Retro Revival – NSO GameCube: Soul Calibur II (Nintendo Switch 2)

Hello again, I have a new entry in my Retro Revival series, discussing classic games that have been revived on modern platforms. These can be in the form of HD remasters, Emulated ports and simple roms that are part of collections. In this instalment, I will be covering another NAMCO release, the GameCube version of Soul Calibur II. Originally released in 2003, this title has been brought back through the Nintendo Classics library on Nintendo Switch 2.

Disclaimer: this game is available via a subscription service that I have paid for out of my own pocket, so the opinions presented within are my own. There has been no sponsorship of the content within this feature. Unlike the other features in this series, there will be no links to the game available, due to the title being included via the Nintendo Switch online Expansion Pass membership.

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience for the game, alongside some additional background details and personal thoughts.

About the game

Soul Calibur II is the third entry in the long running weapons based fighting franchise, following on from Soul Edge and Soul Calibur. The legend continues as warriors from across the world battle it out, on a search for the legendary weapon Soul Edge, which has been scattered across the world. These fighters, seek the weapon for their own ambition, with some who want to wield it, whereas others wish to destroy it forever.

The GameCube version of this game features 23 playable characters, with 15 to select from at the start. These characters include those who have been in previous entries, alongside brand new additions to the roster. For this release, Namco collaborated with both Nintendo and Todd McFarlane to create special characters. Through their work with Nintendo, Link from the Legend of Zelda joined the game as a guest, with Necrid a mutant warrior designed by McFarlane.

Players have access to a variety of gameplay modes for this release, offering the traditional modes with Arcade, Team Battle, Time Attack, Survival and Practice, There is also the addition of Versus modes for both One-on-One and Team Battles, where players can battle it out locally. In the Arcade mode, the player must battle 8 opponents including the final boss inferno, with the pre-boss fight being a “Destined Battle”.

When this destined battle is completed, the player will battle Inferno, the final boss and wielder of Soul Edge. This is a departure from traditional fighting game bosses, as this final battle is a single round that has three phases. If the player can defeat Inferno, the player will get an ending scene for their character, with a couple of exceptions. In the event that the player can clear Arcade Mode without losing a match, the player can submit their time to rankings.

When Arcade Mode is cleared for the first time with each character, their profile will be added to the museum, alongside other things that are unlocked during play. Then we get onto the other modes, with the Time attack, Team and Survival modes being extra challenges, where the player tries to set the best scores possible. These modes can also lead to some other special unlocks, which are tied to another important game mode.

The big selling point for this release is Weapon Master Mode, offering an RPG-lite adventure. Taking place in a world separate from the main story, the player must take on battles through a series of main chapters, alongside bonus sub/extra chapters. In each of these chapters, there is a narrative that builds up, telling the unique story of Weapon Master Mode. The chapters are set in regions, named after stars like Regulus and Thuban.

At the start of a chapter, the next part of the story will be told before the stages are available. Each chapter has a set number of stages, with all of them needing to be cleared before moving to the next chapter. The stages in most chapters consist of battles against one or more opponents, with a single challenge condition applying to them. These can be a time limit, reduced health or needing to knock the opponent out of the ring.

However, there are some stages that are a little more challenging. These are the Dungeons, where the player will need to battle their way through a series of opponents, often having different hazards and challenges. This includes an Egyptian themed dungeon, where there is Ice, quicksand and even Lava that will affect the battle. At the end of each dungeon, there will be a challenging boss battle, that needs to be overcome to clear the dungeon.

As the player makes their way through the Weapon Master Mode, they will earn gold and experience points regardless of winning or losing. The Experience will level the player up, with a RPG-like system of levelling up with ratings. Then there is the Gold, which can be used in shops to buy new items. These include new weapons, costumes for some characters and even new gameplay modes, with weapons being the most important.

There is a total of 12 weapons for players to unlock, with each of them having different effects. These effects can be positive or negative, as the weapons can increase strength, defense and restore life. Whereas some have the opposite effect, where stats can be lowered or health can be drained with each attack made. Making the most of these positives and negatives can drastically affect battles, making them easier or more challenging.

Weapons that have been unlocked in weapon master mode can be used in the EXTRA modes, bringing the same positives and negatives with them. This can significantly change the experience that players have, offering a way for players to keep the battle experience more interesting. This can also be done in multiplayer, where players can cause some real chaos in battles, with a near endless amount of matchups that can occur.

The items in the store are not the only things that can be unlocked in Weapon Master Mode. During the course of the game, the player will gain access to new gameplay modes, stages and even characters. Players can unlock 8 extra characters, with 5 of them being usable in the campaign mode. Four of them are returning characters from previous games, one is a mimic and the last three are multiplayer only based on Soul Edge characters.

There is a lot of content for the player to get their teeth stuck into, with the single player modes, multiplayer options and museum modes. The museum is a catalogue of all the things that players have collected, showing the weapons, new characters and additional details. This system gives the game a completionist element, with the numerous endings, secrets and items to unlock. This makes for a well-rounded and rewarding gameplay experience.

Personal thoughts

Soul Calibur II originally released in 2002 for the Namco System 246 arcade system. In this version the player had access to Arcade, Survival, Time Attack, Practice and the RPG-like Conquest mode. This version of the game contains the same roster as the home version, with the exception of console guests and the special NPC characters. The game was then ported to the PlayStation 2, Original Xbox and GameCube in 2003, receiving a positive critical reception.

When these console versions of the game were released, each of them had a unique guest character for that system. For the PlayStation release, Heihachi Mishima from Tekken was added, with the Xbox version, the comic book anti-hero Spawn from Todd McFarlane was added. Then we have the GameCube, with the Nintendo guest being Link from the Legend of Zelda. These bonus characters made it worth playing each version of the game.

In 2013, Soul Calibur II HD Online was released to the PlayStation 3 and Xbox 360, with both the PlayStation and Xbox exclusive characters included. For the longest time, this was the only way to be able to play this game again, until recently with the release of the Nintendo Switch 2. For the launch of the new system, Nintendo released the Nintendo Classics GameCube library, with Soul Calibur II being included at the start.

I have played the different versions of Soul Calibur II over the years, with my main exposure being the Xbox version of the game and the HD remaster. But I did have some experience playing the PS2 and GameCube release with friends. So when the GameCube Library was announced, with this game in the launch line-up, I was very excited to revisit the game after all these years. This is a game that holds a special place in my heart.

This re-release has been a long time coming, especially for fans of the Nintendo release due to the inclusion of Link. The emulation with the GameCube library is solid, offering an experience that is almost indistinguishable to the original. There is also the inclusion of CRT filters, which gives the illusion of an old school television. This does a good job of softening any blemishes that the raw image may have, giving a retro look to it.

There is also an online feature that can be used, but it sadly has some inconsistencies to it. Due to various factors, which can negatively affect the experience, causing lag and stuttering during play. This may be fixed in future patches, or may just be a side effect of using peer to peer connection for multiplayer. But in general, this is a well-done and the best way to play the GameCube version on modern hardware, there is even support for GameCube controllers.

This was a real surprise seeing Soul Calibur II on the GameCube again after all these years, having believed that it wouldn’t see a re-release any time soon. But I am happy that this was not the case, as this is one of those unique fighting games that should be experienced. There is so much content, depth and fun to be had and with this, there is some excitement to see what could pop up in the GameCube library in the future.

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. Please note, the GameCube library is only available with the Nintendo Online Expansion subscription.

Lost Gems – Castle of Illusion Starring Mickey Mouse (Mega Drive/Genesis)

Hello there, it is time for the next instalment of Lost Gems, discussing the classic games that are no longer officially on sale. In this week’s entry, I will be covering another classic SEGA release that hit the Mega Drive/Genesis, Master System and Game Gear. The magical adventure Castle of Illusion Starring Mickey Mouse, developed by SEGA under license from the Disney company. So let us take a look at the 16-Bit release of this platforming adventure.

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. I will be referring the game using the shortened title of Castle of Illusion for the sake of brevity.

About the game

Castle of Illusion is a side scrolling platformer, starring the iconic Walt Disney mascot Mickey Mouse, who is on an adventure to save Minnie Mouse. She has been kidnapped by the evil witch Mizrabel, who wants to use her magic to steal Minnie’s youth and beauty out of jealousy. So mickey sets off on an adventure to the Castle of the Illusion, where he must find the seven Gems of the Rainbow. To do this he must defeat the Masters of Illusion, take down Mizrabel and save Minnie.

The main game consists of 5 large levels, which are split into multiple stages. These levels have their own unique theme to them, including an Enchanted Forest, Toyland and a world of sweets. Many of these stages are inspired by the animations produced by Disney, containing many references to them. This is through the enemies, characters and bosses that appear, with Mizrabel based on the Evil Queen from the Disney version of Snow White.

As the player makes their way through the levels, they must battle the army of Mizrabel, consisting of enemies that are tied to the theme of the level. These include toy soldiers, enchanted trees, unicycle riding clowns and candy dolphins. Mickey is able to battle these foes in two ways, the first will be by bouncing on them. This is done by pressing the jump button, then pressing it again while in the air, which will then let mickey kill enemies and reach higher points.

But bouncing isn’t the only way to defeat enemies, as Mickey can also collect items to throw at enemies. These will be scattered through different parts of the levels, being added to Mickey’s total when collected. These items are made up of Apples, Marbles and Fireballs, which can easily destroy the enemies that wander through the Illusion worlds. However, not all enemies can be defeated, as there are some that will respawn, like ghosts which are used to bounce off.

During the course of the game, Mickey has limited lives and health points. If Mickey takes damage during a stage, from enemies or hazards power will be lost. This will lead to a life being lost when too much damage is taken. In the event that Mickey runs out of lives, he will be able to retry using one of the limited continues. Mickey can collect Stars to refill his life power, as well as extra lives that will be put in hard to reach areas, adding risk to the reward.

At the end of each main level, the player will encounter one of the Masters of Illusion. During these stages, the player will face a dangerous opponent in an enclosed arena. These boss battles are challenging, with enemies including the spring loaded Jack in a box and a Candy Dragon. If the player can defeat these strong foes, a Gem will be obtained and Mickey will move to the next area. There are 5 bosses to defeat, with the final two gems being collected during levels.

After all gems have been collected, the player will be challenge the Evil Witch Mizrabel in a final showdown. This is a just an immediate boss battle, where the Mickey must defeat Mizrabel with no items or health pick-ups. There is also a special practice mode, where players can challenge shorter versions of the first three Levels. This is like a sampling of the game for players to try it out, as this is a limited mode with no boss battles.

Personal Thoughts

There are many fond memories with Castle of illusion, as I had it when I was a kid on the Mega Drive. It was part of the Disney Double Pack, where Castle of illusion was included with Quackshot, the Donald Duck adventure game. I wasn’t very good at Qauckshot so I spent more time playing Castle of Illusion, but I didn’t get very far with the game. It did take a long time for me to clear the game, but it wasn’t for lack of trying over the years.

I have played this game in a few different forms over the year. I had the game for the Mega Drive, the Japanese exclusive SEGA AGES I love Mickey and Donald, the PlayStation 3 version and even the Mega Drive Mini console. The game is pretty tough and it took me a long time to clear, but I was able to get it done in the end. It is one of those classics that would have been perfect for the NSO classics library, as it needs to be experienced by fans of platformers.

Castle of Illusion was released before the platforming boom on the Mega Drive, as it launched before the release of Sonic the Hedgehog. This made it the premier platformer for the system in all regions, as it was developed by SEGA. The way that colors were implemented really makes the sprites pop, alongside the environments that made the most of the systems specs. Then there is the soundtrack, which enhanced the experience further.

The music made full use of the FM Synth chips inside the Mega Drive, which give it that distinct early SEGA sound. The soundtrack is a mix of happy, bright, spacey and dramatic compositions, which all come together to give that feeling of a magical adventure. All of the different visual and gameplay elements make this a truly special experience, which is a must play for fans of classic Disney, as there are references hidden throughout the game.

Due to how common the Mega Drive/Genesis version of the game is, Castle of Illusion has managed to maintain pretty reasonable prices. The game has maintained popularity over the years, due to the solid gameplay experience. There was even a remake of the game, which did receive some positive acclaim, but is not as good as the original in my opinion. But that version of the game is still available to purchase, so it is an acceptable alternative.

Castle of Illusion saw many releases over the years, with the original, then Saturn and the bonus included with the remake on the PlayStation 3. The final official release was as part of the Mega Drive Mini consoles that SEGA put out a few years ago. These all have been discontinued, so there is no longer a way to obtain the original. But I do hope that it may come back on the SEGA NSO Library, or another form as SEGA still appear to hold the license.

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.

Gun Gun Pixies – Steam Review

Overview – developed by Compile Heart, Idea Factory and Shade, with publishing handled by PQube Games, Gun gun Pixies is a third person action shooter, surrounding the mission of the Pixie Squad. As Bee-Tan and Kame-Pon, travel to earth on a mission to learn about humans, with their research critical to the survival of their own planet. This title is available on Nintendo Switch 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 PQube Games for providing the copy of Gun Gun Pixies 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 is intended for mature audiences, with content featuring sexualised content, partial nudity and sexual themes. If you are under the recommended age for this release, or find this type of content offensive, then please click off this review and check out the other content on the site.

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, as there are some surprises and secrets that I feel players should discover first hand.

Story – Kame-Pon and Bee-Tan have are members of the Pixie Squad, an extra-terrestrial research team that have been sent to earth. Their mission is to infiltrate a college girls’ dormitory, research their human behaviour and document their findings using their “Happy Bullets”. During their mission, they must explore different rooms, observe interactions and complete their mission, as their home planet of Pandemo depends on their success.

Gameplay – This release is a third person shooter with visual novel style storytelling, with the narrative experience broken down into episodes. The episodes are split into dialogue scenes, using anime style visuals and missions, taking place in full 3D environments that the player can explore. Before starting a mission, the player will be able to select a target and room that is related to the current episode story.

During a mission, the player can select either Bee-Tan or Kame-Pon, with the two girls having distinct weapons and combat styles. Bee-Tan has a handgun, with a faster fire rate in exchange for lower damage. Then there is Kame-Pon, who uses a rifle with slower but more powerful shots. These two play styles work well, giving a fun and enjoyable shooting experience when moving through the stages. New weapons can be unlocked and changed during play.

The Pixie Squad are tiny, only being a few inches tall compared to the humans, so they must use the environment to their advantage. This leads to the platforming and navigation system, where the player must use parts of the room to reach different areas. These include using stacked books, house plants and even warp points that will be hidden by outlets. To help with exploration, there will be a standard jump, a dodge roll and more to be discovered.

As the Pixie Squad make their way through the rooms during an investigation, there may be the research subjects going about their business. When they are present, they may be alerted to the presence of the little aliens, shown as a meter on screen. A field of view will be seen, that the player must do their best to avoid while on the ground. They may also see the pixies if they are in a higher position increasing the risks.

To prevent being caught, the player will be able to hide behind the different decorations around the rooms. In a pinch, the pixies can strike poses, pretending to be a figurine and avoiding detection. However, visual detection is not the only danger, as running can also alert the humans of the pixies presence. To mitigate this, there is the ability to crawl, eliminating the sound of running and allowing them to get under different furniture.

Exploration, stealth and efficient platforming will aid the player in the completion of their mission objectives. During their investigations, the Pixie Squad must shoot the humans in various parts of the body, including the more risqué areas. When doing this, a meter on the screen will increase for the area, with an event often playing out for successful shooting of the area. These events are usually tied to various plot points of episodes.

But the girls aren’t the only thing that may need to be shot at during a mission. There will be enemies that appear, attacking the Pixie Squad to try and stop them from completing their objective. These cute little cephalopods will appear throughout the game, with stronger variants appearing as the player gets further into the game. There will also be toxic feelings that spawn from the girls, which must be shot or they can damage the Pixies.

If the player takes damage, their clothing will be visibly damaged. There are three stages of clothing destruction before being defeated. The first is their outfit becoming torn, then reduced to their underwear. After this they will be rendered completely nude with a light covering their intimate areas, with further damage leading to defeat. To recover damage that has been taken, the player must find designated points in the room to restore their clothing.

These power points will also empower the Pixie Squad weapons, making them more effective in battle against enemies and the target girls. But be careful not to just fire wildly around the room, as the Pixie Squad weapons will have limited ammunition. If they run out of shots they will be unable to pacify enemies, or deliver euphoria to the target girls. To refill the weapons, the player will need to collect energy tanks, providing more ammo to the weapons.

The missions consist of several objectives, with exploration and enemy pacification being the most common. But there will also be additional side objectives that can be cleared, alongside the main mission. These will show up on the mission screen, allowing for some flexibility into the approach that players want to take. The player will also be able to leave the room and move to another, further shuffling the flow of action freely.

When set conditions for the episode are met, the player will be able to engage in a special mission, where the target needs to be pacified. These are called Maiden Suppression missions, where the player must shoot the different areas of the target. During a suppression mission, the areas that must be shot are expanded, requiring precision shots to the areas. There will also be an increased number of enemies, increasing the difficulty of these missions.

As the player hits their target, they will enter a state called Euphoria. During the Euphoria state, the target maiden will move and their attacks will increase. There are multiple stages of Euphoria that can be attained, each with their own little cutscene. Once maximum Euphoria has been met, the mission will be completed. In order to overcome the increased dangers and deliver Euphoria, the player must stay aware of their surroundings.

Away from the main game story, the player will be able to participate in a few different activities. These include free play of previous missions, a gallery and shop options. Inside the freeplay menu, the player will be able to replay previous missions, alongside some extra challenges and bonuses. While in the free play menu, players can try to improve the score rating that they received for the missions. This has no impact on the story progression.

The individual missions stages will function the same as their story counterparts. This can be useful for completionists who want to get the best possible ranking they can, while also acting as a way to practice general skills. Within the freeplay menu, there will be a special challenge mode with the difficulty greatly increased. This can really push the player skills to the test, but may offer some tempting rewards for completion.

Then there is the shop, where players can purchase new items to customise the members of the Pixie Squad. In the store, new weapons, upgrades and outfits can be unlocked by spending coins. The coins are earned by playing missions and side content, with coins as rewards and being scattered across the rooms. These coins have different denominations, with Bronze, Silver and Gold Picoins that can be collected during play.

Last to discuss is the Gallery, which records a variety of details for the player to freely view. This includes character models, both in 2D and 3D, alongside the different events and scenes that occur during play. This is a nice extra that gives players something to track their progress, which is satisfying to fill during the course of the gameplay experience. There is even a music options, acting like a jukebox for players to enjoy.

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

Controls – the controls for Gun Gun Pixies are a little cumbersome, but in general the feel of the game is responsive and intuitive. There is the option for both Mouse/Keyboard and Controller, with both offering a fairly good gameplay experience. The only issue that I have with the controls is the inability to remap them, or view a layout for them. This can make it awkward when trying to return to the game after an extended absence.

Difficulty – there is a mostly balanced difficulty curve for this title, with the general action stages being fairly easy to get to grips with. However, when it comes to boss battles, the challenge can really ramp up, as the target girls will launch multiple attacks. These difficulty spikes aren’t a deal breaker, as the player can immediately jump right back into the action after failing. But multiple defeats may become frustrating.

Presentation – from a visual perspective the game looks amazing, with 2D anime style visuals that really pop, alongside vibrant and colourful 3D environments. There is a large amount of fanservice to this release, with a significant amount of risqué material and undergarments. Then we get to the sound, which offers a mix of upbeat and heavy compositions, which work well. There is also a full Japanese VO that will play through the experience.

Final Thoughts – I had played this game on the Nintendo Switch a long time ago, so when I was given the chance to cover the steam version of the game I jumped at the chance to play again. The overall gameplay experience is a little bit of a mixed bag, as there are some awkward controls. But this is a fun and enjoyable game, giving players a good mix of fanservice and third person shooting. All of this is wrapped in an anime style that is pleasing to the eye.

There are some difficulty spikes, but the game isn’t overly punishing to the player. It can be frustrating getting defeated, but the satisfaction and fanservice from success can be worth it. There is also a pretty deep customisation system, which I really enjoyed looping stages and grinding out coins. This won’t be for those who don’t like fanservice, but for fans of the genre, it is an easy recommendation. It also works on the Nintendo Switch 2 flawlessly.

In the end, I give Gun Gun Pixies a final score of 4.5/5. This is a very enjoyable and fun action shooter, with a mostly balanced challenge, plenty of content to get into and a heavy amount of fanservice to it, which is worked well into the narrative. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Lost Gems – Die Hard Arcade (SEGA Saturn)

Hey there, it is that time of the week again, so I am back with the latest entry in the Lost Gems series of features. In this series, I cover games that are no longer officially available, with this week’s entry being another classic SEGA arcade release that was ported to the Saturn. The full 3D brawler Die Hard Arcade, developed and published by SEGA hit arcades in 96, before making the leap to consoles in 97. So let’s take a look at this explosive beat em’ up.

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.

About the game

Die Hard Arcade is a 3D brawler, based upon the film series of the same name, where John McClane and Kris Thompsen must stop a terrorist plot. The Nakatomi building has been occupied by a criminal organisation, lead by the notorious White Fang. Wrapped up in this situation is Missie Harrington, daughter of the president of the Nakatomi Corporation. After being ambushed on the roof, McClane and Thompsen must fight their way through the chaos and save the President’s Daughter.

As this is an arcade brawler, the objective of the game is pretty simple, defeat the enemies that appear in each stage before progressing to the next. To take down the members of the criminal gang, the player has access to a fairly robust move list. The basic moves consist of a simple punch combo and kick combo, which are pretty quick and effective. But if the player presses directional buttons or uses the jump button, special attacks can be executed.

These special attacks include uppercuts, low kicks and rapid mix-ups of the two, with a deep move set that is similar to that of SEGA’s fighting game releases. This expansive combat system also expands to the grapple system, where the player can grab an enemy to deal big damage. If the player gets grabbed, it is possible to reverse the hold and deal extra damage by mashing buttons. Then there is the weapon system for this release.

As the player makes their way through the Nakatomi building, there will be several weapons that can be picked up and used. These weapons are separated into ranged, melee and thrown weapons, which will vary throughout the game. The ranged weapons mostly consist of firearms, with the most common being Handguns and Sub Machine guns. All ranged weapons have limited ammo, but the Handgun and Sub Machine gun can be reloaded if ammo is collected.

Then there are the melee weapons, like Axes, brooms and even broken bottles, which can be used for an extended period. These weapons can be extremely useful, especially when there are enemies attacking from the front and back. Last are the thrown weapons, which give this game a more ridiculous slapstick style of play. The player is able to pick up things like chairs, Televisions and even a grandfather clock, launching them at enemies for hilarious results.

The most important items that can be found during the game are Life Up items, which can spawn randomly by breaking objects or defeating enemies. When these are picked up, an amount of life will be added with no real upper limit to the amount of health that can be gained. One special way to gain life will be to arrest enemies, which can be done by grabbing them while holding a gun, making some battles quicker and easier.

During a stage, the enemies that appear will vary from scene to scene, with the traditional bad guys in late 80s henchmen attire. The leather jackets, denim jeans and garish colors of street wear. But then there are the more unusual and downright strange foes that appear, like firemen, men in karate outfits and even dudes in their underwear. The most absurd of these enemies by far are the robots, which can fire lasers and attack by spinning their legs.

When a scene is cleared, the player will move onto the next as a mini cinematic plays out. During some of these will have special events that occur, where the player must hit the corresponding button within a hidden time limit. These include enemies appearing or an attack like a rocket launcher. If the player is successful, they will be rewarded with a life boost, but failure will lead to damage or an additional enemy encounter.

Then we get to the boss fights, which occur at the end of each main stage. All of these enemies are fairly powerful, having health bars that will need serious damage to take them down. The first time the players encounter the robots is as the stage 2 boss, where two of them appear and attack. It is important to make maximum use of the items around, if any to take down the bosses as they can deal some big damage pretty quickly.

Once the boss for the stage has been defeated, the player will move onto the next location, with story scenes that play out between stages. There will be a timer showing the current playtime, showing a wireframe map of the Nakatomi building. In the event that the player is defeated, they will drop a Handgun and a credit will need to be used to continue. If the player runs out of credits, the game will be over and they will be sent to the menu.

At the start of the game, the player will only have 4 credits for the entire game. This limitation is very challenging, but there is a way to get around it. On the main menu, the player can access DEEP SCAN, an old SEGA arcade game about dropping charges onto submarines. In this bonus mode, additional credits can be earned at set score milestones. There is one life for this challenge, but DEEP SCAN can be repeated to earn as many credits as possible.

Personal Thoughts

I discovered Die Hard Arcade through the SEGA FLASH Demo Vol 4, where I played the first stage of the game over and over. The action was something entirely new to me, with the full 3D models blowing me away. This was a huge shift from the games I was used to, with the Capcom brawlers and games like Streets of Rage. One of the things that really got me invested was the deep combo system, as there was a level of experimentation with attacks.

After that I got my hands on a copy of the full game release, which was incredibly challenging as I was unaware of DEEP SCAN for the longest time (I didn’t read manuals as a kid). I would spend hours looping up to the secod boss, because I just could not beat the robots. As a port of an existing arcade game, SEGA did a great job bringing the game back to the home. Like their other Saturn releases of Daytona USA, SEGA Rally Championship and Virtua Fighter 2.

This may have one of the earliest examples of a “Quick Time Event” in a game, as there are the scene transition encounters. This extra little wrinkle really adds to the depth of the game, with the combat encounters having the chance to increase the length of the game. If you succeed at them, the extra encounter is bypassed speeding up the game. But if you want to make the game last longer, you can intentionally fail and increase the total playtime.

Then we come to the cutscenes and cinematics, which have that late 80s action move feel to them. This really elevates the experience, as the voice work in these and the game itself have that cheese factor, which was the style at the time. All of the over the top voice work, alongside the slapstick levels of silliness to the combat really knock the experience up a notch. Then there are the liberties that were taken with the license.

To make this more of an engaging and entertaining game, SEGA really took the concept of Die Hard and ran with it. I really like the addition of the laser blasting robots, as well as the the football player in a weird mask and the hulking fire fighter as bosses. SEGA even added environmental hazards to some areas, with a fire truck that uses a water canon and a radio antenna that travels across the roof. All of these combine to make possibly the best 3D brawler of the time.

Due to this game being an arcade port, the general length of the game isn’t that long, being able to clear it in about 30 minutes. But that does make the game easily replayable, along with the option to impose personal challenges, like only having 4 credits and failing all of the encounter events. This can also be played 2 player, with the option of friendly fire on or off, just be prepared for a Double Dragon style showdown at the end.

Due to the game having a license attached to it, there has not been an official western re-release of the game, but there was a remake for the PS2 in Japan. If SEGA were to try and bring the game back, they would simply need to adjust it to change the name of the game, or negotiate with FOX for the License. Due to these factors, it is unlikely that there will be a re-release, but there is always the possibility with something like SEGA AGES.

Unfortunately, the game is a little expensive for the English language version, but the Japanese version of Dynamite DEKA, is much more attainable. This is perfect for those who want to check this game out, as it plays just the same with all the same action and voice dialogue. The only mentions of the Die Hard license are through the manual, making the Japanese release a little generic, but just as engaging and enjoyable.

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.

Bunny Cubed – Nintendo Switch/Switch 2 Review

Overview – developed by Sagitta Studios and published by Eastasiasoft, Bunny Cubed is a calm and relaxed isometric block push puzzle, where the player controls a blocky bunny to solve puzzles. Master 60 unique puzzle stages with a relaxed spring theme, a bright melodic soundtrack and simple cutesy graphics. This release is available on all console platforms, with a link to each version of this 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 Bunny cubed 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. There is no plot for this release, so I will be going straight into discussing the gameplay.

Gameplay – Bunny Cubed is a block push game, where the player controls a chunky bunny that must push boxes to solve puzzles. The player can move the bunny in four directions, pushing the boxes when making contact with them. The objective is to push the boxes onto the blue squares, completing them stage when all of them have been put into place. When the player clears that stage, they will immediately go to the next stage.

In each of the stages, there is an intended way to clear each of the puzzles. However, there is the ability for some experimentation with stages, where the player can try a different approach. But some care must be taken when trying to solve the puzzles, as it is pretty easy to get the boxes stuck and prevent the stage from being cleared. If this happens, the player can quickly restart the stage, with little time lost between attempts.

There are 60 puzzles in total to solve in this release, with the difficulty expanding as the player gets further into the game. The way that the difficulty increases is the addition of extra boxes, with an extra box being added every 10 stages. By the end of the game, the total number of boxes will max out at 6, which can make some of the puzzles more complex. This system gives a moderate amount of difficulty to the general gameplay experience.

Once puzzles are cleared, the player will be able to use the stage select to replay previous stages. This gives the game a fair amount of replay value, but there is little reward if any for repeated completion of stages. Unfortunately, there is no real reward for full completion of the game, as the player will only be provided with a thank you screen. The addition of a timer system would be nice, as it would provide an additional replay factor to the game.

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

Controls – there is an incredibly simple control system for this release, with the only thing the player needs is the movement buttons. Due to the isometric view that the game uses, the inputs can be a little weird, but they do work fairly well. The only issue with them is that the occasional double input can occur, causing unintended movements and possible mistakes. Overall it feels really good to play, especially with the Switch/Switch 2 Joy-Cons.

Difficulty – the difficulty for Bunny Cubed is pretty balanced well, with the puzzles that can be solved fairly easily. At the start, the puzzle layouts are nice and easy, but they can be a little more complex the further the player gets. This gives a fairly moderate challenge for players to enjoy, with everyone having the ability to play through the game. As a puzzle game, it is pretty accessible for players of all skill levels.

Presentation – this release has a rather simplified visual style, offering a vibrant and cutesy block look to the overall presentation. The bunny model, boxes and the stages all share the same blocky look, which is similar to the popular voxel style of art which is pleasant. The sound is also pleasant to listen to, with bright and calming melodies but lacks a unique presence. This is due to the possibility of it being from a library, although this doesn’t impact the experience.

Final Thoughts – I do enjoy box push puzzle games, having covered one last week, which was slightly disappointing due to the lack of content. This however was a different experience entirely, as there is four times the playable content in this package for the same price. Then there is the general gameplay feel, which is relaxed and approachable which made it fun. With a total of 60 stages, there is plenty of content in a rather modest package.

I had a good time with this game, playing through all of the content in a couple hours, which isn’t a bad thing for a game with such a low barrier for entry. This is one of those games that can be returned to every so often, or enjoyed with family and kids. The only thing that it is missing is a way to time the game, which would be great for speedrunning and replay value. As an easy to pick up and play game, I can recommend this to everyone.

In the end, I give Bunny Cubed a final score of 4/5. This is a fun and enjoyable box puzzle game, offering a fairly good amount of content at a modest price point, giving players something that is relaxing and fun that everyone can play. If you want to check this game out for yourself, a link to each version will be below.

Link to Nintendo Switch/Switch 2 version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Retro Revival – Arcade Archives 2: Ridge Racer (Nintendo Switch 2)

Hello there, it is time again for the next instalment of Retro Revival, discussing classic games that have been brought back to life, via modern platforms. These can be HD Remasters, emulated ports and games that are included in collections. For this entry, I will be covering the legendary arcade racing game Ridge Racer, developed by Namco and released on the System 22 hardware in 1993. Now available through Hamster’s Arcade Archives and Arcade Archives 2 series.

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

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience for the game, alongside some details about the game and personal thoughts in it. Please note, I will be discussing the Nintendo Switch 2 version of the game for this feature, but there is also an Arcade Archives 1 version of the game available.

About the game

Ridge Racer is a full 3d racing game, based upon the popular Japanese style of high speed mountain racing, with a focus on drifting. Take on the Ridge Racer street course across a vibrant cityscape, battling it out with other cars in thrilling high speed races. In this title, there is only one course, with four different variations tied to the difficulty of the racing. The difficulty settings are Novice, Intermediate, Advanced and Time Trial (shown as T.T.).

At default settings, the Novice race has two laps with a maximum speed of 160KMH (100MPH) for the player car. In the Intermediate and Advanced races, the maximum speed for the car will be 200KMH (125MPH) across three laps. In the T.T. Time Trial, the player can reach a maximum speed of 220KMH (137MPH), racing three laps against a single opponent car. The first three races feature 12 opponents that must be overtaken to reach that 1st place position.

The course that players race on has two set layouts, with the Novice and Intermediate races taking place across the shorter track. Then there are Advanced and Time Trial, which use the longer more challenging track layout. Over the course of a race, there will also be transition points, which will change the look of areas, adding night time scenes and mist to the mountain side. This can change if the player alters the number of laps in the game settings.

Before jumping into the race, the player will be able to select their transmission offering both Manual and Automatic gear shifting. The Automatic gear shift is recommended for those who want to jump straight into the action, but for those looking for a challenge Manual transmission is recommended. If the SD version of Ridge Racer has been chosen, the gears will be simple up and down, but in the DX version, there is a more realistic gear switch system.

During a race the player will need to keep an eye on the time, as there is a timer which will tick down during a race. The only way to increase this is by passing the checkpoints, but be careful as mistakes will make it harder to get to the goal before the time expires. As an additional challenge, the player can attempt to beat the preset records for fastest lap, as well as fastest total time across all laps. If the player finishes first, a special scene will play out for the “Winning Run”.

As this is an Arcade Archives release, there are special bonuses that have been added for players. These consist of full control over the dip switches for the game, allowing the player to change the number of laps for the races and timer difficulty. If the player changes the number of laps, the number of opponent racers will increase to make up for it. These settings give players a chance to get more out of their gameplay experience.

Away from the standard arcade experience, there are extra online challenge modes available, letting players challenge players across the world. These modes are Caravan, High Score and exclusive to the Arcade Archives 2 line is Time Attack. In Caravan, players have 5 minutes to cover as much ground as possible, accumulating Milage points. In High Score, players must the best time they can for their chosen difficulty setting.

Finally there is the new mode, Time Attack, which is a brand new endurance challenge that will push player skills to the limit. In this mode, the player must clear all four races as fast as possible, going through each of them back to back. The player will get a time for each race successfully passed, recording their best times on a personal time split. If the player is able to get to the end of all races, or they time out, the time will be recorded in the rankings.

All three of these modes have online rankings, allowing players to compete for dominance across the globe. Last to cover is the quality of life improvements to the game, including the ability to save/load the game freely and rewind to fix mistakes. Then there are the screen filter settings, which can apply various CRT style effects, emulating the look of the old CRT monitors. All of these additions make this the definitive way to experience Ridge Racer on modern platforms.

Personal Thoughts

Ridge Racer came a year after the breakout title from SEGA, Virtua Racing, creating a game that was on par if not better than its competitor. Utilizing the System 22 arcade hardware, Ridge Racer featured advanced texture mapping for graphics, advanced view distance and special shading. This made it stand out among other titles in arcades, with both standard cabinets alongside highly detailed Deluxe machines that had a full seat and gear shift.

Then in 1994 Ridge Racer was one of the Launch titles for the Sony PlayStation, ushering a new era of arcade and 3D games in the home market, alongside SEGA. The success of Ridge Racer in arcades and on the PlayStation, resulted in several sequels across numerous platforms over the following years. The PlayStation was where I first experienced Ridge Racer, with it becoming part of the reason I loved that little grey box.

The soundtrack, effects and general presentation of the game are something that makes it feel special and unique. Then there is the gameplay itself, which is just pedal to the metal, high speed fun that is as satisfying as it is fun. I have a deep appreciation for this release, as it was one of the reasons I love arcade style racing games as much as I do. The sense of speed, the music and the overall feel just take me back to the 90s every time I booted it up.

Now, it has been over 30 years since Ridge Racer was released as a launch title, with Hamster and their Arcade Archives series doing it all again. When the Nintendo Switch 2 launched, that same day, Ridge Racer came back to modern platforms and I was there to get it. I had not played the original arcade release, so I was excited to get into it and I was not disappointed with my experience. Both on the big screen and in handheld mode, this is an amazing experience.

I was convinced that Namco had forgotten the original Ridge Racer, and to be frank I was convinced that the series had been abandoned entirely. This is just a little step forward, hoping that the series may get more titles in the future. If this is through additional Arcade Archives releases, or a whole new game, I just hope that this game and series get more love. With Hamster going into the 3D space with Arcade Archives, there are so many games we could see in the future.

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. Links to the game are below.

Link to Nintendo Switch 2 version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to PlayStation 5 version (HERE)

Link to Xbox version (HERE)

Lost Gems – Tiny Toon Adventures: Buster’s Hidden Treasure (Mega Drive/Genesis)

Hello, it is time again for another instalment of Lost Gems, covering games that are no longer officially on sale. This week, I will be covering a classic title that was an exclusive for the SEGA Mega Drive/Genesis. The side scrolling platformer Tiny Toon Adventures: Buster’s Hidden Treasure, developed and published by Konami in 1993. So let us take a look at the solo platformer in the Tiny Toon series for SEGA’s 16-Bit system.

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

Tiny Toon Adventures: Buster’s Hidden Treasure, is a 16-Bit platforming adventure taking place in the Tiny Toon universe. In this adventure, Buster Bunny finds a treasure map, which is stolen by Montana Max as he wants the treasure for himself. To achieve his goal, he hires Dr. Gene Splicer, who brainwashes several of Buster’s friends. Elmyra Duff also captures others, leading Buster to set off on an adventure to get to the treasure first and save his friends.

The game is made up of over 30 levels, split between standard platforming stages, boss battles and special stages. The core of the gameplay experience takes place across the platforming stages, where the objective is to reach Gogo Dodo at the end of each stage. Buster has a very simple move set, where he can move left to right and jump, with the height being tied to how long the button is held down. This gives a good amount of control for platforming.

There will be gimmicks like moving platforms, pits, spikes and even lava that appear. Many of the hazards that appear in stages will quickly kill Buster, sending him right back to the start of the stage. Learning the different layouts can prevent the player from losing lives and getting a game over. The player starts with a set number of lives, with the ability to earn more by finding items, or by hitting set score milestones during play.

Buster can also jump on most enemies to kill them, like many traditional platformers, with the ability to chain jumps to defeat multiple enemies. But jumping isn’t the only way to take out enemies, as Buster can use a special slide attack. As he moves through the stages, he will pick up speed and entering a full sprint, allowing him to us his slide attack. This can take down multiple enemies at once with the slide, but there are some risks to relying on the slide.

Throughout the different stages, there will be trip hazards that buster can get caught out by. If Buster is walking they will trip for a moment, but if the player is going at full speed, he will fall flat on his face. This can lead to getting hit by enemies, as the player will be unable to move for a moment. Buster can take three hits (shown as hearts) without dying, which can be increased to five if the player picks up bells during the game.

While travelling through a level, Buster can collect carrots that have been scattered throughout. If 50 of these are picked up during that stage, a special item will be added that Buster can use. These items can be used when in a pinch, clearing the screen of enemies to protect Buster from the dangers on screen. If the player can clear the stage holding any of these assist items, a bonus will be awarded on the completion screen.

If the player explores the stages, they will be able to find hidden items and special extras. The items that can be found include extra lives, supporter items and hearts to restore damage taken in stages. If the player is lucky, they will be able to find invincibility items, which will allow them to avoid damage for a short time. By exploring the stages, not only will players find items, there is a chance that a rainbow gate will appear, leading to a super special bonus stage.

Hidden in some of the stages are secret exits, which will send the player to alternate levels. This is reminiscent of Super Mario World, as there is also a fairly large overworld map. On this map, the player will be able to move between stages, with the ability to replay cleared stages, separated into yellow for action and red for boss stages. All of the action stages can be cleared, but the boss stages cannot be challenged again.

Speaking of the boss stages, these follow a rather unique mechanic, as they differ from the traditional style of platformer boss fights. In most of the battles, the player will need to avoid hazards, then jump onto the main boss to defeat them. The hazards include Buster’s brainwashed friends, which will use attacks to try and stop Buster. These unique gimmicks make the boss battles distinct from other platformers of the time.

Last to cover is way that progression is saved during gameplay. There is no battery save with the cartridge, so the player will need to use passwords to record progress. These will show up at the game over screen, with each password made up of twenty characters. They are easy to use and note down, as they only use the standard alphabet with no special characters. A password can be generated at any time, allowing the player to jump right back in at any time.

Personal Thoughts

I have fond memories of the Tiny Toon Adventures franchise, including Buster’s Hidden Treasure which I owned on Mega Drive as a kid. I was never able to clear the game when I was young, but I did return to it several times as I got older, managing to get through it to the end. I remember playing the game early in the morning at weekends, with nothing but the TV and myself while everything was quiet, alongside other games like Sonic 2.

The sprite work has the vibrant colors and cartoony charm, which made the TV series and specials so enjoyable. Konami did a great job with this, much like their other games based on licensed properties, like Teenage Mutant Ninja Turtles. The platforming and general feel is responsive and fun, the only minor downside is that it can take a moment to get to full running speed. But it can be easily adapted to while playing the game.

This game has a lot of the traits that made platformers of the time, but with the special mechanics like the running and slide. This can be a little off putting for some, but if given a little time, there is a lot of satisfaction to be had, running through stages and using the slide to take out multiple enemies. This is combined with the collectibles and alternate paths, where players can try different paths to see what rewards are available.

The only negative to the game that people may have is the sound, as the music can be a little bit shrill to some. However, the music is composed well, with a good use of the Tiny Toon Adventures theme. The effects are done well too, providing a well balanced experience for players to enjoy. All of the different elements of the presentation work together, making it feel like an interactive cartoon.

It is fairly expansive for an early 16 bit platformer, offering over 30 stages to play, with plenty of replay value. This is due to the secret exits, bonus stages and hidden objects that will have players coming back for more. Buster’s Hidden Treasure is a bit of hidden gem on the System, as the Super Nintendo release Buster Busts Loose gets more attention. This relative obscurity thankfully hasn’t resulted in super high prices on the secondary market.

I have a deep appreciation for this release, through both fond memories and a little bit of nostalgia. So I hope that the Tiny Toon Adventures games get a re-release in the future, but sadly as is the nature of licensed games, it is highly possible these will stay vaulted. We have passed several anniversaries and even a reboot of the series, but there has been nothing on the game front, so we may never see these games get a re-release.

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.

Moe Waifu H Box-Push – Nintendo Switch Review

Overview – developed by Yume Game Studio and published by Eastasiasoft, Moe Waifu H Push-Box is a block push puzzler, where the player must solve puzzle to unlock outfits for the five companions. Take on 15 spread across the five girls, trying to earn the higest score possible across the stages. This title is available on PlayStation, Steam and Nintendo Switch (only in Asia and Japan), 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 Moe Waifu H Push-Box 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. There is no real plot for this release, so I will be moving straight into discussing the gameplay. For the sake of brevity, I will be referring to this game as simply Moe Push-Box

Gameplay – Moe Push-Box is a box pushing puzzle game, where the objective is to solve the brainteasers of each stage, pushing boxes onto markers. There are a total of 15 stages, split into sets of three for each of the companion girls that appear. In each of the puzzle stages, the player must push the boxes around, trying to get all of them onto their designated marker. This must be done within a time limit, or else a life is lost.

But be careful, as the boxes can only go one way and if they get stuck against a wall, they will not be able to get them free. When this happens, the player must reset the stage, using one of the three limited reset items. If the player runs out, they will be unable to get anymore, until they get a game over. This reset system is rendered pointless however, as the player can easily return to stage select, not needing the lightning reset.

When a stage for a girl is cleared, they will unlock the next outfit for them, becoming slightly more revealing. After clearing all three of the stages for a girl, the next set will be unlocked allowing the player to progress. Each of the different stages has their own look and theme, which does give them a little more variety. Sadly there is little variety with the stages, as once all 15 of the stages have been cleared, that will be the whole game.

Away from the main gameplay, there is a gallery that players can view. Here all of the different girls and their outfits will show up, but this is rather basic. Then there is a Jukebox, which lets players listen to the different musical themes of the girls. The content for this gallery feature is unlocked slowly as the player works through the game. Sadly, this doesn’t add much more to the experience, which in general is rather short.

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

Controls – the controls for Moe Box-Push is incredibly simple to get to grips with, as there are no action buttons that players need to use. During stages, the player uses the direction buttons/thumbstick to move the character, with two buttons for restart and go to the menu. In the menus the L/R buttons are used to switch between girls, then the A button is for going forward in and B is for going back.

Difficulty – Moe Box-Push lacks any real difficulty aside from the possible pressure of the timer, but this can be skirted by pausing the game. The game is pretty basic in terms of challenge, with the complexity of the stages being mildly complex as the player gets further. It is possible to make this game challenging, by trying to speedrun through the stages, or by trying to clear each stage in as few moves as possible.

Presentation – there is a rather pleasing anime style to the character portraits, but the stages themselves are similar to that of a flash or browser game. This further adds to the rudimentary feel of the experience, with the simplified stage elements. The backgrounds do look nice, but there is no way to view them in their entirety. Then there is the sound, which comprises of simple music that does work with the game and some simple effects.

Final Thoughts – I do enjoy puzzle games, with box push style puzzles usually offering a challenging experience, but sadly this experience lacks that complexity. The whole game was cleared in less than an hour, which is extremely short, especially for a puzzle game. However, the price for this game does partially make up for the relative lack of content. The puzzles are simple but competent, with little replay value, but it can be a good pick up for those looking to pad game completions.

In the end, I give Moe Waifu H Push-Box a final score of 2.5/5. This is a short but competent puzzle game, offering a gameplay experience that is easy to get to grips with, alongside some fairly pleasant anime artwork. All of this for a rather low cost of entry. If you want to experience this game for yourself, a link to each version of the game will be below. Please note, the Nintendo Switch version is only available in the Asia/Japan region.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Scar-Lead Salvation – Review

Overview – developed by Compile Heart, Idea Factory and Neilo, with publishing handled by Idea Factory Internationsal, Scar-Lead Salvation is a sci-fi third person shooter with roguelike elements. As the amnesiac Willow, fight through a deserted military facility, battling robots to try and uncover her past and find a way to escape alive. This game is currently available for Steam and PlayStation, with a link to each version of the game at the bottom of this review.

Disclaimer: before I got into the review, I would like to thank Idea Factory International for providing the copy of Scar-Lead Salvation that was used for this piece, via email and 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. I will be covering the core gameplay systems, as to prevent spoiling any of the secrets and surprises the game holds.

Story – Willow Martin awaken in an unknown space, with no memory of how she got there or who she is. She attempts to find a way out of the facility, but is surrounded by robots and everything fades to black. Waking up again, she encounters a military AI that becomes her only companion, aiding her during her journey. But unknown to Willow, she has become trapped in a loop where every time she dies, she will find herself back at the start.

Gameplay – Scar-Lead Salvation is a third person roguelike, where the player needs to move through multiple sections, made up of rooms connected via special portals. The objective of the game is to move through the different areas, battling robots and collecting loot. The different sections are set into Floors, with multiple making up each floor of the facility. There are two types of room that can be commonly found, split into combat and safe rooms.

Willow will have armor when she spawns into the facility, which will absorb some damage from enemies. This is shown as a twin cape, which will break in sections when too much damage is taken. If the armor is completely destroyed, the player will only be able to fully restore it at set points. After losing all her armor, Willow’s clothing will start to deteriorate as health is lost. This will be restored slightly when health is recovered during a run.

The main way to take out the different threats of the facility is through firearms, with the player starting each attempt of the game with a full auto rifle. Then as the player makes their way through the game, they will come across a range of weaponry. This arsenal starts off with weapons like a handgun and shotgun, then expanding into laser blasters and rocket launchers. Each of the weapons have their own unique stats, giving players plenty of options.

During encounters in the combat rooms, the player will be able to lock onto an enemy that is within the onscreen crosshair. This allows some flexibility when it comes to movement, as there are bullet hell elements to enemy attacks. To help with managing this, the player can use two special skills to mitigate as much damage as possible. The first is the Mirage Shift, which is a short range dash with brief invincibility, allowing willow to pass through attacks.

Alongside the dash, there is the Striker, a melee attack that can “parry” enemy fire clearing the bullets away. But there are some enemy attacks like Lasers, which cannot be stopped with the striker. If the player can get close, they will be able to hit enemies with the striker, dealing massive damage to the target. Each time an enemy is defeated, they will drop money called ELM that can be collected, which is added to the players total for the run.

Scattered throughout the floors of the facility are boxes, containing items that the player can pick up. There are several types of items that can be found, with the most common being weapons and ability buffs. Weapons that are found will often increase in level the further the player gets, allowing the player to strengthen their firearms. The ability items can increase health, defense, damage and more with duplicates increasing how effective they are.

The item boxes aren’t the only thing that players can find throughout the facility, there are special teleportation points that the player can find. Using these will send Willow to special rooms, separated from the main floor. Inside these spaces, the player will be able to access special shops, where elm can be exchanged for weapons, items and even one time use revival items. There is even a special challenge stage offering great rewards.

As the player defeats enemies, they will gain Exo Force filling up a meter at the bottom of the screen. This meter is segmented, and attached to the ability system. When the meter is filled up, Willow can enter a special state called Onslaught. In this powered up state, Willow is invincible and can deal more damage to enemies until the energy expires. If the player takes any damage, a segment of the meter will be depleted.

When the player reaches the end of a floor, they will find the teleporter to the next and a special power up box. Using this box, Willow will be able to increase the power of their armaments, spending ELM to add levels to the active weapon. This makes it important to collect as much ELM as possible early on, so players can strengthen their gear early on. Special one use upgrade stations can also be found in special rooms accessed from warps.

After clearing a set amount of floors within each section, a connection room will be reached. In these areas, there will be powerful boss opponents that Willow must face in deadly combat. During the boss encounters, the player will be bombarded with a variety of attacks, with the player needing to make full use of their skills. To take down the boss, the player will need to deplete enemy health, with multiple phases to these battles.

After defeating a boss for the first time, Willow will be granted a special power up increasing the number of abilities that they can hold. As the player gets deeper into the facility, new ability items and weapons will appear expanding the available options. The new ability items are tied to levels, with the respective items only appearing after set stages are reached. So level 1 items appear in the first section and then level 2 and so on.

As this is a roguelike, the player has only one life for the duration of a run, with the only way to survive fatal injury is by having a revival item. If the player dies, they will be returned to the starting point of the facility. From here, the player must go back into the facility to try again. Any ability items will be carried between runs, alongside permanent upgrades. Inside the starting area, the player will be able to recover lost health and armor.

If the player successfully clears the first and second section of the facility, they will be unlock warps to the other sections and be able to immediately go to them. This can be very helpful, as the pre boss room will have a teleporter to return to the start area. By using this, the player will be able to quickly return and restore their health and armor. The only downside to this is that it causes the player to backtrack, needing to travel to a boss again.

Due to the roguelike systems of this game, the layouts of the floors of each section will change. There is a pool of room layouts that can appear, but the order and placement of them will change with each attempt. When challenging the dangers of the facility, the player doesn’t always need to defeat all foes in a room. If the player chooses to, they can rush through rooms and avoid danger, but there will be the chance to miss warps and ELM.

Throughout the experience, as each section is reached, the enemies that appear will increase in power. This will elevate the dangers that players will face. There will also be deadly traps that can be appear, like laser grids that will have rewards behind them. The more runs that players make, the more players will learn the different rooms that appear. This practice will allow for players to get further during each attempt to escape the facility.

The last thing to mention is the library system, where the player will add new information during play. This system can be viewed in game and at the main menu, providing a refresher for players as well as providing exposition on the story. This is very useful as there is also the ability to view conversations between Willow and the AI, making it easy to catch up after taking a break from the game. Each time new information is collected it will be added to the library.

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

Controls – as Scar-Lead Salvation is available on both PC and Console, there will be controller support and mouse/keyboard on PC. The input layout for controllers is very easy to use, allowing for players to quickly and easily get into the action. Then there is the mouse/keyboard, which is a little awkward, but it can be more comfortable in terms of camera and movement. Both control methods can be remapped, providing the option to adjust inputs to fit unique play styles.

Difficulty – there is a fairly fluid difficulty curve for this release, as there are some areas that will be more challenging than others. This is combined with the random nature of weapon and ability drops, as well as the trap sections. It is possible to loop some areas, boosting weapons and abilities for later areas. The toughest part of the game is the boss battles, as they can easily kill the player if they are under levelled, or under prepared.

Presentation – Visually the game looks great, with a mix of sci-fi and anime aesthetics to them. The environments for each section are distinct, with plenty of variety to them. There is a limited use of color, which helps to build the atmosphere and add to the tension. All of the elements work well together, alongside cutscenes that give the events more depth when they occur. Sadly, there are some flaws with the overall presentation on PS4.

There is some unfortunate lag that occurred when playing through a base PlayStation 4, which caused lag and stuttering. This affected the gameplay significantly, making it almost impossible to play at times. The sound and music is good, with atmospheric instrumentals that improve the general experience. Last is the voice over, available in both English and Japanese, with both options performed very well and enhancing the narrative.

Final Thoughts – as an enjoyer of third person action games, anime style storytelling and challenging gameplay, Scar-Lead Salvation caught my attention. The premise is interesting, the narrative was engaging and the gameplay was a lot of fun. I had a great time for the majority of the experience, as the fast paced gun play, challenging action and boss battles all working together. The only downside to the experience were the performance issues on PS4.

It is a shame that the console version I played had these issues, as this is an excellent game that is a lot of fun to play. I do hope that the issues are addressed with an optimisation patch, which will improve these issues. The PC version worked flawlessly, which was tested on two different hardware builds. It is a little hard to recommend this game on base PS4 now, but on PC and the PS5 which are more powerful options, then I can say to check this out.

In the end, I give Scar-Lead Salvation a final score of 4/5. This is a challenging and enjoyable roguelike third person action game, offering a fun and enjoyable experience with a narrative that keeps players engaged, but sadly the base PS4 release is marred by some flaws. If you want to check this release out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Lost Gems – Clockwork Knight 2 (SEGA Saturn)

Hello there! It is that time of the week again, where I bring you a classic game that is sadly no longer officially available. So in Lost Gems this week, I will be covering the sequel to a game I have previously covered. The second part of the Pepperouchau’s Adventure with Clockwork Knight 2, released in 1995 in Japan and Europe, with a release in North America the year after. Now let us take a look at the second part of SEGA’s sadly abandoned series.

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 giving my personal thoughts on the title. Please not, the version of the game I am covering here is the European release, so it may be different from other regions. I also covered the first game which you can find (HERE).

About the game

Clockwork Knight 2 is a 2.5D platformer, like its predecessor this game uses a mix of pre-rendered sprites and polygons, combined with stages to give a sense of depth. But it takes that concept further, with use of both foreground and background layers to a greater extent. This is combined with full video cutscenes, which occur throughout the game, starting off with a musical number at the start. This makes gets the player ready for a wonderful adventure.

Following on from the previous game, the player is thrown straight into a shortened version of the final boss stage. After this relatively quick battle, the princess Chelsea is saved, but the peace is short-lived as she is recaptured. Pepperouchau (Pepper) sets off in hot pursuit, going on another adventure through the house to save the princess. Now the player must overcome four new rooms to rescue the princess, with new dangers and challenges to overcome.

Just like the previous game, the gameplay loop follows the same core mechanics. The player controls Pepperouchou, the Clockwork Knight moving through the house again. They must battle the evil toys and living items, with each world having two stages and a boss. When all the other rooms have been cleared, the player will encounter the final boss to save the princess. Following the first game, there are special gimmicks attached to each room to make them unique.

The action of Clockwork Knight 2 is nearly identical to the first, with the player able to move left and right, jump gaps and attack enemies with Pepper’s Keyblade. Pepper can also stun enemies, allowing the player to pick them up and throw them, stunned enemies will defeat enemies that hit. If timed correctly, a chain reaction can occur killing multiple enemies. Pepper can also pick up and throw stage elements including eggs, which contain items to collect.

As this is a platformer, there will be hazards like spikes, waves from a bathtub and bottomless pits. This means there is danger present throughout most of the adventure. Pepper has three health gears when starting the game, losing one when damage is taken unless it is a death pit. Lost health can be restored by collecting keys, with Bronze and Silver only restoring health, whereas Gold increases health by one up to a max of five, but death resets them to 3.

Each of the different stages has their own theme, which come with their own distinct mechanics. The Kid’s Room has high elevation areas, with cranked platforms and mechanical gates. This is followed by the Study, which has exploding rockets and books that will fall own and open. The bathroom features a tidal wave that will try to sweep everything away, last is the Clock Tower containing swinging pendulums and slippery platforms.

These different gimmicks keep the action exciting, maintaining the fun throughout the experience. Unlike the first game, there are auto scrolling stages where Pepper rides his trusty bottle horse. In these stages, the player will ride along a track with enemies and hazards appearing. Pepper uses his sword to launch his trusty steed’s head at enemies, using it as a weapon. Just make sure not to fall into the gaps of the track or get crushed.

The focus on exploration is here again, with the boxes that transport the player to different sub-screens. These will take the player to extra challenges, which can yield extra bonus for the player. Throughout the stages there are four playing cards, which are activated by going through them at a high speed. If the player is able to get all four cards, they will be rewarded with a gold key, but in the event the player gets all 32 of them, a secret will be uncovered.

At the end of a stage, there will be a bonus challenge where Pepper must land on the letter missing from Clockwork Knight. These letters scroll across a grid at the end of the stage, and if the player is able to land on the correct letter an extra life will be earned. This is a good way to be able to get extra lives if the player can do it successfully. Extra lives can also be earned by hitting set score milestones during the course of the game.

Moving on, there is a boss battle at the end of each room. These encounters have been expanded from the previous game, with more challenging bosses to fight. There are multiple phases to these boss stages, with challenging patterns that players need to figure out. While the bosses were relatively simple in the first game, they have been significantly expanded here. The stand-out for this is the Study boss, made of a living book page that transforms into three animals.

When one of the first three bosses has been cleared, the player will enter the bonus game. In the Soltian Roulette, the player will be able to wager bottle caps collected in stages, with denominations of 5, 10 and 15 that can be offered. Then the spinning box challenge occurs, where the box must be followed, with caps and lives to win. If the player gets either of the items, they can try to double it or take it, but if they get a clown face, they win nothing.

The roulette is a big risk/reward bonus, as the caps are also used to continue if all lives are lost. The player needs to have 20 bottle caps to continue, jumping right back into the stage they died on. This makes it important to collect as many of them as possible, as players may need to continue later in the adventure. To ensure all that a continue isn’t used, be sure to get as many extra lives as possible, and at the end of the game any remaining lives are turned into points.

The score system from the previous game carries over, with bonuses at the end of each stage for time and health remaining. This is where the replay value for the game comes in, as the highest scores come from clearing stages as fast as possible, while avoiding damage. To get the best score, take advantage of the items that can be thrown, farm extra lives where possible and collect all of the clocks for the time bonus. And make the most of invincibility orbs.

Personal Thoughts

Just like the first game, I have fond memories of Clockwork Knight 2, with my first experience being through the special Bootleg Sampler demo SEGA released. It was after this that I got the full game, which became one of my favorites to play when I wasn’t at school. Like the first game, it can feel pretty short as there are only 13 stages , but it completes the story in a satisfying way. There is plenty of replay value too, searching for the cards and the hidden true ending.

I very much enjoyed the musical number at the beginning, which I tend to find myself humming while performing tasks around the house. Then there is the new soundtrack, which retains that mix of Jazz, Lounge and Big Band music, with the first boss having an exciting rockabilly style theme. The animated cutscenes return, with the same quality and fun charm to them that the first game had. All of these make it such an enjoyable experience.

The gameplay loop has the same enjoyable platforming, puzzle solving and exploration, while adding a few new wrinkles to it. I really like the card system as it rewards you for looking around, with a secret for getting them all. The horse riding stages are a lot of fun too, with the different background elements adding to it, like the topping toys in the Kid’s Room. Then there are the canons and rockets in the Study, which make good use of the 3D space.

One of the real tricky parts of the game, but still just as enjoyable are the boss battles. While the first game was pretty simple, having two pairs are similar bosses and the final one, this game is much more diverse. There is the wood block snake that thinks it is Elvis and the bathtub octopus, where Pepper needs to jump between soap bars to avoid the tentacles. Each of the boss battles are really tough, but with a few attempts they can be figured out.

As I said in the first feature covering the first Clockwork Knight, I have a deep love for this game as I do the original. The platforming is a lot of fun, which is simple but effective and makes it easy to play by everyone. Like the first game, as well as many other games from the SEGA Saturn library, these games are trapped on the sadly dead hardware. I just hope that at some point, SEGA will partner with City Connection to use the Zebra Engine to revive these games.

There are many properties that are in limbo from SEGA, like Die Hard Arcade (Dynamite Cop), Sonic R and Fighters Megamix (all on the Lost Gems List), with no sign of a revival. This is a real shame as Clockwork Knight and many other games from the SEGA Saturn deserve to be played. Thanfully, for those looking to collect, Clockwork Knight 2 is not that expensive to buy, managing to stay pretty affordable with the Japanese version being the cheapest.

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.