Lost Gems – Guardian Heroes (SEGA Saturn)

Hello, it is that time again where I share another instance of Lost Gems with you, covering games that have been forgotten, abandoned or removed from distribution. This week is going to be a little different, as I am going to be covering a game that has been re-released, but was heavily altered when this happened. So with that said, it is time to look at the original Guardian Heroes, Developed by Treasure and published on the SEGA Saturn in 1996.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can be either through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being covered.

Now with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience, then give my personal thoughts on the title. Please note, Guardian Heroes was remade/remastered and can be obtained on Xbox platforms. However, there were changes to the game and the script itself, making it a very different experience from the original.

About the game

Guardian Heroes is a hack and slash brawler, set in a fantasy world of sword and sorcery. In this adventure, a group of adventurers encounter a mysterious sword, which may be the legendary sword they were searching for. While trying to relax for the night, they are interrupted by Serena, a royal knight who warns them that soldiers are coming to take the sword. During the commotion, their accommodation is set on fire and they flee.

After rendezvousing at a nearby graveyard, they are attacked by a mechanical soldier, leading to a desperate battle that seems to have no hope. Suddenly the legendary sword is struck by lightning, which results in the original owner rising from a nearby grave. This legendary warrior destroys the robotic foe with ease. The undead knight is a hero of legend, who’s resurrection has set in motion a series of events that will change their world forever.

There is a single player and co-op option, which is set at the beginning of the game, allowing for two players to work together through the adventure. The playable characters have their own strengths and weaknesses, which can make the experience significantly different with each play through. The characters in this game are based on classic fantasy archetypes, alongside high fantasy elements like robots and mechanical soldiers.

There are five playable heroes in this game, with four of them available from the start. The four core playable characters are Han, a former member of the Royal Knights who wields a sword. Next is Randy, a sorcerer who can use elemental magic, accompanied by a rabbit familiar. Ginjiro is a ninja with fast attacks and powerful thunder ninjutsu, with Nicole being the optimistic cleric that supports the team, using her magic to heal and defend.

The fifth character is Serena, who can be used after clearing the game for the first time. Serena is a powerful melee character that uses a sword and has several magical attacks. All of the characters have a light attack, heavy attack, magic and special moves, which can be used through fighting game style inputs. This is possible due to the Layer system, where there are three planes of movement, with a foreground, back ground and center layer.

This multi-plane layer system makes Guardian Heroes unique within the brawler genre, as there is a feeling of depth due to the position of the camera. With the layer system, there are no issues with lining up attacks, which is a common hindrance that brawlers can have. As this common complaint is remedied here, the action feels reactive and engaging. It is possible to get surrounded, so characters can guard attacks, as well as be able to use break attacks to get free.

A good way to deal with some enemies is to use magic. Depending on the character used, players can utilise a range of magical powers. These require Mental Power (shortened to MP) to be used, with powerful spells requiring more MP to cast them. But some care must be taken, as the player will be mentally drained for a moment, leaving them open to attack. To replenish MP, the player must land physical attacks on enemies.

The most unique element is the Golden Warrior, an undead hero that wields the legendary sword. He is an NPC companion that will follow the players throughout the game, acting as an extra party member. While the Golden Warrior cannot be controlled, players can issue commands that he will obey. There are offensive and defensive options, but the most useful is “Berserk” which will cause the Warrior to go on a rampage, using powerful magic powers to wipe out all threats.

Now this is not only a regular brawler, but also an Action RPG with a levelling system. As the player battles enemies, they will gain experience points and level up when milestones are met. The level increase doesn’t immediately affect the player, as each earned level gives the player stat points. When a stage is cleared, the player will go to the level up screen, where six attributes can be increased, including strength, health and magical power.

Next is the progression of the game itself, which has a branching path system. Throughout the story, there will be multiple choices to make. Each of these decisions affect the current run, with different stages, enemies and even bosses appearing. There are 5 distinct endings, but the path to reach them will be varied, encountering more powerful creatures and even hellish monsters. The branching paths add a lot of replay value, with 30 total stages to see.

The enemies that have been defeated will be added to Versus Mode. This is a battle mode where players can fight it out, in fights to the death or timed point based battles. This can have up to six players battling it out, capable through the use of a Saturn multi-tap. But this can also be played with CPU bots, offering multiple settings that can make these opponents more challenging. It is even possible to make all fighters CPU and watch them fight.

There are three difficulty settings, with effects tied to them. The standard difficulty is Normal, which gives 9 credits and is the recommended way to play. Then there is the Easy setting, which weakens the enemies and damage taken while increasing the number of credits to 99. Last is Hard, which is significantly more challenging, with only 3 credits to beat the game. Some rewards will be given if the player can get certain endings on Hard mode.

Personal thoughts

I have very fond memories of playing Guardian Heroes as a kid, spending many hours exploring the different paths and trying to unlock all the characters. This game is pretty special, as it is my earliest memory of an Action RPG, as I wasn’t one to have patience with turn based offerings at the time. The gameplay experience has that distinct treasure flavour, present in games like Gunstar Heroes and Mischief Makers, which I also played a lot growing up.

The mix of action brawling, fighting game commands, gorgeous and branching paths really make it stand out, as this is not something that was common at the time. The style of play has been recreated over the years, with Phantom Breaker Battle Grounds and Code of Princess. Code of Princess was made with involvement by the director/character designer and lead programmer, making it feel like a spiritual successor to Guardian Heroes.

There are some minor flaws to the game, with some minor slowdown that occurs when there are a lot of effects on screen. But this is due to the hardware limitations of the time, but these instances of lag are few and far between. In motion the game is a lot of fun, with plenty of action and a satisfying single player/co-op experience. The multiple endings that can be achieved, alongside the fairly large number of stages make this highly replayable.

It is perfect for a co-op game night, or just to play alone and try to see all the different paths, alongside secret challenges. But the fun doesn’t stop with the story mode, as the battle mode takes that chaos and knocks it up a notch. There is a total of 45 characters, with some of them being included as joke characters more than anything. The number of possible combinations is near endless, offering a chaotic time for any number of players.

From a visual perspective this game has not aged a day, with the spritework, animations and general flow of the game being as smooth as silk. Treasure use all of their experience with 2D art and really made the most of it, as the SEGA Saturn was a real powerhouse when it comes to 2D rendering. Then there is the soundtrack, which really gave it a distinct and unique identity, with heavy guitar riffs, Jazzy saxophone and imposing synth tracks.

Guardian Heroes was originally released in 1996, getting some critical praise but was fairly overlooked. 15 years later, there was a remake/remaster for the Xbox 360, which significantly changed aspects of the experience. These changes involve alterations to the controls, mechanics and most significantly the story, which was rewritten, altering the story in various points. Due to this, the experience doesn’t feel the same in the “updated” version.

I would love to see this game in its original form again, as the remake just doesn’t feel the same. Sadly, Guardian Heroes doesn’t get any attention from Treasure or SEGA, with the developer focusing on ports of games like Radiant Silvergun and Ikaruga. The price is on the upper end for this release, so the remake may be the best alternative at this point. The 30th anniversary for guardian heroes happens next year, so there may still be some hope.

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems, Retro Revival where I discuss re-releases and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

Cavern of Dreams – Nintendo Switch Review

Overview – developed by Bynine Studio and published by Super Rare Originals, Cavern of Dreams is a throwback platformer in the style of classic N64 adventures. As Fynn the dragon, embark on a magical quest to rescue their unhatched siblings, who have been taken by a mysterious villain. This title is available on the Nintendo Switch and Steam service, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the rep who provided the copy of Cavern of Dreams used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

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

Story – Fynn the dragon has discovered that their unhatched siblings have been eggnapped. He sets out on an adventure to rescue them, entering the Cavern of Dreams, meeting Sage the Keeper of the Cavern. Sage offers to help the little dragon, providing them with powers and guidance as they travel through the Cavern. Now Fynn must traverse the surreal landscapes of the Cavern of Dreams, rescue his siblings and stop the mysterious villain that took them.

Gameplay – Cavern of Dreams is a 3D platforming adventure, where the player controls the little dragon Fynn. Taking place in the titular Cavern, the player must navigate the weird and surreal locations located within. The main chamber is where Sage resides, introducing the player to the world and the functions of the game. This is the tutorial area, where the player will learn the base mechanics, getting used to the feel of the game.

Fynn starts off with a simple moveset, where he can run, jump, double jump and roll to gain high speeds. As the gae progresses, Sage will imbue Fynn with new powers to aid him in the adventure, with the first being the ability to use his tail as a weapon. These powers are unlocked by collecting Fynn’s unhatched siblings, with the first being in the main chamber where Sage resides. The skills are important, as they will help Fynn to solve the puzzles of the Cavern.

Scattered throughout the worlds of the Cavern, there is a total of forty eggs that can be collected. In order to collect the eggs, the player will need to explore the worlds, including a tranquil forest and a frozen kingdom. At set milestones during egg collection, Sage will ask Fynn to return to the main chamber. When interacting with Sage after one of these announcements, a new body part will be added to Fynn providing the next ability increase.

As the player moves through each of the areas, they will encounter the residents of the Cavern. These NPC characters will interact with Fynn, asking for assistance or relaying details about their own little part of the Cavern of Dreams. By assisting the residents with their troubles, new areas will open up in the world for Fynn to explore. This is also tied to the puzzle solving elements, as there will be platforming puzzles that need to be solved.

These can be pretty simple, where the player collects items and returns them to the resident in need. However, they will increase in challenge the further Fynn gets, with multiple steps that need to be done to complete them. To solve the puzzles, Fynn can pick up items to use as part of the exploration and puzzle solving. These include apples that will grow into climbable stalks, letting Fynn reach higher points to continue to explore.

Then there are the environmental puzzles, where the player will be given clues to be able to obtain the sibling eggs. These can be collected from the environment, with images, text and context details that can be found by looking around. By following the clues, players can destroy walls, open doors and activate stage elements to collect eggs. Some of the puzzles will be integral to completing others, like freeing a dumpling to use as a bounce pad.

Players can also encounter the Jester Shoes, which will allow Fynn to walk on air to reach out of the way places. Jumping will nullify the ability of the shoes, as the player can only walk on the air as if it is a flat surface. These are tied to a specific area, as they will leave Fynn if he strays too far from the designated zone. Making effective use of the Jester Shoes can make some puzzles much easier, but some careful platforming is still needed.    

The powers that Fynn will gain from Sage are important to solve puzzles. These include wings to be able to float and fly short distances, alongside a horn that can pierce the ground to uncover hidden items. With the addition of new powers, Fynn will be able to explore more parts of the Cavern of Dreams, opening new areas from the main chamber. This gives the exploration a fairly open ended feel to it, as some areas can be explored out of order.

There will be some backtracking needed at points, as areas that were previously unreachable in one area, will require abilities obtained later. This backtracking isn’t a downside, as it allows players to freely explore areas in new and interesting ways. For those looking for special things, there will even be out of bounds secrets that can be discovered. This adds a little something extra for those who enjoy going for 100% completion of a game.

Throughout the Cavern of Dreams, players will collect mushrooms, adding them to their carried total. These are an important resource, as some of the Siblings will hatch and when that happens, they will be hungry. Feeding the mushrooms to a sibling will not only make them happy, but will strengthen Fynn, making their heart stronger. As Fynn becomes stronger, they will be able to open special doors, allowing them to go deeper into the Cavern of Dreams.

Last to cover is hazards. Fynn is a gentle peaceful little dragon, so there is no combat in this game. However, there are still dangers that can harm him. These consist of sharp blades, environmental hazards and hostile entities in the areas. When Fynn makes contact with these elements, he will be thrown backwards, potentially falling into a pit. Thankfully, Fynn is unable to die and lacks lives, so there is no definitive failure state for this adventure.

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

Controls – as an adventure platform, there are multiple buttons required to perform actions, such as rolling, jumping and even swimming. To help players perform some of the more tricky actions, there is a layout that allows easy use of multiple actions at once. During the game experience, new skills and abilities will be made accessible. As each new skill is made available, a tutorial prompt will appear to teach the new input to players.

Difficulty – this is not a very difficult game, as the majority of the puzzles can be solved with little trouble. There is also a lack of true danger, as there are no lives or health that needs to be worried about. This lack of a true failure state makes the experience more relaxed, as players can freely make mistakes without being punished. With these systems, Cavern of Dreams is an approachable and enjoyable experience everyone can enjoy.

Presentation – Visually, this game has that soft and chunky look, which is reminiscent of the N64 games that inspired it. The models, textures and environments used have that colourful charm to them, which is something that many games from the era had. Everything flows beautifully, with smooth movement and animation. This is all capped off with a wonderful soundtrack, offering a range of compositions that complement their surroundings.

Final Thoughts – When I was a kid, I played many of the collectathon games, like Banjo Kazooie, Donkey Kong 64 and Gex 3. So there is some nostalgia with the genre of platformer, which lead me to giving Cavern of Dreams a try. I am happy to say that Cavern of Dreams scratched that itch, but in a way that feels unique and fun. The world it takes place in, the characters and the general gameplay feels just right, with no cryptic or convoluted puzzles.

I struggle to find any faults with this game, it is well balanced and doesn’t try to emulate other titles, which gives it an identity of its own. I very much enjoy the motifs that were inspired by other games, but they don’t feel out of place. This is an approachable adventure which everyone can enjoy, offering a cosy and heart warming experience. so with all of that being said, I am happy to recommend this to anyone and everyone.

In the end, I give Cavern of Dreams a final score of 5/5. This cosy and wonderful adventure takes elements the genre that inspired it, creating something fresh and unique, with a colourful world to explore, charming characters and satisfying gameplay. If you want to check this game out for yourself, a link to each version is below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Retro Revival – Sonic Origins Plus (Various Platforms)

Hello! I have the next entry in Retro Revival, where I discuss the classic games that have been given another chance on modern platforms. These can be in the form of HD remasters, emulated ports and roms that are part of collections. This week, I will be covering Sonic Origins, a collection of the original 2D platformers, remastered with new features and special content. This was brought to modern systems through Retro-Engine, releasing across all platforms.

Disclaimer: the games discussed in this feature have been purchased by me, so the opinions given within are my own. There has been no sponsorship of content within this feature. Links to the different versions of the game will be provided at the bottom of this feature where possible.

So with the introductions out of the way, let’s get started. For this release, I will be discussing the general gameplay experience for the base game, then discuss the expansion before going into some history, providing my personal thoughts on it as a whole at the end.

SONIC ORIGINS

Released in 2022 following the success of the first Sonic the Hedgehog movie, SEGA and Sonic Team worked with Studio Headcannon to create Sonic Origins. This was created to be the ultimate celebration of the original run of 2D Sonic games, containing Sonic the Hedgehog, Sonic CD, Sonic 2 and capping off with Sonic 3 & Knuckles. These games have been fully remastered using the Retro Engine, creating true widescreen versions of these classic games.

In this package, there are two distinct play modes that players can enjoy, with Anniversary and Classic modes to select from. The Classic mode lets players enjoy the games in the original aspect ratio, with the original mechanics characters and lives. This offers as close to an original experience as possible for players. All four of the titles are playable in this mode, retaining their unique gameplay elements, with the ability to save progress.

Then we have the Anniversary mode, which offers a fully remastered version of all games. In this mode, players are able to experience these classics in a variety of new ways. The first is the introduction of brand new cutscenes, animated to tell the story that connects the games. This is followed by the introduction of upgraded gameplay mechanics, allowing Sonic to use all his skills across the series including the Drop Dash from Sonic Mania.

Players can also play most games as Sonic, Tails and Knuckles, with the ability to have Sonic and Tails team up in some of them. There is a save file for each character, letting players freely play the game at their own pace. In Anniversary mode, the lives are replaced with coins, which are collected by getting 100 rings, completing challenges and hitting what would be life monitors. Coins replacing lives gives players infinite retries, with there being no definitive game over.

These coins come in very handy during play and outside of the game. In the special stages, if the player is unable to complete it and get a chaos emerald, they will be able to use a coin, letting them try the stage again. This can be done until either the player clears the special stage, or run out of coins and get kicked out. Away from the games, the coins are used to buy items from the special museum, which contains music, art and more.

If the player clears a game in anniversary mode, they will unlock Mirror Mode, which lets players play the entire game in reverse. This increases the replay value of the games, allowing players to experience them in an entirely new way. Then there are the other extra modes, like the Mission mode, where players will take on special challenges to get a ranking. The successful completion of missions gives the player coins to add to their total number.

The player can also challenge all of the bosses for each game, via the Boss Rush mode, where they will be given three lives to clear all bosses. This is a time trial mode, where the best time that the player gets will be added to the records. The last mode is Story, which stitches all of the games together, allowing the player to experience the game as a single complete experience. Story Mode follows the chronological order of games, playing as Sonic.

All of the games in the collection, for both Anniversary and Classic mode have rankings of each Act. There is also a leaderboard for Boss Rush and Mirror Mode, recording the best times for the player to add to the rankings. The inclusion of rankings and online leaderboards is a great choice, allowing all players to test their skills and compete. This can be a great introduction for those who may want to enter the Speedrunning scene for Sonic the Hedgehog.

When released, there were special DLC packs released as optional bonuses. These packs included additional wallpapers for the Classic Mode screens, special character animations and new missions. There was also a special pack that unlocked Mirror Mode at the start, making them accessible without clearing the games. Last is the Classic Sound Pack, containing music packs from Sonic Spinball, Knuckles’ Chaotix and Sonic 3D Blast.

SONIC ORIGINS PLUS

Released one year after Origins, SEGA released Sonic Origins Plus, a special enhanced version of the game. This was released as a special physical release, consisting of the game and a code for the PLUS content. It was also released as an expansion for the digital version, or as a special complete release. This new expansion brings all of the content that was released with Origins, containing all DLC, alongside additional content exclusive to this version.

The first and biggest addition is making Classic Amy Rose a playable character, with her own special abilities and super/hyper forms in Sonic 2 and 3. She has also been added to various elements of the game, with special sprite work that has been created for her. Classic Amy can use her Piko Piko Hammer, having a hammer dash that lets her run while swinging. She can also use the hammer when she jumps, expanding her jump ability.

Amy can be played in all games, giving players a brand new way to experience the classics. The Sonic CD game has also been updated, allowing Knuckles to be played. With this inclusion, there are new routes that have been added to the game, making it feel new and unique once again. All of the playable characters are now accessible across all games. This lets players take on the challenges of all four adventures across the game.

Then we have the special Game Gear collection, which contains all 12 of the Sonic games that were released on SEGA’s full color handheld system. These games are all emulated using a proprietary emulator made for this expansion. The stand out games here are Sonic the Hedgehog/Sonic 2 8-bit, as well as Sonic Chaos. Then there are the less popular releases like Tails’ Skypatrol and Sonic Labyrinth, which are fun but are vastly different.

Included with the Game Gear collection are Sonic Drift, Drift 2 and Dr. Robotnik’s Mean Bean Machine, which offer 2 player gameplay. These games can be played in local multiplayer, allowing two players to enjoy these games. When playing in the two player modes, a second screen will appear for the player, emulating the link play capabilities that the original game gear possessed. This allows new players to experience these classic titles.

The expansion also includes updates to the games, with fixes to the Drop Dash, adding the original Knuckles in Sonic 2 screen and general changes. There is also a special celebration image, called the Surprise Illustration which is unlocked by completing challenges. The challenges to unlock the Surprise Illustration are tied to the Game Gear, Knuckles in Sonic CD and Amy Rose. Completion of the image gives a coin reward and details on all game cheat codes.

Personal Thoughts

Over the years, there have been many compilations and collections featuring Sonic the Hedgehog. These include Sonic Jam, Sonic Mega Collection and Sonic Classic Collection, containing the classic games, often with Sonic CD excluded. But there was a period where Sonic 3 & Knuckles was missing from collections, which was speculated to be due to legal disputes. These issues were related with some music featured in Sonic the Hedgehog 3.

While these issues have not been remedied, SEGA pushed forward with Sonic Origins, replacing the Mega Drive/Genesis music with remastered versions of Prototype music. This did lead to some negative responses, due to the popularity of the original soundtrack of the game. The overall quality of the replaced music doesn’t match that of the original or the Beta, but it is a serviceable replacement. Due to this, it is now possible to play all of these games in a single collection.

I abstained from picking up the original release of Sonic Origins, as I waited for a physical release. When the physical Origins Plus was released, I picked it up and was initially disappointed that the expansion was a code. However, this wasn’t that big of an issue as the content can be shared, with the Nintendo Switch and PlayStation allowing additional systems to use it. It is also possible to pick up the expansion if the game is used or buying digitally.

With the inclusion of the three modes, Anniversary, Classic and Story, this gives players multiple ways to experience these classic titles. Then there is Mirror Mode, which provides a brand new way to play, taking the familiar stages and making them feel fresh. One of my favourite additions was Classic Amy, which felt long overdue for her to be in a 2D Sonic game. She fits perfectly in these games, with her design being adapted from her Sonic CD appearance.

One of the first things I did when I picked up Sonic Origins Plus, was to play through all of the games as Classic Amy. This was a whole new experience for me, being able to play as a character that I had only ever seen in rom hacks. She has been given an excellent toolkit, taking her unique traits into account like the hammer, which extends to her super form. In Sonic 3, Amy can throw endless hammers in Super form, but all 14 emeralds are needed.

I had wanted to play as her in an official capacity, so this was one of the driving factors behind getting this. Then there is the inclusion of the Game Gear titles, as many of them are excellent by themselves, even if some suffer from screen crunch. This is an unfortunate issue that was unavoidable, as many of the games were reworked versions of SEGA Master System games. But they play just as well, even if there are some sound hiccups.

This is the definitive celebration of the classic 2D era of Sonic the Hedgehog, offering players the best possible way to play these classics. What makes this collection so important, is the fact that it is the first time ever that all games have been released together. It also marks the first time since 2010 that Sonic 3 & Knuckles was on consoles. However, the game was available for a while on Steam, being removed when Origins was announced.

If you are a longtime fan, a late adopter or are entirely new to classic Sonic games, this is highly recommended. The collection is rather inexpensive in a physical format, but the digital version can be a little more costly. If you pick up the physical version, depending on the region you get, there will be special reverse sleeves. These are based on the original box art for Sonic the Hedgehog, with the design based on the PAL, NA and JPN regional version of the game.  

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems covering forgotten games, more Retro Revival features and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

Link to Nintendo Switch Version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Lost Gems – Fighters Megamix (SEGA Saturn)

Hey there, it is time again for another entry in the Lost Gems feature, discussing games that have been abandoned and forgotten by time. This week, I am going to be covering a legendary crossover fighting game, which occurred three years before Nintendo released theirs. So let us take a look at Fighters Megamix, a crossover fighter from SEGA AM2 for the Saturn, released in 1996 featuring characters from Virtua Fighter, Fighting Vipers and more.

Disclaimer: while the game discussed here is no longer officially on sale, there are still ways to obtain it. This can either be through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being covered.

So with the introductions out of the way, let’s get started. I will be discussing the general game experience, then providing my own personal thoughts on the title.

About the game

Following the success of Virtua Fighter and Fighting Vipers, SEGA were pushing forward with Virtua Fighter 3, their latest 3D fighting game. This title was planned for the SEGA Saturn, so SEGA AM2 developed Fighters Megamix, a crossover to promote their latest game. This title features the characters of Fighting Vipers and Virtua Fighter 2, alongside various guests from other AM2 games. The roster of this game was the largest at the time with 32 playable characters.

As this is a crossover fighter, there are two distinct styles that are present based on Fighting Vipers and Virtua Fighter 3, which was in arcades at the time. The game style is split between the characters, with characters in the roster being either Virtua style or Vipers style. For characters in Virtua style, they are generally lighter with reduced power, whereas the Vipers style has characters being heavier and stronger.

The combat system is pretty simple to use, consisting of a relatively easy to use 3 button input layout. These inputs are punch, kick and guard, which can be used in a variety of ways to create varied combo attacks. These buttons can also be used simultaneously for special power strikes, as well as throws that can deal big damage. When it comes to moves sets, the Virtua fighters are generally martial arts focused, with Vipers having varied fighting styles.

When using a Vipers style character, they will have armor that can be damaged, shown on screen as a segmented body. These start off solid green, with the top or bottom half flashing when enough damage is taken. If a power strike indicated by a flash of white lands, the weakened armor will shatter, increasing the damage that can be taken. If the player is defeated with power strike, there is a chance that any remaining armor will be destroyed.

This system also applies to the way that stages are used in the game. The Virtua stages are open flat stages, with near endless space to move within. Then there are the Vipers stages, which are closed arenas where fighters can be struck against walls for extra damage. These stages are themed to their characters, with a few exceptions, like the wrestler Wolf Harwkfield having a walled arena, even though he is a Virtua Fighter character.

There is another element of the gameplay that is tied to the arena stages. Just like Fighting Vipers, the fighters can be launched out of the walled arenas. This can be done through a power strike, which will send the character flying either through the wall, or bouncing off and being launched into the horizon. But that isn’t the only way to knock enemies out of an arena, as they can be knocked over the wall or even land on the edge, but this is pretty rare.

There is a default general gameplay setting for the fighting, with the option for Virtua Fighter and Fighting Vipers which can be chosen in the settings. These settings affect the general flow of gameplay, with the default being set as Fighting Vipers. This mode allows more powerful knockback from strikes, alongside air recovery. The Virtua Fighter setting gives all characters more height to jumps, as well as other minor gameplay tweaks.

Moving onto game modes, there are several options for players to select from. The main one is 1P Mode, which is this games arcade mode. In this mode, players select their fighter and then select a route called a Course. Each route consists of 6 regular stages and a final boss stage, which is against a locked fighter. This is how the hidden fighters are unlocked, as each cleared route adds them to the roster. There are four courses to start, 5 more to unlock.

As the player clears the routes, the roster will fill out with more characters. These consist of the many guests from various games developed by SEGA and AM2. There is Bark and Bean from Sonic the Fighters, Janet from Virtua Cop 2 and the kids versions of Akira/Sarah from the Virtua Fighter Kids spin-off. The most interesting are Siba, a cancelled character from the original Virtua Fighter and Hornet, the car from Daytona USA.

When a Course is cleared, the credits will play out showing the finishing blow for each stage. This uses the game engine to replay the end of each fight as the credits show. There will also be special images, with fully rendered CG arts tied to the Course that has been cleared. This is in place of the traditional style of endings for a character, with unique end themes for each route cleared. The CG images are added to a special gallery that can be viewed later.

After the credits have rolled, the player will be able to enter their name onto the rankings. There is a time record for each of the Courses to beat, with the best time added to the records. During the name entry for 1P Mode and the Survival Mode (discussed below), the end theme for Outrun plays out, further adding to the crossover experience. 1P Mode and Survival records can be viewed on the main menu, showing the time and character used for each record.

All of the unlockable characters can be used in the 1P Mode, but they will also be available for the other gameplay modes. These extra modes are Versus, Team Battle, Survival and Training mode. In Versus and Team Battle, players can battle humans or CPU opponents. Versus is the standard 1-on-1 battle, with Team being a battle with teams of up to eight characters. In both of these modes, the player can select the stage type they want, alongside other options.

Then we have the Survival mode, which is fairly different compared to most games that have this as a feature. It follows the standard mechanics, where players must defeat as many opponents as possible with a limited amount of health. But there is a big change, as there is a time limit to get as many wins as possible. There are three options with 3, 7 or 15 minutes as the time limit. The most wins are recorded for players to try to beat.

The last mode to cover is Training, where players can take on the challenge of performing all of a fighters move list. The player can practice all of the modes, letting them practice all of the inputs against the training dummy. All of the moves for the character will have any requirements to use them, like downed enemy, behind enemy and more. This training mode was very advanced for the time, as it tracked the cleared moves and showed the damage moves dealt.

Personal Thoughts

I grew up with Virtua Fighter, Fighting Vipers and many of the AM2 games, like Virtua Cop and Daytona USA. So Fighters Megamix holds a special place in my heart, as there are so many games that are featured and referenced within this. The inclusion of Rent-a-Hero, Bark/Bean from Sonic the Fighters and Hornet made this so cool when I was a kid. In the following years, I have gained an even greater appreciation for this release.

This was one of the biggest crossover releases where multiple franchises appear, with the only game I know of before it being The King of Fighters from SNK. This was years before Nintendo released their Super Smash Bros game, which makes it that much more important. The inclusion of the entire Virtua Fighter and Fighting Vipers roster was already good to start, but the special guest characters really knock it up a notch.

I have enjoyed this game since it was released, regularly starting it from scratch and playing through all of the Courses. I also enjoy being able to play the versus modes against the CPU, coming up with ridiculous face-offs, like the Janet from Virtua Cop fighting a Child version of Sarah. But one of my favourite things about the game is the replay value it offers, with the Training challenge, Survival Modes and 1P Mode time trials.

Fighters Megamix was quite a special title, with a fantastic amount of depth and content available. This makes it both surprising and disappointing that SEGA didn’t release another crossover, especially as they have multiple franchises to pull from. It would have been interesting to see the cast of Virtua Fighters and Fighting Vipers, clashing with those of Last Bronx and Streets of Rage. But SEGA have limited their fighting output to Virtua Fighter.

For those who are looking for a solid fighting game, then this is a good choice, especially for those who are looking for something to add to game night. The large roster makes for a lot of interesting match-ups, with both the Versus and Team Battle modes. This title doesn’t seem to have that much popularity, leading to it being largely forgotten. However, this works in favour of players as the price for both English and Japanese versions is fairly affordable.

Like with other Saturn games, I would love to see this game come back in some form, especially as there is an emulator for the system out there. Sadly, SEGA appears to have no interest in releasing this, or any of the other major games on the system. This is unfortunate, as Fighters Megamix is an important piece of history that should be experienced. Maybe SEGA will release this and other Saturn titles in the future, but I don’t see that happening any time soon.

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a variety of games in reviews, provide special previews where possible and have regular features. There is Lost Gems, Retro Revival covering re-releases of classics and the occasional Gaming Oddities feature, where I cover the weird and wacky titles out there. So stay a while and take a look around.

Melody Ball – Steam Review

Overview – developed and published by GuangMoGame, Melody Ball is a simple yet challenging rhythm action game, with a unique two button gameplay system. As the music plays, tap or hold the button to hit the notes on screen along with the beat of the melody. This title is available exclusively for PC via the Steam service, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank GuangMoGame for providing the copy of Melody Ball used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no story for this release, so I will be going directly into covering the gameplay for this release.

Gameplay – Melody Ball is a relatively simple but challenging rhythm game, where the big gimmick for the game is that only one button is needed. The core loop of the game revolves around precision, where each note needs to be hit to complete the song. Just one button is needed to get started, as the first stages of the game have blue tap notes. Each button tap will move the ball to the next note, following the melody of the music.

As the ball bounces along the notes, each note tap must be timed perfectly, as a single late tap will cause the stage to fail. With each successful note hit, a prompt on screen will appear split between good and perfect. This will show the timing of the note hit, with an early input will say too fast. At the end of a song, the player will see how well they performed, showing the number of good/perfect inputs. This also appears if the stage is failed.

After a few stages, a new type of note will be added to the music. These notes are red hold notes, where the button has to be held when hitting the red, needing to be released when it reaches the blue note. These mix up the gameplay, increasing the challenge of the songs that appear. During the first few songs, the note patterns are rather easy following steady patterns with the melody. However, this will quickly ramp up during play.

When the player reaches later stages, the speed of inputs and patterns will significantly increase. These stages will have rapid input requirements, making it much harder to get to the end of a song. This can be a real challenge, but there are some special ways to try and keep the game going, with power-ups that are introduced during play. These are awarded for clearing the songs, being added for later attempts at stages.

These power-ups make the songs more interesting, increasing the variety of gameplay on offer. There are extra life abilities, a lock on the next note and showing the next. If the player clears all stages, a special high score skill is unlocked, granting the chance at massive scores. But this comes with a downside, where the stage will be failed if the player doesn’t get all perfect notes. This really ramps up the challenge and replay value.

The power-ups aren’t the only way to keep mixing up the experience, as there are cosmetic items that can be used. These skins change the way that the ball looks, with a jack-o-lantern, beating heart and even fuzzy soot balls, looking like the sprites from Spirited Away. The inclusion of cosmetic skins give the game more charm, keeping it pretty fresh. This is a positive as the general experience is rather short, with a limited number of songs in the core game.

Although the number of songs included with the game is limited, there is a special feature that makes the content of the game near endless. Included with this game is a song creator, where players can create their own custom levels. In this suite, the player can import a song in .WAV format, add notes and share their creations. This has the possibility to grow a large community, where players create and share their songs with others.

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

Controls – there is a super easy to pick up control scheme for this release, where the player only needs to use one button. The suggested input for this game is to use the space bar, but upon activating the stage, any other keys can be used. This includes mouse clicks, arrow keys and there is even the possibility of adding special controllers. The variety of input options make this very accessible, allowing players of all capability to enjoy the game.

Difficulty – The difficulty curve for this release feels a little odd, as some of the songs are more challenging, whereas others are less challenging. This can be quite the spike in difficulty, especially when the tempo increases and rapid note patterns occur. There is an unfortunate issue when these spikes occur, leading to the chance for missed notes and failures. The power-ups can help, but the best way to succeed is practice.

Presentation – from a visual perspective, this game is pleasing to the eye, with cute cosmetics and artwork that is related to the different musical tracks. Each of the artworks is thematically fitting, with images that have a painterly look to them. Then there is the music, with melodies that are soft, fast paced and even one that has a heartbeat as a motif. The varied soundtrack works well, as it keeps the gameplay experience from getting stale.

Final Thoughts – I am an enjoyer of rhythm games, having grown up with games like Pop’n Music, Elite Beat Agents and Vib Ribbon. There is a deep appreciation for music games, so I enjoy trying out new and interesting releases in the genre. When I saw this I was intrigued by the premise of one button rhythm action, which is a concept that hasn’t been explored too much. It is easy to pick up, but can take some time to get through all of the songs.

There is a lot of fun to be had, as it is a really well made game, with some charming visuals. The game isn’t perfect, as there is some minor trouble when it comes to input timing, which may be a calibration issue. However, I was able to get all of the included songs cleared after a few attempts. I am also excited to see what the community comes up with for custom songs. I can easily recommend this to music game fans, as there is plenty to enjoy in a modest package.

In the end, I give Melody Ball a final score of 4.5/5. This is a charming and fun rhythm game, offering a unique gameplay system that makes the game accessible to all players, with pleasing visuals, a good selection of music and the ability to create custom levels. If you want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Death end re;Quest: Code Z – PlayStation 4 Review

Overview – developed by Idea Factory, Compile Heart and NOWPRO with publishing handled by Idea Factory International, Death end re;Quest: Code Z is the third entry in the brutal horror RPG series. In the world of DE-1.5, follow Sayaka Hiwatari, who gets wrapped up in a crisis that threatens the world itself. This version of the game is currently exclusive to PlayStation consoles, with a link to the game at the bottom of this review.

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

Mature Content Disclaimer: this title features graphic depictions of violence, grotesque imagery, suggestive scenes and strong language. Due to that, this title has been rated Mature. If you are sensitive to violent imagery or graphic content, please proceed at your own discretion.

Now with the introductions out of the way, let’s get into the review, starting with the story. For this review, I will be covering the experience that most players will have in the normal difficulty, this is due to changes to mechanics in other settings. I have previously covered Death end re;Quest which can be found (HERE) and the sequel which is (HERE).

Story – in World DE-1, Iris was born which set in motion a series of tragic loops. These were unravelled by Arata Mizunashi and his team. After this, Iris created a copy of the world named World DE-1.5. Here, each person is a perfect cog in a perfect world. But a new crisis threatens the peace of the world, a mysterious figure has appeared with a group that resemble the world’s former heroes. Now Sayaka Hiwatari must confront the chaos to restore the peace.

Gameplay – This game follows the same style of Visual Novel and RPG hybrid, which is a staple of the games in this series. The player takes the role of Partner to Sayaka Hiwatari, an unseen presence only known to the protagonist and a few select characters. Throughout the game, there will be VN narrative scenes, which is how the story plays out, showing Sayaka interacting with the various characters of the world.

These scenes occur throughout the chapters of the game, separated into main and sub-story scenes, shown on the City Map. The different scenes are depicted with distinct icons, with the main story being a white exclamation within a red box, with the sub-stories being the inverse. In many of the scenes, the player will be given a choice of dialogue, which will provide the chance for a different outcome. The story may change significantly depending on the choices made.

The sub stories are optional, but can be very important and expand the story. There will be details in these secondary narrative slices that may tie into the overall story, providing details away from the main protagonist. If the player attempts to ignore these side scenes, the player will be given a prompt, telling them that they will be missed. In the event that players ignore these extra scenes, the narrative may get confusing so it is worth taking the time to view them.  

At set points throughout the narrative, the player will be prompted that a dungeon segment will occur. While the majority of the experience takes place within Sagami City, there is a world that exists within a parallel dimension. This place is called the Strain Area, a world that has distorted elements related to the real world within it. This is where the real meat of the game lies, as this game is also a challenging isometric dungeon crawling RPG.

When Sayaka enters the Strain Area, they will need to navigate their way through several floors to reach a goal point. These dungeons contain various enemies and traps, which will seek to bring an end to Sayaka. Each time the player enters a dungeon within the Strain Area, the layout will be randomised, making every excursion into the dungeon unique. Here the player controls Sayaka, with the objective of most dungeons being to rescue a captive heroine.

As the player attempts to navigate the grid based floors of a dungeon, each action is counted as a turn. The actions that can be made are movement, attacks and using items. But it is important to know that with each turn the player makes, the horrific inhabitants of the dungeon will also act within the dungeon. There are many dangers that dwell within the depths of the Strain Area, moving through the rooms and corridors of each floor.

The enemies that Sayaka will face are dangerous, with the ability to bring a swift end to her life. These foes are not of the world she lives, but are Strangers, beings that dwell within the distortion of the Strain Area. At the start of each floor, the player will be relatively blind to their surroundings, as the mini map will fill out during exploration. Enemies will show on this mini-map as red dots, moving around in the rooms and corridors on random paths.

If the player encounters an enemy within the dungeon, then battle may occur. Sayaka is armed with a sword at the start, which allows her to attack directly in front of her from 8 different directions. Her main attack is to swing the sword, targeting the enemy in the direction she is facing. If the target is still alive after the attack, they will often respond with violence, dealing damage to her. Enemies can also give negative status ailments to the player.

Some enemies have effects like reducing attack, defense and speed. These negative effects will only last for a limited time, but can lead to taking massive amounts of damage and a high chance of death. Each enemy has an attribute applied to them, split between the Moon, Sun and Stars. Each of these are strong to one but weak to another. This gives the combat a paper, scissors, rock style, which can make it more tense and exciting.

As enemies fall in battle, experience points will be awarded, with Sayaka gaining levels when hitting set milestones. Each time her level increases, her maximum health and other stats will increase, strengthening her in the dungeon. If any damage is taken in combat, Sayaka will be able to “walk it off”, regaining health with each step she takes. However, that isn’t the only way for Sayaka to recover from the injuries she suffers.

Throughout the floors, Items can be collected with many different things that can be found. The most common are recovery items that restore lost health. But there are more items that can be found, with power-ups to increase damage, put enemies to sleep and even unleash deadly attacks. Some items even reveal the map, or parts of it, giving an advantage. But inventory space is limited, so effective item management is key to survival.

Now, enemies aren’t the only danger that exists within the dungeons of the Strain Area, as there will be traps hidden throughout the different floors. These traps can deal damage with spikes and laser beams, immobilise Sayaka or inflict her with sickness. As the traps are hidden, they will only be seen by stepping on them or attacking the space they are in. There are many traps, but the most dangerous of them damage Sayaka’s Sanity.

Speaking of Sanity, this is one of the most unique mechanics of dungeon exploration. Each time Sayaka delves into the Strain Area, she starts with her Sanity at 100%. This will gradually decline when moving, taking damage and from the traps of the Strain Area. As it decreases, Sayaka will fall deeper into madness, reducing her field of view and map visibility. If it falls too low, she has an increased chance to harm herself, reducing her chances of survival.  

It is possible to recover Sayaka’s Sanity by using special Ether items, which will restore her sanity and calm the heart beat monitor that is on screen. These items are the most important when it comes to surviving the strain Area, as running out can lead to certain death. So ensuring effective management of Sayaka’s mental state adds further stress to the Strain Area, which is just another thing that players will need to manage as well as health.

When the player reaches set points in the dungeon, the player will encounter horrific monsters which are twisted forms of those in the real world. These enemies are the most dangerous combatants in the Strain Area, as they have incredibly powerful attacks, which can eliminate Sayaka quickly. In these battles, it is pretty easy to die so the player may need to unleash Sayaka’s ultimate power, the Vanquish Style.

Defeating enemies within the dungeons will provide her with Vanquish Points, which will fill up the VP gauge below the health bar. When this meter reaches MAX, Sayaka can transform into her all powerful Vanquish Style. While transformed, she will have increased attack, negative effects are nullified and can even survive a killing blow. This form lasts until the meter expires, causing Sayaka to revert back to normal afterwards.

If the player is able to defeat the boss, the creature will release the captured heroine that the player needs to rescue. This starts an equally stressful situation for players, an escort mission to an exit where they follow Sayaka. During this section, it is possible for Sayaka and the companion to die, which further adds to the stress of the extraction. But there is one more hazard that will make survival even more of a struggle.

Born from the memories of past events in the Death end story, there are beings known as the Glitch Girls. These manifestations of the past are the most powerful entity that can appear, posing great danger to those who enter the Strain Area. They can appear at any time before or after a rescue, hunting the player and attacking with overwhelming power. It is possible for them to destroy dungeon exits, further increasing the difficulty of escape.

If the player can escape, they will receive a rating based on their performance. They will also be able to keep any items that have been found, showing as a list on the results screen. While the dungeons serve as the main way to progress the story, they can also be used to strength Sayaka in more ways than one. This is where the Death End system comes into play, a mechanic that has death serve as catalyst for growth, at the cost of suffering.

Each time Sayaka dies, a Death End will play out, providing graphic descriptions of her cause of death. These are brutal in their descriptions, showing grotesque imagery based on the way that she dies. After these death scenes, the player will be returned to Sayaka’s home as if nothing happened, but she will receive a special point. These can be used in the Death End Skill Tree. There are many Death Ends that can occur during the course of the game.

Speaking of the Death End Skill Tree, the player will be able to visit the Café, which acts like a shop where players can use several facilities. Here the Death End Skill Tree can be used to provide permanent stat increases, alongside buffs like reduced damage from traps. These cost varying amounts of Skill Points, meaning that the player will need to die a lot to fully unlock all skills. But they aren’t the only enhancements Sayaka can get.

In the Strain Area, special items called memories and patches can be collected. These items can be added to the weapons in Sayaka’s arsenal. Several patches can be added to a weapon, increasing the power of the attack and defense of the weapons. Then there are memories, which are which apply special effects to a weapon, like changing the attribute and gaining health. The memory slots are limited for weapons so choose wisely.

In the Café, items can be traded for ENI, allowing the player to buy and sell items that can be used during dungeon exploration. There will be special ENI items that are essentially junk, which can be sold for a hefty chunk of change. The stock of items that the shop has changes with each dungeon run, so it is important to check there often. Using the Café isn’t the only way to manage items though, as Sayaka can use her Home with Shina.

While in the Home, the player will be able to use the closet, storing and retrieving items to prepate for a dungeon run. The player can also sell items that Sayaka doesn’t need, saving time if there is no other reason to go to the Café. Sayaka also has a Piggy Bank, which allows her to save money, depositing and withdrawing it when needed. Next is the Figure Viewing mode, where special scenes can be put together in a photo mode, acting like a diorama.

Last to mention for the home is the Email Quests, where special missions are given to Sayaka. Each of these quests will have a special reward for completion, which can be collected when the conditions are cleared. The completion of these missions can provide new figures and stages to use in the photo mode. So it is important to check back with the Quest Emails often, as there will be plenty of rewards to be unlocked by completing them.

Finally, we come to the Subway, which is run by an imposing man in a suit. This is where the “Strain Train” can be accessed, allowing dungeons to be accessed. This is where the player will need to go for events, but can also be used to challenge cleared dungeons. By replaying dungeons, items can be collected and Death Ends can be achieved, allowing players to prep for later delves. A list of enemies can be viewed, showing if they have caused a Death End.

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

Controls – this title uses a rather simple control system, with the inputs for the game laid out in an easy to pick up manner. The tutorials that the game provide make it easy to learn how to play, with the D-pad and Thumbstick controlling movement, alongside the face buttons for the most important functions. The triggers provide additional special functions, like the Vanquish Style for players to use. There is a handy guide players can use for a refresher.

Difficulty – there are three different difficulty settings, providing a vastly different challenge for players. The recommended setting is normal, where Sayaka retains everything regardless of if they die or not. In the Elite setting, Sayaka will lose items and ENI upon death, but in Expert, Sayaka loses everything, resetting her to level 1. These settings offer a wildly different experience, with a very high-risk challenge that can be punishing and brutal at higher settings.

Presentation – visually, this release uses the trademark art style of Nanameda Kei, who created beautiful character art, as well as the disturbing and violent death scenes. These were created in collaboraton with Kedouin Makoto, who is the writer for the Corpse Party series. The graphic nature of the imagery adds to the horror, looking to get a visceral reaction out of the viewer. Then there are the creatures, which are equally as gruesome to behold.

The settings and environments further build the atmosphere, leading to an overwhelming sense of unease throughout the experience. Then there is the sound, with music from the other games, classical music and new tracks that adds to the haunting and unsettling feeling of the game. Last is the voice work, which is entirely in Japanese which made scenes more impactful, making each dramatic and death scene much more intense.

Final Thoughts – having played the first and second Death end re;Quest, I was extremely excited when Code Z was announced. This was followed by disappointment that the Switch version was cancelled, but thankfully we still have the PlayStation release. There is something so unique, so brutal about the horror experienced in Death end re;Quest, which this game did not let up on. It is just presented in a different manner, which keeps it fresh.

This might just be the most intense and violent story yet, surpassing both Death end 1 and 2, which were brutal to begin with. There were moments where the experience caused me severe anxiety, especially during the tense sections of the game. This was most prevelant during times where I couldn’t manage the Sanity meter, leading to panic while trying to survive. I love Japanese horror, as it can be so much more intense than anything seen in the mainstream.

The core gameplay loop, the tension and overall presentation is engaging, keeping me coming back after each brutal death. I wanted to get that little bit deeper and see what was next. There is some mild grinding, as there are items that are required for survival, which can lead to mild frustration when running out and suffering an inevitable death. But I will recommend this to fans of the series and Japanese horror, as it has all of the elements that make them so good.

In the end, I give Death end re;Quest: Code Z a final score of 4.75/5. This is an outstanding horror experience, with a narrative that is as engaging as the gameplay is anxiety inducing, with elements of the other games that tie it all together, making this possibly the best horror game in recent years. If you want to check out this game for yourself, a link to the store will be below.

Link to PlayStation version (HERE)

UPDATE! Steam version now available (HERE)

Exo-Calibre – PlayStation 4 Review

Overview – developed by Vampixel Games and published by Eastasiasoft, Exo-Calibre is a bullet hell shooter where an AI has gone haywire and pose a risk to humanity. The Ex-Calibre Knights have been deployed , with their objective to take down the AI that is attacking civilians, restore order and save the world. This title has been released on all console platforms and Steam, with a link to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be covering the core gameplay experience, while keeping details brief on the extra content to prevent spoiling the fun for players.

Story – The Ex-Calibre Knights are elite pilots, who don state of the art exo-mech suits, allowing them to take to the skies and keep the peace. They are the defenders of the world, protecting the innocent with their powers. The Exo-Tech corporation developed advanced weapons and defences, with the goal to protect humanity. However, their AI drones have gone haywire, attacking the populous, now the Ex-Calibre Knights have been deployed to restore order.

Gameplay – Exo-Calibre is a 2D bullet hell shooter, offering an arcade style shooting experience, similar to that of 90s shooter like Twinbee. The game is split into 4 gameplay modes, with the first two available being Story and Arcade mode. These are available from the start of the game, offering two distinct gameplay experiences for players. Story mode has infinite lives, whereas the Arcade mode has limited lives and only one credit.

When starting a game, the player gets to select from one of six playable characters, with the three Ex-Calibre Knights available at the start, with the others locked. The selectable characters have their own distinct characteristics in battle, with different fire rates applied to each of them. The three playable girls at the start of the game have straight linear shots, burst shots and shotgun spread blasts. These give the action a unique feel with each character.

In the Story and Arcade modes, the players will make their way through 7 multi-checkpoint levels. In each of these missions, the player must battle through waves of enemies, shooting down the AI forces that appear on screen. During battle, the player has their main weapon, a Melee attack that will send bullets back to enemies and a boost to deflect enemy shots. The Melee and Boost make the player invulnerable, making them useful for survival.

It is important to be conservative with the Boost, as it is limited in how much energy it has. If the player uses too much of their Boost, they will run out of energy leaving them vulnerable. To refill the Boost energy, the player must shoot down enemies, with each one defeated restoring a portion of the bar. It is also important to be careful when using the Melee attack, as it has a brief cooldown between uses, leaving the player open to damage.

During the course of the game, special bolts will appear on screen dropped by enemies that have been defeated. Picking up these shining bolts will add scrap points, which are the currency that the player uses in the game for upgrades. Solid bolts offer a lower amount, but if the player can shoot the bolt enough they will explode, giving a higher amount of scrap value. It is important to collect as much of this scrap as possible.

At the end of a stage, the player will encounter a powerful boss. These imposing foes will attack the player with varied patterns, including large bullet spreads and laser blasts. These boss battles can be tough, with large bullet spreads and attacks that will fill the screen with hazards. To take down each of the bosses, the player must hit their weak points which will often glow. When a boss is taken down, they will provide a lot of scrap points as a reward.

Between stages, the player will enter the shop, where they can buy upgrade points for their abilities. These upgrades are split into Attack, Speed, Health and extra lives. When buying upgrades, the player can buy up to four upgrade levels for the first three abilities. The upgrades start off costing a relatively low amount, but as each purchase is made, the cost will increase. This system will make for tough decisions on what upgrades to purchase.

There is one minor issue with this game, the speed of the player characters can be pretty slow compared to other Bullet Hell shooters. This makes it really important to increase the character speed, so enemy shots and bullets can be dodged a little easier. Due to the lower speed, it is possible to get trapped by large bullet spreads. Due to this, it can feel a little unfair when trying to dodge enemy shots, especially during tougher boss battles.

During the course of story mode, the player can take several hits before they get shot down. If a life is lost the player will respawn at a checkpoint, but if the player has no lives they will lose scrap as a punishment. During Arcade mode, the player has less health in general, returning to the point of death immediately. If the player loses all lives, they will get a game over and be returned to the title screen, so buying lives to keep going can be important to succeed.

Away from the main two game modes, there is a Boss Rush and Time Attack, which are unlocked by meeting special requirements. Then there are the extra characters, which include a feline knight, which are unlocked in the same manner as the extra modes. These additional modes and extra characters add to the replayability, giving players more content to enjoy. Each of the characters have four marks to fill, further adding to the value on offer.

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

Controls – there is a pretty simple control scheme, allowing players to pretty easily jump into the game. When starting the game, a tutorial screen will show up letting the player try out their character, with the inputs on screen as reference. In general, the inputs work pretty well and are a good way to get players into the genre. The Dual Shock 4 controller is perfect for this game, but third party controllers may give a better experience.

Difficulty – in general, this is not that tough a game when it comes to the Story mode, as there is no definitive failure state. This allows players to keep playing, making it a good choice for all players, but the same cannot be said for Arcade mode. There are no additional continues, meaning the player has one shot to get to the end, increasing the challenge. The same can be applied to the other unlockable game modes too, making for a real tough challenge.

Presentation – there is a rather colourful art style to the game, reminiscent of classic arcade shooters like the Twinbee series. This is accomplished through good use of color, vibrant pixel art environments and bold sprite work. Throughout the game, players will also see story dialogue, with cute portraits of characters. All of these elements, alongside the excellent soundtrack come together wonderfully, creating an experience that feels like a classic arcade game.

Final Thoughts – I do enjoy Bullet Hell games, which I admit I am not the best at, but I still give em a good try. So when I got the chance to play this, I went into it and was not sure how to feel during the initial experience. There was some awkwardness with the action, due to how slow the characters moved, leading to a few unintended deaths during play. But as I got further into it and obtained upgrades, these difficulties were lessened.

In general, I had a really good time with this, unlocking the extra modes and characters. This is an approachable first step in the genre for new players, but can be frustrating during the first couple of attempts. This is due to how tricky some of the bosses can be, especially the ones that have multiple attacks. But overall offers a good introduction for newbies, while also presenting a challenge for veterans, so I can happily recommend picking it up.

In the end, I give Exo-Calibre a final score of 4/5. This is a well crafted 2D Bullet Hell shooter, with cutesy pixel art sprites, charming characters and lots of bullets on screen. It can be tough, but is balanced enough to allow first time players to get to the end. If you want to check this game out for yourself, a link to each version will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

IREM Collection VOL 3 – PlayStation Review

Overview – developed by TOZAI Games and IREM in collaboration with Ratalaika Games, with publishing by ININ GAMES, Volume 3 of the IREM collection brings three classic titles to modern platforms. Three more games that have been on trapped on expired hardware have broken free, being re-released onto new platforms. This compilation release is available on all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of IREM Collection Vol 3 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As this is a compilation release, I will be covering the games individually, then discuss the overall package as a whole. I have covered the previous 2 IREM Collections, with VOL 1 (HERE) and VOL 2 (HERE).

MR HELI/Battle Chopper – Arcade 1987/PC-Engine 1989

MR Heli is a multi-directional shooting adventure, where the player controls the titular MR Heli, an orange helicopter that can fly and walk. The player must nagivate through each of the multi-phase levels, shooting enemies, breaking rocks and collecting crystals. The player is able to fire their blaster left and right, launch missiles upwards while in the air and drop bombs while grounded. All of the weapons can be used against enemies.

As the player reveals and collects the gems, they will gain money that is added to their on screen total. Big gems give $500, medium $100 and small $20, with the bigger ones breaking into smaller ones if the fall to the ground. The money that is collected is used to purchase items, with the ability to buy weapon upgrades for bombs, missiles and the blaster. The player can also collect fuel to replenish energy, alongside some other special power-ups.

During a stage, there will be enemies that appear from all directions and attack the player, losing energy from contact damage and enemy fire. The amount of energy lost will vary depending on the enemy, attack and there is also the chance for instant death from some enemies. Depending on the stage and where the player is, they may respawn at a checkpoint, but all power-ups and money collected will be lost. This can be quite a setback.

The stages themselves are split into two distinct gameplay styles. Part 1 is similar to your traditional scrolling shooter, moving around the stage to shoot down the enemies. These phases end with a mini-boss battle before moving on. Part 2 of the stages is more of a dungeon crawling segment, that leads to the end stage boss. This changes at the final stage, where a battle on the moon takes place, with no final dungeon crawl.

There are two versions of the game available in this collection, with the Arcade and PC-Engine version of the game available. The experience is mostly the same, with a couple changes. The arcade version is highly detailed with a large screen view, whereas the PC-Engine release has some screen crunch and reduced. In the PC-Engine version, there is Normal and Arcade mode acting as difficulty options, with a second game loop to extend gameplay value.

Mystic Riders – Arcade 1992

Mystic Riders is a side scrolling shooter, where the powerful spellcasters Mark and Zeal set out on a quest to save the world from a great evil. Taking place across 6 stages, players must dodge and weave through enemy attacks, shooting down the monsters that get in their way. The player can shoot to the right and charge up an attack to deal big damage, but the player cannot shoot behind them as there is no ability to turn around.

However, to remedy this issue there are a couple of techniques that players can use. The first is the ground attack, which lets the player walk on surfaces to attack, with the ability to shoot directly up with a spread shot. Then there is the broom strike, where players can throw their broom across the screen to hit enemies. A special broom flip is the last special technique that players can use, activated by quickly moving up and down.

Throughout the stages, the player will find gems which are dropped from enemies or located in chests. These gems will level the player up when they are collected, increasing the size of player shots, damage done and the power of the special charge attack. Players can also find elemental gems, which change the type of attack the player can use. There are two elements, Lightining and Fire, with their own unique special charge attacks.

The special attacks do have a downside, as they can cause some serious slowdown, especially when using the fire charge attack. If players take damage from enemies, they will lose a life and the power they have accumulated. This can be a bit disappointing after reaching max level, due to the loss of power. However, due to the abundance of gems that will be dropped, players can quickly reach max level again in a short time.  

At the end of each stage, the player will face off with a powerful boss. Many of these battles will have more than one phase, where the player needs to change their strategy mid battle. These bosses are pretty challenging, with encounters against giant turtle monsters, dragons and even a rock spirit. When the stage is cleared, the player will get a bonus based on their performance, with their score showing a ranking at the end.

This adventure has two loops to it, with the second called the special game. If the player clears this second run of the game, they will get a special end scene and then enter their name. This release can also be played two player at the same time, with two players working together or competing for the highest score. This makes for a fun two player time, but the slowdown mentioned above may increase with that fun as it will get chaotic.

Dragon Breed – 1989 Arcade

This is a fairly unique side scrolling shooter, where the player controls the duo of King Kayus and the dragon Bahamoot. These two travel through different lands, battling the forces of evil who want to release the King of Darkness, Zambaquous. To save the kingdom from the return of the darkness, the young King and the Dragon of Light must work together to prevent this. They travel to the prison of the Dark King, so they may destroy him for good.

This game takes place across 6 stages, where the player controls the king and dragon together, fighting swarms of enemies that appear on screen. As the player makes their way through each of the stages, they will fight enemies using the duo together. Kayus is armed with a crossbow, which can fire directly forward damaging enemies. Then there is the dragon Bahamoot, who has unique gameplay mechanics tied to it.

Bahamoot is controlled by Kayus, following the movements that the player makes with the controls. The body of the dragon is fairly long, trailing along behind the head during movement around the screen. The body of the dragon is resistant to all damage, allowing the player to use the dragon in both offensive and defensive ways. If the player can position themselves in the right way, they will be able to mostly protect Kayus from damage.

The player can also collect special orbs, which will change the color of Bahamoot, giving them special abilities, like breathing fire and producing electricity. These can be levelled up three times, enhancing the power of Bahamoot’s power. A special fire breath strike can be used by holding the attack, charging it up to create a massive fireball. All of these powers are important, as Kayus can be defeated by taking any damage during a stage.

If the player is taken down, they will be returned to a checkpoint, losing all of their accumulated power when they respawn. The player will be able to regain their powers fairly quickly, as there will be plenty of power-ups that can be collected. Some of the energy orbs will appear on ground segments of the stage, which is where a special mechanic comes into play. Kayus can dismount onto some horizontal platforms, adding some platforming elements.

At the end of each stage, the player will encounter powerful boss enemies, which can have multiple steps to them. These enemies can be extremely challenging, as they will fill a large portion of the screen, making it difficult to dodge attacks. But there is a secondary danger that the player faces aside from the boss, which is the time limit. Each stage has a timer, which will count down and kill the player if the timer expires during a stage.

In this release, there are 6 total unique stages that can be played through. However, if the player is able to get through all six stages, they will go back to the start for a “special bonus game”. This expands the game from 6 stages to 12, with the two loops. At the end of each loop, the player will gain a bonus based on the lives they have, giving a massive score boost. After 2 loops, it is possible to fully max out the score for perfect play.

Now with the games covered, it is time to dicuss the other elements of this release.

New Features – for this collection, there are two game modes for each game, with a casual and classic mode. In casual mode, players will be able to rewind gameplay, use cheats, make save states and modify the game settings. The classic mode is a high score mode, where players have a single credit to get the best score possible. If the player gets a game over, they can continue, but they will not be able to submit another score without starting from scratch.

Controls – all of the controls for this game are implemented well, with no troubles when it comes to input lag or delay during play. There is also the option for players to adjust their inputs, giving the player the ability to tailor the experience to their own tastes. The different versions of the games work well with the Dual Shock 4 controller, offering intuitive play. But if you want an authentic experience, I would recommend using an Arcade Stick.

Difficulty – out of the different games, there is a varied difficulty curve to them, with most of them designed to just gobble up coins. The easiest of the lot is Mystic Riders, as this allows for 2 player co-op play. Then there is MR Heli, which is pretty challenging but has various settings, which adjust the difficulty. The toughest game is Dragon Breed, which will really challenge players with borderline unfair battles. All of these games do have cheats to make the game easier.

Presentation – from a visual perspective, all of the game elements with graphics, sprites and general experience are emulated very well. Then there is the audio, which can sometimes fall flat, but has been implemented perfectly. As these games play as if they were on official hardware, their blemishes are present too, with some slowdown in games with a lot of assets on screen. Included in this package are filters, to try and make it look like it is on a CRT monitor.

Final Thoughts – I have had a rather positive experience with the IREM Collections, having played and enjoyed both volume 1 and 2. The games for this release are more mixed than the previous ones, without any game series and only individual games. This made it a little more satisfying, as the varied games were a lot of fun and kept the collection from getting stale. My favourite title in the pack is Mystic riders, with MR Heli being a close second.

The addition of bonus features, like save/load states, screen filters and cheats like infinite lives are a positive for the general experience. This makes the IREM Collection the best way to play these games, aside from owning the original hardware. The mixture of content makes this a must for fans of shooters, as all of them offer something pretty unique. It is a great addition to the IREM Collection line, just be aware some blemishes are not the fault of the emulation.

In the end, I give IREM Collection VOL. 3 a final score of 4.5/5. This is another great collection of shooters from the IREM library, offering a solid collection of titles to play, the diversity of game style makes it stand out from the other volumes. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE) – link to be added when available

Lost Gems – Motor Toon Grand Prix (PlayStation)

Hello, I am back with another entry in Lost Gems, where I cover classic games that are no longer available in an official capacity. This week, I will be covering a title for the PlayStation, which could be considered as the groundwork for a legendary game series. The classic racing game Motor Toon Grand Prix, developed by POLYS Entertainment, released in 1994 exclusively in Japan. So it is time to take a look at the game that was a predecessor to Grand Turismo.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can be either through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being covered.

So with the introductions out of the way, let’s get started. I will be discussing the general game experience, then give my personal thoughts on the title.

About the game

Motor Toon Grand Prix is an unusual hybrid of kart racing and motorsport simulation, featuring 5 racers who take the form of anthropomorphised cars. These racers are unique in their themes, with the pilot Captain Rock and Princess Jean, the robot Bolbox, the Penguin Bros and the aliens Raptor & Raptor. Each of these racers have their own strengths and weaknesses, with varying levels of speed, acceleration and handling attributed to each.

These racers battle it out across three race locations in the Motor Toon Grand Prix. The race tracks are Toon Island, Plastic Lake and Gulliver House, which increase in complexity the further the player gets. Grand Prix mode has the player play each track individually, challenging the other named racers, alongside generic racers. Each of the races lasts for three laps, with the goal to get into first place. All three races have the choice of Easy, Normal and Hard.

At the start of a race, the racer will descend from the sky as the other racers set off, the action starting the second they hit the ground. There is a good sensation of speed, with the moment to moment action feeling challenging. Due to the focus on the driving, there are no weapons, speed boosts or gimmicks to complicate the races. However, this release does have a mechanic that makes it feel unique from the other releases of the time.

As the players drive around the track, there will be crystals at set across the track. When these crystal lines are passed, a “slot machine” will be activated in the corner, flickering between an angel and a devil. If the devil appears, nothing happens, but if the angel shows up the car will transform into the humanoid form of the racer. In this form, the racer will run on the track, giving them increased speed for a limited time.

There is also the option for four camera angles, letting the player see the game from various perspectives. They are first person, a little behind the car, a middle height and then a high follow shot. These different viewpoints can make the races feel more dynamic, especially the first person bumper view, which can be a real trip as it swings around. Just be aware, there is the chance for motion sickness when playing in the bumper view.

At the end of the race, if the player finishes in first, they will get a congratulatory animation of their racer, then see a replay of their winning run. But if they fail to reach the top spot, a bad end scene will play out before being urged to try again. Regardless of the result, the fastest time for the racer will be added to the local leaderboard. As there are multiple name save slots for the game, several people can compete in the same household for the top spot.

Away from the Grand Prix Mode, there is also Time Attack, where players can race any of the tracks in the game. There are 13 total race tracks that can be challenged in this mode, with the three from Grand Prix and 10 special multiplayer race tracks, split between Match Race and Dual Race. The Match Race tracks have 2 laps each, whereas Dual Race is similar to a drag race sprint, where the player must get from the start to goal as fast as possible.

Speaking of Match and Dual Race, these modes allow for players to engage in exciting and fun split screen competition. The Match race is a straight up head-to-head race, taking place on tracks with distinct themes and gimmicks. Races in this mode can be modified by changing the laps, up to an astonishing 20. The Match Races can also be given a handicap, called Excite mode or having no handicap to keep it as balanced.

Then we have Dual races however are the most unique element, as the players race on special symmetrical tracks, where each side races on a mirror of the other. In this game mode, the race track can have a number of “sets” chosen, where multiple sprints occur on the track, alternating sides each time. These two modes give the game more replay value and fun for game nights, as there is the chance for a lot of exciting multiplayer chaos.

Personal Thoughts

When I was a kid, my dad imported a PlayStation and Motor Toon Grand Prix, alongside several other games like Ridge Racer, Battle Arena Toshinden and King of Fighters 95. Seeing all of these games was a mind blowing experience, as 3D gaming was a brand new frontier, with no established standards in place. But Motor Toon Grand Prix was one that really stood out to me, as it was so silly and unique in its execution.

The game is relatively light on content, with only three GP tracks and 5 racers, but the Time Attack mode which can be used for all tracks adds a lot of replay value. Then there is the 2 player mode, which offers a lot of competitive play with the Match and Dual race modes. It may appear simple in the way it is presented, but there was a lot of work put into the way the cars feel, with dynamic physics which really made it feel different.

I have a deep appreciation for this title, having played this and the sequel a lot over the years. There is this unique silliness that is present, with the character designs, the way the cars look and the tracks themselves. My favourite being the Gulliver House which feels like a real acid trip, going through this giant house with a game room, kitchen and even a PlayStation. Then there is the angel power, which further blew me away when I first saw it.

This title and the sequel laid the ground work for Gran Turismo, with POLYS Entertainment using the Motor Toon engine for the first game. After the success of the first GT game, they became Polyphony and have been making Gran Turismo games since. I do wish that they had done more with the series, or just re-released the two games, as they offer something that made them stand out from all the others out there.

This game is relatively obscure, since it was only available in the Japanese territory at release, only obtainable through imports. This means that it is a relatively unknown game, as the sequel was released as Motor Toon Grand Prix in the US, but it kept the 2 in Pal regions. This obscurity thankfully hasn’t affected the price on the second hand market, as the game can be picked up for a rather low price through the resale market.

Sony were involved with the development and publishing of Motor Toon, so they have the ability to do something with this series. But it seems that they are content to just abandon the series, having re-released the second game once on the PlayStation 3 and PSP, but then they forgot about it, with no presence of either on the PlayStation 4 or 5. This is disappointing as it is a game that should be experienced, as it is an important piece of gaming history.

 If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems, Retro Revival where I discuss re-releases and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

RAZED – Nintendo Switch Review

Overview – developed by Warpfish Games and published by PQube, RAZED is a fast paced platform racing hybrid, where the objective is to reach stage goals as fast as possible. But don’t stop moving as you need to keep the momentum energy going, if you don’t the special shoes you are wearing will explode, taking you with them. This title is available on all platforms, with a link to each version of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PQube Games for providing the copy of RAZED that was used for this piece, via the Keymailer service. The provision of this software has not been 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. The game is rather light in terms of a plot, so I will be going straight into discussing the gameplay experience.

Gameplay – RAZED is an odd hybrid of a racing and platforming, where the objective is to reach the end of each stage as fast as possible. However, there is one major caveat to this, as the player must keep moving or they will explode. Surrounding the player is an energy ring, which will decrease if the player stops running. If this momentum energy runs out at any point, the player will explode and return them to the start of the stage.

Momentum energy is gained and maintained by running across the various surfaces, but if the player leaves the ground, energy will be lost. Then there are the momentum skills that can be used, which the player will unlock during the course of the game. These powers include jumping, stomping and boosting, which will use up energy each time they are used. To make up for the amount of energy that skills use, energy shards can be collected to replenish momentum.

The game is made up of 6 worlds containing 10 stages, with each of them having a distinct theme. The first 9 stages are rather standard challenges, where the player must get to the goal, avoiding hazards like spikes, pits and crushers. There is a level of precision that is needed to complete these stages, as every movement could lead to death, through energy loss or hazards. Sadly this is a lot easier said than done.

Due to the way that the games physics system works, there are some flaws with the way that movement works. In the stages, there will be angled platforms, tight gaps with hazards and stage elements that need to be jumped through. When trying to navigate these stages, there is a chance for the physics to cause the player to lose speed, die via hazards or get stuck on stage elements. This can lead to repeated failure and frustration.

Then there are the bounce panels, which can be the most inconsistent part of the platforming experience. As the player bounces on these panels, they will be sent in a direction depending on the angle they are at. When they are flat, the player will simply bounce forward, making progress pretty easy. However, if these platforms are at an angle, it is unfortunately common for the pad to launch the player in the wrong direction, killing that attempt at the stage.

Thankfully, most of these stages are rather short, with little progress being lost from failure. If the player makes mistakes, there is the ability to quickly restart the stage, shortening the downtime between attempts. This can be useful for trying different approaches to stages, or to practice early stage strategies and get used to new skills. After clearing all 9 main stages, the boss battle for the active world will be accessible.

When players reach stage 10, they will be confronted by the Developer, an entity that created the world of RAZED. The Developer is responsible for giving the player the exploding shoes, hell bent on the destruction of the player. In these stages, the player will face the toughest challenge of that world. During the boss stages, the hazards will be increased, with the Developer using attacks like lasers and explosives to kill the player.

When any of the stages are cleared, the player will receive a rating based on their performance. Based on the clear time of the stage, the player will receive a letter grade, with the lowest being D and the highest being A. But if players can meet special requirements, they will be able to get the super special S rating. Some stages will not be possible to get an A through standard play, so returning to stages after unlocking skills make this possible.

Throughout all of the stages, the player will be able to find upgrade points that are scattered through the stages. These upgrade points are tied to the different skills, adding a point to their designated skill when collected and the stage is cleared. Collecting three skill upgrade points will improve the ability, reducing the amount of energy it uses. There is a total of 60 upgrade points that can be collected, one for each stage.

The last thing to discuss is the secret challenges. If the player can beat all stages in a world with an A ranking, including the boss, a special bonus stage will be unlocked. These are the toughest challenges that the game can offer, pushing the skills of the player to the test. Completing each of these stages will provide a special point, if all six stages are cleared, something special will be unlocked as the final special reward.

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

Controls – as a fast paced platform action game, there is a need for tight and responsive controls. Sadly the controls for this release feel a little sloppy at times, due to the reliance on thumbstick use for movement. This is unfortunate, as there is a lack of precision that a D-pad would provide. There is also some inconsistencies to general inputs, with delay to inputs that causes jumped to be missed, or to collide with the environment.

Difficulty – in general there is a moderate challenge that is being presented by the game, which is unfortunately made more difficult by the physics hiccups. Many of the stages can be beaten in a few attempts, but there is some luck involved at times. To compensate for the increased difficulty of some areas, there is a skip button that allowing players to bypass stages. There are 3 skips that can be used, but if the player clears a skipped stage, they get a skip back.

Presentation – this game features a neon soaked low poly style, with a color scheme that is reminiscent of the 80s and 90s. The bright polygonal look is good and the motion is rather smooth and fluid, with parity between the Nintendo Switch 1 and 2 systems, offering a great experience on both. The music fits each of the settings very well, offering compositions that give each setting a unique feel and theme to them.

Final Thoughts – I am very late to the party with RAZED, as the game came out a few years ago, but when I was given the opportunity to play it, I was happy to take it on. My experience was a bit of a mixed bag, it is a lot of fun and looks amazing, but it does have some unfortunate flaws to it. The general gameplay is solid, but there are some buggy physics, leading to platforming mishaps and getting stuck on level geometry.

The stages can be tough and tricky, which leads to some frustrations when playing, due to the precision needed and the unfortunate lack of D-pad support. As a platformer, the game is fast and frantic, with the gimmick of jumps/skills needing energy adding to the tension. I enjoyed most of my time playing, but there were points where I had to put it down for a bit. It is hard to recommend, but if you are after a super tough speed game, this may be for you.

In the end, I give RAZED a final score of 3.5/5. This is a challenging speed focused precision platformer, with an interesting concept, mechanics and a vibrant game world, but the fun is unfortunately hindered by some inconsistencies with the physics. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)