Preview: Danger Scavenger

Danger Scavenger is a twin-stick shooter, one which heavily draws inspiration from dungeon crawlers and roguelites. The game features randomly generated levels, plenty of items and weapons, and an optional perma-death mode. 

I got the chance to try Danger Scavenger for the first time during a Steam Festival, and I must say that I wasn’t really impressed by it back then.  However, having played it now, months later, I can say that the game has definitely changed my mind in some ways. It’s worth noting that the game has been in Early Access since June of 2020, but the 1.0 version should be released by the end of Q1 2021. 

I’ve already mentioned that the game is a twin-stick shooter, but that doesn’t really do the game much justice, as it has more things going for it. For instance, the game features two different modes that you can play, Arcade and Hardcore. While there are other small differences between both of these modes, the biggest one is that in Hardcore you lose everything when you die. Meanwhile, in Arcade, you get to keep some items and weapons whenever you die. There’s also local co-op support for 2 players.  So, it doesn’t really matter if you just want to have some fun, play something more challenging, or do one of these two with someone else, as the game offers you enough options to satisfy different audiences.

The game takes place on the rooftop of skyscrapers made out of hexagons, which was undoubtedly a design choice made to facilitate the randomly generated aspect of levels. The goal in Danger Scavenger is to climb to the top of each skyscraper and deactivate an antenna that is being used by a rebel AI to control nearby machines. When that is done, you simply move on to the next building of another corporation. 

Currently, there are six different characters that you can choose from. There’s Captain J., which is the most balanced of all, but you also have the Doctor that has a jetpack, but other characters also have their own quirks. Besides these gameplay differences between them, they all start with different items, so you may be able to find one specific character to better suit your playstyle.

As far as weapons go, Danger Scavenger’s arsenal ranges from bazookas and nuke launchers, to miniguns and laser rifles, but it also includes melee weapons such as frying pans and katanas. There are dozens of weapons in the game, and more will probably be added before the game is done in Steam’s Early Access. All these weapons can be upgraded, just like items, and they all have different stats and effects that can trigger during combat, like having a chance to dodge an attack or to shoot a sticky bomb every time you shoot. In terms of items, both active and passive items can be either offensive or defensive in nature. These range from simple companions, to more simple items that simply boost some of your stats, such as weapon accuracy or range.

Although the game does provide players with a wide range of weapons and items, I’m afraid that the same can’t be said about other aspects of the game. For example, there are currently five different skyscrapers, but they all just feel like a different coat of paint to better suit the theme of their corporation. Also, the levels are extremely flat, there are only props scattered around to make them feel more crowded and serve as cover, but you very quickly destroy them as soon as the action starts. I understand that we’re fighting on rooftops here, but the game just feels like it’s lacking something to make each level feel special in their own way.

Meanwhile, while each skyscraper has its own unique final boss and a series of enemies, I really wish there was more variety. In this regard, the game doesn’t feel like it’s that replayable. It took me just about an hour to complete a full run of the game on Arcade on my first try. Still, it’s worth noting that, as you play the game, you’ll unlock new weapons and items, which will then start dropping in future playthroughs. Nonetheless, after only spending 3 hours with the game, it feels like I’ve seen all it has to offer.

Overall, despite being in Early Access, Danger Scavenger is a good enough game. It might not be groundbreaking or have tons of replayability, but what it does, it does reasonably well. However, if you’ve been looking for a game to scratch your roguelite itch, I don’t think that this might be it. As of right now, I’d recommend that you wait for the full release. At the moment, Danger Scavenger isn’t a game that I’d classify as a MUST PLAY. This is mostly because there are so many other excellent games in this genre, so I guess you wouldn’t miss much if you decide to skip it for now. Still, definitely keep an eye out for this one, as updates have only made the game better and better.

(Previewed PC, but it will be available on PS4, Xbox One and Switch)

Review: King of Fighters XIV Ultimate Edition

Launching itself into the world of 3D, SNK’s King of Fighters (KOF) series has joined the fray of modern 3D fighters, managing to make substantial changes from previous instalments, meanwhile capturing the core essence players are familiar with. With a brand new story, 3D models, and a host of DLC to tide players over, all signs look positive for the Ultimate Edition of KOF XIV – however, this is not quite how it plays out. Despite some remarkable strides taken by the developers, the game certainly falls flat in several areas. So, how exactly does KOF XIV fare in the arena of 3D fighting games? Well, let’s take a look.

KOF XIV Ultimate Edition is a re-release of the 2016 instalment, and comes packaged with the base game, as well as all DLC characters and costumes. I’ll mention these extra add-ons later on, but the primary focus here will be on the base game – KOF XIV. The game is essentially split into three core areas: story mode; tutorial/training modes; online multiplayer, and I’ll tackle each of these elements, before breaking down the gameplay mechanics and other key areas. We’ll start with the story, as this is the mode I certainly have the most (and least) to talk about.

Story (Spoiler Warning)

Simply put, the story mode included in KOF XIV is abysmal. I’m well aware that many fighting games, and to be honest most games with online functionality, forego single player content in favour of a greater focus on multiplayer. This is fine, however what irks me the most about KOF XIV’s attempt at a story mode is the sheer lack of effort put into contextualising it. Despite opening with a gorgeous and promising cinematic, players will be thrust into 10 consecutive fights (with a single cutscene midway through), before the story wraps up with zero explanation. Bearing in mind your opponent AI is mediocre at best, being thrown from fight to fight with absolutely no idea why you are there simply divulges into and endless grind of auto-combos and boredom. You’ll find yourself suddenly pitted up against the current King of Fighters, with minimal build-up, before a (totally unexplained) demon-thing appears, resulting in you apparently saving the world… from a threat that had appeared 5 minutes earlier. Roll credits. Honestly, the inclusion of this mode as a ‘story’ is an insult to every narrative designer to have ever lived. Had SNK decided to completely remove the story mode, that would have been fine. Had they openly placed players in a challenge mode instead, that also would have been fine. But what SNK had opted for is both lacklustre, and blatant content-padding. Frankly, there are many more issues I could point out with this mode, but I’ll leave it here on one final point – don’t bother playing it.

Side Modes

With the horrors of the story mode out of the way, let’s talk about the remaining single player content of KOF XIV. Training and Tutorial modes, a staple in any fighting game, come as expected, both giving beginners a chance to learn the ropes, and more experienced players the platform to hone their skills. There is not much to say about these modes – they will be very familiar to anyone who has played a fighting game – but I will note that I found the UI quite unfriendly for beginners. Disclaimer, I’m by no means an expert on fighting games, however I’ve played my fair share of them, and so probably sit somewhere in the middle in terms of experience. Nevertheless, being told to press ‘HP+LK’ for example, meant absolutely nothing to me without looking up the button list in the options menu. Granted, this isn’t the biggest of flaws, but I do think the inclusion of controller keys in the UI would have gone a long way in improving accessibility for new players. Aside from this, both modes are comprehensive, and are a great way to learn the plethora of combo moves available. The Missions mode is a surprise hit in KOF XIV, as one would expect a list of meaningless challenges, with no real value outside of beating your personal best. However, I found these a great place to practice combos, and become more familiar with each fighter’s move-pool, whilst simultaneously striving towards a greater goal. I’d definitely recommend players check out this mode, even if it is only briefly.

Multiplayer

OK, here we are at the bread-and-butter of KOF XIV – multiplayer. Your standard range of modes are all included: ranked; non-ranked; local multiplayer, and so you’ll get what you’d expect upon entering multiplayer. Connectivity was fine for me (provided I was playing someone in the same, or similar, region), and I had little difficulty playing an opponent once I was in a match. However, this part is important – once I was in a match. Playing in 2021, the player-base of KOF XIV is astoundingly small, ultimately meaning I could only find a match in non-ranked rooms, which often only had 3-4 players in them. Considering you often cannot jump straight into another match, as you are dependent on an opponent joining your match (or finding an open one yourself), this results in more time spent waiting for a match than actually being in one. Ultimately this is the major issue with the online multiplayer – there’s almost no one to play with. Nevertheless, I will note that once you do find yourself an opponent, multiplayer can offer you the very best of what KOF XIV has to offer.

Gameplay

As previously mentioned, KOF XIV has made a sizeable departure from previous series’ entries, breaking new ground in the world of 3D. Nevertheless, SNK should be applauded for maintaining sharp, frantic gameplay, ensuring that the core of the game is neatly polished. With a huge roster included, creating your team of three fighters can feel fresh each time, as each fighter offers markedly different move-pools. This is a standout feature of the game, as it offers players an endless supply of content as they learn to perfect each fighters’ combos, and build their ultimate team. Once in the fight, fast and fluid movement allows you string together these newly-learned skills, and the inclusion of the rush mechanic certainly helps tip the fight in your favour when you need it most. Admittedly, the learning curve of KOF XIV is a steep one, but as with all great fighting games, it is the mastery of each fighter that provides the player with a sense of reward that drives them back into another fight. I do wish there was a little more, outside of the rush mechanic and auto-combos, to give beginners a chance of said mastery, but those dedicated to the cause will certainly reap their rewards.

Audio & Visual Design

Although the audio design of KOF XIV is nothing to write home about, with some decent backing tracks and suitable SFX, the visual design has plenty to note. I personally found SNK’s foray into 3D to be a successful one, with character models, fighting stages, and visual effects all looking sharp, albeit somewhat lacklustre considering the console generation. Much more could have been done in this regard, as I feel like SNK play it safe with much of the visual effects, however overall I was satisfied with the game’s visual design. I would expect KOF XV to make some notable improvements, but considering the base game came out almost 5 years ago, I have little to complain about. Lastly, considering how beautiful they were, I would have loved to have seen more cinematics throughout the game, as these almost always managed to ramp up my anticipation before a fight. However, that would require me to start again on the story mode… *shudder*.

Ultimate Edition Extras

Anyone already familiar with KOF XIV might want to know why they should opt for this version, rather than just the base game. Well, in truth, I can’t really give you an answer. Yes, you’ll get 8 new fighters, as well as a handful of new costumes to match, but that’s about it. New players probably won’t see the value in this, whereas fans of the series may wish to consume every drop of content they can. If you do find yourself falling into the latter bracket, then by all means, the Ultimate Edition may just give you what you had been wishing for. But the rest of us, these extra tidbits do little aside from prompting an “OK, cool”, before getting lost in the already existing pool of content. Ultimately, as with most ultimate editions of games, the extra content is great if found on sale, but often they are not worth paying extra for.

Conclusion

So, in 2021, is it worth picking up KOF XIV? In all honesty, no. With an appallingly-bad story mode, and notable absence of online opponents, there is really not much content to justify a purchase. Yes, the gameplay is fantastic, and these other flaws are not indicative of that, but simply put, you’ll be getting a very empty game. Waiting on KOF XV would likely be your best bet, but if you do opt of the 14th instalment, you will still get a fighting game with sharp, fast-paced and rich gameplay. Nevertheless, although I do have to hand it to SNK for their successful attempt at entering the 3D fighting game market, considering the other options available, I find it difficult to recommend KOV XIV over them. Who knows, maybe KOF XV will continue to build on the foundations laid here, but that awaits to be seen.

Review: YesterMorrow

I love a colourful and well-designed game that will test my skill levels, and provides me with a unique concept to keep me interested. When I was offered the game YesterMorrow to review, I instantly warmed to the art style and the concept, but was put off by the genre. It’s a puzzle/platform adventure title that asks you to leap, roll and solve problems to overcome obstacles and save your family. The storyline isn’t unique, but the main concept that is intertwined through the gameplay made for an intriguing proposition. Time travel, and a lack of combat form the spine of this otherwise well designed 2D platform adventure.

Developed by Bitmap Galaxy and published by Blowfish Studios, you control the life of a young girl named Yui. The daughter of the village timekeeper, and someone who will define their own future, by travelling through the past. You are expected to follow the set paths to find temples and houses to explore. Chains and webs must be climbed, and platforms traversed to pass gaping chasms. The platforming element is nothing new, but what it presents is enjoyable and will test your skill as you try to progress.

The story plays second fiddle.

The main principle of the story is old as the hills. A village festival is about to begin, when tragedy strikes. Shadow monsters appear from the Nether, where their only aim is to control the light and cast permanent darkness upon the world. You are sent to get help from the Elders, but you fall short on your quest. Your failure ensures that your village is destroyed, and your father goes missing while he searches for your missing body. Roll on many years, and you now control an older and wiser Yui. She is haunted by her past, and her unanswered questions empower her to seek answers.

Your world was bright and full of hope before the shadows came along.

It is from this point that you gain your first of many abilities, time travel. This mechanic allows you to flit from the current day, back to the moment before the shadow beasts attacked. The aim is to find the cause of the invasion and attempt to stop it before it happens. Many other abilities are added, none of them new to the genre, and fans of platformers will feel familiar with the inclusion of double jumps, and more. Bitmap Galaxy appeared more concerned with the platforming elements that the story itself. A tepid storyline features throughout, and serves to break up the exploration, rather than a reason to be searching the surrounding area.

A great concept that was unappreciated.

I have played several puzzle/adventure games that use time travel at its heart, and each one utilised it well within the gameplay. The Great Perhaps is one that springs to mind, where constant flitting between the past and present allows you to solve the many puzzles you face. Unfortunately, it never developed to that level in YesterMorrow. I desperately hoped that the complexity of the puzzles would increase, allowing for a more in-depth experience, sadly it never came. Like the story, the gameplay simply placed all its eggs into the platform elements, and used every other mechanic as a filler.

Unsurprisingly, the platform elements are fantastic and form a great foundation for the rest of the game to be supported. It was a pleasure to work out the best way to overcome obstacles, and how to gather the many collectibles that you will find. This part is a resounding success, but I’d still consider it to be entry level, not in design, but in difficulty. The puzzle element follows suit. Veteran gamers will find it frustratingly easy, and new gamers won’t find it much harder. It was a shame that the developers failed to enhance the challenge in these parts, and had they done so, it would have been a much more solid performance all round.

The guardian is here to help, follow its wise words!

The concept falls short, but the visuals and audio doesn’t.

The outstanding art style is striking and makes this title stand out. The developers have stayed away from an exclusive pixelated art style, like many of their peers. Instead, they have created a bright and colourful world that is easy on the eye. Once the shadow realm grasps control, the sinister shades and darker colours, add an ominous edge to proceedings. As well as looking great, its attention to detail is marvellous. Cute sprites represent both character and loveable animals, creating a Disney-esque world for you to enjoy. The beauty of the light juxtaposed with the ugliness of the dark generated a classic good Vs evil backdrop.

Though the story is lacking in emotion, the music does a great job in building an atmosphere. An oriental score accompanies all the action. During times of reflection a calm song rings out, setting the scene, allowing you to focus on the text. As you move through the world, a more upbeat and simple audio drifts in the background. A mixture of tempos matches what is happening, adding energy when you roll past spiders, leap snakes or avoid bats and bugs. Both the audio and the graphics support this game perfectly. If it wasn’t for both these elements and a strong platforming foundation, YesterMorrow would fall short of its desired outcome.

With no combat, it’s all about the accuracy.

A non violence ethos is rare, especially when the developers use so many monsters throughout. The game is designed so that you think on your feet. You must use your environment to overcome your enemies, and you mustn’t rely on hack ‘n’ slash techniques to proceed. This lack of button mashing allowed Bitmap Galaxy to focus on a responsive and tight control system for the other mechanics. Responsiveness and ease of controls were not an issue when using the Xbox controller. The button layout was easy to understand and didn’t take long to master. As with other elements, this was aimed at the entry level gamer.

The darkness rules the world. There is no way past its oppressive nature.

The overall tone of this review appears that I didn’t enjoy my time playing this, and that isn’t the case. The mixture of genres has diluted the developer’s approach so much that they have missed the chance to enhance the key mechanics. If you then mix this with a weak and tired story, which is unforgivable in an adventure title, it left me hoping for more. It’s a game that is good enough that you will want to return to find all the collectibles, and you will try to unlock all the achievements. However, there are limitations to the quality, and this pulls it back from reaching its true potential. If you are looking to experience the story, you’ll need around 6 hours. If you want to complete it, 10 hours will have to be invested.

Is it worth an investment of your time and money?

As a platform game, it’s very good. The level designs are interesting, dodging your foes instead of attacking them is an interesting twist, and clambering around is fun. As an adventure title, it never truly gets off the ground, mainly because of its tired plot. The missed opportunity for me was the lack of development in the time travel mechanic. This part could have been spectacular, instead it acts like a gimmick and has the finish of an afterthought.

It’s beautifully presented, and I wish that the developers had balanced focus across the board, and not placed their eggs in a few baskets. At £16.74 it will not break the bank and is a perfectly serviceable entry level title. Do I recommend it? Maybe, I’m on the fence, but yes is my answer! I had fun, but I know what I wanted it to be. If you want to buy yourself a copy, then look no further! Can you forge your own destiny? Travel to the past to fix the future.

Review: Injection π23 ‘No Name, No Number’

Get ready for your…

Rivalling N++ for the crown of worst video game title of all time comes Injection π23 ‘No Name, No Number’, a survival-horror game that pulls no punches with its painstakingly difficult puzzles and terrifying soundtrack in an homage to the Silent Hills and Resident Evils of old.  

Set in Malaga, the unnamed protagonist has his dog stolen from him, tipping him over the edge and forcing him to leave the relative comfort of his home – into a zombie apocalypse. Unfortunate, I’m sure you’ll agree.    

Someone’s not best pleased. “Give me back my dog” is what he’d probably say, if he actually spoke.

In typical survival-horror fashion, you’ll need to find items, unlock doors and solve puzzles to find your way through to your goal. Simple enough, you’d think, if it wasn’t for the fact that these required items can’t be clearly seen in the environment, meaning that you find yourself running along the walls of the room hitting ‘X’ in attempt to find something – anything – to get you into that locked room. Not exactly my idea of fun. 

Some conventions have changed for the better in video games over the years, like a game’s ability to save automatically for one, but Injection shuns that for save points with a twist – a puzzle that needs solving. Puzzling by modern standards, this counterproductive ‘feature’ is incredibly frustrating, especially considering the challenge the game’s puzzles already provide. It’s almost like you’re being nostalgically trolled.

Perhaps the game’s biggest flaw is its failing to provide anything of substance to entice the player to continue beyond the first chapter of the game, making me wonder how many people gave up on it within the first few hours. Injection’s slow start does improve as you begin to pick up your weapons, but even then you are restricted to just a few enemy types and very few bosses to speak of throughout the entire game. 

These aren’t enemies, but they probably should’ve been.

If that wasn’t reason enough to get you to dig out and dust off your PS1 and play the original Resident Evil and Silent Hill, the graphics and animation of Injection’s enemies are PS2 standard, which makes it hard to feel afraid of them as they hover about rather than provide any jumpy movement or suspense by appearing out of nowhere. They can attack you through walls and doors and disappear for no good reason though, which is impressive I guess.  

Wait? Is this Watch Dogs: Legion of Doom?

So little excitement does this game inspire that it’s quite difficult to know where to begin when describing areas in need of improvement, but its generic cutscene-driven story is exempt, getting a free pass for it’s genre-standard plot, until its cutscenes revoke it, looking like a VHS cassette tape has been put through a blender. Notes littered around the levels that might have added to the story are mostly in English, but are occasionally in Spanish, without any English subtitles, which also doesn’t help the conveyance of the story. Above all though, it’s the lack of any real communication between characters, or even with yourself, that makes the game feel one-dimensional – you don’t even get to see your dog until the end! Who’d have guessed the zombie game would be lacking life.   

Attempting to offer respite from the mediocrity surrounding it, the game’s decent features exist through its puzzles, which vary from lock picking, code-breaking to item crafting; the detailed, but relatively empty environments, and the effective soundtrack which mostly consists of monsters moaning. Wroooaahhh.   

He’s hiding a gun, I’m sure of it…

Despite all its failings, it’s clear that a lot of love and care has been put into this project by its one-man developer, with plenty of collectables and extra features available, but with it not being cheesy enough to pull off ‘so bad, it’s good’, Injection exists only as a hardcore fan’s guilty pleasure, with its below-average production values and lack of variety creating a functional but dull game. 

Review: Cook, Serve, Delicious! 3?!

“Did someone order stress with their grilled cheese sandwich?”

To encounter a game you wouldn’t usually go for, only to be pleasantly surprised, describes my experience with Cook, Serve, Delicious! 3?! As a lover of food, this title had its appeal, but soon the glitter and glam of delicious meals began fading away as the orders came flying in.

It’s all in the preparation

Set in post-war America, the year is 2041, and the restaurant business is booming. With many franchises doing well, Cook, Serve, Delicious! is still the leading restaurant known for its exceptional quality and taste. Well, perhaps I should say was. An unfortunate explosion brought the entire establishment down, with the acclaimed chef in it. Thankfully, our culinary maestro survives the blast with a successful rescue by two androids – Cleaver (guardian) and Whisk (driver). It also just so happens that these two lovely artificial souls are fans of the chef and own a food truck. Call it fate or destiny – but with an opportunity available and your efforts, Cook, Serve, Delicious! can once again be the powerhouse name in culinary excellence that it has always been and make it to the Iron Chef Championship.

The gameplay of Cook, Serve, Delicious! 3?! is relatively simple at first glance: prepare meals, cook a few special orders and serve hungry customers at your stops. I assure you; it quickly becomes far from straightforward. To become the best in the food truck game, you need to master swift coordination with your menu preparation, food cooking practice, holding stations, special orders, and speedy fingers (as well as the occasional cramp in your right thumb).

Each day begins with a curated menu with a set number of points based on the foods available and their tier. The higher the tier ranking, the more challenging to produce, but equally financially rewarding when executed accurately. Your earnings from each day’s takings go into the food truck by purchasing new menu items.

What’s on the menu?

Thankfully, there is room to practice preparing each food before purchasing it or adding it to the menu. Helping you plan your energy for the upcoming stops. I loved how Cook, Serve, Delicious! 3?! curates hundreds of different foods from all around the world. I was chuffed to see Koeksisters and even Bunny Chows on the menu as a South African. The game offers insight into each kind of food. From the country of origin to cooking methods, and even its evolution throughout the decades. If you take a closer read at the food information, you may spot some hilarious not-so-true facts there. There is something for everyone on the Cook, Serve, Delicious! 3?! menu.

You begin with four holding stations where you can prepare larger batches of menu items in advance. These come in very handy when having to feed a crowd in one go. Depending on each item prepared, an icon will indicate the expiration of the foods in each station. Should the food become unconsumable before reaching your stop, a new batch will have to re-cooked. With every successful food stop and day, you earn points that level you up. These upgrade your food truck (my advice: be quick to add holding stations, you’ll thank me later).

Make it your game

At the end of each day, you have ranked either bronze, silver, or gold medals. Factors like a customer’s waiting time and accurate order delivery will contribute to your ranking.

Besides the ranking system, you will be making moola in the form of a cryptocurrency called Crumb Coin. The money you make comes with an exchange rate displayed at the end of each day. And yes, the money carries over to the next day if not used. This money can purchase items called ‘Trinkets’ that spruce up your truck and the feel you want it to portray. From cool interiors to social statement pieces like BLM and LGBTQ trinkets, whatever drives your food truck can be yours.

Cook, Serve, Delicious! 3?! is played in your choice of two modes: Standard and Chill. In Standard, there is limited customer patience, food truck attacks (yes, you read that right), but the opportunity to earn a Gold medal ranking. Chill mode offers unlimited customer patience, no food truck attacks, and a maximum silver achievement. Having never played the previous two titles of the series, I spent quite some time getting the hang of things through Chill mode. But this didn’t take away from how fun Standard is. Oh, did I mention that you can play local co-op at any time you choose?

Final verdict

There is just so much in Cook, Serve, Delicious! 3?! I have not even begun to scratch the surface of the 380 levels available. From chicken nuggets to kimchi, soda to beer – Vertigo Gaming Inc. outdid themselves with this game. The range of customizable gameplay in Cook, Serve, Delicious! 3?! is commendable and ensures that you can enjoy the title how you want to. Sure, my stress levels went through the roof, and I often had my sleep interrupted with flashbacks of failed orders, but it was so worth it.

A definite recommendation from me.

Review: Waves Out!

0

Waves Out is small game about using magnetism. I hesitate to classify the genre as I’m not sure what it would be. In the game you have to transport spheres to goal holes as each world gets progressive harder. Each level has around three rounds with a timer counting down. If you don’t get enough spheres in the holes in time, you have to restart.  

There are three different ‘worlds’ which have four levels each, but they’re just slightly varied versions of the same level. That coupled with the rounds makes the game very repetitive, even with the variance. The last two levels somewhat deviate from this, but I doubt most people will get to that point. The score goals are way too easy to achieve for almost the entirety of the game, so much so that I often found myself standing around in the last round as you can continue to score even after you’ve achieved your goal for that round. Not only that, but each level has up to three stars you can get for extra spheres and I got all three half the time. There are also powerups to help, but they’re not really needed. There are also goals that offer two times or four times points, but you again you don’t really need them. 

The time trial idea really holds the game back, discouraging you from even going to collect powerups. Towards the of the game at the last two levels there’s an attempt at a longer level, but I’ll tell you that getting stuck in the floor on the third part and having to restart from the beginning of the level all over again was pretty frustrating. The game would have been better if there was no time component at all and instead a set number of spheres needed to open up the next part of the level. As it stands everything that gets added to increase the difficulty it either not fun or doesn’t make the game that much harder anyway.  

That’s about all there is to the game. There’s a two-player mode, but I doubt you could get anyone to play this with you. There’s also a time trial mode, but the core gameplay makes it not worth playing.  

The only good thing about this game is the magnetism idea. Even then, I not sure if the way I’m using it is intended, as I often mash the button to keep the spheres sticking to me without overloading, although you do need to hold the button down for a bit to drag spheres up slopes. The fact that you have to walk over them to activate them before putting them in the goal is fine, but like everything else in the game the challenge of it is basically irrelevant most of the time. 

Overall, I wouldn’t really recommend this game to anyone unless you really like magnets for some reason. The game’s short, the gameplay’s boring and there’s no story. I could also mention other things like how the music in the main menu isn’t very good and a couple of the glitches I saw, but I think you get the picture.  

Review: SuperMash

As gamers, I’m sure that we have all dreamed of being able to publish our own creations. We all have that picture of what we think is the perfect game, and curse developers when they fail to deliver it. In SuperMash you are given the chance to blend several genres to make the randomised title of your dreams.

Developed by Digital Continue and published by Limited Run Games, you will be expected to mash together as many wonderful ideas as you can conjure up. So what is the point? Random, fun, and that is it! It’s mindless, retro gameplay that will tweak at those nostalgia fuelled nerve endings.

So, how do you mash together games?

The game starts with a colourful cutscene that describes the lay of the land. A group of friends run a failing computer store, the lease has been terminated and you have 1 month to move out. Our hapless heroes have previously visited a garage sale and were given a box of junk as a gift for their kindness. Unbeknownst to them, this box is like the magic beans in Jack and the Beanstalk. It is the gift that keeps on giving and is the gateway to the future of gaming. In the box is a double slotted console, and after some experimenting the team of friends discover it allows them to mix genres together to make a new game. And so the scene is set, and the concept becomes clear. You must save the store by creating hybrid mutant games.

That moment when Metrovania meets retro platformer.

6 categories await you; Stealth, Shoot ‘em up, JRPG, Metrovania, Action/adventure and platform. Each pay homage to the early days of Nintendo, and their policy of experimenting to create weird and wonderful titles. Each style utilises a classic approach, with instantly recognisable characters and gameplay styles. Combining them leads to some brilliant results, but also produces some stinkers. You are warned at the start that you may create; easy, impossible, fun, frustrating or broken games. And you are also told to expect fun, and that is something you definitely experience.

A tale of 2 concepts.

The gameplay is split into 2 portions; An action visual novel (VN) and the mashed up creations. Each depends on the other, but you need not pay too much attention to the VN portion. It’s weak in its writing style and is used as a lame excuse to progress the storyline. The game progresses as you complete tasks that are in a journal that came with the console. Completion of each section allows you to face a boss, and then you proceed onto the next segment.

The fun for me was in the random outcomes that you attempted and succeeded at. Who wouldn’t want to play “Happy Jump” or “Vylania’s Dungeon?” As a concept it was fantastic, unless the randomly generated worlds failed to allow a successful outcome. Walls would be spawned in front of the final item, or monsters would spawn and be impossible to kill. I know it could be considered luck of the draw, but it simply left a bad taste in my mouth.

No one gets to tell me that this isn’t a good mix. After all, what could possibly go wrong?

Indie games full of glitches.

As gamers, we all hate glitches. They allow for unfair advantages, crash your attempts, and simply ruin your enjoyment. Put this mindset on hold when playing SuperMash, as these issues are a deliberate portion of the gameplay. Dev cards are collected and purchased throughout your time in the shop. You can then use these to enhance your character, or to tip the balance in your favour. Spawn extra items, kill random enemies, invincibility and more await you. But where there is good, there must be bad! For all the positive bugs, negative ones infect your title as well. Enemies are quicker, the screen jitters and shakes, health spawns faster than you can shoot, and so on. Once you start glitching, it’s hard to stop, so be careful how you use your cards.

Classic inspiration with retro graphics.

Part of the joy of this is the brilliant retro styling that matches each of the genres. Digital Continue hasn’t strayed far from the path in design and look. Character models look deceptively close to the original protagonists, and this adds a layer of amusement when you see one of your heroes in a world that they shouldn’t exist. A variety of perspectives are used to emphasise each category, but each uses a beautiful vivid colour palette to create their visions. If you do not like pixelated or old-school imagery, then you will probably want to give this a miss. But if you are a fan, then you will enjoy the presentation.

As with the graphics, the audio keeps things simple and reminiscent of the era the theme is dated to. A ridiculous mixture of over the top sound effects, and chiptune music forms the backbone of the sound files. It’s all oddly familiar, even though none of the music has been used before. If you are old enough, then this trip down memory lane will bring back some fond memories.

Classic JRPG combat never gets old!

Each game is as easy to control as the last!

No matter the category, or the mashup, you will master each in seconds. An intro that explains the controls and your special powers acts as a tutorial, and then the rest is down to you. Your only limitations will be your own skill set. I’m terrible at platform games, and this didn’t change when trying this. No matter your experience level, you will play this without issue. It’s well designed, straightforward and easy to pick up.

If you can get over the lack of depth in the gameplay, then you find that there is plenty of replay value to be had. An untold number of combinations can be produced, some a success and others, well, rubbish. Hours of playtime lay ahead of you, and a large and challenging achievement list is there if you are so inclined. At £16.74 it is a little pricey for concept, but great value for context.

Will you get sick and tired of Mashing?

The random nature of the creations and the variety of genres leads to a lot of possibilities, yet it feels hollow. In design, it’s a fantastic idea that could have been developed and nurtured, think Super Mario Maker. In reality, you crave more control over the outcomes and want to feel that you have created an excellent title. Even when you have a great result, it never reflects on your abilities as it always relies on luck rather than judgement. Do I recommend it? I’m on the fence! I’ve had fun, and experienced some enjoyable things, but it isn’t quite enough for me. If you want to see what it’s all about, you can buy it here! Can you save the game store from going bust? Will you be able to design the next big thing? Luck and no judgement are required to beat this colourful retro title. 

Review: Tracks The Train Set Game

Tracks-The Train Set Game is a charming game with excellent content. The main game’s premise is to build train track sets to transport your trains to complete various modes.

Tram-endous content

From the onset of the game, you can play various game modes across multiple of the game’s environments. Game modes include Free play and passenger game modes with the former involving a sandbox-style mode. This particular game mode allows you to create your very own custom train set. Enabling the player to choose with considerable freedom, where they want to place tracks and what sceneries they want to play their very own custom playsets. The free play mode also allows you to customise your sets environment with a range of props, for example, trees, mountains, houses and even people. This game mode stands out as one of the highlights of the game. The customisation and free play capability levels granted to the player are superb. Although the developers could have added train customisation.

Free play at its best

On the contrary, although the latter game mode (The passenger mode) isn’t as great. It does offer a decent experience. It requires the player to place tracks in such a way to pick up passengers to transport them to designated areas such as a train station. Although not a bad experience. It is as described and offers very little else in terms of gameplay.

Both game modes take place across different environments, from a bedroom to a living room. These environments look great, offering graphical polish. The game’s soundtrack is also pleasant with a mix of relaxing tunes, suiting the game well. These, combined with relatively easy controls, make the game a delight to play.

Running out of steam

Unfortunately, even though the game’s content is excellent, there is not enough of it. There are no more than the two-game modes and several environments to pick from within the base game. It will cost you for more content with the game offering different environments through DLC packs to purchase more environments. Thus, the game gets let down by the limited amount of content available within its base game without having to pay for it. Therefore, offering limited replayability once you have exhausted the free play modes. It’s a shame that such a limited amount of content is available within the game as its content is excellent. Well suited for train and toy enthusiasts. 

Verdict

All in all, Tracks: The Train Set Game is a great little toy train simulator and is sure to appeal to train and toy enthusiasts alike, with its excellent free play mode, charming graphics, soundtrack and gameplay in general. Despite this, its let down by the limited amount of content available for it, limiting its replayability.

Review: Tokyo Dark – Remembrance –

“Decisions, decisions, decisions”

A psychotic killer has a knife to a hostage’s throat and time is winding down. You have 10 seconds. Do you try to talk to, or shoot, the killer? That’s the kind of breath-taking choice this Kickstarter-funded point and click adventure Tokyo Dark -Remembrance- forces upon you, granting freedom with a moral-testing catch.

As Detective Ayami Ito, you chase the murderer of your police and life partner in a gripping investigation that uncovers death and tragedy, exposing Tokyo’s dark underbelly in the process. Choice is the greatest toy at your disposal in this interactive piece with numerous options available for nearly every task, all of which have an effect on you and the surrounding characters. Moral dilemmas abound, you’ll be staring at the screen for minutes on end deciding the best course of action, humming and hawing as you decide who you want to become. As you make these decisions, a stat-based system called ‘SPIN’ will update (which includes levels for Sanity, Professionalism, Investigation and Neurosis), which not only keeps you accountable for your actions but gives you immediate feedback to see how your actions have affected Ayami. This will have you planning your next move without even knowing what the game will throw at you next and completely immersing you in the story.

Kind and informative. How lovely.

Ayami is on paid leave due to the traumatic experience of seeing her partner murdered in front of her and is given medication to improve her mental state. Taking said medicine will improve her sanity, but her investigative ability lowers. Ignore the medication entirely and your sanity will slip to dangerously low levels, with characters referring to how bad you look, and blurring the screen in front of you. 

Well, he does have an annoying face…..

The beauty of this choice-based structure is that if you head down the morally-corrupt route, Ayami will justify it, making you become the result of your actions and the maker of your own destiny. Will you be conscientious and law-abiding, brutish and murderous, or somewhere in between? The sense of freedom created by the seemingly endless combination of choices, in just 5 short hours, is incredible. Eventually, the story is narrowed down to a few of the available 9 endings based on your stats, adding yet further reason to pay attention to them.

Helping side characters – like debt-collecting for a Yakuza boss or winning a toy for a distraught girl from a UFO catcher – allows you to further your investigation, and despite the game’s length preventing much character development, they all serve a purpose and add to the story in some way. There’s also a clear attempt to include as many ‘uniquely Japanese’ aspects as possible, from Otaku culture to Yakuza and host clubs.

Ayami is not one to mess with.

Creating a much larger context than just the protagonist chasing the killer, the story provides thought-provoking and philosophical musings to its universe while the killer brings psychological mind games and the occult to the fray, pushing our main character’s sanity to the limit. Its soundtrack might push yours at times, with its terror-inducing tracks increasing in volume and intensity that’ll have you flinching at the images flashing up on the screen.

So, which is it?

The game’s visuals, with its basic anime-esque character and environment designs, are unremarkable, simply conveying the story’s tone and purpose without attempting to add anything innovative to the mix. There are also animated scenes, but they seem like inclusions added at the last minute to meet a Kickstarter stretch goal rather than having any real contribution to the title. In addition, the running animation of the main character is slightly off, as if it’s been forced to fit a purpose it wasn’t suited for, jittering despite the fact you’re walking straight forward most of the time. These are all minor issues though and don’t in any way marginalize the strengths this superb game brings to the table.

This is the best the game has to offer. Simple, but effective.

Like all great visual novels, the experience is highly memorable and affecting, and one that I can’t wait to revisit. The fear of what your choices might mean for your character is something you won’t easily forget, especially as the developer ensured that autosave is active during your first playthrough, meaning you have to live with your decisions. A stroke of genius on their part. This eases up in New Game+ though, where you can manually save at each juncture and adjust your choices to your heart’s content, adding a great deal of replayability.

Those choices might wake you up in the middle of the night, like Ayami here.

Tokyo Dark -Remembrance- is relatively narrow in its offering, but is excellent in its execution. A masterclass in suspense, this game is one of the few Kickstarter projects that has lived up to its promise, providing a tremendous experience for those not only in its demographic but also those new to the genre.

Review: Left Alive

Front Mission was a series that was pretty popular in Japan and did ok in other territories. Left Alive is a third person spin off from the Front Mission series, it’s not a series I’m particularly familiar with so I’m hoping Left Alive will give me the encouragement to try it out.

Left Alive is based during the events of Front Mission 5 and Front Mission Evolved in 2127. The Republic of Rutheria is under attack from the Republic of Garmoniya as the Garmoniyans invade the city of Novo Slava. The Rutherian army unfortunately doesn’t put up much of a fight and has to fall back and retreat leaving the remains of the city to fend off the advancing forces. You take the role of three different characters as they try to make their way out of war-torn Novo Slava. You have Wanzer (large mech likes weapons) pilot Mikhail Shuvalov, police officer Olga Kalinina and escaped prisoner Leonid Osterman.

Front Mission has many mechs you can take control of but in Left Alive, you spend most of your time stealthily making your way through the environment. Left Alive does feel like a cross between Metal Gear Solid and even Hitman as the idea is that you need to get from A to B as quietly or efficiently (basically shooting) as you can because ammo and weaponry is scarce. The classic empty can are some of the things you can use to distract your enemies but that’s where comparisons to the fund and engaging series that is Metal Gear come to an unfortunate end. Left Alive is a stealth game at heart but the enemies difficulty range from being completely oblivious to where you are to being able to spot you behind a wall. If you are unfortunate enough to come across one of the Wanzers on your travels then you’ll be killed quickly and have to respawn from the last checkpoint which can be up to 10-15 minutes earlier which makes Left Alive a very ponderous game to play.

In Left Alive there are usual a few routes to through some of the open areas. If you are low on ammo then you choose a more stealthy route but if you happen on the rare occasion have a lot of ammo then you can choose to go in all guns blazing. There are opportunities to help some of the citizens you comes across. The choice is up to you though, as helping them will likely take up some of your valuable resources. In some cases if you successfully help one of them then you will receive a reward. Left Alive is meant partly to let you approach it using stealth mechanics but if you go up behind an enemy unless you have some kind of weapon there is no melee takedown which is quite stunning to see not be included. Combat in Left Alive is not very good, enemies getting hit by headshots don’t seem to go down quickly, the aiming system doesn’t feel fluid so you will find yourself firing at will just to hit something. The best part of Left Alive is when you manage to take control of a Wanzer but after a few minutes their super slow controls and weak arsenal become apparent.

Graphically Left Alive is pretty standard fare, nothing stands out in terms of design or presentation. The start of Left Alive actually sets a really good scene but once you get into the game proper you realise anything promised in the opening exchanges will not be delivered. Audio is reasonable, Left Alive is a city under fire and feels like it but the dialogue and weapon sounds are pretty average. There is probably 14-20 hours worth of gameplay over 14 chapters but it’s really not worth it.

Left Alive has some really good promising ideas including crafting and branching storylines but it fails on too many elements. The hit and miss AI and increasingly unfair difficulty make Left Alive a fairly unengrossing and unenjoyable experience which is a shame. There is a gap for another stealth series but Left Alive isn’t it.

Review: Train Sim World 2

All aboard!

Many of the kids from my generation share the same experiences when it comes to trains. We watched Thomas the Tank Engine with glee and we played with wooden train track sets to build the tracks of our dreams. If I was able to tell 5-year-old Wyatt that there will be a game that comes out in 27 years that lets me become a train conductor, I would have been absolutely excited.

Sitting down and playing the game as a 33-year-old man now, my feelings are quite different. The game Dovetail Games put together should be an absolute blast for the right crowd. But, Train Sim World 2 is not a game that I would recommend for the casual gamer.

Grab your conductor hat

The base game gives you three very different railways to roam. You can choose from the Sand Patch Grade: one of the steepest railways in the United States, the Schnellfahrstrecke Köln: the German train superspeedway that lets you hit up to 185 mph, and my personal favorite, The London Underground Bakerloo line.

Train kept a’rolling, all night long.

You start in the AC4400CW engine at Sand Patch Grade to learn the ropes. Upon settling in, you immediately notice that this train has more buttons than a teenager’s backpack from the 1990s. Thankfully, the game’s narrator – a pleasantly-spoken British gentleman – gives you the lay of the land.

I methodically made my way through the tutorial. The game is fairly generous in giving you the history and the basics of running the engines, but there are many buttons and knobs that are never explained. This never came to haunt me in game situations, but it would be nice to have the option to learn more.

The gameplay itself is fairly simple when broken down to the core components. Control your throttle and brake, deliver freight or passengers, and complete collect-a-thon tasks. Or you could blow the steam whistle for a minute straight, say “I wonder what this switch does”, flip the switch, and cause your engine to come to a grinding halt to fail the scenario.

The game handles about as well as you could expect on a controller. You look around with the right stick, select objects with the face buttons, and control the throttle and brake with the bumpers. It’s very clear the game was originally created for PC with the level of precision needed to select objects. But overall, the developer did a decent job of adapting the game for console.

The frustrations and joys

A few situations frustrated me when I had seemingly done everything I needed to do but the game would not recognize the task completion or move forward. I may not have been doing something correctly, but the game provides no in-game hints outside of those original tutorials.

In one unintentionally comical situation, the task before me was simple enough: hook my engine up to some boxcars to move them to a nearby station. I connected everything together but could not get the engine to reverse. After trying everything I knew from the tutorial, I stepped out of the engine but forgot to apply the brake. I accidentally uncoupled the engine from the boxcars, and, like Usain Bolt in a 100M dash, the train took off. I ran about one-hundred yards trying to catch up. But as the train shrunk over the horizon I realized that my (virtual) boss was going to have my hide.

Catch the sights and sounds… but not too close

I was disappointed with the sounds in this game. If you are not paying attention too closely, you may not notice any issues. Like most of the other problems with the game, the more you pay attention, the worse things seem. While the horn audio on the Sand Patch Grade engines loops seamlessly, the Schnellfahrstrecke and Bakerloo very abruptly cut out. Various other in-game sounds either do not terminate when they should or do not play at all. These are the things that take me out of the experience.

Uh, aren’t you supposed to be running this train?

The game is hit or miss visually. I was surprised by the amount of texture pop-ins and low-fidelity assets despite playing the game on an Xbox Series X. The scenery and engines look beautiful at a quick glance, but once you start focusing on the railroad tracks, the passenger models, or the inside of the London Underground, the game starts becoming very low-rez, resembling last generation games. However, the weather effects are amazing. Watching rain bounce off the windshield of the engine traveling over 100mph looks phenomenal.

You may want to give this game a chance if you are a fan of trains or a simulator aficionado. If you are into fast-paced or arcade-style games, take a pass.

Train Sim World 2 is currently available on the Microsoft Store for $29.99. Try the previous entry, Train Sim World 2020, for free on Xbox Game Pass Ultimate.

Review: Dex

Introduction

Dreadlocks Limited dips into the Cyberpunk realm with an ambitious 2D adventure title. Dex is a pseudo-sandbox title, with RPG like elements. Playing as the title character Dex, you traverse through a dark, post-apocalyptic city, literally fighting for survival (this is a difficult game). Learn to hack augmented realities and dive into cyberspace with this game, available on the Nintendo Switch and Steam. Though the game’s intentions are earnest, there are elements that feel lopsided, and maybe a bit rushed. It appears evident that the developers may have bitten off a little more than they could chew.

Story

Programmed with absolute technology and information, Dex holds the potential to take down an anonymous cyber force reigning over Harbor Prime. This entity known as the Complex is out for her, forcing Dex to lay low in the streets and build an underground reputation. After becoming acquainted with a few others interested in rebellion, she ventures through the city to unlock the answers. Though the story may feel generic, the dialogue and well-developed characters amplify the setting. The player’s word choices and actions in game will result in one of a few different endings. Using motifs including artificial intelligence, subjugation, drugs, and sexuality, the atmosphere compensates for the at-times troublesome gameplay.

Gameplay

Purchase items from, persuade, or complete quests for NPC’s.

Dex strives to be an RPG in a not so linear 2D adventure. You explore a city, obtaining quests and information from complete strangers. The experience from completed quests and defeated enemies is used in a leveling-up system to receive new and improved attributes to your combat skills, hacking, and dialogue. This can allow for you to level up Dex to match your playstyle. Do you want to be a supreme hacker, combat pro, or smooth talker on the streets? While I appreciate the variety, I feel like the leveling system is more of a missed opportunity. I find myself choosing attributes out of necessity, rather than to tailor to my preferred character archetype. There’s also not an option to reassign your skill points, which could have helped curb the difficulty curve.

Combat

Get ready to die, a lot.

The combat mechanic is brutal. Dex is initially equipped with a punch and block. You will also need to use the right analog stick to dive from unblockable attacks. The enemy AI is fast and seamlessly punches through your blocks if you’re not quick enough. You will die many times in the beginning. I found that upgrading my combat skills yielded little improvements when up against three to four enemies at once. Even more so this was the case, when the enemies wielded guns and electric whips. Your best bet is to purchase a rather expensive gun and use your costly ammo sparingly. I had to prioritize buying medical kits to restore my health and focus points (for hacking). While the combat isn’t great, it does help paint a bleak picture and overall mood of Dex. The game holds no hands, and neither do the inhabitants of Harbor Prime.

Hacking

Just like other stories influenced by Blade Runner, hacking will of course play a huge role in the storytelling. Dex can enter computers, and shut down security systems. This transitions the game into a shooter segment where you are fighting off viruses, in order to read files and emails, or corrupt enemy software. You can purchase and equip upgrades to destroy viruses with more ease, granted you saved any cash. Pay close attention to your hacking skills when leveling up. It will be frustrating and time consuming having to constantly back out to return to heal, then jumping back in. It would have been nice to see the hacking maybe a little more forgiving. The computers can be heavily guarded, and you’ll take a lot of damage getting to them.

Loading…

I couldn’t tell if I spend more time actually playing the game, or viewing the loading screen. The game has to load every time you die and restart, as well as switch areas. This is a bit of a problem when you are trying to remember which NPCs reside in which location. It’s also not fun having to back out of cyberspace, then pull out your map to teleport to the Doctor to heal up, only to go right back to where you left off. That’s a good 3 to 4 loading screens you’ll get to look at. It’s hard to determine if you save more time leaving to heal, or dying over and over in hopes to get to the next part. This makes it burdensome to find and achieve any sense of flow when playing Dex. The load times aren’t too long, but the frequent appearance of them is worth noting prior to picking this game up.

Visuals and Audio

Visually, Harbor Prime can be a fun place to simply hang out in.

Dex uses what I believe to be cut-and-paste style graphics. At first glance it looks like a game initially programmed for a mobile device ported to Switch. I got used to the look and didn’t find any real issues here. What I did enjoy were the color palettes. Harbor Prime has a very post apocalyptic feel. It’s dark, run down, and covered in aging bloodstains. The characters have bright complimentary colors, such as Dex’s blue hair, that allow them to pop out. With bright highlights and beacons, it’s easy to know what can be interacted with.

Each district, or building you visit has it’s own musical theme, which helps you not feel so lost when exploring areas for the first time. The music for the Highrise Sector is vibrant and electric to match the upscale buildings and highlight the financial disparity of Harbor Prime. The tracks also slower and more mysterious at parts, such as for the derelict Taijo district. The setting is Dex’s strongest attribute, and the graphics and sound do their job as supporting cast members.

Bottom Line

Dex is a bit of a mixed bag. It’s atmosphere and characters are good enough for anyone to dive into. However, the combat, hacking, and menu systems are flawed. This will be a deal-breaker for those who want to uncover the truth but simply can’t get good. Dex does not lend itself properly to compliment its difficulty with unpolished mechanics, and the story alone won’t compensate this issue for many players.

Review: SEGA AGES Thunder Force AC

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Thunder Force AC is arcade version of Thunder Force III, originally on the Sega Genisis. The game is one of many shooters in the Thunder Force series and is the one of the ones chosen for the SEGA AGES collection on Nintendo Switch. It’s not hard to understand why as this game was the one that Thunder Force fans would have likely played, being available in some form on the Sega Genisis, Sega Saturn, SNES and in the arcades in the early 1990s. Although Thunder Force IV came to the Switch years earlier. 

That being said I don’t know how this stacks up against the other games in the franchise and I’m no auto scroller shooter fan, so my review of this game could be pretty limited. Regardless, it was an enjoyable, albeit mediocre hour or two experience. 

You control a small spaceship having to shoot and mauver your way around obstacles, whether that be missiles, the environment or enemies themselves. Forward, back, up, down, diagonal, you’re not limited too much by the scrolling. The game has eight stages that you can complete rather quickly. I suspect a lot of the fun of this game comes from the settings and other extras. 

There are several variables you can change such as the difficulties of which there are four, with two above standard. You can also change how many points you need for an extra life and another for how many lives you get back after using a continue (which is done by simulating the use of credits). For those that still find it too hard they can use Kids Mode where the punishments for dying are lessened, including you being able to keep your powerups. 

Powerups consist of weapon types and CLAWs which are robots that shoot with you. Weapon types can be switch easily and the kinds of firepower you use in the game are fun to use because of their unique styles and uses. Some are like waves while others shoot both in front or behind you, something you usually can’t do. This and the unique types of enemies and situations the game presents you with an enjoyable experience, although I doubt the average player will rigorously replay the game after they beat it in about an hour.  

If you have an interest in these kinds of games, you can test yourself with it. There’s a save function, but loading it means you can’t record your stats, as to keep true to the arcade experience. This means you can go for higher difficulties with lower lives and really have the freedom to test your skill at the game. The only question is whether you would want to do that and I’m betting most reading this review don’t. 

With that in mind, Thunder Force AC is a game I would recommend only if you’re a scrolling shooter fan, or you have a thing for arcade games. If you’re not, it might be something for you to get on sale to play while you’re on the go, or just to give you that retro feel that you can only get from a 90’s game. 

Review: Rise: Race The Future

I’ll be the first to admit that my racing skills need some improvement. I spent the first couple laps bouncing off walls and rubbing into the sides of my fellow competitors. In nearly every instance, I came dead last. Then, I began to get into my groove, and started to rack up the wins. Rise: Race The Future shines in its simplicity. At its core, the game is fairly polished. Unfortunately, for the more discerning gamer, its uncomplicated nature will leave more to be desired.

Rise: Race The Future is a visual feast first and foremost. When playing on ultra graphics, it’s almost difficult to focus on the race because of the scenic beauty. As you drive through mud, it splatters on your car’s surface. When you plow through a puddle of water, droplets appear on the screen. All of the cars are beautifully designed. From a purely aesthetic standpoint, Rise: Race The Future is a complete win.

If you look too closely; however, you’ll notice that the fundamental level design is generally not in keeping with the standard set by the astonishing graphics. There are far too many levels whose potential enjoyment is marred by tightly woven corners and turns that bring the race to a complete crawl. Conversely, other levels are far too simplistic and defined mostly by huge straightaways where the racer with the most boost always took the lead. After about two dozen different tracks, there are no tunnels, jumps, underwater courses, or anything innovative. The offerings are fairly standard.

Worse than that, the starting cars stats are absolutely abysmal. The entire race I feel like I am fighting for control. Nearly every corner I take, no matter how carefully, leaves me spinning out of control. Luckily, the AI seems to be either unaware or ultra conservative with their boost, so that in most straightaways, I am able to almost reach the pack again. But that’s the general pattern that most races fall into. I rocket through the straight parts of the course, and carefully tip-toe my way around the corners.

Plus, fairly quickly, I start to realize that there is little to no rubberbanding in this game. For those unfamiliar with the term, rubberbanding will adjust the AIs difficulty so that the race always feels competitive. If you crash, most racing games will adjust the AI so that the opponents begin to drive worse in front of you, giving you a chance to catch up. On the other hand, if you’re doing too well, the AI will increase the ability of your opponents so that they begin to creep up on you. This is a fairly standard mechanic that first began in games like F-Zero and Mario Kart. When it’s absent from a game, the complications become immediately apparent. You can’t catch-up once you’re down, and you can’t lose once you’re ahead.

That’s the issue here. Rise: Race The Future is simultaneously both extremely polished and not well thought out. You never experience glitches or bugs, and the controls, while occasionally difficult, are tight and responsive the majority of the time. But then you are confronted with the awkward level design and outdated AI, and you’re back at square one. If VD-Dev could delve back into the core of their game, and fix the underlying problems afflicting Rise: Race The Future, they could craft the game into an endlessly playable, simplistic racer that would appease most fans. As it stands, the game is plagued by basic problems that will leave most players seeking alternatives.