Review: Titan Chaser

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I am quite impressed with Titan Chaser. Its atmosphere is a bit spooky and provides a very mysterious feeling right when you begin the game. Especially by all the visual graphics, which are dark and without music; quiet. This game can really provide the player with some engaging gameplay as there are many different tasks to accomplish. Everyone begins in the same location a motel at night, by the way, it’s always night in this game. The main job of you as the female character in the game is revolved around searching for Titans, large mystical-style creatures which at times can be spooky for a few players or astonishing to see when you finally find one.

When I tried this game, well I was delighted to play and see how everything unfurls as I work my way through the task I need to accomplish. I couldn’t say it was very easy, but it was a bit more fun to just enjoy the world environment and how realistic it felt moving around. I feel that there is one thing that might lack for players as it has for me. Even if the indoor locations appear a bit clear, some graphics while driving outdoors in such a foggy dark environment setting can be a bit difficult to see one’s path. I’m not sure if this was meant to add to the game’s difficulty or just something that was to add for a spookier night appearance. No matter, it just isn’t going to be a simple game to play, especially if the visual graphics, light on or off can seem quite hard to work with.

I don’t want to say that this game isn’t worth trying, but for the game that wants the player to feel relaxed, it really isn’t that relaxing. Additionally, there are a few problems I had with the controls, especially in the car. I just wish there was a mapping of the controller to help one know what to expect and how you could adjust the camera view, possibly get to that farther positioning that you can see the car from the outside, verse directly on through the windshield. Between you and me, I actually had caused my vehicle to sink into the water as I couldn’t see where I was going, on-road, or if I was off it!

Luckily, there are those checkpoints that help me get back where I left off recently. They come in surprise parts of the game, like using a telephone, turning on the radio, and many other things. Not a typical or automatic reach of a location. It actually is during an action done. Quite a new change from what many games use for saving location, which could be a distance; time made towards the game.

Additionally, there is so much the player can accomplish, not just that of the goal in each level chosen from the beginning, which requires you to find these Titans. You as the player are able to collect some achievements, which is why I love playing this on the Xbox. It’s a great game to do some odd-ball things, like knockdown 50 posts to get an achievement or just turn on the radio. No matter, this game has plenty of these to enjoy.

Now I am quite thankful that the character we happen to play speaks out loud what we are to do or see when getting to a specific location. Additionally, in white, there also are some words that appear as well as helpful labeling of the objects telling you what you can either access, use, put on or off, and so on. That feature is something different than many games you are trying to figure out, where or what to do next. This limits what you should think is accessible, so you aren’t wasting time during the game trying to remove or pick something up when it’s not able to be used.

I do have another issue while playing and this is with the person speaking. Well, it’s us the one we are playing and moving around in the game. The problem I have at times; maybe I should also blame the surrounding noises that happen at the same time. However, I feel that it can be a bit hard to hear what she is saying at times. It might just be me. Despite this problem, I am grateful that after coming back to a specific area it does cause her to repeat what she just said, and even the words reappear. At least that is something to be grateful for. So I can’t get lost on what I was meant to do next or what is being told to me. This goes on through each area of the game as the player moves through the different missions at each level.

For those players who might find themselves struggling with the view of the screen. I am happy to mention that there are a few adjustments one can make in the settings menu. Perfect for different TVs or possibly just to clearly get a little more of a clearer front view as we are wandering through this world. Yet I don’t think it does much for the small print words that appear on the bottom. they are still the same size. I guess for my time playing I didn’t really feel it aid much while playing.

For the games main goals and tasks to accomplish, well these Titan creatures and discoveries are interesting, spooky a little, and maybe a lot for a few players, including myself, especially the Kraken. When you never know where they’ll just appear and see them in the sky taking flight or located on the ground and in water. Nevertheless, they will appear and your goal to drive them away with light is mainly all you need to do to accomplish the task. There is light on our vehicle, which makes it useful, and a few that need to be turned on to help shine a way larger light their way. Again, it’s not too hard to play, yet getting to the location may be the only issue as the fog can complicate things, which I’ve noticed each time playing.

Lastly, this game supplies such freer style gameplay than just accomplishing one’s tasks right away. You can just sit back and travel around collecting achievements if you’d like. Of course, when you are ready, the goal at hand is just to shoo those Titans in each game level away. In my opinion, I do find it to be mildly entertaining, a bit too hard to make out because the graphics blind my viewing of the surroundings, and possibly cause me not to find this game as something I wouldn’t find myself playing if I’m not able to stand super close to my television so I can know what is going on.

Review: The Legend of Tianding

The Legend of Tianding is a comic book-styled action-platformer hack-and-slash where you play as Liao Tian-Ding, the legendary Taiwanese folk hero, or if you’re as uncultured as I am, a sort-of Taiwanese Robin Hood figure. As Liao, you will explore the streets of Colonial Japanese Taiwan, all rendered in a dazzling comic book/manga art style. As an outlaw you will rise up against the Japanese ruling classes, rob from the rich, give to the poor and do an awful lot of kung fu fighting. You might even learn something about the Japanese rule of Taiwan along the way.

The first thing you’ll notice on booting up The Legend of Tianding is the art style. It metaphorically roundhouse kicks you in the face with how gorgeously comic book-ey it is. There is a lot of hidden beauty in The Legend of Tianding but the most beautiful beauty is very much worn on the game’s sleeve with the aesthetics on display from the very first frame. I’m no artist so I’m painfully restricted in the language I can use to describe how nice this game looks, but it’s got the comic pane borders, the dotty colouring in and the pop-up picture-in-picture that sell the whole effect. Every screenshot I’ve taken looks hand-drawn and wouldn’t feel out of place in any manga – in fact, for all I know every frame has been lifted directly from a Naruto or a Sailor Moon.

Once you pick your jaw up off the floor and recover from the visuals, it’s time to pick up the controller and deal with the pesky necessity of playing the game. The first bit of gameplay that you’re let loose with is the platforming. This is introduced to you through a super quick and simple tutorial that shows you all the types of jumps, rappelling and dodging without any unnecessary faff. It’s just a case of ‘here’s everything you need to know, now go and play the game’. As far as I can tell the platforming controls aren’t added to through the game so the tutorial sets you up nicely. The platforming feels tactile and satisfying and there is a perfectly positioned range of moves – more than your simple run and jump in a Mario but less than the complex behemoth of Mirror’s Edge. Before long you’ll be flinging yourself around the map with no difficulties, jumping off a platform, rappelling onto another and dodging through the spikes in your path.

Once you’ve had some time to master the platforming, The Legend of Tianding introduces you to the next set of gameplay. It’s a hop, skip and jump into a combat situation. To start with you just have a simple attack that you can mash to your heart’s content, but the game quickly introduces you to its disarm move. Once you’ve weakened an enemy you can press a button to wrap them in ribbons and throw them in a direction of your choosing. This does a fair amount of damage but also causes the enemy to drop their weapon which you can pick up for a significant damage upgrade from your basic weapon, with my personal favourite being a war axe arrangement like Thor’s Stormbreaker only with less lightning and more pummelling enemies in the face. Even with just these two attacks, the game feels amazing, allowing you to combo attacks, throws and weapon changes to juggle a mass of enemies in a buttery smooth dance. But that’s not all, the game slowly introduces you to new attacks and upgrades that you can add into your combos, making you feel like a serious kung fu badass. There is a potential here for some seriously powerful combos of attacks that’ll stop your enemies from getting a hit in and mean you never touch the floor. The worst thing about the game is knowing there are 12-year-olds on YouTube doing just that while I can barely couple together two attacks. Once you start thinking about joining the fantastic platforming into your smooth as hell attack combos you’ll get a real feeling for the potential on offer in The Legend of Tianding.

The Legend of Tianding is one of those games that I had no expectations for going in but completely blew me away. The thing I love about the game is so hard to get across in words, but it’s the feel of the game – how well the combat and platforming are built to be smooth and intuitive. Pair that game feeling with the brilliantly realised comic book visual style and you’ve got a real winner on your hands.

Review: Airborne Kingdom

The world is becoming more and more cramped. Green spaces are becoming sparse and houses, businesses, and concrete are replacing them. Mankind is a virus that destroys everything in its sight, but what’s the solution? Well, we all need somewhere to live and people need to exist in harmony. So, how about we have some literal “blue sky” thinking? Why not use the skies to house people and reconnect every part of the world? This is exactly what happens in Airborne Kingdom, as you attempt to survive in a city floating in the air.

Developed by The Wandering Band LLC and published by The Wandering Band LLC and Freedom Games, this is a fantastic city building resource management title. Fans of Sim City, Cities: Skylines and other city builders will adore the aviation twist in a much-loved genre. You’ll soar to new heights while realising your dreams of building a metropolitan society in the sky.

The fledgling floating city.

Airborne Kingdom feels familiar with some fantastic twists.

If you’ve built your fair share of cities, you will feel right at home when starting Airborne Kingdom. The survival of your people revolves around housing, food, and water. However, you must research technology, create supply lines, and expand your empire. So far, so familiar. Yet, when the twists in the gameplay are exposed, you are taken on a whacky ride.

Unlike many of its peers, your city doesn’t gain citizens by default. No, you must scour the land below and recruit them from settlements. Doesn’t sound too difficult, does it? Well, I beg to differ! People will only join you if they like what they see, and that takes planning and preparation. Placing residential buildings alongside industrial is a big no, no. Also, a lack of food and water amount to poor living conditions and that’s an instant turn off. Therefore, you’ll be spinning many plates in this fine balancing act.

Lift and balance, lift and balance!

Talking of balance, this is a key concept and something that is prevalent in your survival. A floating city is a marvellous idea if you plan things correctly. You have the freedom to build how you want and create any shape or sized metropolis you wish. Subsequently, the fate of your people lies in your hands and poor planning will kill them. If you build a lop-sided monstrosity, it will tilt horribly and your people will fall to their untimely death.

You must expand to succeed, but you must also be mindful of your creation. Moreover, extra buildings create drag and weight and this isn’t good for a floating machine. Not only must you consider food, water, resources, and your people’s happiness, you must also stay afloat. It’s a tough ask especially when you try to form relationships with the land dwellers and explore the surrounding world.

Almost at your waypoint.

Devouring the world like a flying locust.

I loved how the developers captured mankind’s incessant need to devour every surrounding resource. Expansion and exploration come at a cost, and the world below you gets stripped bare at every opportunity. Fortunately, though, the land heals itself and supplies regenerate over time. You’ll move from each location, hoovering up the desired materials before moving on post-haste. The requirement to decimate landscapes intrigued me, but it was also a depressing reflection of our nature. I equally loved and loathed this mechanic and wished the developers weren’t so brutally frank about the situation.

Though the exploration contained stark reminders of our destructive behaviours, it was also beautiful and exciting. Floating across an unknown land was excellent, captivating, and oh, so moreish. Discovering hidden tombs, temples, or long-forgotten civilisations never got old. This was then topped off by finding oodles of resources and a place where you can stop to rest, take heed, and plan your next move.

Unlike other base builders that force you to lay roots and expand, Airborne Kingdom begs you to be free. It’s this open-mindedness and sense of exploration that makes it stand out from its peers! It isn’t perfect by any means, but it offers a little excitement in a genre normally reserved for logical thinking and a methodical approach.

Airborne Kingdom is a thing of beauty, but the UI is sadly not.

If you are a city building aficionado, the UI won’t put you off. However, for everyone else, this busy and complex setup will distract you. Undoubtedly, easier to manage on a monitor, the small icons are hard to make out from afar. Other than this issue, the game looks beautiful! Airborne Kingdom is wonderfully relaxing to look at and the way the city moves and the land unravels is spectacular to observe. Alongside this, the camera angles and zoom function are great, as is the well-designed map. The mixture of earthy and pastel tones adds to the calm atmosphere, and I loved wasting hours in its relaxing world.

This is continued in the light and calm audio. The blend of slow songs and high paced tunes adds to the drama and prevents things from feeling flat. The audio adds to the magic of the gameplay and it was easy to lose yourself in the captivating challenge that unfolds.

Explore and expand.

Helpful hints and one minor issue.

A tutorial may not be everyone’s cup of tea, especially veteran gamers. Yet, it was extremely helpful and well thought out. As events occurred, you could turn to the tips for guidance and clarity, which levelled out the learning curve. Alongside this, the well laid out button mapping and responsive controls make it easy to pick up and play. My only gripe is the almost invisible cursor. Something more obvious and striking would have been more suitable while making it easier to play.

Airborne Kingdom is undeniably addictive and there is no such thing as “I’ll play it quickly.” You’ll lose hours of your life by playing the story mode, NG+, or the creative option. Moreover, its tough achievement list demands you return repeatedly to complete it.

Airborne Kingdom soars above its peers.

This is a genre full of behemoth titles, yet I’m bravely going to say that Airborne Kingdom soars above its peers. Its sense of freedom and exploration make you dig deeper and keep playing. It’s an interesting concept that replaces the limitations of space with the necessity of balance and poise. I loved it and recommend you to buy it here! Those land dwellers will envy your mighty creation! Soar above them, keep a level head and make the floating city of your dreams.

Review: The Smurfs: Mission Vileaf

If I say “careful not to Smurf yourself!” or “run this Smurfing way, Gargamel is after you!” would you know what I was talking about? If you do, congratulations, you had an amazing childhood, or your kids love an awesome TV series. If not, you are about to enter the colourful and nonsensical world of the Smurfs. The Smurfs: Mission Vileaf is now available and is the latest string to this rather dated but much-loved bow.

Developed by OSome Studio and published by Microids, this is a colourful platform-adventure title. Set in the magical Smurf world, you will control your favourite characters. You must leap chasms, avoid traps, heal plants, and remove the cursed vegetation. It has a vivid and striking art style but is a standard platform title at its core.

Quite the obstacles to overcome.

The Smurfs: Mission Vileaf blends cute with the mundane. 

Creating a unique platform game is tough, but this is made much harder when you must incorporate classic cartoon characters. The developers have done a great job of making a brilliantly cute world that traverses many locations. They have also drip-fed mechanics to expand each area and make out of reach places accessible. This was great if you adore gathering collectables and cleaning up loose ends. However, if you find this tedious, you may struggle when playing The Smurfs: Mission Vileaf.

So, what the Smurf is it all about? Well, first you will hear the word “SMURF” a ridiculous amount. It’s to be expected, but I Smurfing hated the Smurfing word by the end of it! Anyway, now I have that out of my system, let’s get back to the story. The Smurf village is normally a peaceful and beautiful place. Its people live there in peace and harmony, and subsequently, its residents are content and happy. Unfortunately, the evil wizard Gargamel has other plans. He has created the despicable plant, the Vileaf! This devilishly evil creation attracts Smurfs and captures them while alerting him of their presence. You must control four iconic Smurfs and use the Smurfizer to remove the plants and scupper the nasty wizard’s plans.

New equipment and upgraded gear. 

Like all great platform-adventure titles, this one is full of collectables and new equipment to unlock. The Smurfizer is the key tool to new abilities and exploring the Smurf kingdom. It allows you to cure plants, hover, sprint, and more. With Handy Smurf’s help, you may upgrade it to increase its tank, power, and so forth. It was a wonderful way to make players revisit previous locations as you try to cleanse every plant and find every collectable. Moreover, I loved how the new tools and skills were added at a gradual pace. 

The inclusion of new mechanics never felt overwhelming, and revisiting old locations was exciting. Subsequently, the longevity of the gameplay was increased. It is true that the core concept was repetitive, and curing the plants was monotonous! However, each new ability reduced the tedium while grabbing your attention.

Can you cure all the poisoned plants?

Livid creatures and monstrous plants. 

Each stage is loaded with creatures that throw themselves at you or shoot projectiles. These Smurfingly annoying foes stand between you and your stage goal, and each level culminates in a battle with a “Viletrap”. These monstrous plants capture any Smurfs who step near them, and the only way to kill them is to cure every Vileheart. You will leap, hover, and sprint your way to victory. Sadly, though, none of these encounters are challenging and you’ll go through the paces with little difficulty.

I would have loved the developers to have made this much harder as victory was guaranteed. I know this is aimed at a younger audience, but the simplicity will turn off many older players. Fortunately, however, the challenge is found when you want to complete each area. Searching every nook and cranny, and using each tool and skill correctly, is the only way you’ll succeed. Subsequently, this takes patience, practice, and a very cool and levelled head. Needless to say, I failed this part of the game miserably. 

The Smurfs: Mission Vileaf is colourful and attractive, but its viewpoint is lacking.

I’ve been a fan of The Smurfs for years. Recently, my kids have got into it and I’ve been able to relive the classic art style. I wouldn’t have been disappointed if the developers had kept this approach, but I love what has been presented. The vivid colours, cute characters, and sprawling stages catch your eye. Furthermore, the animations are good, the movement is smooth, and this makes it enjoyable to play. Sadly, though, there is one glaring oversight, and that’s the occasionally distracting viewpoint. The camera angles can make depth perception challenging to understand and this causes mistakes. Subsequently, this leads to frustration and unnecessary failure.

The upbeat nature of the friendly characters and the chirpy atmosphere is brilliantly conveyed in the audio. The upbeat tunes reflect moments of success, whereas harder-hitting tunes highlight moments of danger. I adored how the music matched the action without overpowering each stage. This was continued with the amusing acting and familiar dialogue. Each character is captured perfectly and you’ll enjoy their unique personalities that shine through. If I were to change anything, it would be that the original actors were hired to voice each Smurf. This would have added to the authenticity, but I liked what was created, nonetheless.

Use the mushrooms to jump higher.

The controls could be better. 

The art of a great platform game is to ensure the controls are spot on. Sadly, though, The Smurfs: Mission Vileaf is a little clumsy. The developers could have mapped input options much better to make them more accessible. An example is that jumping and hovering use the A button. At times, you’ll just want to jump, but you’ll hover unexpectedly and mess up completely. Moreover, the movement is hindered by the poor camera angle and lack of depth perception. Therefore, it can be challenging to move around, especially when hovering. Unfortunately, there is little the developers can do, and it’s a case of making the most of a bad situation. It’s not game-breaking, but it is annoying and definitely noticeable.

At a base level, this title is repetitive and will put off players. Yet, if you love finding collectables and tidying up loose ends, you’ll love it. The drip-fed mechanics keep you coming back for more and allow you to see old areas in a new light. Where the developers missed an opportunity was the introduction of each new Smurf. I would have liked unique characteristics or traits. However, they all move, jump, and act exactly the same. This was a shame and was surely an oversight. 

The Smurfs: Mission Vileaf captures the cartoon magic.

It’s easy for developers to take a much-loved franchise and do little with it. To their credit, The Smurfs: Mission Vileaf captures the magic of the cartoon. The characters are great, the world is fantastic, and each level contains many secrets. However, its poor camera angles and repetitive gameplay stifle it and prevent it from being a phenomenal platform-adventure experience. It could have been better, but I still loved it and recommend you to buy it here! Will Gargamel finally succeed, or will the Smurfs dash his dastardly plan?

My vvideo review with footage captured from my Xbox Series X, enjoy!

Review: Port Royale 4

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Port Royale 4 is absolutely excellent in design and gameplay! I’ve never tried any of the games before since it is in the 4th production, and a type of game I don’t play normally. However, if given the chance I would want to try this type of style of game that I never knew I’d be interested in as much!

This game is an absolutely great game that requires so much attention and like any strategy game, one on a digital device or board game, it’s something I love to put my brain to work at! Especially, the game really makes you feel like you’re an actual trader in the 17th century. You’re given so many choices of character who has their own unique gameplay, all freely chosen by us, the players! No one player is ever an issue, there are many to decide while taking on this voyage.

I love, love this game, and can’t say it enough! So to tell you a bit about the game, Port Royale 4 is a very entertaining game that takes you on a very long, historical adventure of trading. However, you get to make that story go the way you like; the adventure is all up to you. The only issue is that things will occur, choosing possibly a wrong strategy for the game can cause a fall in production and the cost of your own ship. So it’s not the simplest game, with so much that can occur, just like it would in a real-life situation.

There weren’t any issues that I acquired with the gameplay. It suited me quite well. I felt the ability to really have control of your own ship, direct and complete tasks was very well created and done. I do enjoy also the time it takes to take the voyage to one location and the other. It might feel a bit long, but it does really give a more true appeal when thinking the time it must have taken a real traveler and trader by ship.

There isn’t much that this game doesn’t provide, as it’s more realistic when you discover and have to even battle along the way. I might have felt a bit overwhelmed with so much to learn. Especially, when playing through the tutorial mode. This, on the other hand, can be skipped. I wouldn’t do so! For first-time players, it is a big help learning how to go from one place to another and buy or sell items. Plus, keep the ship and everyone surviving against attacks. Nevertheless, it can be easily skipped and the game can just begin!

Another reason to love this game is that, with such beautiful graphics and realistic it really appears. You also have such a variety of authentic-looking buildings, products, and ships! Plus the realistic features don’t end on appearance and trade. You also need to build this reliance, support, and care with the citizens that trust you will supply and protect them. Once that is also accomplished, it’s like granting you trust and allowing for better things to happen. Plus, more construction to build up each location, as much as you like.

When you happen to go through a battle with other powerful leaders. It’s similar to other strategy games that require tactics to make sure you come out on top! It is another thinking and planning part of the game, but very much enjoyed it. It can’t always be glory and joy, there needs to be some kind of disturbance and villains to defeat.

Lastly, this game supplies plenty of things to do. You aren’t focusing on just trading but building up, protecting what you have, and even building a civilization that everyone can live in. It’s as if the story is up to you, and you have your hands on the reign. Well worth trying!

Review: Overboard!

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I never played many games like this one, but it’s not too bad! Right away, Overboard reminded me of the start of the Titanic. How the big ship is in traveling in a different period. However, the story is totally different. Plus, very obviously not related. Since the conflict or problem, which must be resolved on the ship. The missing guy who our character caused in the middle of the night. Throwing off, in the open sea Malcome, a guy we’ve been traveling with.

Of course, what really appealed to me is that this game isn’t quite like any other I’ve played. It is a fast-paced game but can be played slowly. However, it is not too difficult to play it for under an hour. Also, it can be played a few other times and played a bit differently. Depending on the path we decided as lady Veronica. Our choice, which it’s in a multiple-choice to decide, which in turn forms the story and can sort of be very exciting to see the outcome! I mean, the possibilities there are so many! The results can either hurt or help. Nevertheless, it is a game that provides something unique, being the actual culprit!

No, it’s not anyone else, but the person, Veronica whom you are playing as. The story can be changed by the selection of words you choose. Not all are words to use for the speech you’ll be carrying on, but also the location or action Veronica will take. It’s not difficult, but easy. Something I feel is great to just entertain one for a moment, less than an hour depending on how fast you want to play. However, the many ways one can choose what goes on could make this game a bit more interesting and extended in time.

I didn’t find myself as excited as many other games would make me. It’s quick, that is true and I probably mentioned that so much already. However, what really bothers me, is that even if it might provide a variety of stories to see happen and play through. Yet it doesn’t show much visual appeal. I am speaking more about the story in general and the choices you select. There won’t be too much, but one similar screen that everything you do occurs on.

So as you decide and do certain types of actions, nothing really is shown. Honestly, I wish there was more to see. Even just to bring some more thrilling feeling to capture’s one attention. I know i’s a simple and fast game, but if the classic music playing in the background is all that it really has to hold one’s attention, it would be nice to add more visual appeal. Again, this is all my own opinion, so it’s not that everyone will feel the same. I just always get captivated by the art and visual appeal of a story.

Some changes that I feel would be a bit better are to see the places we are searching, heading towards, and even located while on the ship. It may just make for a great visual appeal, knowing how we are performing each task and what is around us while doing so. Oh well, it’s still quite interesting. Especially on the positive side of things. One good edition is that this game is not super easy as you can choose freely and expect nothing to challenge your choice. Instead, the game does provide a time to make you think about what you are choosing, as it will cause the clock to move forward and cause you to lose time. The time you need to fix it so that no one is wise to think you’ve got rid of Malcolm. As Veronica our character, we must work a plan towards setting up someone else, but the addition of a time limit really makes it better! So it’s gonna require planning when playing the story and deciding what to do next. No one wants to end up failing and being caught as a criminal, we know we are!

Lastly, I’d like to say that I’m in between on my opinion of this game. It’s a change in gameplay, just wish it was a bit more exciting, but I guess in a way I can also suggest it reminding me of Clue, the board game. Yet, we know that we are the killer. I guess at the end of it all, it is an original style game, but I do wish that the visual appeal.

Review: Nowhere Prophet

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Nowhere Prophet is a very different game, mixed with an adventure and card strategy battling together. It’s not too difficult. Like many strategy games, it requires you to keep your brain concentrating and planning each move, possibly a few moves you’ll want to make later on the board. No matter, it’s easy to comprehend and a game that can easily be played by many new card players.

The many impressions I got from the game, is it’s like my crew is going on an adventure that requires planning and tactical moves when moving across the map, to the location you are aiming towards. However, it’s not only just a game you move on freely and battle enemies, like a typical strategy game. Instead, your battles require you to play against the others by using cards against the enemy.

Plus, the cards are actually the team we have, and each card is a new member to add to the main gameboard. So each encounter on this adventure could be a win, where we can move on or a loss. It’s not too different from many strategy games, just its design is a bit unique with a combination of games in one, adding a more challenging twist.

In addition, there is another challenging aspect other than the card game battle against another enemy at each encounter. While traveling you never know what may happen on this journey making it another plan you must think about to avoid these obstacles. Nevertheless, even if there is much to think about, it’s not too hard to play or understand after you get the gist of the game. To me, it’s an interesting game when it comes to a strategy card game, which I’m liking quite a bit!

There feels to be one advantage with this strategy game. If anyone wants to learn what it takes to defeat others in a card game, this can be a good place to start. It’s too difficult how it’s designed. The game’s cards are easy to read and know the info of each explained quite clearly, what the cards will do for you and how much pain it will give the other team.

Again, with the easy read of the cards. What I like is that the cards are done with two colors, yellow and red. The two explain clearly how much or how less the battle capability would be when trying to attack another. If you aim to hit the enemy’s card that is with a 2 and you have a 3, you’ll defeat the enemy quite easily. There is only that one type of hit the card will give from your hand. Making it straightforward.

The other feature that can put a bit more damage towards your card played and many others is that it also will get a hit right back at you after the defeat or incomplete defeat. So it’s not super easy and it won’t always end up the way one wants, but it definitely requires time to plan for the present and future attacks. You never know what will lurk next in the other’s hand and if you have anything to defeat them.

Afterward, it’s not just the cards you play as the crew; team members. Instead, you are also in charge of your own self. I guess it’s like you are a card in this game too. If the team isn’t defending or blocking anymore, and vice versa for the other side. You end up fair game for attacks and can be defeated, causing you to lose. So it’s practically everyone you hold in your hands and yourself can be attacked, while you or the enemy can’t possess an attack, but the cards you play. Very different and quite a nice addition to the game.

Lastly, it’s a game I feel quite easy to learn after just the first round of battles. The challenger is a bit harder and it will provide one’s brain a bit of a workout, thinking out the next tactic. However, it doesn’t really bring that much difficulty if you plan and focus on the cards being played, which is pleasant. Though focusing on the game in total, from the adventure to the card game, it can pose a few challenges to keep your team going and you as the player to reach the goal location.

Review: Neon Abyss

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Neon Abyss, is one game that turned out to be my favorite and really impressive! It’s the first stunning game I’ve played lately with the features. Of course, it’s all done in this bright neon style design which is what you see throughout the entire game. It’s very much a grabber of my attention, plus the background music just works with it, perfectly! The characters just appear a perfect fit and the story is designed excellently, making it all just work!

My first impression of this game was just how excited I am to play it! When I first turned this game on, I honestly didn’t want to put my controller down, once I started playing! It’s just something I can see myself investing time in enjoying on a daily basis as it’s quite amusing and entertaining. Plenty of weapon choices to take advantage of, which the cat as a weapon was cute and a bit comical. Plus, the chance to choose a new character, unlocking different ones as well as earning enough to upgrade one’s accessories or buying specific items really proves that there is more to the game than something that will last only an hour.

It totally won’t be the most boring game, but the most exhilarating style platform game one can play at this time! I honestly loved the story design as well as the funny features that are included. It’s seriously a cute game for everyone. Plus not too difficult to get a hang of.

What was funny, is that I got a bit spooked, like the game was going to be closely related to the Purge. Those movies had a round-style face and neon lights on them. Like a spooky mask, even can be for Halloween. However, this was totally not the case. Though it does add to the edge and possibly that underworld feel, as the game goes on. I just thought it was a bit spooky and intriguing what this game had to bring before even playing.

So I guess even a game’s cover image or title screen won’t be exactly what one should expect. As true as judging anyone. No matter, it’s quite an excellent game and the title screen made me want to play it even more, or fear it if it’s spookier than I was thinking. Luckily, it’s not a scary game and much more enjoyable!

By the way, one downside that I felt really annoyed me in this game. Just in the beginning. I felt the one issue I had and it really isn’t something horrible as the game is superb even if it wasn’t able to be fixed. So I confess that I had a problem with the controls as the game may be an easy one to learn by the beginning guidance, explaining in each section the controls to move the character. However, it is a bit hard when I am so used to playing a game with the jump and weapon action being designated as one of the letter buttons on the controller. So it’s not that hard to get used to, but thankfully they allow for a controller adjusting; change.

I was able to make my jumping a bit easier on my controller, but unluckily the shooting needs to be with the analog stick as it’s used to shoot in every direction. The rest was perfect, just really two things that bothered me. Yet, when I was able to adjust to a key; a button that suited me it wasn’t quite bad. I don’t there was anything else that annoyed me. As the game plays great and I couldn’t want better!

Honestly, platformer games are very amusing and entertaining for me. Especially growing up with Mario as my favorite. So to play a pixel, platform-style game even in these modern, 3D style times, I really just love it! Therefore, I can only say that out of many of the recent ones I’ve tried this year, this game is superb and so worth it!

Review: Necromunda: Underhive Wars

0

The game, Necromunda: Underhive Wars is something that really is unique, original, and honestly isn’t really something I’d play. Honestly, I don’t want to say anything bad about a game as it’s not how the game plays, the genre, or the design. I just feel a bit lost in what needs to be done. Maybe I can blame it on that I’m not a big tactical, strategy-style gamer. Yet, I don’t mind giving it a shot every once in a while.

I feel that this game just lost me from the very start. It’s a bit confusing, especially for first-time players. I’ve tried to realize what I need to do to control the team members while playing. It was crazy trying to hunt down the buttons on the controller to figure what does what. Nevertheless, I just got lost each round and did anything I could at least do, like move somewhere to get out of the way. That didn’t really help me and possibly why I ruined many of my turns. Never getting me closer or helping me dominate the other side. Also why I’ve lost and was defeated on my first run of the game.

The entire mapping of the controls is what I am wishing I could see clearly in the pause menu option. Yet it’s not something I’m finding. However, most of the buttons are labeled on the screen what you can do, but I felt a bit lost still. Not that I don’t know how to put it together, or understand what I can use.

It was when trying to know if I can do other things like moving my teammates and possibly jump over objects, which I’ve always disliked when playing a game. That actually made me feel a bit limited with the movement I can make. It even took me some closer look to notice in areas you can press the letter A to climb over a block of things in my path.

Additionally, I know there was a map viewing, another thing that took me a while to figure out, and yet I still felt limited in the location we are battling in. Again, just being lost and unsure what or where to go next, well it made me uncertain if I wanted to keep trying to play. On the other hand, the weapons and design of the game are no problem, nothing but well-done art. As well as the background scene around. So nothing wrong or bad to report there. Yet, even the design of the game can’t help how I feel.

Each time I tried playing, I just really can’t seem to find myself getting into it as much. Maybe a break will be a good thing then give it another go. Of course, It’s gonna take time to actually understand the controls and what I can do or how far I can go before I can’t. I just wish it was a little different, with a tutorial on how to use or choose different features before throwing the player into the game, expecting it to be a piece of cake.

Don’t get me wrong, I did enjoy that it starts off with women as the players in the game. Two to be exact, defeating two similar ones on the other side. Yet, it still doesn’t help when I can’t understand my role or what is being asked of me when I need to move wherein the game or how to defeat and use a weapon correctly. It just doesn’t suit me as a game I’d play right now.

Lastly, I like to say that I’m so sorry Necromunda, you were well designed graphically and have an excellent camera controlling the action. Perfect view of everything going on. However, it’s just not as fun as many other games because I can’t figure it out as easily or find myself getting entertained or captivated by the story.

Review: Project Zero: Maiden of Black Water

It probably doesn’t behoove a game reviewer to say this, but I don’t understand the concept of a horror video game. 

Let me explain – we all know that video games are artificial, unchanging boxes with restricted freedom, but the very best make you forget that you are playing within a very specific set of rules and give you the impression that the game, neigh the world, is bending to your every whim.

A necessity for this to succeed is to provide a highly stimulating environment for the player and then to hand over the controls, but strangely, horror games aim to do the opposite and end up putting themselves between and rock and a hard place. It goes without saying that horror games require a large dosage of fear to be effective, but this emotion is felt most strongly when experienced passively – which kind of nullifies the point of a game – so in including functionality, and with each manually controlled step, the potential of each scare reduces. In a sense then, making a pure horror video game is like waging an unwinnable war between active and passive entertainment, with movement in either direction often affecting the other negatively – that is of course unless a hybrid horror game is made that include elements from other genres – i.e. Resident Evil.

Project Zero: Maiden of Black Water, the 5th entry of the Final Frame series, cares little for this though, nor the threat of following the long list of dormant horror franchises that were unable to provide something new, as it comes bulldozing into your eyeballs a very bland blast from the past. 

With a slow and deliberate formula of maze-like maps that hide keys to dark and ominous buildings and a story that’s read from notes scattered on the floor, you’d wonder if this was a remaster of a PS1 game rather than a Wii U title, and it’s because of this refusal to include any ‘improvements’ made in the last couple of decades, that it is likely to polarize its potential audience with many to likely consider it outdated while others might be glad to see a return of the good old days.

“Say hello to my little friend”

This is in relation to only one of its two parts though as the game can basically be divided into two sections – 1) The monotonous retro exploring with the litter collect-athon in the woods and 2) The camera ‘action’ and the black and white cutscenes. These might be the two sides of the same coin, but how very different they come across.

The camera, which the gameplay is centered, is a great gun-like system that uses the camera’s viewfinder to line up targets on the ghost’s person before snapping away to exorcise them. Dispatching the ethereal forms with House of the Dead-like sound effects from the loud camera shutter and shrieks from the ghosts carry the load that the exploration sections are incapable of holding, but as these sections constitute a small percentage of each chapter, the thrill is fleeting in the large scheme of things.

The best part of the gameplay is also one of the shortest lasting.

Unsurprisingly the black and white cutscenes are where the bulk of the scares come from, providing terrifying imagery and audio but the story itself is quite forgettable.

Furthermore, apart from a last-ditch attempt with 8 different endings, there is very little replay value or much to be gained in playing the chapters over again, as the game’s only gameplay – the camera function – is quite shallow, acting only as a weapon instead of solving story threads or mysteries of the ghosts you are shooting. It brings me back to my original thought that horror games need different genre gimmicks, such as survival and action elements to entertain as a ‘game’.

Project Zero: Maiden of Black Water is a decent, but antiquated title that was screaming for an update, but all it got was an artbook and some minor visual adjustments. While it’s hardly going to do the series any favors in creating a new audience it will be fun for those who enjoy a good retro horror title.  

Review: Venus: Improbable Dream

The world can be a cruel place, and your mind can be your worst enemy. Anxiety and low self-esteem can be the most debilitating ailments, and to make matters worse, the surrounding world is blissfully unaware of your suffering. Venus: Improbable Dream explores this touching and taboo subject in its immersive story.

Developed by Borealis and Ratalaika Games and published by Eastasiasoft Limited, this is a sombre visual novel. This moderate to long read comprises twelve tough and emotion-packed chapters. You’ll witness the power of friendship, music, and love as the protagonist’s world evolves alongside the story.

Anxiety can be crippling.

Venus: Improbable Dream offers minimal choices. 

The visual novel genre is renowned for its plot changing choices. Players have the chance to influence the character’s dialogue and your decisions change the course of the story. However, Venus: Improbable Dream steers clear of this staple mechanic. Subsequently, it’s a little unorthodox and may leave some gamers reeling. I, on the other hand, enjoyed that lack of input. The beauty of this visual novel is its immersive plot, and too many choices would have broken that connection.

You see the world through the eyes of Kakeru, a young man who was born with a birth defect that he hates. He cannot shake the negative feelings that haunt him, and depression and anxiety cripple his life. You follow his timid steps as he joins the school music club, where he tries to exorcise these demons. Here he finds friendship, serenity, and like-minded individuals. Can you guide Kakeru through this dark chapter and help him to dream again?

Laughter can be the cure.

Taboo subjects.

Though many people are more open-minded, taboo subjects still touch a nerve. Fortunately, however, Venus: Improbable Dream doesn’t shy away from its tough subject matter. Its beautifully worded script captures the clichés and common misconceptions. But it also makes light of these mistakes. There are undertones of an educational element running through the plot, and this was great. Luckily, though, it wasn’t preachy or in your face and it didn’t detract from the strong sense of emotion.

The twelve chapters fly by, mainly thanks to the lack of dialogue choices. Therefore, it was easy to become swept up in the situation thanks to the wonderful characters and excellent environments. Moreover, the developers did brilliantly to avoid the usual OTT and “shocking” Anime/Manga animations. The use of “normal” in your face elements was refreshing, and this helped to maintain its touching charm.

Venus: Improbable Dream lets its script do all the work. 

Visual novels have to keep you interested throughout, and most use bright colours and vivid imagery. Venus: Improbable Dream doesn’t! It’s a much more laid back and sombre affair, and this was fantastic as it matched the subject matter. The use of earthy tones and plainer characters gives a more grounded impression. Though the developers used an Anime/Manga style, it was scaled back, and I appreciated its simplicity. The normal over-sexualising of every character was avoided, and this was key because of the theme.

As expected, the audio followed suit. The calmer and emotive soundtrack enhanced the touching story. The low key music plays softly alongside the unfolding plot and helped you to connect with each character. You may worry that it was depressing, yet it certainly wasn’t. It’s true that it touched a nerve, but you can’t help but love how it supports every sad and happy moment.

So many beautiful locations.

Plays and reads like a book. 

Avid readers will recognise the relaxing and trouble-free experience of reading. You sit back with a drink, some food, and allow the book to take you on a journey. Venus: Improbable Dream does just this with its simple control setup and lack of dialogue options. You’ll watch the story unfold, build a rapport with the characters, and become wrapped up in the drama. It won’t be for everyone, but I loved its relaxed approach. 

Much of this visual novel is excellent, however, its replay value is sadly lacking. One playthrough is enough to uncover every subplot, and there are no alternative endings. This was disappointing and was a surprise. I expected it to have multiple outcomes, like its peers. Luckily, though, its wordy story will keep you interested and this proves to be great value for money. 

Venus: Improbable Dream had me hooked.

I love a great visual novel, and Venus: Improbable Dream had me hooked from the start. Its touching plot, relaxed approach, interesting characters, and varied landscapes all combine brilliantly. It tackles many taboos in a tasteful way, and I recommend you to buy it here! Watch Kakeru come out of his shell as his closed world slowly opens. 

Review: Zool Redimensioned

Back in 1991, the gaming landscape was forever changed with the release of Sonic The Hedgehog. The beloved fast-paced 2D platformer changed the scope of gaming franchises and the loveable Sonic grew into a classic retro icon of early 90s gaming. 

The sheer success that Sonic was created a shift in the gaming landscape and every developer was clambering to create their own 2D platformer and iconic mascots. In 1992, the beloved Zool crash-landed onto the Commodore Amiga, and now 30 years later he has returned with brand new graphics, reworked sprites and a smoother experience of a classic game.

Off the bat, one of the most interesting things about Zool Redimensioned is that whilst it has been created with some input from the original developer team over at Gremlin Graphics, it has primarily been adopted by the Sumo Digital Academy, which features mainly students looking to further their experience within the industry. With this in mind, it’s clear that the remaster still has a lot of the heart and soul that the original Zool held—and that’s coming from someone who wasn’t even alive when it first came out.

It’s common that when a classic retro game is remastered that a lot of its soul and personality can be easily lost, but thankfully, Zool retained its most important features.

Zool Redimensioned has two primary game modes: Redimensioned and Ultimate Ninja. 

Redimensioned is a brand new modernised experience—as the game itself states, this mode is ideal for first-timers, speedrunners and those who want to practise their platforming skills. A new double jump control has been added to this mode, which is something new to the Zool series. This feature in particular comes across as one of the most influential, especially when you compare the gameplay to Ultimate Ninja mode where double jumping is disabled. The requirement of collectables to finish a level has also been made optional here.

Ultimate Ninja mode is the perfect mode for Zool veterans. As previously mentioned, double jumping is disabled, and you’re now playing with old school rules. As a newbie to the Zool franchise, this mode was pretty daunting at first. The addition of the double jump completely streamlines a lot of the difficulty issues I was having with Ultimate Ninja mode, so it’s crazy to think that this wasn’t even a feature in the original game. To finish a level, you will also be required to pick up any collectables within a time limit. The combination of the classic art style combined with the difficulty of Ultimate Ninja mode is iconic of the quintessential 90s platformer—I certainly need more practise regardless.

Level selection options have also been added in this remaster, which only further adds to the ease of gameplay for completionists, achievement hunters and speedrunners. 

Despite the fact that Zool is almost 30 years old, the designs, graphics and music composition hold up incredibly well. The music is instantly iconic and recognisable of something you’d immediately expect of any 90s cult classic retro platformer. 

However, there are some aspects that Zool Redimensioned finds itself stuck in the 90s with.

The levels in general are quite simple compared to some modern-day platformers, and the level design certainly isn’t as instantly recognisable or memorable as Sonic’s Green Hill Zone is for example. The levels can be somewhat confusing at times too—it can be difficult to differentiate what’s a platform, what’s a collectable and what’s part of the background and everything can blend at points. Some of the end-game bosses are rather forgettable too, especially if you didn’t grow up with them like me. 

Regardless, with over 30 levels and plenty of achievements to complete, Zool Redimensioned is a faithful adaptation that will instantly impress retro gamers and pull in new fans like myself. With lots of replayability, challenges for completionists and speedrunners alike, Zool Redimensioned is a feel-good 90s classic that shouldn’t be pushed to the side without a chance.

Review: Stellar Warfare

Building the terrain of a strategy game is hard, when it’s set in outer space. Navigating a 3D world using only your mouse can be difficult, and strategy games tend to ask more of us; we have to manage armies and micromanage units or buildings. In most strategy games, we play on a 2D environment, or, at least, we don’t build on the Z axis. Space tactics are different, though, and this is the most interesting aspect of Stellar Warfare.

A strategy game that’s set in outer space, Stellar Warfare tries a lot to create a playable 3D playground full of meteors, shipwrecks, huge spaceships with blaster cannons and intricate metal bases hovering above a distant sun. It really tries it best, but sadly it mostly fails. Listen, I know it’s a tough undertaking, and I really wanted for this game to succeed, but it doesn’t.

First things first, Stellar Warfare looks OK, it’s presentation is decent for a game of this caliber, but some big problems arise. Well, there’s just too much going on! We see stars, space-objects, floating stuff, space ships, planets and really everything that’s to be expected to be seen in space. Nothing looks bad, it’s all serviceable, but it also gets way too confusing to play. Sometimes you can’t see where your ships are, it’s very hard to distinguish between different types of spaceships or structures and the pathfinding suffers a lot because of the 3D environment.

The graphical presentation is adequate really, everything looks good in an indie kind of way, the ships are detailed enough, the brightly coloured battles are fun and it’s nice to zoom in and out of the battlefield to watch the huge scope of the spaces. The problem is mostly mechanical to be frank. You see, you can hover around the available space, you can turn the camera in any way you want, but the way these actions are performed is unnecessarily complex and not very intuitive. In the opening hours you’re sure to forget how to manipulate the stages’ space, and the game doesn’t help you a lot. Also, when assets are placed in close proximity, the perspective can get very confusing. There’s not a clear view to help you understand exactly how the structures are placed, and turning the camera rarely makes it easier.

Sure, the developers tried to tackle all these problems, they did, but sadly they didn’t get it right. You can move the camera, you can zoom on particular units, you can follow them, you can move up and down in the Z axis and in general there are a lot of options. However, the UI isn’t helping at all and the tutorial doesn’t really explain the ins and outs of the gameplay. After completing the training mission, you will not yet know how to do most actions and you will just read the manual found in the options menu. The fonts, the colours, the size of the letters and icons, everything is just subpar.

It doesn’t help that we have to look at a fairly large space and manage a fleet of small ships that can very easily get lost. There should be more options to group, find and control individual units, so that the large 3D space can be easy to navigate. As it stands, well, it’s frustrating more often than not and it has a big effect on the fun Stellar Effect could provide.

In its heart, this is a simple game. You build a couple of structures, you collect some resources (mostly an automated process, no micromanagement needed), you create a fleet and you attack enemy outposts. There are some different modes, familiar ones, like wave defense, skirmish, in single or multiplayer. It goes without saying that you’ll have a pretty hard time finding other people to play with, so it’s better to stick with friends or going it alone. The gameplay can be fun, and trying to out-ship the enemy fleet to win a fight can be rewarding, if only for some hours.

The campaign, too, is underwhelming. A story is implied, about something to do with a Light that destroyed civilization, and it could be an interesting sci-fi backdrop. The presentation, though, does not lean into the narrative. We are given some very simple objectives, with no real background to them, and it really is all about fighting enemies and breaking space blockades. It is apparent here that this is not supposed to be an utterly complex grand strategy game, but a simpler, wave-based one. And that’s ok!

All in all, Stellar Warfare is built on some interesting ideas and has some fun aspects going for it. What it needs is a more comprehensive tutorial, some ironing-out on the controls and a more engaging campaign. It’s not the space strategy game you were expecting, but it can be fun if you know what to expect. It’s a small game, ambitious but made by a single person, and in early access. it’t getting updates, so it’s bound to get better as time goes by.

Review: METROID Dread

Still a relative newcome to the world of the Nintendo Switch, I have a bucket list of sorts for the big-name Nintendo franchises that I have completely missed out on with Mario and Zelda right up the top. Another series that I have always wanted to try out for myself and experience has been the METROID series, and when I went searching to see if there was anything I could pick up for my Switch, I was surprised to learn that is has been a staggering 19 years since the last released METROID game, I was therefore extremely excited when the big return was announced for METROID Dread and I immediately placed my pre-order. Full transparency, I was not prepared for the game I have now come to love the most on my Switch console!

All I knew about Metroid was that it was a series of 2D side scrolling shooting with platforming and puzzles and that it created the METROIDvania Genre of gaming. I wanted to dive in and just immerse myself in the world and I was completely taking back by an experience that quickly became one of my favourite Switch experience since picking up my console in the summer and of 2021 overall. I loved how the opening brings newcomers to the series like myself up to speed on the story history of the series, which was very much appreciated by me because Dread gets straight to the point very quickly.

With the X seemingly destroyed, a surprise signal on a new planet ZDR which is possibly a sign of more X, has Samus tasked with investigating this signal but on arrival is somehow knocked out and wakes to find her suit demoted to a basic form and no knowledge of high-level skills or what happened to her that caused it. Quite the opening for a newcomer like me but probably standard story set up for veteran METROID players. Thankfully, the game gives players a little bit of time to get familiar again with the controls and how to navigate the level maps to know how to progress or backstep depending on what is required. I came to really appreciate the level design so much in this game, there is a real depth and intricacy to how the levels are layered in every area the game takes you. There are areas which are obviously designed to be the classic “Come back later when you have this ‘thing or item’” mechanics, something I do appreciate as it lets the player know that this is a level you will be returning to.

The visuals to METROID Dread are exceptional for the switch, the animation is just eye candy for me whether I am playing in handheld mode or docked and through my TV, whilst my Switch is the original model, I have had the chance to see and play it on a friend’s OLED Switch and the vibrance of the colours whilst in handheld is quite something, but that said, it is for me so far, one of the best looking games I have yet to experience on the Switch. The sound scheme and musical score is fantastic with the music just helping to immerse players into the METROID world and the sound, from weapon use to just moving around is incredible. Both combine to help one factor of Dread that truly stands out above all else, the E.M.M.I. threat.

I like the overall 2D side scrolling which essentially uses “Screen Flip” to create the level as you move from one screen to another with left to right as well as up and down traversing to move to a new room or place on the level. One of the aspects I am starting to welcome with Switch games is how the 2D feels very natural to someone who often moves from games on PS5 to Xbox Series X and S then to Switch, Dread just looks so good in either Switch playable modes and I do love it on my TV. The way in which this all comes together when you encounter the E.M.M.I. robots just completely took this game to a whole new level.

Clearly inspired by the early Alien films, the E.M.M.I. serve as that enemy Samus is unable to fight or kill right away with the only tactic available is to either avoid or run away from to fight another day. If caught, Samus will have a small window to carry the E.M.M.I. robot attack but believe me, this is a very small chance to escape their grips and usually if they catch you, you are dead. What is refreshing is that the checkpoint system is very forgiving, often respawning Samus at the point you entered that screen, so you know what to avoid going forward or quickly check the map to see if there is another route. E.M.M.I. robots stalk the levels as well, with a patrol pattern designed to both hinder and unnerve the player. Now this is often a mechanic I find dull and boring, Alien Isolation did not work for me and Resident Evil 7 for example, had characters just designed to make you stop and spend ten minutes waiting for them to leave so you could progress.

There is something fairer about the way in which Dread applies this process however, and I knew when I was caught out by an E.M.M.I. robot, it was down to me making a mistake or not being careful. I never felt punished by this element and genuinely found it to be an exciting gameplay experience knowing I had to sneak by or bait an E.M.M.I. to chase me so I could use abilities to get by it to an area I needed to reach that they were blocking. The game warns the player that E.M.M.I.‘s are to be avoided which makes the moment you can take them out, all the more thrilling.

This moment comes when you defeat a boss and from their carcass you obtain the ability to destroy the E.M.M.I. but once you have, the ability is then lost until you retrieve it from the defeat of another Boss. That degree of payback for all the times you were caught is quite satisfying indeed. The lack of any real hand holding is also something that I enjoyed, once the tutorials are done, you are left in the world to work out what to do, other than an objective, the game leaves you to discover what is needed to progress to the next area. Sometimes you might need something to survive the environment of a new area, should you have missed this, you will need to back track and search for it. The requirement for abilities or suit capabilities which you might not obtain until much later for me makes the levels feel much bigger than when you first explore them. The game quickly sets up the E.M.M.I. robots as a true threat to you whilst other enemies can be put down normally and the boss encounters are a great way to put into practice what you have learned and hone your skills to work out the best way to take them down.

The action can be fast paced which I appreciate whilst learning to navigate the area using the map was rewarding for someone like me who likes to explore and discover rather than have a big marker on the map telling me to “GO HERE”. Since the game launched, it has been interesting to read the thoughts of newcomers like to me the series with Dread and those who are veteran players of the series reacting to a 2021 version of their beloved series. Good or bad, the common agreement is that METROID Dread is exactly what the series needed to feel modern again with plenty to drive it forward so the wait for the next game will not be another 19 years.

METROID Dread is quite simply fantastic and as the gaming year draws to a close, its inclusion on many GOTY Award nomination lists is very much deserved. Nintendo timed this release to compliment the launch of the OLED Switch but this plays fantastically well on the regular Switch of it not to be dismissed, if you have a Switch user in your family and looking for that gift idea this Christmas, METROID Dread is the perfect solution!