the gameplay was engaging and the story compelling. Having watched the anime, it was wonderful to see the events that went on between each episode, pulling me into the experience that much more. The upgrade and progression system is rewarding, with each quest giving a sense of satisfaction upon completion, both in and out of the story mode.

The overall quality of the game is high and I commend the development team at MAGES, who did an excellent job at bringing the world of DanMachi to the Nintendo Switch. However, I did find that there were some minor inconsistencies to the combat with Bell and the slightly dated 3D models. While I personally had no issue with the combat or quality of the graphics, they may be a deal breaker for some, as the risk can outweigh the reward in battle and the visuals may be unappealing to some players.

In the end, I give Is It Wrong to Try to Pick Up Girls in a Dungeon? Infinite Combate a final score of 4/5. The story is crafted wonderfully, expanding the narrative of the anime with additional details that fill some of the gaps between key events. The gameplay has the right level of difficulty to it, with rewarding quests, challenging combat encounters and a variety of upgrades to fit any play style. If you want to check this game out for yourself, links to the different versions of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to Steam version (HERE)