I’m not sure about you, but where I’m from in Scotland, getting a white Christmas is rather unheard of in recent years. So, to satiate the desire for that winter feeling that a lot of us think about, some turn to movies, songs and books. Well, instead of those, how about a survival game? It may have nothing to do with Christmas, sure, but it’s set in a perfect winter-draped forest and seems good enough to me to settle into. Let’s explore, shall we?
The Frosts: First Ones is a game of solitude, survival and the supernatural. Set in a frozen, seemingly post-apocalyptic world that isn’t too dissimilar to our own, you play as a hunter-gatherer called Berak. Berak lives in a small settlement in the wild along with some other hunters in a seemingly tranquil life until he is approached by Cilla from the settlement who informs him of her husband Hendrik’s disappearance. Berak, determined to find Hendrik and bring him home safely, then sets out on his own journey through the wilderness.
Set out as a top-down point and click, it is now your task to navigate through the chilling landscape, find tracks that could lead to Hendrik and discover just where he has disappeared to. The further you travel from the safety and familiarity of your settlement, the more out of depth you begin to feel. The effects of the seemingly perpetual winter are more than apparent throughout the untouched landscape—if you were to find yourself in a forest like this in real life, most people would probably not see the other end.
It is very much a solitary adventure, despite the main objective. You will feel as alone as Berak does when you’re playing, and this is thanks to the incredibly realistic and eerie atmosphere that The Frosts creates. Survival games can often struggle to make a realistic feeling experience, and this can more often than not let the entire game down as a whole. This is not the case with The Frosts. As you traverse dangerous ravines and try to carve your way around frozen trees, gusts of chilling wind and the crunch of untouched snow are all you can hear aside from the background music. These simple effects alone added tenfold to the experience; at one point I felt so immersed that I was convinced my room was much colder than it really was.
One word to describe The Frosts would have to be compelling. My brother joked as he watched me streaming that it was a “walking simulator with some plot”, and whilst I do agree to some extent it could be described as a walking simulator, it certainly isn’t a straightforward one. The gameplay at first was quite slow-paced and it is very dialogue-heavy—Berak even monologues occasionally—but if you can work your way around this, it is a very intriguing experience. Another issue arises with the dialogue itself; there are some translation issues every now and then which can slow you down a little bit, but it doesn’t make The Frosts unplayable in the slightest. If you can overlook the finer details, you can absolutely enjoy the experience.
Whilst the general design and visuals are unique, the pixelated style does harbour some small problems. Some of the terrains can be confusing to navigate at times, added in with the pixelated style and the fact that Berak can often blend in with the environment, you may often become disorientated as you try to find your way around rocks and foliage.
One aspect I enjoyed was the small mini-game like objectives that you would run into whilst you searched for clues on Hendrik’s whereabouts. The Frosts likes to throw the odd red herring at you—be wary of blood in the snow, as it may not lead you to Hendrik…
…but to the jaws of a grizzly bear instead.
The other mini-games like scaling rock faces and tending to an injured animal’s wounds are also fun to find, even if they may take a few tries to master.
With 30 achievements to complete that are both story-based and optional, they are all easily obtainable for completionists. The Frosts has around 2-3 hours of gameplay depending on how thorough your runs are and whether you like to explore every nook and cranny of the forest like I do for the fear of missing any details.
Overall, The Frosts: First Ones is a compellingly unique survival game that absolutely deserves some more recognition. The details put into the different areas of the wilderness alongside the sound effects and music only add to the immersive atmosphere of the frozen landscape. Whilst some terrain design can be confusing at times and there are some small errors with dialogue translation, it is definitely a hidden treasure amongst indie games.
As for the fate of Hendrik? Well, you’ll just have to brush up on your forest survival skills and dig out some winter clothes to find out.
Cyjin is a fast paced addictive platformer developed by Aiya Games. When I see another platformer come out I usually approach with some skepticism. For one, these normally aren’t my type of game. Plus, there’s a whole host of platformers with clunky controls and tedious gameplay, especially on PC. So I found myself pleasantly surprised playing through the fast paced stages in Cyjin.
In a game such as this, controls are all important, and thankfully, Cyjin has excellent mouse and keyboard controls. Most of it is controlled with the mouse, aiming, then jumping with a left click. You can blast through projectiles with the shield using right click. It didn’t take too long to get the hang of it, and once I did, it was easy enough to make precise movements. This is doubly important as dashing through enemies is your primary way to attack. It gradually introduces other mechanics as you play through the game.
It’s a classic example of a game that is easy to pick up and put down. It has fast paced platformer and puzzle based addictive gameplay. Blasting through a level, trying to go as fast as possible is a fantastic experience
There is a storyline, but it’s nothing really worth mentioning, a game like this is all about the gameplay, the story is there to give the stages more thematic flair. The music and level design all come together to form a cohesive product that feels like a complete, albeit short, experience.
This isn’t a game that will eat up hours of your time. It’s not something to immerse yourself in for days. However, if you’re looking for some fast paced platforming, which is easy to play for a short while then put down again, you can’t go wrong with Cyjin. Thus despite the game being relatively small in scope, what it does do, it manages to do well. There isn’t too much to say about this game, it does exactly what it says on the tin, ultimately if you’re into platformers, it may be worth picking this one up.
Battle royale titles are two a penny these days. Nearly every shooter has cashed in and fans of the genre can’t get enough of it. The fast-paced action blended with tactical elements keeps you thinking while testing your combat ability. I’ve tried many of these games and my latest one is the cute and addictive Super Animal Royale.
Developed by Pixile Studios and published by Modus Games, this is a 2D top-down royale shooter. Set in a fantasy world, you must cross multiple biomes, avoid your enemies, and collect weapons in this 64 player affair. Following in the footsteps of the much-loved PUBG, players will relish the challenge while enjoying the familiarity.
The eagle has not landed.
Super Animal Royale is a family-friendly title.
Rarely do I put shooting games and family-friendly in the same sentence. However, Super Animal Royale is cute, colourful, and ideal for most age groups. There is a high degree of violence, but the lack of blood and cartoon imagery soften the blow. Furthermore, gamers are encouraged to create loveable “Super” animals to take into battle. You are free to customise your hero as much as you wish, and an array of costumes, bodies, and creatures can be created.
Like its peers, the gameplay revolves around the idea of moving to a central location while avoiding the deadly “outer circle”. Super Animal Royale asks you to scavenge an array of items including shotguns, tranquilliser darts, machine guns, grenades, armour, health, and more. You must use whatever you find to defend yourself and kill any of your foes. However, mindlessly killing everyone isn’t wise! A timer ticks down to show when the deadly stink gas is moving, and the circle is shrinking. Therefore, a lack of planning and an aggressive approach will undermine your path to victory.
Just like any other battle royale.
Standing out in a jam-packed genre isn’t an easy task, and conceptually, Super Animal Royale blends into the background. This isn’t because the action is poor, or the mechanics are badly executed. No, it’s simply that it handles like every other battle royale title on the market. Subsequently, it will sadly be overlooked by hardcore and serious gamers. This is unfortunate, as I really enjoyed what it offers. Moreover, the lobbies are quick to join and the gameplay options are vast.
The developers have done a great job in creating multiple modes. You can play solo, duos, or in a team of four. There are also special events, unlockable items, and a battle pass to work through. Furthermore, boredom isn’t an issue thanks to the daily and weekly quests you must work towards. So, there is a lot to keep you going, but what will make you play this over its peers? Its simplicity and humorous tweaks, that’s what.
Work together to overcome your foes.
Cute tweaks.
The normal dropping into a match from a plane is replaced with a flying Eagle. Players still have to parachute in, but as you soar above the ground, you can see the loot below. This was a nice touch that allowed you to think on the fly. Moreover, traversing the map is a cinch when you leap on an emu or jump in a hamster ball. These hilarious modes of transport are deadly and troublesome. You may peck your opponents to death with an Emu or run them over with the ball. However, using them isn’t plain sailing. Clever gamers can smash your ball, leaving you vulnerable to attack, or kill your emu and you quickly after.
These minor twists to the gameplay may seem like a trivial thing, but they weren’t. By steering away from helicopters and cars, the developers kept things simple. With the action unfolding at a similar pace, it allowed players to create a plan of attack. This ensured that the playing field was always level and that every approach was well-balanced.
Super Animal Royale is awash with colour.
I simply adored the art style and visual approach of the developers. The combination of vivid colours, bizarre environments, and whimsical characters will keep you engaged. Furthermore, the movement is fluid and the player models retain a high level of detail. However, it has a fundamentally simple style, and this was a great choice. The servers are never overloaded by demand and I didn’t experience any issues whatsoever.
Though the character customisation had no bearing on the gameplay, it was key. As you level up your avatar, you can create Super creatures. These special options show the community your dedication and skills. It’s a small thing, but shooters are all about bragging rights!
When you jump into a familiar genre, it’s hard to ignore the deja vu feelings. Sadly, Super Animal Royale’s audio lacks a unique edge. Subsequently, I was left wanting more. Every element is serviceable, but it won’t wow you. The music is fun and has a high-energy and aggressive finish. Also, the sound effects are loud, in your face, and match the action. However, it’s nothing new and will remind you of other battle royale titles.
Hamster ball time.
Easy to play.
I was amazed at how easy it was to pick it up and play. The well designed and responsive controls ensure you can jump straight into the action. I loved its user-friendly approach, and this maximised its family-friendly gameplay. Within one match, you’ll be slicing, shooting, rolling, and pecking with ease.
Shooters are renowned for their replay value, and this is multiplied exponentially in battle royale titles. The sense of “just one more go” is immediately felt, and you’ll lose hours in its addictive ways. With multiple quests to complete, a battle pass to finish, and many custom options, there’s plenty to do. Furthermore, its small but challenging achievement list will test you!
Super Animal Royale is an adorable addition to the genre.
Hardcore gamers look away now, as this adorable title is a fantastic addition to the genre. Super Animal Royale is fast, fun, and addictive, and is worthy of your time. It’s free to play and has a great and well-established community. I loved it and recommend you to try it here! Create the Super animal of your dreams and win every match you play.
There is an undeniable allure to the precision platformer. From a player’s perspective, the genre offers unrivalled mechanical purity, unfettered by such trappings as skill trees or enemy combatants. To a developer, this style of game presents a unique challenge; an opportunity to flex their level-design muscles and focus solely on making a meticulous arrangement of blocks and walls intrinsically exciting to jump around on. For these reasons, precision platformers are often the go-to for beginning game designers, and while Chaos Minds’ Luciform presents some interesting mechanics and levels, the inconsistency of its aesthetic and its frustrating difficulty make it feel like the developer’s practice project; the larval stage of something more refined.
It must be said that it’s entirely possible I’d have enjoyed Luciform exponentially more had I played with a controller, rather than with a mouse and keyboard, however the game made this functionally impossible. Even navigating the menu with a gamepad made me feel like I was going insane. Pressing L2 inexplicably quit the game, while flicking the left stick upward did nothing at all, and after about ten minutes of plugging in and unplugging my DualSense, I threw in the towel, deciding keyboard controls would have to suffice.
Seeing as this is an indie platformer, I’d assumed going in there would be some back-of-the-box, pitch-ready mechanic on offer to set it apart from the admittedly enormous pack, and I’m very self-satisfied to report that I was correct. Throughout its dozens of levels, Luciform asks you to constantly switch between three colors – red, blue, and green – in order to interact with platforms of the corresponding hue. For example, if your character is blue, they’ll fall through green platforms, but land on blue ones. This is a fairly novel concept, and one given due exploration by the game’s inventive level design, but Luciform’s other big idea saps this color-switching mechanism of enjoyment at almost every turn. You see, you have no direct control over your character’s movement; they proceed in whichever direction they’re facing until they hit a wall, and they can not rest in place. While in principle this element adds a sense of urgency to the climbing and jumping, in practice it makes each level an overly stressful gauntlet of trial and error. Because you begin each obstacle course moving at full speed, you have no time at all to process the hazards before you, and thus stand nary a chance of circumventing them on your first, or likely fortieth try. In the best precision platformers, your skill is tested on your own terms. Sure, there are a hundred saw blades hurtling toward you as you leap between pixel-wide blocks, but the speed at which you avoid them is left up to you, and so your mistakes feel like your own. In Luciform, no matter how thoughtfully designed each level was, I felt unable to appreciate its construction while performing the mental gymnastics color switching at speed requires.
Narratively and aesthetically, Luciform is… odd. There is an opening cutscene which seems to paint a very loud gorilla as the game’s antagonist, and there’s an oddly evocative score comprising each level’s soundscape. You play as a small rabbit-like creature, and the background is a fairly well-realized forest, and you die when you run into these spiky vines and… I suppose my description of the game’s thematic elements is so disjointed because the elements themselves are very much presented that way. Having participated in myriad game jams, wherein competitors attempt to make a game as quickly as they can within a designated time frame, I’m reminded by Luciform of my own transparent attempts at tying a story and tone to an entirely mechanically-focused game, and of my eventual conclusion that this is largely a waste of time. Luciform feels like it isn’t content with simply being a difficult platformer with an interesting core conceit, and therefore negates any sense of identity it might’ve achieved through minimalism by throwing a handful of discordant ingredients together and hoping in vain that they cohere.
Luciform is an auto-scrolling puzzle platformer with some creative mechanics, and some really smart level design. For the few dollars it costs, I’d recommend the game to anyone in dire need of their next punishingly tough 2D escapade, and I commend Chaos Minds for conceiving of a novel design constraint and running with it for as long as Luciform does. Unfortunately, the game’s lack of identity and reluctance to give its own mechanics the space they need to truly shine holds it back from becoming the platforming classic it might have otherwise blossomed into.
Being currently one of the worst reviewed games on Steam is it really that bad? No, it’s not. However, players have sent the message that receiving a bad unfinished product is disgraceful with EA regularly being anti consumer.
The game is a massive disappointment with new add ons that just don’t work and then taking out core foundations of what make Battlefield. Personally my performance was quite decent as I was playing on ultra settings hitting 60-70fps regularly with some drops in frames. But I’m still taking poor performance into consideration for the review.
Battlefield 2042
What can 2042 offer that no other Battlefield has? Honestly not much that works well. In fact they took out the campaign ‘to concentrate at what Battlefield does best’. Missing a key feature, but nobody would mind if the multiplayer was great. So, how did they use their newly founded free time since they didn’t have a campaign? Not optimally. A lot of normal features are simply missing and some of the new ideas just don’t fit. The new wingsuit is great fun ands makes traversal fun and quick on these large maps. The grapplehook is a great gimmick even though it doesn’t flow as well as the recent Halo Infinite grapple as its quite stiff in comparison.
The hovercraft is fun to use, but I cant tell whether it has a lot of health or whether the Rocket launcher is useless against it. It has added in the ‘robot dogs’ and sentry guns, which pain me. Not to sound salty because I’ve been a victim of them so many times, but they just don’t work well especially in game modes like Rush where on the final objective you can have a point on top of a skyscraper. On top of the skyscraper you’ll always find sentry guns, tanks, hovercrafts and about twenty enemies waiting a the only way up for the attacking team is elevators or aircraft.
Forgive me, but even I did it……
The game is graphically stunning, one thing Dice always do right. Yet sometimes things can look out of place like fires look poor compared to before and when helicopters crash it usually looks dreadful. Bugs. Lots and lots of bugs, but what else would you except from a Battlefield game at launch? It even has simple features missing like a scoreboard. Gunplay is still fantastic with the exception of bloom. If you don’t know what bloom is, it will give a random spread to your bullets at times. Essentially rewarding unskilled players for nothing and punishing good players for having good aim.
Adding in specialists was again a bad add on. Specialists have pretty much made picking classes pointless and it’s a shame. When I played other Battlefields as an engineer, I’d make sure vehicles were tended. When I was a medic I would make sure to revive or heal others. Now you can just do it all and it takes what was great teamworking capabilities out of the game. Now every class can use any gun, which seems like a decent addition, but when everyone uses the PP-29 submachine gun it gets boring. I would say every second death I have is due to it. It’s extremely overpowered, being the only reason it’s used so much. It should have been noticed before launch, but DICE will patch it soon
One of many bugs
One of the biggest problems I have with 2042 is the lackluster maps. They have no character and very few buildings for the great destruction its predecessors offered. The destruction is so inferior to the old Battlefields. That’s not the biggest fault. Not one map in my opinion is memorable. A lot of them are more open and concentrate more on vehicular combat than before. Dice took out naval combat surprisingly. The hovercraft can do naval combat, but it also can climb up skyscrapers so I don’t think its a proper replacement.
The gimmick of tornadoes and sandstorms looked amazing in trailers. And they’re pretty cool in game to look at, but they don’t work into the gameplay as nicely as imagined. Nonetheless this was a creative and great decision to make as it can improve with further updates.
A tornado approaching
Portal
Finally something positive. Seeing the old Battlefields with the graphics of 2042 is a joy to see. It feels the same as the old games, except much prettier to look at. They’ve brought modes like rush back from Battlefield 3 and Bad Company 2. Honestly I enjoyed playing them more than 2042. The only problem I had was that I couldn’t customize my loadout, but even my friends who were playing had the same problem, so at least everyone was on an even playing field. It keeps everything from the original game gameplay wise and mechanics wise, so it was implemented with care and it shows. There’s not much to say about Portal if you liked the old Battlefield games this is a must play mode.
Hazard
Hazard is what would happen if Escape from Tarkov and Battlefield had a baby. You’re objective is to grab as much data as you can and escape alive. You work in a squad of four against other squads competing for data also. This is where the specialists come in. The specialists work well in Hazard as there’s only four on each team and can make a team far more versatile. Hazard is quite fun particularly when working as a coordinated team.
Hazard falls short on reasons to play unfortunately. You’re rewarded with points after retrieving the data to buy better guns for the next game, but when you already have conquest, rush and portal it doesn’t offer anything better than them. Hazard feels like another attempt at a battle royale by DICE. Even though it’s technically not the same, fundamentally it plays the same for the most part, except you can be extracted rather than killing everyone in the game.
Final Verdict
With all the negatives said, I still enjoyed Battlefield. But the fact I know the potential of what it could of been is depressing. The game at its core is a fun shooter you will enjoy and with updates the game is only bound to get better as DICE have already announced two big updates. However with how the game is right now I can’t recommend it. With future updates and fixes I can easily see myself recommending this game.
I fell in love with ATLUS’s take on JRPG with Persona 5 and Royal, admittedly I was extremely late to the party on that series, but I instantly fell in love with the vibrance of the game, characters, story, music and especially the combat. As I was enjoying it, friends would tell me about the other long running JRPG style series from ATLUS in Shin Megami, so now that I have my Switch, why not tick off another box on the “Games for Nintendo you should have played by now” list and dive into the latest entry “Shin Megami Tensei V”, though I was a little worried if I would take to it as much as I have with Persona.
In short, the answer is a bit of yes and no really, there are aspects to this game that completely connected with me, and I enjoyed and others that came as quite a surprise, especially as a newcomer to the series. Some of it is down to this being my first time playing the series and quite a bit of it does require some adjustment whilst other aspects are quite familiar after playing Persona 5.
The biggest difference that hit me immediately must be the complete tonal change in the world and story. That said, any game that features demons, monsters and angels was never going to be the happy joy type of story, but I was quite taken back by the dark themes woven into the world and the story, from the wasteland of a future Tokyo to the musical score which is very melancholy before the rock of the battle music. I admit, even having watched the trailers leading up to launch, I was not prepared for this, totally on me not understanding more of the series and not the game but I was a little bit distracted by the opening of the game putting you in the role of a character, that you can name, at school, much like Persona. At the end of the school day, a message on the school PSA system advises pupils to not travel home or to the school dorms alone and to travel in groups due to an incident at the nearby train station.
Unable to find pupils to group up with, you decide to head to the station alone, where chatting to people you soon learn that other incidents have happened across Tokyo recently, with this latest one being described as a vicious animal attack. Fearing for the safety of her brother, a pupil asks you to find him which takes you down a tunnel and after a sequence, you find yourself in a barren wasteland of sand and ruined buildings. After witnessing the pupil’s brother being carried off to safety by what looks like an Angel, you are then fused with another being, becoming a more powerful warrior, capable of infusing the skills of demons and using Miracles to improve your abilities.
The story is full of religious themes from across the world with depictions of deities and demons featuring in the game, but it also has more fantasy demons such as Pixies, Mermaids and in the early hours of the game, even Puss in Boots! The variety of demons is impressive, all with different attacks, abilities across casting spells and physical attacks. This all comes in rather handy when it comes to the core aspect to the game, the combat. Demons can be recruited and can join your party to fight with you. As you battle, they will earn XP and after levelling up, they can learn extra skills to be used in battle either in attack, defence or support depending on their class of demon. The mechanic for recruiting them is quite interesting as during battle you the player can ask to have a “friendly chat” and by talking to them, you can attempt to convince them to join you.
This friendly chat can be rather hit and miss as the demons will ask you questions and depending on your answer, can decide if you are worthy of joining but they can also request things from you such as Macca, the currency in the game used to buy items right down to Magic Points and even a chuck of your health. Even if you give what they ask for, they can still decide to just refuse and leave but taking whatever, it is you have given up in the attempt. This can be rather random so be prepared to take a loss especially when trying to recruit a higher-level demon. Once you have a demon in your party you can do more than just fighting with them. You can also acquire the essence of demons, which can be used to fuse their abilities with your player character and any demon in your party to give them new skills. This is a very handy mechanic as you can also obtain resistance to an attack type with them but also gain a weakness depending on the affinity you absorb from the transition.
The aspect that did feel very familiar from my time with Persona is easily the ability to fuse demons together to create a new and more powerful demon for your party, one that has skills from the original two demons used. This is the most satisfying way to strengthen your party throughout the game, though it is limited by your current character level so for example, you will not be allowed to fuse two demons together if the resulting fused demon is higher than your player level. You will end up going on a bit of a search to find the right combination of demons to create these new ones, which being forced to be limited to your character level can make the process quite frustrating.
These processes are all thanks to the Leyline Founts you will find in the game, which serve as not only a fast travel network to move between the regions of the world but also giving you access to saving your game, the world’s shop, and the World of Shadows, which is where you can do the demon fusion and learning the skills of other demons for your character. I love the visual style of these various places with Gustav as a green shopkeeper who always gives you the impression, he is fleecing you out of your hard-earned Macca currency with every deal and using it for some other grim purpose. The sequence for fusing demons together is as theatrical as it is quite sinister, as your character takes to a demonic piano to play the tune as two demons are vaporized before your eyes and the resulting demon forming in their place. Brutal to watch yet beautiful at the same time which is also how I would describe the visuals to the game.
The Netherworld where the demon battling takes place is a very bleak and inhospitable environment to roam and it is a place where you will spend a lot of time exploring and navigating as you move through the map clearing out demons as well as completing the various sub quests you can obtain by encountering the more talkative demons less interesting in fighting as in using you do complete a task for them. The world has a nice verticality to it as well which provides plenty of hidden places to discover and I had great fun discovering new areas with new demons to battle, recruit and engage with just by taking the map and deciding to head in one direction, often away from the main mission marker.
I loved the animation of the battles themselves, with some attacks and spells having fun animations to them, but I do feel that the engine used could drop in textures quite a bit, very noticeable when playing on the TV in docked mode and less so when in handheld mode of the Switch yet noticeable all the same. The cut scenes are amazing with some tremendous setups as the main story moves on but can be skipped if you prefer to get to the action right away. Controls are very intuitive both in navigating the world and in combat, the tutorials to the various and many systems in the game which can be quite complexed so I fully suggest taking your time in the opening hours or even just to give the game a good run through to learn it all before perhaps starting over for a full run once you know more because as fun as this game can be, it can also be very frustrating.
That frustration mostly comes in the very and often harsh difficulty spikes that can stop your progress in the main story because of the game giving you a boss battle you really had no chance to prepare for unless you are following a game guide. The first boss like this was the Hydra demon, the first big bad encounter the game throws at you after a good few hours of trying to learn the many aspects to the game. This guy destroyed me multiple times, forcing me to try out different demon parties to try and counter its attacks and stages, which is not as easy as it sounds as after you have moved to a new region on the map, the amount of XP you can farm is greatly reduced as well as already having farmed the variety of demon types. This battle left me feeling quite demoralized to play the game as I thought I had quite a good party of demons, making use of the World of Shadows to fuse to create new demons as well as completing subquests to acquire what I felt were higher level demons only for this boss to make them look like level 1 characters with its final stage form using a chain of moves that just destroyed my team forcing the reloading of a save just to try again.
This is something I would say to newcomers to the series with this game, it is not forgiving of the fact that you may be new, the handholding of the opening hours very quickly becomes the “get on with it then” vibe and can be both punishing and frustrating. Slow burner is how I would describe this game at times, and it is deliberately so as every loss and failure are a lesson on how to do better next time, though when it comes to that one boss encounter that makes you rethink your entire party lineup, it can be disheartening to say the least.
With that all said, and despite the flaws, this is a very solid JRPG for veterans of the series and considering the eight years since the last entry in the series, this has landed with some fanfare that will be rewarding for fans and challenging to newcomers. My advice for others jumping into the series with this is to take your time, especially if you have come across after enjoying Persona because whilst the two series are similar, Shin Megami Tensei V has a learning curve that will prove a test for seasoned players new or old. Post release and a new and free “Story Mode” has been made available in the Nintendo eShop, which adds a more story focused mode to the game, reducing the difficulty of battles so you can playthrough the story relatively ok.
I have enjoyed and will continue to enjoy this game, I like the level of challenge but when the difficulty does spike, it is a good time to put it down and visit my Animal Crossing Island to unwind before trying again.
Steel Assault is an exhilarating 2D action-platformer that is here to show you a good time, if however brief. And I’m okay with that – mostly.
Developers Zenovia Interactive have created a game that wonderfully delivers on its retro appeal, with bombastic, responsive gameplay that feels right at home on the Switch.
All action, no fluff:
This game is all about the action. After a very stylish intro, accompanied by an adrenaline surging score, you’re quickly thrown into your first mission.
You play as Taro Takahashi, a resistance soldier on a mission for revenge. Equipped with a zipline, an omni-directional electric whip (for combat purposes only… as far as I could tell), and impressive movement, the game feels great.
Taking place in a post-apocalyptic America, which has seen Magnus Pierce – a renowned inventor turned Army general- become dictator, Taro is pitted against hordes of robotic foes.
Each mission consists of you having to navigate through various stages; zipping, dashing and fighting through enemies at a relentless pace. Thankfully the game is simple to pick up, with jumps, whip attacks, the zipline and an all important – iframe gifting – sliding dodge being mapped to a select few buttons. The real challenge is found in learning how to use these various maneuvers in conjunction to swiftly deal with the concurrent enemies and platforming challenges.
The zipline is a fantastic addition that can be used for a number of purposes. Travelling in eight directions, you’ll have Taro weaving through stages vertically, horizontally and diagonally. Moreover, with practice, it is a great way to set-up creative attacks on enemies. Mastery of this skill is especially important during the game’s more challenging platforming sections and boss battles, which act as all important skill-checks for the player. Not to mention: it is just so fun!
Stages themselves are designed in such a way that the action never stops. Four difficulty choices and generous checkpoints mean that death isn’t discouraging (I must have died over 25 times in one of the very first platforming sections), and this encouraged me to experiment with my approach during each run.
A brief nostalgia trip:
The 16-bit dystopian sci-fi world of Steel Assault looks great. The various enemy and boss designs are memorable and the backdrops; from neon cities to jungles, all look fantastic. There is an impressive diversity in the game’s aesthetic. Add in a high-energy soundtrack that carries both hype and motivation in spades, and what you have is a real visual treat.
That being said, whilst I found my journey through this nostalgia trip to be thoroughly engaging, it was very brief. Now, I personally welcomed this; my playthrough took just over an hour (and I am admittedly not the best at these games), however, once that trip is over there is not much incentive for the player to replay.
There are no customisation, upgrade elements or new stages to be found on replay. What you do have is arcade mode, which challenges you to complete the whole game with just one life. This challenge is welcome and absolutely necessitates mastery of every mechanic, but no new changes to missions or unlocks means you’re playing purely for pride. That will do for some, but I personally found the content offering lacking.
The brevity of this experience is both the games biggest strength and weakness; both managing to deliver a quality experience, without overstaying its welcome, but at the same time lacking the additional content to make it an easy recommendation at full price.
I had a great time; the game is incredibly polished. I just wish there were more opportunities to use the awesome zipline.
Educational video games tend to be weird, because they struggle to find balance between school and fun. A game that tries to teach us something should do so while being fun to play, if it wants to catch my attention and maintain it. If it’s not fun, I could as easily watch a documentary or something. This game, Beyond Blue, is not a ton of fun, but I have to acknowledge that it really tries to do its best -and sometimes it succeeds too.
So, Beyond Blue wants to teach me about the sea and the fish that swim in its waters, while also talking about the impact of human behaviour. Well, it’s a noble cause and learning about sea creatures is always intriguing -and done well here- but the gameplay leaves a lot to be desired.
First of all, let’s talk about the school stuff. In a clever move, the developers tried to inject some story and personality in their docu-game. You control a woman named Mirai and dive in deep (and shallow too) waters to follow a family of whales and record their movement and behaviour, for science reasons. This gives the game a clear structure, further defined by the small side-stories that are about Mirai’s colleagues and their lives. You will learn about a co-worker’s marriage, you will talk to your sister about your grandma who has health problems and, in general, you will get to know the characters that make up the small cast. The stories themselves are decent, serviceable and interesting enough, the writing is passable too, and the voice actors do a surprisingly good job in portraying the protagonists.
As a result, we have a narrative structure that is not very exciting, but it gets the job done and manages to ground the documentary part of the game in reality, to make us care about the whales and the grandma. It’s a clever twist and the game is a lot better because of it. However, the introduction of choice-based dialogue is not needed here and distracts a bit. Anyway, it’s a story that’s more effective than I initially thought it’d be and this approach should be followed by more people who make educational games.
Also, the premise is used -cleverly- as an excuse to give us straightforward exposition about the fish. Our character is doing some live-streaming underwater, showing the majestic creatures to the public. Naturally, she takes questions from viewers and answers them, taking the opportunity to just talk and give information about the sea, in a way talking to the player, without sounding weird or out of place. Additionally, we can read more about the animals or watch a series of video documentaries (that have nothing to do with the narrative). It’s a complete package when it comes to learning stuff and it runs just over two hours, making it a good way to learn interesting facts without having to commit for a long time.
Sadly, all the aforementioned aspects cannot translate well enough when it comes to actually playing the game. You see, Beyond Blue is really simple. Of course, there are no fail states and gameovers, you just swim and scan fish, you go from one place to another and you collect some underwater items. A game that has so few mechanics should find a way to make them interesting, and this one doesn’t manage. When a video game makes us walk (or swim) large distances over and over, when we are tasked to go from one point to another without having something to do in between, the movement alone should be engaging.
If I’m just walking in a virtual world, I need the walking bit to be interesting or fun. Beyond Blue makes me swim a lot, sometimes without even having something to look at -because the draw distance is really limited- and the controls are not great too. When swimming in open waters, Beyond Blue controls fine. But, when touching the ground or when diving in underwater caves, we see that our character tends to “stick” to surfaces and move in a clunky way -and some scanning sequences are frustrating too, regarding their control scheme.
Usually, this game makes you just hit the “forward” button to go straight to the marker, with zero distractions while getting there. To be fair, there are some distractions: you can scan every fish you find to get additional info about the various species -it’s not bad, but it does get boring after a while. We could at least have a more complex move set, or new mechanics that unlock after a while to keep things fresh.
The presentation, also, creates some problems. The game is pretty enough, the sea creatures are well-designed, the light seen through the surface creates a nice view and the variety between levels tries to maintain our interest in the visuals. However, the technical limitations get it the way. As mentioned before, the draw distance doesn’t allow us to look far away, resulting in a constant fog that looks unnatural. Also, the draw distance affects the way the game plays too, because when we have to find a specific type of fish and we can’t see it from afar, we tend to get a little annoyed and engaging in a form of pixel hunting. The sounds are great, though, and we hear some interesting songs -albeit not while swimming.
All in all, this is a short game that’s pretty, relaxing, and that tries to teach you something while telling you a story. It’s interestingly structured, decently made and there are some fun moments, like the thrill of collecting all scans. But, in general, the gameplay doesn’t manage to complement the story; they just play out like two different, separate parts, one of them clearly better than the other. If you like educational games and if you have a thing for the sea and its inhabitants, you’ll enjoy Beyond Blue. It’s a game that actually tries to be interesting and fun, and mostly achieves its goals.
Few words fill me with dread, however, Metroidvania sends shivers down my spine. The constant back and forth and requirement to remember where you have been and what you are doing usually overwhelms me. Yet, I’m a big boy and I don’t let such minor things put me off playing a game. Sheepo is a short 2D Metroidvania title that is a thing of beauty. Its intelligent gameplay and wonderful aesthetics are matched by its touching yet bizarre story.
Developed by Kyle Thompson and published by Top Hat Studios, this is a sparse and striking platform game. Its gameplay is wonderfully fluid with some excellent intricate mechanics. You will experience the classic Metroidvania exploration elements, but this “tag” doesn’t define its gameplay. It evolves past this basic concept and you’ll love the story and many twists and turns.
Avoid the spikes and collect the feather.
Sheepo shocked me.
It’s rare that a game takes me by surprise, however, Sheepo caught me out twice! First, I expected it to be much longer and because of its brilliance, I was left disappointed. Second, I didn’t expect it to wow me as much as it did. I thought it would be another basic indie title with a nice striking aesthetic. Yet, I was miles off the mark as its intricate design and cleverly intertwined mechanics set the scene. I don’t normally like to admit I was wrong, however, I was happy to eat humble pie while enjoying this wonderful title.
The game revolves around a white shape-shifting sheep-thing. It is sent to an uncharted planet on a scientific mission. It must grab the DNA of any living species it encounters, but this task is easier said than done. There are only six creatures who inhabit Cebron, and you must obtain an egg from each one. Shockingly, every nest is guarded by a Queen. Aka, a big boss. Unsurprisingly, they are not happy to see you, as they don’t want you to steal their unborn baby. However, once you complete your goal, you can change form and become that creature for a fleeting moment.
Now it is time to fly.
Mind over brawn.
Now, it sounds like there will be oodles of battles, and combat is a key component. Yet, that isn’t the case. You needn’t worry about fights or violence, as Sheepo is all about mind over brawn. I adored this logical approach, and it was refreshing that Kyle Thompson steered away from the obvious fighting mechanics. Moreover, it incorporates intelligent stage design and shape-shifting mechanics as part of its exploration layer.
The partially open world can be traversed freely, as long as you have unlocked the required abilities. You must fly through the sky, dig through the soil, teleport, and more. With multiple regions to visit and many unusual encounters to face, there is a surprise around every corner. You may have to defeat a ROBObird who is scaring the locals or visit an art gallery. There is also a creature who is struggling to draw the Moon. These bizarre moments break up the sombre nature of this isolated and sparse environment. Sheepo is beautifully clinical, yet these fleeting moments build empathy and warmth. Subsequently, I adored the juxtaposition between the scientific mission and the humanised elements of the residents of Cebron.
Sheepo keeps things simple.
Part of Sheepo’s brilliance is its lack of complexity. The unusual character models add to the alien experience, as do the strange landscapes within each area. The combination of different colours and the use of vivid white icons gives this title a surreal edge. However, what really stood out for me was the buttery smooth movement. Leaping through the air and changing shape were seamless and never ceased to amaze me. Furthermore, the final product was polished to a much higher standard than I’d expect from an indie title.
The isolation and eeriness were beautifully captured in the haunting audio. The combination of music and futuristic sound effects works brilliantly to enhance this unusual theme. Every action is accompanied by shrill but cute noises that match the punchy or smooth movement of the protagonist. The well thought out audio adds to the already excellent aesthetics and emphasises the surreal nature of the gameplay.
Probably best to avoid that.
Responsive controls.
Much of Sheepo’s brilliance is built upon the excellent and responsive controls. The simple layout is easy to understand and can be mastered in no time. Moreover, it’s super responsive, and this makes all the fiddly and finer elements much easier to overcome. You must slingshot, leap, dig, and teleport your way around the map, and none of these things are taxing. I loved changing into a worm, soaring through the air like a bird, or changing into a frog. Each of the creatures offers a new challenge, but the basic control layout keeps you one step ahead.
Sheepo has many reasons to return, even though its first playthough is disappointingly short. You’ll invest around three hours, to begin with, but this only scratches the surface. There are feathers to collect to spend in the local store, secrets to uncover, and the gameplay lends itself to the Speedrun community. Furthermore, many of the achievements will challenge you, and one, in particular, will test your pace and resolve. I enjoyed the difficulty this added to the game, and the longevity benefited exponentially because of it.
Sheepo is a fantastic Metroidvania title.
Anyone that says indie titles aren’t worth the effort hasn’t played Sheepo! This brilliant but short game is addictive, tough, and beautifully charming. It ticks all the boxes and is a hidden gem that needs to be uncovered. I loved every minute and recommend you to buy it here! Can you overcome each of the Queens and save the doomed creatures of Cebron? Steal their form and explore this beautifully sparse world.
To me, Rover Mechanic Simulator isn’t for those who are looking to enjoy the beautiful Mars scenery or move from room to room. It’s more of a stay in one garage and repair parts that are being requested of you, the portion of the vehicle known as the Rover. Each order comes in and your objective gets filled with tasks requested of you to complete. That is the gist of the game. On the other hand, if you were a fan of mechanic games; simulator styles that require repairing vehicles then this will suit you quite well!
Unfortunately, this game isn’t one I’m that overly excited to play. I find myself doing the same job over and over; repairing the rover, searching for the problems, and making sure to complete the objectives required from me. It’s okay just for a moment, but after a while, I feel that it just is too redundant and a bit boring. Even more, there is nothing of interest to see, but the same garage over and over. Gets a bit dull. It may just be me, but I can’t even stand being in one room for hours, so why would I want to be stuck in the same room all the time?
Nevertheless, the main purpose of our job and this game is working in a garage, repairing this same device. Going through the steps of removing the part, placing it on the table which we will then investigate and remove anything that needs to be repaired and replaced. It’s not so hard, but it can be if you aren’t sure what to look for or where to locate the specific portion needing to be repaired.
After some time it will become a bit easier for first-time mechanics who’ve never done anything or played anything like this before. For example, this is the first time I’m trying a mechanic to repair a simulator game. I don’t dislike it too much, but I think if I was interested in the concept of the entire game, I’d probably be hooked on it, like a slice of pizza. Otherwise, it’s just hard to find it entertaining for so long.
For a quick intro to the beginning of the game, maybe if this sounds like your cup of tea or piece of cake, then sip or dig right in! Since I don’t want to make you feel that my impression should turn you away. So let me give you the basic process of how the game is when you begin playing.
At first, you are learning what to do, where to access everything on the screen, and all the practical details to get you to understand what you need to play the game correctly or if you forget, it helps you remember where to locate the details to help assist you. All of this is told to you in text, before entering the location; the garage needed to repair and work on the Rover. Right before entering the garage is the chance you can take to get a glimpse of the outside, to see the space-like atmosphere of Mars.
Once you do enter the garage, basically it’s understanding the different machines inside the room and what they are to be used for. Of course, they aren’t accessible only when you are required to use them. So no chance to play with the 3D printer at any time or work on the soldering iron if you have no need for it. Only if you finally begin with the first job or the many more that will follow, is when these machines; devices will be accessible to be used.
Honestly, there was one issue that got on my nerves in the beginning. I wasn’t excited with all those little green diamonds being so visible through everything like they were right on all the objects in the room. It sort of gets you confused as if you are looking for them on the vehicle in front of you, not just the outer edges of the room on the machines. Maybe it would be nice if that could be improved, removing the visibility a bit.
The machines in the room, there are plenty by the way. Each one is well explained what they do, and I’m glad even after reading about them, you can recall what they do again as it may be forgotten later. They aren’t too hard to understand, but at first, using them, it will take a bit of time to learn how to use our actual Xbox controller to make them do what is needed too. I felt that to be a little tricky, but it’s a simulator so that must be a part of the entire challenging aspect of the game.
Oh and thankfully there is a radio in the garage. Something to beat that empty, quiet room of nothing but work for you to do! I love the variety of tunes, especially the POP music. There are plenty, but that really gets my body moving and grooving, making the entire process I need to focus on a bit more enjoyable. Maybe if it’s just for a tiny bit. Cause again, it’s all in a quiet garage with nothing stellar to see or view while you are at work.
There is one other thing that I did find enjoyable, maybe the idea of having a garage to be a mechanic could be quite fun! Even if it’s nothing I’ve done before, but it could possibly be interesting to use tools. So when giving the shot with the machines, it took a little bit of time. It wasn’t the simple one button to either hold or move that was tricky. As everything to do with that was quite easy, even for a simulator. Since it didn’t require much turning or pressing of so many buttons at one time. The only problem is to learn what or where to go or do inside the machines to get them working and to get what is required of you completed. So the maneuvering was simple, the task was complicated.
I really also prefer each texted direction would have been able to be spoken. Instead of rereading the directions over and over. I found the text to be so long and my mind just wants to skim through, which is possibly the big reason I didn’t understand what was needed of me to do. Again, there is one positive note that they remind the player; mechanic what you need to do to work the machine or access the objectives for each job task being required of you.
At first, it is a bit tricky to get a hang of everything inside the garage, maybe a bit overwhelming for new mechanics. Thankfully, after a few times of fulfilling each job request; objective, you will understand them even more. That is it! Just a bit redundant in my opinion and gets a bit boring, but the jobs do get harder, tedious, and challenging. Though I still feel it’s a bit lacking in something then I’m used to in a game.
Shindig is a game published and developed by Imaginary Friends Games LLP. It is a point-and-click adventure game. Available on Windows PC. The player is sent to an island to help plan a party for the island residents. The islands are full of colourful characters.
Shindig Gameplay
The gameplay is simple. In order to progress, you have to explore every nook and cranny of the areas available. And speak to all the residents and figure out what they need. Once you know their needs you can then try to find the objects.
The difficulty comes from trying to figure out where the items are and how to start progressing. Yet once you’ve figured out who you need to talk to, to get the first item. The ball does start to roll and you progress quickly through the first island. I did get stuck at the start of the game, but the radio that is in your hut provided some subtle tips.
Shindig Presentation
The graphic style reminds me of early flash games from the noughties. They’re simple, however, this makes it easier to discover what you need to click on to get items for quests. Initially, this put me off the game. But once I got started I looked past the graphics and started to enjoy the game. I would recommend giving it at least a chance as the story and the characters more than make up for the style.
The developers were also not shy of including photograph quality images in the game. This works well for the title and I won’t spoil the reason why. But it is explained in-game why a certain aspect is a photographic image.
The voice acting in Shindig is surprisingly well done. Which I didn’t expect at first glance. Each character has their own unique voice which reflects their personality. I very rarely skipped the dialogue. Which is unheard of for me. This was especially true since each character has their own quirks. One rhymes all their words, while another one would make really bad puns. The soundtrack is also great and very relaxing which suits the tone and atmosphere of the game. It didn’t get repetitive or frustrating to listen to.
Shindig Accessibility
Accessibility for a game hasn’t crossed my mind. Shindig brings this to the forefront. The subtitles aren’t just limited to dialogue. But also all sounds present in the game. Descriptions are very detailed and interesting to read even for those with no disabilities. So for the hearing impaired this should be a great game to play. I do wonder if other games do this with their accessibility options. I usually play with subtitles on but there usually isn’t an option for closed captions. Hopefully, more games in the future will include this option.
Final Verdict
This was a surprising game, to say the least, The graphics make you think this will be an average game across the board. But the characters and the voice acting really bring this up a notch. I played it with my young son (Almost two years old) and he enjoyed watching and trying to interact with the game. So I don’t believe this game is aimed at specifically my demographic. But, I can see the appeal and would be a great starter before progressing to the TellTale games or other story-driven titles. For that reason plus the accessibility options, this gets a solid 7. For me, if the graphics had been put in a different style that didn’t remind me of flash games this would have got a higher score.
Looking for a fighter game that adds the razzle-dazzle of some physics-based game mechanics? Well, look no further as Mad Streets is here to help.
I will admit to having a different idea of how Mad Streets would play out from a first look impression. Although it did have its flaws for me, I will say there were plenty of good things about this title.
Application to Gutsford University successful…
As mentioned, the game is physics-based, so the mechanics play out rather quirkily and, you’ll find this out for yourself. Set in a place called Gutsford University, Mad Streets displays a wide variety of characters and settings. While there isn’t a single general plot, the game contains mini-plots that tell of the various fighters and groups in Mad Streets.
Speaking of game modes, Mad Streets has five available to try out, each with its own rules and objectives for a win.
Game Modes (choose how you’d like to serve or be served a K.O)
In Mad rush, you get to know more about the fighter groups and individuals at Gutsford University. There are the Jocks, Frats, Bouncers, and Punks. Each group has its motivators for fighting. For example, the Frats fight to ensure that no one else gets to experience the luxuries of life. When you select your fighter group, you get to choose your character and follow their storyline through different fight scenarios and settings. With each battle, you all get six lives and a timer to complete that stage. Some stages don’t necessarily require fighting but utilizing various skills to achieve a task to progress further. Easier said than done when you’re still adjusting to the game’s mechanics and character control.
In Rumble mode, you get to play in (somewhat) straight-forward fights. There are 23 stages to choose from and, each has its unique feature or condition for victory besides a K.O.Within the Rumble mode, there are three categories to choose to fight – Rounds (best 2 out of 3), Last Man (each player gets 2 lives only) and Most K.Os. (In 2 minutes). In Random mode, you will enter into a match with randomly selected stages. You will also encounter random tasks while trying to actively serve a K.O to your opponent, like playing the role of a bouncer at the entrance of a pub. It really will be as random as it can get.
One Punch mode is exactly what you think it is. Activate your inner Saitama side and get to dishing out K.Os. In this one there are two modes you can play – “Small Tourny” (four fighters competing in total) and “Large Tourny” (8 fighters in total). The last mode is called Stadium. This is a Freeplay mode where you can just have fun playing in unlocked stages. Some fights are get-to-the-point and others come embellished with random tasks like clearing a bar of passed-out patrons (and no, you don’t get paid for this).
Let’s get into it (gameplay, that is)
The gameplay itself in Mad Streets is not bad. When fighting, you can target your opponent’s head or body. You can dodge, counter, block and stun. If you want, you can just grab things around and, either use them as a weapon or throw them at your enemy (I like the latter). You can take it a step further and grab your opponent and throw them too. Combo moves are performed by simply pressing adjacent buttons simultaneously. There is also a special move called the Mad Attack. As you deal damage in a fight, it fills up the meter, and once full, you can activate your Mad Attack with the press of a single button.
Sometimes you’ll notice watermelons or apples around these are edible for the characters. They all have effects on your character, and others can even be helpful if consumed often. I was in the middle of a fight and thought I picked up a slice of pizza until I accidentally threw it at my opponent only for it to explode…needless to say it was an immediate K.O.
The 3D style of Mad Streets adds to its quirky charm as well as some of the soundtracks. There are enough hours of gameplay with this title for someone to enjoy and explore. Just take the time to adjust and get used to the controls with each fight. I did go through the initial frustration of having the characters do what I wanted when I wanted them to, but eventually, I got the hang of it.
The final verdict…
I would recommend Mad Streets for those wanting a different style of fighting game while having the opportunity to experience the craziness this game has to offer.
Halloween has come and gone, but yet we still crave spooky experiences! Whether it’s classic jump scares or cliched skeletons in the closet, we all love some lighthearted scary moments. Ghost Sweeper aims to keep Halloween alive while scratching the eerie itch with its colourful and cartoon ghostly aesthetics.
Developed by 7 Raven Studios and published by Totalconsole this is an adventure-puzzle title. Its basic premise is familiar, and its bite-size levels won’t wow you, but the gradual increase in difficulty will push you to the last stage. Its classic audio and colourful cartoon world add a fun flair to what is otherwise a standard platforming experience.
Finish each stage and collect the stars.
Ghost Sweeper is cliched.
Ghost Sweeper asks you to control two heroes, John and Indy, who must stop an evil lord from taking over the realm (cliched, I know). It comprises eight worlds, each with eight stages, two hidden areas, and plenty of collectables. You control one hero per level who must find all the treasures, collect the key, and escape before the time runs out. You may think, “this sounds pretty easy!” Yet, the ever-ticking clock adds pressure and forces you to make mistakes.
It matters not which of the protagonists you choose, as the core gameplay never changes. You must kill each monster by shooting them with your gun or hoovering them up. Furthermore, you are required to remove and place blocks, destroy clouds, and teleport using portals. The further you progress, the more aggressive your foes are, and the larger the stages become. Subsequently, it becomes apparent that planning and failure go hand in hand, as you blindly try to explore each stage with no hint of a solution.
I loved this secretive approach and applaud the developers for adding some challenge and mystery to their gameplay. It was great fun trying to avoid zombies, ghosts, or projectiles as you desperately searched for the key to the exit or gems and coins. Though some gamers will not like the repetition and “grindy” nature of this approach, I enjoyed trying to create a full-proof plan and felt that this stood out from its otherwise familiar mechanics.
Fire will kill you.
80s gameplay, but lacking the finesse.
Veteran gamers or fans of retro titles will pick up the early platforming vibes within Ghost Sweeper. The simple stage design, basic elements, and rinse and repeat levels reminded me of Commodore 64 and Atari gaming. Titles such as Mighty Bomb Jack and Solomon’s Key were designed with finesse and difficulty in mind, but Ghost Sweeper falls flat.
This may all seem very doom and gloom, but I assure you it isn’t. Working your way through each of the stages is challenging, especially when trying to receive the maximum score. Three stars are awarded for exiting, finishing within the time limit, and finding the collectables. Furthermore, a fourth star is offered if you return to each level! Here you must complete a set goal, such as rushing to the exit, killing every enemy, or more. This is where Ghost Sweeper excels and trying to score 100% on each world is no mean feat.
Ghost Sweeper is retro-inspired.
Retro-inspired platform titles are all the rage, and I like the trip down memory lane. Subsequently, Ghost Sweeper does well to enhance this by capturing the essence of arcade platform gaming within its colourful and simple stage design. However, the character models sadly lack detail, but they are nice to look at and there are a good variety of foes to encounter. Moreover, each of the ten worlds you visit has a unique style, and this helps to prevent boredom from setting in.
The variety and cliched approach continue within the haunting audio. Classic Halloween songs can be heard throughout Ghost Sweeper, and I loved this obvious style. Fortunately, though, these tunes are broken up and complemented by some original eerie music. This prevented the audio from becoming too “hammy” and I think the developers got the balance just right. Sadly, the sound effects didn’t fare so well as they were repetitive and annoying.
Ice is your friend.
Clumsy controls.
Every time I look at a platforming title, I focus on the controls. The story can be excellent, the gameplay unique and inventive, but if the controls are terrible, it’s a waste. Annoyingly, Ghost Sweeper relies on clunky controls that quickly become tedious. In a game that relies on speed, reactions, and accuracy, its clumsy setup lets it down. You will fail repeatedly because of this issue, and this causes unnecessary frustration that undermines the gameplay.
Like many of its peers, this has plenty of potential to keep you playing. Thanks to its many secrets, collectable objects, and hidden paths, you will be kept busy for hours. Completionists will have a nightmare trying to finish this and practise and patience are a must if you want to see it through. Its tough achievement list will test your resolve and your platforming skills to the max.
Ghost Sweeper doesn’t strike a chord.
In a market that is full of gems, Ghost Sweeper doesn’t offer enough to stand out. I loved its retro-inspired approach, but it lacks the finesse of its dated counterparts. The failure to add depth to its core concept undermines the finished product, and none of its elements stands out enough to make it more than an okay title. I enjoyed it, but I don’t recommend you to buy it. Defeat the Dark Lord and remove the undead from this once peaceful realm.
I love an easy time as much as the next person. However, I like to be tested as well. It’s for this reason that I enjoy precision-platforming titles. These annoying minxy games push you to your limits while testing your reactions and patience. Historically, many a controller has been broken as gamers attempt to finish each level, and I think the gameplay in Mastho is Together will generate the same reaction.
Developed by Kind Cat Games, ported to console by Ratalaika Games, and published by Eastasiasoft Limited, this is a precision-platform title. Its minimalist approach and simple stage design are reminiscent of an earlier era within the genre. I loved the lack of complexity and the gradual introduction of new mechanics. Every element is straightforward but combined, they make for a challenging gaming experience.
Best of luck avoiding that lot!
Mastho is Together sticks to tried and tested mechanics.
The core ingredients that makeup Mastho is Together are tried and tested and offer nothing new. Subsequently, veteran gamers will find the action to be familiar and perhaps a little dull. You must dash, jump, leap from walls, and avoid traps as you aim for the finish line. It may sound a little mundane but bear with me as I go into some depth.
The simple mechanics do wonders in setting a firm but a familiar foundation to work from. You must have lightning-fast reactions and a precise and logical mind. Each level lulls you into a false sense of security thanks to the deceptively simple layout. However, curb your enthusiasm as death is but one minor mistake away.
Triggers, trampolines, and a whole lot of trouble.
Mastho is a marshmallow on a mission.
I’m all for a wacky and nonsensical protagonist, but a sugar-free marshmallow… what the heck! Masthois Together use of a confectionery hero has no bearing on the gameplay and this makes the developer’s decision even stranger, still.
The story comprises forty well-designed levels full of dangers and controller smashing moments. The gameplay risked boring its player base early on because of its difficulty and familiar mechanics. However, the developers counteracted this with fresh elements being added every five levels. This was an excellent decision that kept you on your toes while unfortunately making a tough game just a bit harder.
Mastho is Together lacks finesse but is wonderfully retro.
The platforming genre has many unique looks and styles. You can experience 3D open worlds, or dated side-scrolling pixelated titles. Mastho is Together falls into the latter category with its minimalist approach and vivid colours. This basic presentation won’t be for everyone, but I liked the lack of distractions. The gameplay was hard enough without any overcomplicated landscapes or moving objects.
This stripped-back approach continues in the chilled out audio. The laid back music doesn’t overpower the action, and it allows the louder and more crass sound effects to shine. The noises associated with every command were brilliant, if not dated, and gave the game a sense of nostalgia. I adored how the visual and audio elements combined to deliver a wonderfully retro title.
Keep running before the ground disappears.
Failure is guaranteed.
Precision-platformers always demand accuracy and ridiculously quick reactions. Mastho is Together is no different. You will try, and fail, try, and fail, and then try again! Every attempt edges you closer to the goal, but the accuracy is exhausting. Child-like reactions and a shed load of practice are the key ingredients if you wish to succeed. Fortunately, the developers aren’t animals and they mapped the controller for a user-friendly approach. Moreover, the responsive nature of each command helps to balance out the difficulty. The brilliance of the controls was both refreshing and damning, as I couldn’t blame my shortcomings on anything except myself!
Where this falls short is its replay value! With no additional modes or collectables, you are left wanting. Furthermore, its achievement list was finished in under an hour, and that was disappointing. I would have loved to see a time trial option and a global leaderboard to compete with others. Fortunately, though, its longevity is increased thanks to the brutally challenging gameplay. If you wish to get through every level, you’ll need the patience of a saint and godly reactions. If rage-inducing action is your thing, then this will prove to be fantastic value for money.
Mastho is Together is punishing but fun.
Pain-free gaming and this genre do not go together! You need to bring your A-game to the table if you wish to get the most out of it. It’s true it’s not as tough as OkunoKA Madness or Super Meat Boy, but Mastho is Together will break many hearts and controllers. It’s not perfect, but it’s a fantastic retro precision-platform game that will get under your skin. I hated it and loved it and recommend you to buy it here! Can you help the sugar-free marshmallow finish every stage, or will it defeat you?
Here is my video review with footage captured from my Xbox Series X, enjoy!