Three and a half years ago, a puzzle game was released that instantly stole my heart. Captain Toad: Treasure Tracker, which originated from a gameplay style in Super Mario 3D World, proved really enjoyable from start to finish. An incredibly sharp selection of box worlds that needed to be explored to be fully completed. Now the game has made its way to new platforms, and the charm remains mostly there. I do have strong feelings on how you actually play through it, but we’ll get there.
The basics remain untouched. You use the left stick to move Captain Toad throughout the environments. The good Captain can't jump, and therefore can't attack enemies for the most part. Your only means of attack are whatever you can pluck from the ground and throw at your opponents. The goal is to collect the three shiny gems throughout the stage, with a Power Star waiting at the end to finish it off. Once you complete a stage, you will find out that there is an additional goal attached to every level. This goal is needed to fully complete a stage and they range from collecting a certain amount of coins to finding specific secrets. It keeps you coming back to stages again and again, and forms a fun way to keep the player occupied.
The reason why the puzzler felt so interactive was the integration with the Wii U GamePad's unique features. You had to tap on blocks to move them, touch buttons to unlock passages and spin platforms to make new elements appear. The player had to manage all of this, while keep pushing Captain Toad to the finish line. The title had excellent level concepts and every single one in more than 70 available was thought all the way through. Most of these elements remain present in the new versions with some major changes to make it even more enjoyable. For example, you will no longer blow into the microphone to move platforms around. Instead, these will now move on their own, forcing you to time those specific instances. The camera options offer more zoom capabilities as well, allowing you to get closer to the action. Sadly, even with these changes, the problem of depth perception remains in Captain Toad. Certain levels can be hard to oversee at first glance and require a lot of toying with the camera.
Speaking of performing the best, the two versions of Captain Toad: Treasure Tracker operate in both their unique ways. The Nintendo Switch version is notable as it moves from two screens to one. In television mode, you will use the right Joy-Con or Switch Pro Controller as a pointer to do all of the touchscreen elements. It felt somewhat unwieldy at first, but I got the hang of it after a while. Wheels or anything else that needs a spin can be taken care of with the right stick, which is a solid placement. Personally though, I found the game more fun in handheld mode. The combination of buttons and touchscreen controls is pretty good, and replaces the original experience well enough. The way you hold the system in handheld mode doesn't make every puzzle well suited, but I managed to steer away from too many issues. That being said, the game is joyful to look at no matter the way you play.
On the Nintendo 3DS, you use the top and bottom screens to full effect. The upper screen gives you a nice overview of the level, allowing you to walk around and take in the detail. While doing so, you can enjoy 3D visuals of the box worlds in their full glory. It isn't a big deal in 2018 anymore, but hey, I appreciate that it's there. With the top free from clutter, the touch screen immediately becomes an effective tool. All of the motions you remember from the Wii U game return for this comfy control scheme. It feels good to rest the Nintendo 3DS in one hand, while using the stylus in another. It allowed me to make snappy last minute decisions.
The bigger question, with this being a port, is the following: is it worth playing a second time? The answer is no. Don't get me wrong, this is still a fantastic game that deserves to be played. In fact, if you never played it before, you totally should pick it up. There is a constant variety in these micro universes that will both challenge and delight you. That being said, this isn't the ultimate edition of the game. The four Super Mario 3D World levels, which saw you exploring normal stages as Captain Toad, are replaced with four Super Mario Odyssey kingdoms. For this version, they created four brand new puzzles that can all be seen in seven minutes. Also, for a game that uses 3D World items and elements, it is really weird to see its references just gone. It is neither positive or negative, but that gave me pause.
Outside of that, the hide and seek mode can be played directly after completing a puzzle. Here you will find a Pixel Toad hidden somewhere in the level. You will use the pointer or touchscreen to tell the game you found him. In the original, this feature was stuck behind a Toad Amiibo, which you no longer need. Considering the amount of goals already present, keeping this in felt more like an afterthought. The only thing the Toad Amiibo gives you now is an invisibility mushroom, while others will grant you additional lives or gems. By scanning in the Odyssey Amiibo, you get access to the four new stages present. This is similar to how 3D World save data unlocked those levels instantly before.
Captain Toad: Treasure Tracker remains the fun game it was before, though there is no need to play it twice. Most of the original content is present in this release with the Odyssey content being the exception. The sheer variety of puzzles and fun gameplay mechanics deserve to be experienced at the very least. It doesn't really matter if you do that on Nintendo 3DS or Switch as both run quite excellent. If you’re in the mood for deliberate and engaging puzzle game, Captain Toad will keep you busy for quite some time.
In my downtime between different games, I found myself constantly coming back to PixelJunk Monsters 2. I was able to play enough in my free time to the point where I do have things I can say. This tower defense title doesn't refine the genre, or do things overly different, but it is polished far beyond its calling. With clever elements that keep the player sharp, it just felt right to play on the go.
If you’ve ever played a tower defense game, the concept isn’t hard to grasp. You’ll have to make towers, and ensure that they hit the incoming targets. By earning money for these efforts, you’ll be able to upgrade these towers and keep the Chibi creatures at the end save. The twist here is the character Tikiman, which you control across the environment. You will have to walk him back and forth to make sure everything is running smoothly. He creates the towers, upgrades them and powers them up by doing a little dance. His mechanics are straightforward and fun, allowing most players to understand the mechanics after a level or two.
There is a certain strategy to the towers that you’ll have to decide on. They come in three different flavors which are ground, all-round and anti-air. Within these segments, they come with different strengths and abilities fit for specific tasks. Considering the towers cost a decent amount of resources, Gems and Gold, you’ll have to make those decisions very carefully. One wrong move and you might be left with a bunch of dead Chibis. The placement matters too as they might take a route you weren’t expecting. The sound thing to do is continuously upgrade towers by spending or dancing, and to keep your options open.
The placement of towers not only matters from an enemy standpoint, but also in terms of earning your required resources. Unlike other games within the genre, your rewards are dropped on the place of your enemy's defeat. If an enemy dies near a river, there is a good chance those coins will disappear with the aquatic life. There is a need in making sure that your earned loot drops in a safe place, without losing focus of your bigger goal. It keeps you sharp until the very end, which makes PixelJunk Monsters 2 such a delight.
Beyond all of this, PixelJunk Monsters 2 isn't an easy game. Even on the ''Fun'' difficulty option, the waves coming in can be really relentless. Monsters can change paths without notice, forcing you to multi-task. It becomes even more brutal when you didn't make the right towers in time, or are simply oblivious to there being a new enemy type. Naturally, you can always take a second stab at a level, but the brutality of its point-to-point moments might be something you aren't quite prepared for.
PixelJunk Monsters 2 is dipped in this claymation-esque look that I really adore. During the majority of the game, you can switch to a first-person perspective and see all of the little details up close and personal. I found myself constantly swapping between the two, solely so I can see the towers doing their work. The music underlines the overall atmosphere of the game well, and is a delight with headphones plugged in on the Switch.
PixelJunk Monsters 2 brought me one of the most delightful tower defense experiences I’ve ever had. The way you have to think of the towers is better than most. You will have to look around, ensure the space for pick-ups is available and quickly start building your defense force. Even if you can master that side of it, it’s a relentless game that doesn't know when to halt. Some patterns can absolutely destroy you without proper notice, forcing you to play over and perfect certain levels. While that side can be little irritating now and again, it can't be denied the amount of effort Q-Games put in.
Let's not beat around the bush here. Tennis World Tour released earlier this month on PlayStation 4 and Xbox One, and got a really underwhelming reception. Now we could only hope that developer Breakpoint would address the game's most pressing issues for the Nintendo Switch version. The fact of the matter is they didn't. Not even close. Tennis World Tour has landed on the hybrid system, and that is the best thing I can honestly say. The sports game is flatout a boring affair that reeks of missed opportunities and thrown away potential.
To kick things off, let us discuss the important factor in all of this: the gameplay. The best tennis games offer a base that is easy to master, but rewarding if you can take full advantage of all the mechanics. The problem with Tennis World Tour is that the learning curve is harsh right from the get go. You will be required to hold action buttons, sometimes without instant feedback from the game. This makes the flow of it incredibly sluggish to the point of boredom. What doesn't help is that you need to hold the buttons for power, and you get no indication of this while serving the ball. These opening moments don't make for a great first impression.
Once you get a rally going, you can see what the developers are going for. The hard hitting tennis strikes between the two players feels very real and every action will cut it close. Even in those moments, the gameplay isn't without faulty design choices. There are moments where your input isn't immediately accepted by the game, without any good reason for it. In addition, the game sometimes forgets how to handle advanced shots. Your player might move longer than you might anticipate, causing you to miss shots on a regular basis. The moments it works the various strategies you can apply are awesome, but it stings to see good rallies end before their peaking moment. At the very least, the AI of your computer opponents is quite good.
When it comes to modes, the game is a shallow product. Outside of a tutorial, you can opt to play one-on-one versus matches or head into the Career Mode. I spent most of my time here, considering the limited potential of the multiplayer. In the Career Mode, you will make your own character and swing your way to the top. You are mostly playing Exhibition and Tournament matches to increase your rank and earn money and experience. This will allow your created star to reach new heights and make them the best player they can be. The money can be spent on gear, outfits, trainers and boosts in performance. Now and again, you are presented with training sections. These basically come to down hitting spots on the other sides of the field. Career Mode isn't anything special, but a decent enough time sink I reckon.
When it comes to multiplayer though, this game is rather thin. In local play, you can only play one-on-one. Tennis World Tour doesn't offer doubles or various ways to experience the game. It is basic tennis matches in which you need a number of sets and games to win. While the amount of stadiums is impressive (17 in total), the roster really raises some eyebrows. There are plenty of notable names missing, particularly when it comes to the embarrassing six women available. Each character has their own set of strengths and weaknesses, which in my book, never played a major stake in achieving a victory. Even more shameful is that the game has an online play button in the main menu, but left it greyed out. It really left me with nothing to hold on to for long.
Tennis World Tour looks fine on Nintendo Switch. Nothing stands out as remarkable, but it all decently presented. The character models in particular look like their real-life counterparts, which is worth praising. The load times are simply way too long, and it took a while for any action to start. Considering the downgrade on Nintendo Switch, I would've hoped for somewhat of a faster performance. On the other hand, they did retain the glitchy nature of the gameplay on other consoles, so who knows really. The promised commentary John McEnroe can barely be heard in the majority of the product. Even at that, you aren't missing much. He simply repeats the same set of lines over and over until the end of time.
Tennis World Tour is an underwhelming product in more ways than one. While it promises a professional tennis game, the way Breakpoint went about it isn't making me happy. There isn't really a star cast of tennis players, the gameplay has some extremely weak elements and the overall feeling is one a lack of care. The developers didn't care enough to prep some variables or offer something greater than the basics. That is honestly the biggest crime Tennis World Tour has committed, but even at that, this game needs a whole lot of work.
Captain Toad was one of my favorite games on Wii U. The large variety of inventive puzzles and usage of the Wii U GamePad made it one of the most unique titles I've played. The focus wasn't on running and jumping, but precise movement that really made everything tick. The puzzles forced you to multi-task, think things over and decide your next move in the various box shaped worlds. Now the game is coming to Nintendo Switch, which left me feeling surprisingly flat. Why? Well, there isn't much for a returning player.
Okay, let me address that elephant first. If you are interested in playing Captain Toad for the first time, then sure, go right ahead. There are plenty of things to like here, and the charm hasn't really been lost. The goal, to collect three gems and a Power Star, still feels endlessly rewarding. The puzzles will see you exploring every nook and cranny of the maps, and the fruits of your labor are always quite positive. In addition to collectibles, every map gives you additional goals to work towards. These can range from getting a certain amount of coins to not getting hit. The developers really keep you on your toes.
With over 70 stages, there is a lot of top notch ideas from the Super Mario 3D World/Odyssey team. The puzzles will see you tapping on blocks to move them about, spin platforms around to make new elements pop up, and touch buttons to unlock passageways. There is a constant variety in these micro universes that will both challenge and delight you. A specific instance I adore is Sinister Street Signs. With this level, the world is filled with secret passageways and you can only see a few feet in front of you. You will have to traverse carefully and make sure that you don't drop unexpectedly, because there are a whole bunch of enemies below that want to see you dead.
The majority is likely asking, so what is exactly new with this new version of Captain Toad? From a content perspective, you won't find many new elements there. The four 3D World levels are replaced with four Super Mario Odyssey kingdoms. Now, don't go and think that you will explore actual levels as Captain Toad like before. Instead, they just created brand new puzzles that can be all beaten in about seven minutes tops. Honestly, I was seriously underwhelmed by the fact that most references to Super Mario 3D World were simply removed. Captain Toad still uses a bunch of mechanics and backdrops from the game, so it just feels like a bewildering move.
In addition to these changes, the hide and seek minigame can now be played immediately after finishing a level. Here you will find a Pixel Toad hidden somehere in the level. You will use the pointer or touchscreen to tell the game you found him. In the Wii U game, this feature was stuck behind a Toad amiibo, which you now no longer need. Considering the amount of goals already present, keeping this in felt more like an afterthought. The only thing the Toad amiibo gives you now is an invisibility mushroom, while others will grant you additional lives or gems.
The biggest difference are truly the controls. The change from two to one screen is noticable and Captain Toad handles it decently. In television mode, you will use the right Joy-Con or Switch Pro Controller as a pointer to do all the touchscreen elements. It felt somewhat unwieldy at first, but I got the hang of it after a while. Wheels or anything else that needs a spin can be taken care of with the right stick, which is a solid placement. Personally though, I found the game more fun in handheld mode. The combination of buttons and touchscreen controls are absolutely perfect, and almost replaces the original experience one-o-one. With the Nintendo Switch's great on the go screen, Captain Toad will have found its second chance for sure.
For anybody who has played Captain Toad before, there is no real need to pick it up again. With just four new puzzles added, there won't be much to hold you over. Unlike previous ports, like Donkey Kong Country: Tropical Freeze, the new content doesn’t offer an experience that it makes worth it all over again. Instead, Captain Toad on Nintendo Switch goes over the same beats as the original, while changing up story elements completely to tie it into Super Mario Odyssey. If you are a newcomer, there is a still one heck of a puzzle game waiting for you. With more than 70 levels and very innovative ideas, there is a little something for everybody.
Naruto is unquestionably one of the most popular anime franchises ever made. Spawning plenty of source material to pull from, video games feel like the next logical step. Over the years, one series of Bandai Namco games would rule over all of them. Now, the Ultimate Ninja trilogy brings all three original entries together for one fair price. Do they hold up after all these years, or are Naruto and his friends better left forgotten?
The instant problem with the Naruto trilogy is the following: you need some knowledge of Naruto to even appreciate what the games are trying. There are story threads from the anime covered here, but the games don't do a good job explaining anything beyond that. These are games made for the fans, and just for the fans. The entries offer different things to appreciate, but in the grand scheme of things, you are here because you know the source material. There’s nothing wrong with that, but it’s something to sincerely keep in mind.
When it comes to the games themselves, a tutorial isn't to be found here. You’re immediately thrown in, and left to your own devices. They’re essentially fighting games with different mechanics thrown into the mix. The good thing, in that sense, is that you get the hang of the controls quite quickly. On the flipside, you might miss the finer details of complex attacks and systems that come into play. A tutorial would have been incredibly useful, even if it was just a large wall of text.
Once you get past these hurdles, the games are quite fun to play through. The first one unfortunately, suffers from a lot of bloat. Back in the day, I had a good time, but upon return I realize how out of place some elements feel. The fact that you travel through a boring overworld, and have to endure pretty terrible minigames is horrid. Next to this, you are fed a constant slew of side missions, which are forced upon you. These missions are the main reason why the first iteration just isn’t that much fun. Funny enough, this game does try its darndest to teach you more about Naruto, so it gets some points there.
The later versions prefer gameplay above all else. The second game has explorable areas where you hop between, which keeps the game flowing nicely. There is a huge focus on combat with only select moments with downtime. The last title in here goes completely off the hook, and adds more fun mechanics to really spice things up. Additional combat sections were added. You will slice and dice opponents to the end of kingdom come with some slashing sections. Next to this, the systems got a major overhaul and a slew of characters got added to the mixture.
The resolution might be a sticking point for some. With just 540p in handheld mode, there will be a subset of folks really unhappy. I can't blame them, but from my point of view, it really didn't bother me. The sacrifice ensures that the game runs smooth at 30 frames per second, a feat that is rather impressive. On the television, the cell-shaded look even finds a bigger home with sharp colors and a performance close to that of the other console versions. It’s pretty good stuff all things considered.
Naruto Shippuden: Ultimate Ninja Storm Trilogy is fine for the most part. A sharp presentation and fun gameplay mechanics ensure that you keep playing for hours. That being said, the first game really shows its age way too much. The overworld structure and boring minigames really don't hold up anymore. Another problem is that the games don't do a good job of explaining you anything. If you are a Naruto fan, and can overlook these issues, you might find yourself happy enough.
Two and a half years ago wasn't a fun place. The memories of Mario Tennis: Ultra Smash come floating back and make me sad all over again. It makes it hard to be excited for a new entry in the series... or does it? To be honest, the lead-up to playing Mario Tennis Aces was mesmerizing to see. The showcases in the Nintendo Directs were impressive, and the game simply offered a lot more than before. Actual gameplay improvements played a leading role in my intrigue, causing me to stand up and take notice. All of this came to a head when I got to try the game yesterday. It is here that I got to play around with the Adventure Mode as well as Free Play.
Nintendo threw me into the deep end and let me play select moments of the Story Mode. The first three missions, taking place at the Bask Ruins, introduced all Aces’ basic mechanics. During the opener, you start learning the things you already know from the previous games. This includes tossing, various swing types and just overall tips and tricks. The temple will test your knowledge and reactionary abilities immediately after, ensuring that you can nail the basics. Mario Tennis Aces wants to see that you can do each semi-flawlessly before bringing the new.
By heading deep into the temple, you will get your first glimpses into the story. Aster, the guardian of King Bask, tells you about Legendary Racket and why it needs to be stopped. Lucien, as the racket is actually called, is a dangerous device that can control people. Bask grew scared all of its power and spread it across five Power Stones (Infinity Gauntlet anybody?), which he then promptly spread across the island. Wario and Waluigi came across the racket, now uncovered after years being sealed, and wanted it purely because of greed. It is your job to find all gems before Luigi does, who is fully under the spell of Lucien. Mario and friends make a run for it!
Aster helps Mario achieve greatness by teaching him a variety of moves. The one that will likely draw the most attention is the Zone Shot. Performed by heading for a Star Point or filling up your Energy Bar, this shot throws you into a first person perspective and lets you aim at a certain spot. Zone Shots use the motion sensing abilities of the various controllers, allowing you to make precise calls. The system is a grand departure from anything that before it and changes the way you approach the game.
Another game changer are the Zone Speed and Blocking elements in Mario Tennis Aces. With Zone Speed, you can use energy to slow down time and get a bigger chance to strike back. This is crucial while dealing with incoming Zone Shots or slices you simply didn't see coming. Striking back against these shots requires a strong block. The timing is incredibly important here as doing it late or early will make you lose a racket health point. When you lose all three, story based missions will result in a game over. Do it well and you will receive a big boost of energy, much bigger than your usual charge.
The Energy Bar plays a crucial part in making Mario Tennis Aces' gameplay work. Every shot brings your energy back up, while a mistake will cause you to lose a bunch. Building energy makes special moves possible as, without energy, you are basically a sitting duck. When two good players are at it, they will constantly charge up until just the right moment. The match then becomes a barrage of slowing back, special moves, and Trick Shots. In Mario's Trick Shot, he does a flip to the side or up and knocks the ball back with extra power. It took awhile for me to nail this, but landing a Trick Shot is so crucial for a last minute effort.
The joy of exploring characters is purely figuring out what works about them. For example, I found Boo a bit slow, but his Trick Shot is incredibly satisfying. He does a quick invisible slide, pops out of nowhere and sends the ball packing. When you combine that with some Zone Speed, you get a very effective set of tools at your disposal. It helps that the controls are pretty easy to learn. A more novice player will need to practice the button combos for a longer period of time, but it isn't something that can't be overcome by trying.
After you're done with a lengthy tutorial, it is time to put all of it into practise. It starts easy enough with a match against Donkey Kong, but you will soon realize why you learned all those neat tricks. The first harder mission showcased required bouncing fireballs back from Piranha Plants. By hitting a plant in the process, you would score a point. You will need thirty points to pass, which is way harder than it looks. The mission requires optimal usage of the various shot types as they are placed at different heights and angles. Luckily, the timer is long, so you will be allowed some mistakes at the very least.
The final mission of the build saw us fighting against Petey Piranha. It was a proper boss fight with a health bar, a strict time limit and a hard-hitting enemy. By shooting balls her way, she’s forced to react, causing her to lose energy in the process. By reaching the end of an energy bar, you will get the chance to do a Zone Shot and hit her belly. This needs to be done three times before you win. Every wave gets harder as she starts relying on Zone Shots and other specials that really threw me for a loop. The time limit is plenty long, though three early blocks and your round comes to an end. With a focus on special attacks, this might be more annoying than it sounds. It was a hefty challenge that I found interesting.
As my story session came to an end, I was allowed some matches in the Free Play Mode. Simple option menus allow you to play the way you like. Various match types, CPU difficulties, play time and court options were presented for us to try. And yes, there are actually different courts in this one, a concept that seems so foreign after the last Mario Tennis, I had to check that I wasn't actually dreaming. During the demo, we could play in the Jungle or Stadium courts with any of the announced characters. I usually went for my mains like Boo and Bowser Jr., but Chain Chomp was also surprisingly fun. He is frantic, surprisingly fast, and bulky enough to overcome any obstacle.
What impressed me the most here are the introductions and characters watching in the audience. The fans are decked out with gear of their favorite characters, making for some funny close-up shots. The introductions are an absolute show stealer with characters like Yoshi, Daisy and Wario making quite an entrance. It is such a far cry from the lifeless Ultra Smash. Everything in the game is beautifully animated and presents a part of something truly grander. Mario Tennis Aces is rich of color, sharp assets and attitude befitting of a Mario sports title.
As a complete package, Mario Tennis Aces might become my game of the Summer. With mechanics that combine traditional sports and fighting game mechanics, there is a lot to keep in mind. The challenging story forces the player to multitask, while the multiplayer has a little something for everyone. Throw a nice presentation on top of that, and you have a return to form for Camelot. I'm really rooting for the game to stick the landing.
Splatoon 2 is my favorite Nintendo Switch game. Okay, so that isn't a surprise to anyone who kind of knows me. What you might not know is that I replay the single-player missions for the best times possible. I like to challenge myself in new ways and bring out the best in myself. Sure, that isn't always the easiest of endeavours, but it is very engaging nonetheless. What if you took the idea of these single-player runs but baked in its harsher difficulty from the moment you hit start? That is what I got with Splatoon 2 Octo Expansion. A campaign that feels grown up and leaves the trusted waters of tropes behind. With more than 80 missions, Octo Expansion promises intrigue at every step. Today, I got my first look, and I'm thoroughly impressed thus far.
Unlike what I initially thought, not every mission in Octo Expansion follows the same format. For example, I imagined that its missions would be put on a timer. This ended up not being the case as only two enforced a strict time limit. Another thing is how the structure of the missions really differs. Some embrace a singular screen, while other have a path for you to partake in. One thing is certain though: the missions found in the demo build felt a lot more focused than before. They don't use a large number of mechanics, instead opting for a weapon and some key rules.
I adore the set-up of the assignments. In some missions, you get the choice of a weapon to use. C.Q. Cumber, the conductor of the underground railroad, would give you an idea of what to expect. It is then that you would go to the equip terminal and see what fits in your eyes. The game does recommend you a weapon, but there are options for a more difficult frontier if you so desire. In a mission where the Splat Charger would be a better choice, you will get a reward if you willingly choose a Blaster instead. Players can tweak the experience to their liking, which is something I honestly enjoy.
Once you are certain, you move to the ticket gate and pay the entrance fee. From that moment on, you are locked in with the choice you made. You can go back through the options, but that will require you to pay the fee again. During the missions we played, the Octoling had three lives at her disposal. Hitting checkpoints doesn't you give a life back, so it is important to be careful. There are objectives that leave very little room for error, so you will use all of those chances. The game does allow you to use additional tickets for a new set of rounds, but that comes down to managing funds.
While you play, similar to Marie in the regular campaign, other characters will sport lines or tell you what is up. Cap'n Cuttlefish makes its comeback, together with Marina and Pearl. The lines in the demo focused on the missions itself, but the world shows its neon colored roots to the fullest. New details and secrets on the world will be uncovered here as I was told. In either case, the world is filled with 90's references and a different lens than we are used to. I think it makes Octo Expansion stand out as its own entity instead of retreading what the original campaigns accomplished.
Speaking of retreading, let us discuss the six missions that were available in my build of Octo Expansion. Iceman Station sees you flying with the Inkjet on a track with deadly gaps. It will see you utilizing the B-button for small hops, changing into an octopus and attacking enemies along the way. The timing of these hops is so incredibly important as the room for error is small. Breakdance Station sees you battling on crates in the air. While the mission is short with just three simple waves, the trick is to maintain enough space to move around. You could opt for either a Flingza Roller or a Tri-Slosher, so I obviously went for the Roller. Because chaos.
In Tubular 8-Ball Station, you need to bring a big 8-Ball to the other side of the map. With a Splattershot in hand, you will have no problem moving it around. Things get nasty when enemies start shooting the ball, too. Next to that, there are bumpers and Balloon Fish that you need to take into account. The fourth mission is when you-know-what started hitting the fan. While you can use other weapons here (...why?), you should be doing this one with a Splat Charger. Right Round Station requires shooting 20 enemies that constantly rotate on a set path. Equipped with Splatlings and Chargers, these enemies are relentless in trying to shoot you down. This one took easily the most attempts. While the two minute limit seems like a lot, you aren't prepared for some of the patterns.
Now we get to my favorite mission out of the bunch: Ballercise Station. You are permanently stuck in the Baller Special Weapon, while you try to escape within a time limit. By hitting checkpoints, you will replenish the time required to get to the end. This won't be easy though as enemies block you without fail and try to throw you off the track. With some snappy moves and well placed jumps, you will get to the end before you know it. Last, we have Radical Rails Station. While not as hard as Right Round, this isn't a cakewalk either. You will need to destroy 20 targets in one all perfect run. The player jumps between inkrails and tries to destroy them all in just one minute. Punishing? Yes, but doable considering the three weapons they chose. It comes down to your timing.
All in all, I was pretty impressed with my first gander at Octo Expansion. The world of Splatoon 2 is getting larger in the best way possible, and I can't wait to dive in fully. With more than 80 missions to get through and plenty of goodies to unlock, I can't wait to get engrossed by all the goodness. The six missions on display were enjoyable, hard-hitting, and above all, unique. They build upon the mechanics of Splatoon, and go above and beyond to do something cool with them. Whenever this releases, I will be right there for the entire way.
When it comes to puzzle games, I can't live without them. It’s simply my most played genre on any platform. That being said, I haven’t been that excited for the release of Sushi Striker: The Way of Sushido. Not because it didn’t seem fun, far from it. I was more worried that the gameplay would grow old quite quickly. After having played it for a solid number of hours it’s now clear that my worries were unfounded. Boredom never set in as I continuously found myself grasping for new things. That is the staying power of Sushi Striker.
One thing that immediately jumped off the screen was the production value. From the outside looking in, it may seem like this is your typical puzzler experience. But the opening song throws those expectations willingly out of the window and creates something utterly surreal. A Japanese song complete with over the top lyrics engulfed the speakers on my TV, which was fantastic. After that, we learn about how sushi is seen as something mystical that can only be granted by Sushi Sprites. While it brought them joy initially, a war raged out over its sublime taste. The Sushi Struggles, as the event is called, caused the Republic and their sushi loving ways to be outlawed. The Empire blocked all talk, distribution or eating of the dish.
In enters Musashi, a young and upcoming Sushi Striker who is ready to take the world by storm. They go on a journey, together with Sushi Spirit Jinrai, to showcase the wonders that sushi can bring. You start by freeing the Republic, and breaking open the walls of the Empire. From there, you will take on tougher battles to rid the world of the dark. Every chapter opening, and other key moments, will be given shape with animated cutscenes and voice acting. In other places, you will have do it with shouts and text crawls. That isn't as bad as it may seem, considering the quality of the writing. Sushi Striker has some really creative dialogue that I truly appreciate.
The first three chapters take place in the suppressed Republic. It’s here that you join the Sushi Liberation Front to push the evil warriors back to their own territory. The player will experience the areas through a world map. You will hop from level to level, clear them and move on to the next one. These levels are basically the sushi battles, which we will get back to in a bit. While most of these are relatively short, you will find yourself clinging to certain levels for a bit. You are graded on your performance and can partake in three missions per level. It increased my playing time significantly as I couldn't let go until I had an A-rank.
Naturally, this wouldn't be happening if the levels themselves weren't fun to play. In its basic principles, Sushi Striker sees you selecting a sushi plate and building up a stack of that same color. You will slide as much as you can within the seven second window before letting go and finishing up said stack. From my point of view, it required me to constantly make snap judgements and never lose focus. Sometimes you will need to take losses, and accept a small slew of plates. These stacks aren't just for show. With a push on a button, you will fling them at your opponent for maximum damage. Your ultimate goal is bring their hit points down to zero.
With these simple basic rules, there’s a lot you need to keep in mind. By eating in quick succession, you will activate a Sushi Jubilee. If you throw your five stacks at that moment, the damage will increase by 150%. Next to this, it will be more likely that same colored sushi appear more often, allowing you to make some awesome combos. Another important factor is the sushi on the plates itself. If you can manage to eat a lot of the same dish, the attack will increase by another 30%. The final example is how, in a pinch, glowing plates can help you to keep certain streaks going. After seven plates, these beauties can be used to continue building any stack at that moment. It is a powerful thing to pump that tiny bit of extra juice in there.
Movement is yet another important factor in all of this. Just like a fancy restaurant, the sushi moves around on conveyor belts. Each level sees seven lanes, connecting you and your opponent by a shared one. All of these move at different directions and speeds that constantly require you to stay on top of things. You’ll need to analyze the situation, sometimes wait for a moment or two and then deal out the best combo you possibly can. Sushi Striker gives you the option to make tweaks, and you will be dealing with special Lane-Drive Gears that change the way you take on a challenge. Novice players for example might get mileage out of the Little Gear, which moves conveyor belts at an easy going pace.
Outside of the sushi switching, there is a lot more that can be done to influence the outcome of a battle. The Shared Lane might see random items popping up that can recharge your Sushi Jubilee, or even better, the special abilities of Sushi Sprites. These cuddly creatures aren't just for collecting as each of them has an excellent ability that can help in a pinch. Jinrai can activate Sushi Bonanza, a move that allows all the plates to be changed into a singular color. Under the right circumstances, it scores an easily 20 stack combo that can be thrown at your opponent. Not all the abilities are offensive mind you. A good defensive move is Double-Edged Lanes, which will make the opponent's lanes go faster. It will likely screw up a combo or two in the process. The Sushi Sprites constantly add new wrinkles to the gameplay, which is something I can get behind.
Musashi and the selected Sushi Sprites will receive experience by completing stages. For Musashi, a level up means more stamina and a higher base attack strength that can help you survive a lot longer. The Sushi Sprites are way more important though. When you raise their levels, the sushi menu will improve with higher quality sushi. This sushi will have a better base attack strength, ensuring that you can destroy opponents even quicker. The amount of experience that you receive depends on your rank plus the three level based missions that you complete. This will see you having a threshold of plates you can use, completing a stage in a certain time or performing certain combos. It will also net you items that can increase the Sushi Sprites' Skill Levels. The charms will ensure that the effects will continue for a bit longer, getting you that bit closer to victory.
The key to victory is mastering the controls of the game. Sushi Striker allows you play with buttons, touchscreen or even a combo of both. For most of my time, I used button controls with relative ease with moving a cursor to select sushi. You will need to hold the A-button to keep the streak alive, but you learn it by feel after a couple of rounds. The D-Pad sees you activating the Sushi Sprite abilities, which are easy to get a hold of. If you aren't too confident in your skills or are younger, there is auto-select option. This will bring your cursor to the best next place to start a combo, though putting it together is still on you. The touchscreen might feel more natural for some. You can drag your finger along the screen, which can be pretty helpful to stay in full control of your stacks.
Next to single-player level based campaign, there is more for you to do at the Shrine Grove. You can also go to the Puzzle Hut to participate in a Puzzle Match. It’s here that you need to clear all of the plates on the field in five moves. It’s perfect for learning new strategies or finding new ways to approach the field. Another important factor are the multiplayer components. I got to try Split Battle, which is for those who only have one copy of the game. Next to sharing the screen, the types of sushi will be limited. You will also use the same Sushi Spirits and powers to ensure an even playing field. Within Split Battle, you can opt to play with or without items for even a more chaotic experience. In the rounds that I tried it, I had a good time smack talking my friend.
All in all, I walked away happy about Sushi Striker: The Way of Sushido. I'm still worried that the game can lose some of its charm towards the end, but right now I'm all in. The gameplay quirks are highly entertaining, regardless of the way you like to play. The atmosphere is fun, the puzzle action is excellent and the addicting elements run deep. Between getting ranks and certain missions, I will be hooked for hours on end. Even if the game ends up being a time sink, I am secretly kind of okay with that.
When I try to explain the concept behind KORG Gadget, the majority look utterly bewildered at what I'm saying. The usage of a DAW (Digital Audio Workstation), isn't something most people are familair with. With titles like KORG M01D, DETUNE changed the way we look at the Nintendo 3DS. Now with KORG Gadget, they are literally changing music making into a co-op experience.
Compared to their previous outings on Nintendo systems, KORG Gadget throws out the old rulebook . The software offers 16 different musical gadgets to interact and make sounds with. This ranges from a synthesizer that imititates that classic 8-bit sound to full on drum modules. Each have their specific themes and way of operation that changes the way you interact. The 8-bit synthesizer comes with a large number of classic notes, and is even based on Namco's CUSTOM30 sound generator. The engineering behind it is quite impressive.
Compared to other versions of KORG Gadget, the process of making songs is a lot more fun too. I was able to use either controllers or touchscreen with utter ease. While touchscreen speaks for itself, the option to use buttons is completely new here. With a number of handy shortcuts and optional motion controls, the interaction with the interface felt game like. By holding the + button you flip between screens and make adjustments on the fly.
The game aspects of KORG Gadget haven't gone unnoticed by its developers. The Nintendo Switch version allows you to make songs with three friends, making your project quite the collaborative effort. While that might sound hectic on paper, I really didn't have any issues here. Every player is clearly marked with a different color and it is not hard to identify each other's parts in the creative process. It is a wonderfully odd multiplayer experience that I can't get enough of.
With that all being said, KORG Gadget for Nintendo Switch isn't the ultimate version of the software. Compared to the full-featured versions the amount of available gadgets is sliced roughly in half, something I found slightly underwhelming. Beyond that, there is no way for you to import or export creations. The only way you can share your efforts is by sending it locally to another Switch user. That is nice, but truthfully really far from anything ideal.
Despite some major flaws, I really enjoyed tinkering with KORG Gadget. The sheer amount of options on each gadget is staggering, and allows you to make something fun. The fact you can play locally with up to four people is mindboggling, but pretty awesome all the same. Add to this the easy to learn interface, and you got something bold on your hands. This doesn't excuse to lack of sharing or the reduced gadget amount, but it makes it a bit easier to swallow.
Neo Atlas 1469 is a rather interesting beast. The title is the latest entry in a long running Japanese franchise, which started way back on the SNES. Make no mistake, while it was originally released in 2016, the content isn't exactly new. The game is based on Neo Atlas II which was released in 1999 on the original PlayStation. With graphical improvements and new scenarios, this management simulator tries its darndest to pull you in with its charm. And you know, it succeeded on that front for the most part.
With that said, the opening hour didn't make a great impression on me. You are kind of forced into an hour long tutorial, which features an awful amount of handholding. It sees you completing underwhelming tasks, simply hopping between points and getting a job done. This intro can be sped up somewhat, but I had to finish it in a singular playthrough. You can't save in between, so if you need a break the only way is to put it to sleep and not play anything else.
What gave me the will to make it through, and kept my interest rather high, were the characters and their story. Your ultimate goal in the tale is to build your trading company, recruiting new admirals and exploring the world. While the tale is told with still images, the quality of the writing has a weird visual novel feel to it. Together with your crew, and your advisor Miguel, you aim to figure out what the world beyond Europe looks like. It sees you taking on a grand adventure that started engaging me shortly after the tutorial.
With so many gameplay parts coming together to form Neo Atlas 1469, it might seem sporadic from a distance. What I found is that everything served a purpose, even if I didn't enjoy every piece of it. The main thing you will be doing is exploring. Your admirals will stand tall before your fleets, and help your chances and increase funds in different areas. Peres can look into the distance, while Almeida can dive into shipwrecks to find more resources on their trips. As admirals arrive at certain spots, you get a retelling of the journey. What drags down this part of the story are the text boxes that repeat every so often. The admirals will each react differently, but the situation never seems to truly change. The retelling may result in a quest, or something even grander.
It’s here that exploration shows its true colors. You will be asked if you want to approve of a report. This results in unlocking new ports and treasures, cleaning up the map and finding yourself in new situations. Naturally, if you get cold feet, you can ask the fleet to come back and reject a new reality. Early on though, there should be nothing stopping you from taking a risk or two as it give you options. The world will begin to take shape, and new paths will steadily open up for business. You, as the owner, are responsible for keeping costs in mind and ensuring a safe return for the crew involved. This might sway you into making a bad call or two, which is where the challenge lies. The crew might come across pirates, sea monsters or simply get lost in the process. You will simply not know until you decide their fate.
While the explorers are off having fun, you will also need to build up your trading routes and ensure that the business continues to thrive. While you get money from the King of Portugal, it’s better to see this as the wage for your admirals. A thriving business is one that has mastered exchanging items, or creating attractive products that ports on the route need. A good example is how you can exchange mirrors for expensive rubies, which can in turn be changed into rings. You’ll need to track and monitor both the influx and outflux of goods, and I had a lot of fun relishing in the numbers. Ultimately, trading comes down to combining two products and making something that is worth selling. That money will be used to create new fleets, making the needed repairs and help your crew reach new heights.
The gameplay that I enjoyed the least was the treasure hunting. You will find yourself constantly zooming in and out on the map to find new and exciting objects. They are a necessary evil, needed to activate quests and keeping the money incoming. The side quests, which come as a result of this labor, are entertaining in all their silliness. While not every single one was engaging, it created the needed levity in the quest of capitalism. Completing more of the world will also complete the tasks of the various admirals, which each come with their slew of aspirations to achieve.
Neo Atlas 1469 has a lot of game to get through. After spending 30 hours with it, I still didn't manage to see everything that the game has to offer. That’s not because I didn’t want to, but the amount of repetition in certain spots can be harsh. After a while, you can recognize situations or know what they ask of you without thinking. You will fight these pirates, make the required trades or complete a quest line to bring in new funds. At the same time, there is something relaxing about putting it on for an hour and getting a job done. The controls make it easy to pick it up and play, particularly in handheld mode since you have the ability to use the touchscreen. The presentation isn't anything mind blowing, but with a clean UI, you know what you're getting yourself into.
Neo Atlas 1469 is an unique oddity on the Nintendo Switch. While many of the key components wouldn't play well separately, the package itself is hard to overlook. I found myself constantly in good spirits exploring new routes, accepting or rejecting reports and cleaning up quests quickly. While some elements are keen to repeat a bit too much, there was something calming about every go I had. From what I could tell, each playthrough can be completely different and this will likely keep me coming back for more later down the line.
The Wii U might not have been Nintendo's greatest run, but some stellar games from that system deserve to be played. The company clearly knows that themselves as they have been rereleasing all of their greatest hits. The one that would be on the top of my list is Donkey Kong Country: Tropical Freeze. I am not even a big 2D platforming fan, but it is hard to deny the expertise used to craft this experience. The level designs, music, and flow are all top notch. It is not surprising to most, but yes, Tropical Freeze is still fantastic.
The game opens as Donkey Kong and his friends come to face to face with Snowmads of the North Sea. These winter-loving animals have taken several islands hostage and have now stepped foot on Donkey Kong Island, displacing the family Kong in the process. Every world is populated with inspired levels that fill me with a sense of glee. The selection of flavors, themes, and experiences are still unmatched by most 2D platformers. Lost Mangroves introduces you to the game, you explore the mountains and air in Autumn Heights, the African flavor is introduced with Bright Savannah, and the list goes on. On these islands, not a single level that feels the same. What connects these levels are appearances, not structure or its potential surprises. A good example is Autumn Heights where one level is more grounded, while another requires a lot more timing in the air.
The variety of levels doesn't just rely on Kong-based platforming alone. Some will likely roll their eyes at underwater sections, but the controls beneath sea level are the smoothest I've ever witnessed. So much so that it turned Sea Breeze Cove into my favorite world of the game. There is a weight involved that I barely felt before, which makes that special. Rocket Barrel and Minecart levels are here too, and their set pieces are a joy to behold. Sadly, outside of Rambi, the animal friends are still largely ignored. It is something I sincerely miss from the older games.
The replayability of the levels in Donkey Kong Country: Tropical Freeze is ever present as well. The game comes loaded with surprises like the puzzle pieces, KONG letters and other items that you can snag along the way. It will take a while before you will be able to find them all and, even on a second run, it took me a while to find everything. Every level now has online leaderboards where you can compete with your friends and others online. You can watch video replays of their runs and even see how they have succeeded on a level. If you meet certain requirements later on, you can even unlock a hard mode. Donkey Kong Country: Tropical Freeze is not a game that stops pulling the punches, but that doesn't mean that you won't have a blast while trying.
With the Nintendo Switch release, the game is trying to change its challenging image. While you can experience the Original Mode (and you should), it might be harsh for those with less platforming experience. The four characters (DK, Diddy, Cranky, and Dixie) all have their specific powers, but they can only take you so far. This version of Tropical Freeze adds the brand new Funky Mode. This grants you the ability to play as the funkiest primate of them all. Now I am not going to deny what others have been saying. He makes the game quite a bit easier, and there are no buts about that. That being said, for a second run, it gave me a fresh perspective that I wasn't prepared for. The additional finesse in his movement is absolutely incredible to fathom, and he changes the Time Attack ball game completely.
To begin, his ability to hover with the surfboard and double jump makes tricky gaps way less of an issue. This makes it also a whole lot easier to get certain items to 100% complete a stage. The fun, however, doesn't end there. Funky Kong can endlessly roll his way through a level. It makes attacking enemies an absolute breeze, and changes the way you approach obstacles. For those dedicated, timing becomes a lot bigger part of the experience. The true challenge in Funky Mode comes from nailing your momentum to a tee. This is true in the underwater sections as well, considering you will able to perform infinite corkscrews there. The true showstopper is naturally landing on the spikes, and taking no damage. Regardless if you are floating or falling down, the game reacts accordingly. Despite all of that, gaps can still mess you up good if you aren't careful.
Donkey Kong Country: Tropical Freeze really embraces the notion of the Nintendo Switch. No matter if you play it at home or on the go, the game holds up perfectly fine. Compared to the Wii U game, there are very few framerate dips. The loading times are much improved, though still noticeably long. No matter if you are playing it alone or sharing the joy, every control scheme is perfectly tailored for this version. I was super impressed with how the game played for a singular Joy-Con, where you put on a strap and basically have all the buttons you need. Most of the time, however, I went with the trusty Pro Controller.
Donkey Kong Country: Tropical Freeze was one of my absolute favorites on Wii U, and that is the same on Nintendo Switch. The levels inspire me to push harder to master them. Now combine that with a fun cast of characters and a terrific presentation, and you have the funkiest of the bunch. If you are playing it for the game, please do yourself a favor and play it in original mode first. The challenge may be harsh, but you get a real idea of what makes this game oh so special. For everybody else (or those who lack platforming skills), Funky Kong all the way baby.
Multiplayer games come in various flavors and sizes. When 12 orbits rolled onto my doorstep, it seemed interesting. The ability to play with 12 players with the usage of just a button each is incredible. With simple taps, everyone would take control their character without losing focus on what lies ahead. The concept comes together in four different modes that anyone can get into easily. The major question is, obviously, are these modes even fun to play. Personally I had a hard time figuring this out.
This mostly comes down to the following: those who I played with wanted it to move very quickly. There is no shame in admitting that it happens, but it was disappointing to see. I found the four modes available interesting at the very least. Before we break those down, the thing I was most impressed by was the one button experience. Multiple people could use a singular controller, choose a button and just go. When you press the button, you will move into the orbit of a circle. If you press it again, you will move onward in a specific direction. The control you have is minimal, but that makes the appeal of it so understandable.
With this specific ability in hand, you play various games in which you must outsmart your opponents. Arena sees you painting all the white spheres in a specific color, and you have to make sure that you avoid all other colors. A variant on this can be found in Trials, where you collect the white spheres to become bigger. You can even shoot the collected orbs at your rivals. The team specific modes, Blizzard and Multiball, follow a similar formula. You try to change orbs into your color, and fling them to the base of the opponent. Simple yet effective stuff. The modes aren't spectacular, but they get the point across nicely.
Another finely orchestrated element is the amount of modifiers and maps in 12 orbits. You have 15 maps to choose from with each changing up the way the circles are layed out. Some give you room to avoid, while others are focused on very close encounters. You can even change the maps further with the modifiers, which come with multiple presets to choose from. From King of the Hill battles to the Madness option, everything in this ensures that game feels constantly unique.
That being said, I can't deny 12 orbits' shortcomings. While the game goes for a minimalistic atmosphere, it feels very simple with those intentions. Colored orbs run this show as there isn't much else to really look at. The music doesn't really help matters as it simply didn't click with me. Another missed chance is an online multiplayer component. With these simple movements, I could see some insanely big matches being possible, which is sadly something the developers didn't decide upon. Outside of local play, there isn't much else you can really do in 12 orbits. Yes, this is to be expected, but it is important to least point out.
In general, I found 12 orbits to be just okay. The multiplayer options and modifiers were pretty impressive, and the developer deserves to be praised here. That being said, its lasting appeal is very limited and I fell out of it after a while. The simple look and similarities between the different modes caused my friends to get bored quickly. I really can't see this being the creator's true intentions.
#Breakforcist Battle is easy to glance at and set aside due to its colorful simplicity. The game has a Breakout attitude that is undeniable. We've seen plenty of those over the years, so when the hook seems to be “Breakout but with food,” writing it off isn’t tough. #Breakforcist Battle doesn’t set set the world on fire, but it wins so much in terms of style. The colorful world on display is charming, fun and absolutely perfect for on the go.
#Breakforcist Battle is about using that paddle and hitting blocks the best you can. Unlike other Breakout-style games, this game is all about your momentum and keeping that alive. The best stage runs see you hitting blocks nonstop on a singular life. If you are able to keep hitting them, you are rewarded with a pretty high combo and more money as a result. This money acts as your score. By being as fast as you can, the score quickly increases. You are sort of forced in that position as well. Similar to Puzzle League, the blocks slowly creep towards you. If it becomes too close, it might be all over for you.
The emphasis here is on might, because numerous power-ups can keep you alive. Bombs can level the playing field by pushing blocks further back. These power-ups are critical in keeping you alive until the bitter end. Beyond that, special egg blocks can grant you one of many special abilities. One of them changes your ball into gigantic pancakes, allowing you to hit much very rapidly. The usual array of powers like a fireball or multiple balls are present as well.
The waffle block-busting can be enjoyed alone or with a friend. Either way, I enjoyed myself playing through a solid few times. It doesn’t have much longevity, even more so because sadly, you can't share your scores online. The real star here is the Battle Mode, which requires two to four players. You clear waves quickly to stay ahead and shoot hard-hitting attacks to your other friends. It is possible to customize the experience by adding specific power-ups or increasing the game speed. The result are frantic games, which lead to smile-inducing mayhem.
I absolutely adore the style of #Breakforcist Battle. The cutesy characters combined with the destruction of ghosts has something awesome to it. While I do wish the single-player screen was a bit bigger (for more intense busting), it perfectly fits for the multiplayer components. The array of effects and hectic moments make it glorious to behold. Add to that, some pretty hard-hitting tunes instantly put me in the right state of mind.
Despite following a standard, #Breakforcist Battle is fun in all the right areas. With a lovely style and entertaining gameplay elements, Lucid Sheep Games has so much to keep me engaged. I love to put this game on during commute, finish up a run or two and continue at a later point. The title is also grand for tabletop mode as you can work together or battle it out for the best results. I do wish that there were online leaderboards, but it is something I can overlook just a bit.
There are puzzle platforming games big and small, but my favorites are those that tell a narrative. Sally's Law, a new game from POLARIS-X, explores an intense relationship between two people. This is combined with jumping and rolling action that requires you to stay on top of things. Your attention needs to be on two sides of the screen to survive some intriguing challenges along the way.
Sally's Law tells the story of Sally and her father. At the beginning, you learn about the death of her mother and how that impacted them. This impact caused a huge rift between them, and sees Sally moving to the city. Fortune is afoot for this young woman when the dad gets struck with a terrible illness. Sally travels back in five chapters, all the while discussing events of their time together. The game presented you with spoken dialogue while you play, but you will be likely reading it. The spoken words are only in Japanese, which might be annoying to some. Personally it struck me as being more heartfelt, and the narration was, frankly, really good.
The gameplay in Sally's Law depends on how you play the game. When played alone, you will play each level twice. The first run will be completed with Sally, who keeps moving. The only thing you can do is jump, which you use to cross gaps and create options for your second run. This is where the father comes into play, who can only roll around. This roll will be helpful to get to items and obstacles, though he can't do it on his own either. He will need to jump on Sally to reach separate paths and get the tools needed to succeed. The way you create your own path and try to use it perfectly in the second run is awesome. Every action has an impact, which I appreciate.
The game can also be played with a friend. It is here that you control each character separately and try to get through a level in a singular run. Luckily, Sally can roll here, so you do have some flexibility. That being said, if Sally hits something, you are sent back regardless of mode. Luckily, every level has three checkpoints, so you will never go too far back. Even at then, Sally's Law isn't that hard of a game. I got through it in a couple of hours with ease. While it annoyed me somewhat, the it is more meant to be a simple laid back experience. What annoyed me is that after a solo and co-op run, there isn't much else to do here. The game is a little bit short, and ends before it can truly peak.
Negatives aside, the presentation was quite nice to look at. The colorful backgrounds, sound effects, and music compliment each other fantastically. The music is performed with a piano and adds a tension I wasn't expecting. When the story bits were being told, you couldn't help but feel a little sad. You wanted to root for them all, and see a conclusion being reached. This side of Sally's Law is rather wonderful.
Despite Sally's Law being much shorter than I would've liked, I can't deny my enjoyment while playing. The underlying message is quite a nice one, and certainly stays with you. From a gameplay perspective, it is also rather fun to nail down puzzles the best that you can. It doesn't matter if that is alone or with a friend, because the game tweaks it enough to serve both audiences well. If you are in the need of a brisk yet engaging puzzle platformer, Sally's Law deserves a spot on your Nintendo Switch.
One browse through the Nintendo Switch eShop, and it isn't hard to find a subpar racing game. Sadly, the store has been filling up with those as of late. Every time I see a game with the potential to break the cycle, I simply walk away more disappointed. Coffin Dodgers is another of those games, and it didn't leave me with much hope going forward.
In all sincerity, the potential is what’s most disappointing. Coffin Dodgers has a fun premise: You play as a bunch of pensioners that try to stay out of the Grim Reaper's clutches. The community members try to stay on top in a series of tournaments as ending last has a deadly result. It may hit a little hard, but the atmosphere is goofy enough to make it work. The presentation has a cartoony style, and the events in Coffin Dodgers compliment that fact.
Where it comes crashing down is in the actual racing. The controls are bad and the movement feels slippery and hard to stay fully in control of. I was eventually in a position where I could hold it together, but that became the primary focus for me. When you combine that with the other racers and Mario Kart-esque items, it becomes a lot to take in.
The AI of those other racers can be best described as aggressive. They constantly search for the right attack position, and will blow you back very hard. This creates some maddening moments as you might be forced to restart tournaments. Coffin Dodgers likes to see you grind, and earn just enough to get some crucial upgrades to your vehicle. It is a harsh ride close until the very last finish.
Outside of the story mode, the game has time trials and a local multiplayer mode. It is here that you play Coffin Dodgers' 13 tracks for fun. While the action isn't very deep, I did enjoy the extra modes. Some things can be forgiven when played with a crew, and the various options in here are nice. A good example is that you can pick how the screen splits for you, which is nice. Sadly, it isn't possible to share you scores or even play online.
Coffin Dodgers is more frustrating than fun. If you can suffer long enough through the game's short single-player campaign, the local multiplayer is worth considering. This doesn't excuse rough controls, aggressive AI, and the massive grind mind you. There is so much you need to take for granted, which makes it really hard to recommend. That is a shame, considering the premise behind it is super goofy.
After completing all of Hyrule Warriors on Wii U, and then again on 3DS, I never imagined that I'd do the same for a third time on Switch. Under the moniker of Definitive Edition, this version bridges the gap between the Nintendo 3DS and Wii U releases. It adds everything that the smaller screen version offered, but allows you to experience it all on a television. For some, that might be enough to give this game yet another look. For most others, the mileage variance depends how much you played this game before.
If you never played it, Hyrule Warriors is a Warriors game with a Zelda skin. I fully admit that there is a lot more nuance to the proceedings, but that is what this game is. It embraces The Legend of Zelda lore in a way that is unique, and even flips it on its head sometimes. Link starts out as a soldier in a sea of many, raises to the occasion and becomes the one leading the charge. It feels oddly fitting to the Warriors experience, and raises the intrigue as you move along. With many familiar faces, it truly feels like a celebration of the franchise as a whole. This isn't something its follow-up, Fire Emblem Warriors, ever truly managed to do.
With simple button combinations and attractive action, you get some of the most refined gameplay in the Warriors franchise. While switching between light and strong attacks, you get satisfying combo results that are hardly unmatched. Of course, there are games that play just a tad cleaner, but the sheer amount of choice and possibilities hasn't changed. Due to the introduction of many characters and additional weapons, the game manages to play with your expectations. At some point, you might have expected to see every curve, but the Hyrule Warriors continues to pile on the ante. That being said, the changes in the formula don't come from the skill trees or material collecting, as they are par for the course.
The true colors come to show when you actually start playing the missions. It is here that the stacked roster and their attack configurations really shine through. The experience is all about going from point A to point B, destroying a bunch of foes and nailing item usage. It sees you throwing a boomerang or shooting an arrow to attack clever boss enemies. There is a lot of density in the missions, which ensures that there is barely a dull moment. Naturally, your end goal is to take over keeps and destroy a harsh enemy at the end. Hyrule Warriors continues to make the mission a struggle with enemies that attack claimed keeps, and sudden power struggles.
Since the introduction of the Nintendo 3DS version, the game has upped that ante even further. Similar to Fire Emblem Warriors, your characters now work in teams. You can quickly switch between them, and cover multiple ends of a map quickly. Next to this, it is possible to send AI controlled friends to locations and quickly take over. While the maps in Hyrule Warriors aren't as wide as in other Warriors games, the option makes the game constantly fun. In the missions where you happen to be alone, a blow on the Golden Ocarina can throw you to an activated Owl Statue. Finally, you have the fairies, which add new magical powers to the mix. From new abilities to powerful attacks, it can make your journey that tiny bit easier.
In terms of content, Hyrule Warriors: Definitive Edition is truly the best of both worlds. For starters, you now have the full Legend Mode experience. It includes the original story as well as the content that was added later, like Cia's Tale, previously part of a Wii U DLC pack. Next to that, the exclusive Nintendo 3DS Linkle and Wind Waker levels make their HD debut on Switch. While there is no visual difference when it comes to the missions, you do notice differences with the cutscenes. The fully animated tales have very different facial expressions, which did take me aback just a bit. That being said, everything about the story and its stages remain a lot of fun. The colorful cast of characters take you through a true Zelda power trip with keeps, objectives and a lot of turns. The hours fly by as Koei Tecmo throws in all the love it possibly can.
Another difference I should mention are the changes in unlocks. Unlike the two previous versions, Koei Tecmo has chosen to make Legend Mode less important. I mean, you will still need to unlock certain key items like the boomerang and hammer. Next to this, the first secondary weapons are still unlocked in this manner, making certain missions easier to complete. The actual journey, however, sees you unlocking costumes outside of the key elements required. After you finish the initial mission, 16 characters and two Breath of the Wild costumes will be immediately playable in all other modes. This will force you to upgrade characters by hand, which isn't something I fully appreciate. It is hard enough to unlock all the moves and options as is, so that additional layer wasn't needed.
While there are trinkets in Legend Mode, the true unlock grind can be found in Adventure Mode. This mode offers nine maps with various missions. Depending on your performance, these objective based levels can grant some pretty sweet stuff. It is here that you unlock alternative weapons, brand new characters and costumes that can be used anywhere. Interestingly enough, the adventure maps present are based on the Nintendo 3DS of the game. This makes them smaller in scope and less time consuming to complete. While they throw classic Zelda items and puzzles into the mix, Definitive Edition has streamlined that process significantly. By adding an item shop, previously used tools can be purchased on a whim. What helps is that these missions are pretty fun as well. Sometimes you beat a barrage of enemies, while others can be seen as a boss rush. The content is quick and engaging, which makes it perfect for on the go.
While it sounds like Hyrule Warriors: Definitive Edition is more based on the Nintendo 3DS version, there are elements from the Wii U game returning too. The bigger one present is the Challenge Mode, which offers new and exciting battle scenarios for you to complete. You will fight as Beast Ganon, defeat a certain amount of enemies or restrict yourself by only attacking in certain ways. Another sees you completing a battle as fast as you possibly can, asking you to nail down combos without fault. Just like the Adventure Mode, these are ranked and will result in you receiving a reward or two.
The Wii U's co-op option returns as well, and it is mostly improved. The original game suffered from a lot of pop in, which is no longer the case here. The two characters on screen can move separately from each other and the game has no problems keeping up. I did notice a slight reduction in the amount of enemies, which was a bummer in my book. While there is plenty to like about the co-op now, I did observe some glitches. Hyrule Warriors sometimes had a mind of its own, and started to throw enemies into mid-air. They would be stuck there until the end of the mission with nowhere to go. At first, we thought that we fell through the floor, but that luckily wasn't the case. These are really minor problems, and the experience in general ends up being a lot more playable.
I was incredibly impressed with how Hyrule Warriors: Definitive Edition performs. While it doesn't have the options of Fire Emblem Warriors, the game seems to run almost flawlessly. In both the Wii U and Nintendo 3DS games, Hyrule Warriors suffered some harsh framerate dips which are fully eliminated on Switch. There are no harsh dips, even in handheld mode, and the game is still the colorful journey it has been those many years ago. If you are in need of something fun anywhere you want, this will keep you occupied way too many hours on end.
All in all, I am happy that I played through Hyrule Warriors again. The experience is a lot of fun, and the scenarios are incredibly diverse. While Legend Mode did take a hit, it is a small misstep all things considered. The levels and missions are the game's main attraction, and they deliver to a grand degree. The game sucked hours away without me even noticing, which is the best outcome I could've hoped for. While I wish that the co-op's problems were fully ironed out by now, you can't help but feel that you're getting a lot of good in return.
Donkey Kong Country: Tropical Freeze was one of my absolute favorite Wii U games. The platformer showed an elegance and style unmatched by anything at its peak. Sure, it didn't use the unique capabilities of the system in any way, but an impressive game is all I really needed. The pure creativity of the level design and gameplay mechanics made for one of the best experiences I've ever had. Now, in 2018, those words still ring very much true. I got to spent some time with the Nintendo Switch version, and honestly walked away with the biggest grin on my face.
I could go on why Donkey Kong Country: Tropical Freeze is so great, but my 2014 coverage should tell you all the important bits. The opinions expressed here hasn't changed, and should give the proper insights on how the game is as an experience. With being said, what has changed since then? Well, for starters, the load times are a lot more consistent. On the Wii U, it ranged between 6 to 14 seconds, depending on your setup. It wasn't anything too terrible, but something that could easily be noticed. Level loads are now the same between handheld and television. It takes about six seconds to go into a level, and four to leave it.
Speaking of modes, I tried the game all three ways. What impressed me is how few details were lost in the process. The game looked as sharp as the Wii U game in three ways. The framerate remained rock solid, which is impressive how hard Tropical Freeze went for its designs. For the majority of the time, I played the game with a singular Joy-Con. You could use the motion controls to roll, or do it with the buttons. All the button prompts you need are there with grab being put on SL and SR. Similarly, in handheld mode, grabbing was put on ZL and ZR. With handheld mode, you obviously have more choice in the buttons you want to use. Personally, I found both ways very playable.
The biggest addition to the game is Funky Kong. He is beyond the most broken thing I've tried in a video game. This alone will be the sole reason I play through this game again. When combined with a roll, the double jump and hover combo can overcome any hurdle the game throws at you. I messed up some KONG letters and puzzle pieces very easily, but he made those just simply easy to overcome. Those strats will be fantastic for those speedrunning or lacking a certain confidence in their platforming skills.
The fun, however, doesn't end there. Funky Kong can endlessly roll his way through a level. This makes attacking enemies an absolute breeze, and changes the way you approach a stage. For those dedicated, timing becomes a lot bigger part of the experience. The true fun in Funky Mode comes from nailing your momentum to a tee. This is true in the underwater sections as well, considering you will able to perform infinite corkscrews there.
The true showstopper is naturally landing on the spikes, and taking no damage. Regardless if you are floating or falling down, the game reacts instantly. The surfboard comes busting out of nowhere, after which you just jump to a safe place. I bridged gaps with it, and every time I couldn't stop laughing because of it. In motion, it is a crazy sight to behold and one you wouldn't want to miss. I couldn't see myself slowing down like that, but it is a nice option.
All in all, I had a lot of fun revisiting Donkey Kong Country: Tropical Freeze. I certainly will give it a go when May rolls around, and try to get my funk proper on. That Funky Kong with all his overpowered moves is an absolute delight. Naturally, I can imagine that newcomers might not be interested in this, but as a returning player it excites me. Using that crazy ape will make for the silliest run in history. Even leaving that out of consideration, the game is still fantastic and playable in any mode you like. Grab a friend, snap the Joy-Con off and play a grand platformer anywhere you go.
5th Cell was a developer that made games that I loved. Between Drawn to Life and Lock's Quest, they could do no wrong in my eyes. At the height of their superstar status, they gave us the Scribblenauts series. These quirky games see you putting in words and making objects appear that can solve puzzles. It was all about using your imagination, and focusing on what truly matters. Five long years have passed since the company's last major release. Warner Bros. Interactive Entertainment, however, didn't sit still. They got a new developer and made a new Scribblenauts game...sort of. Instead of an imaginative puzzle game, they made a bland party game.
When I say bland, I truly mean underwhelming to the highest degree. The minigames included in this package range from bearable to out of touch. There is a flying, a battle arena, fishing and bringing items to holes on an alien planet. The variety is there, but none of them are fun or remind you of the old Scribblenauts games. The short games are random for the sake of being random, and don't really do anything that will surprise you. Except for maybe eating to the point of throwing up.
But where does the Scribblenauts tradition of word entry come in? Well, the items that you use during the minigames are chosen by you. That might sound exciting, particularly to younger players, but it goes back to the randomness argument. Without care, you decide to play as a farmer in the dancing minigame, because it fits the theme that the game asks of you beforehand. Another is how you are tasked with putting in a specific mystical creature to eat during the eating contest. It sounds hilarious on paper, but the dymanics of the experience really don't change.
Even at that, not every minigame uses the words. There are plenty of button mashers and waggle experiences that simply state the rules before you continue. It goes to show how phoned in that whole side of it is. This bring me to the following question: why does this even have the Scribblenauts name? The way you type in words feels clumsy as you can only use a single Joy-Con to play it docked. On the go, the button controls are smoother, but it is here you would expect touchscreen controls. Surprise surprise, the game doesn't offer those at all.
Next to playing the minigames on their own, there are also Versus and Showdown modes. In Versus, you basically play through a bunch of minigames until one player becomes the winner. Showdown is, honestly, a lot more interesting in that regard. This virtual board game sees you every player having a stack of cards, which have specific minigames and a tile amount attached to them. By winning, you give yourself the option to speed ahead or slow others down to a halt. While it relies on the bland minigames, the strategy side of it is genuinely neat and deserved a lot more love.
The final option in the package is the Sandbox mode. While this will remind you the most of the old Scribblenauts games, this is where the controls are the most uncomfortable. The different areas see you completing tasks by bringing objects into the world, and see the response to them play out before your eyes. The animations and interactions are adorable, and it is sadly the biggest standout here. This is because the missions are actually quite bland, and the levels are tiny compared to their versions in previous entries. I think that the biggest insult is that the game offers barely any wiggle room to find unique solutions.
Scribblenauts Showdown is a cookiecutter attempt at bringing back a lost franchise. While the party aspect isn't absolutely terrible, its bland nature made me shrug every time. And sure, the game tries to tie it in to the Scribblenauts franchise, but it misfires to an almost comical degree. This would be more funny if it didn't involve games I used to really love. There is the potential to bring Scribblenauts back, but Warner Bros. aren't the people to do it.
At this point, I am sure that you're aware of the Nintendo Labo. The cardboard building kits appeared out of nowhere, and will hit the scene in late April. While the initial announcement video was impressive, products can't be sold on great marketing alone. The experience is part of getting the word out and Nintendo knows this like no other company. This is why I was delighted to try out everything for the very first time in Amsterdam. Nintendo took over the meeting halls of the NEMO Science Museum, and created an interactive playground that intrigued me for about four hours.
After a short introduction to Nintendo Labo, we were tasked with building our first project. It is here that we put together the Toy-Con RC Car, which is a great way to learn how the software operates. We used one flat cardboard piece and folded in all kinds of directions to build it with ease. It becomes immediately clear how sturdy the cardboard parts are. While they aren't unbreakable, it will require some force to do so. There are clear flexible lines that allow you to bend, twist and connect certain ends together. The kit plates immediately tell you how they need to be operated, which makes it easy enough to avoid mistakes.
Despite reservations, I learned to trust the software's instructions. This is mostly came down to me being unsure how much force I should apply to the cardboard. Once I got over that hump though, I felt good about taking every step. I had the Nintendo Switch up on a stand and used the touchscreen to stay on top of the building process. You can pinch to zoom in and out, swipe different directions for a better view and hold the on screen button for the next animation. The instructions were quite interactive too and friendly to any kind of player. It tells you the next step, but lets you work at your own pace.
It took about 15 minutes for most to build the Toy-Con RC Car. Martin, a friend who came along, did it a bit quicker and without thinking about it twice. The mileage will vary on age, prior experiences, and how handy you are with some cardboard. That first project might be best to do together, just so you are ready for the bigger projects. The event gave us the option to build more, and I did end up helping with a Toy-Con House. You will notice that many layers need to fit together to get the job done. Personally I can't wait to have this at home, and spend the initial hours building everything up from scratch. That side of it is really truly exciting.
Naturally, the second part of the building process was customizing our RC car. There were pens, stencils, sparkles, googly eyes, and a lot more to plaster them with. On the Nintendo side, there were also additional parts in the RC Car kit itself with an elephant's head to make it more visually striking. There were also the tape rolls, stencils, and sticker sheets from the official Labo Customization Set. On said sticker sheets I found myself interested in the obvious: Inkling eyes and the creature from the Toy-Con house. I added some Labo tape on top, and colored tape on the sides to make it all click. A nice touch is how Nintendo will be sending us the Toy-Con RC Cars we made around the launch. It is a kind gesture that is certainly appreciated!
After the introduction to building projects, I dove in the deep end with trying the games. Surprisingly enough, they faired just as I’d imagined. With the RC Car, it is simple yet effective. You build it up, put the Joy-Con on either side and start playing on the touchscreen. The slots for the Joy-Con are really firm, which is impressive given the material used. You can press on the two buttons to steer him, and change the frequency to make adjustments to the input.
Open up the middle compartment and you are able to use the IR motion camera on the right Joy-Con. During our exploration tour, this was used to search for a Yoshi amiibo in a darkened box. I can see it being fun to make special missions or tracks in the dark, which I certainly want to give a go. The IR mode can also be put on automatic, where it will follow a certain reflection. This can be you holding reflective tape or making it so that it travels to a certain destination. All in all, it is honestly the best introduction to the world of Nintendo Labo. There were race courses set up and even a small battle arena!
Talking about race courses, let us move swiftly on to the Toy-Con Motorbike. It is here that you put the Nintendo Switch screen in the middle and the Joy-Con in both handlebars. At first, I wasn't really sure what to make of this. I mean, you are holding part of it against your body and move and steer to perform various moves. After a while, you realize how deep the mechanics are of this game. If you lean back for example, you will perform a wheelie. This is a great tactic to get ahead of your opponents, however your steering will be less effective. The biggest surprise, controls wise, is how accurate starting up is. You aren't holding a button, rather you are holding engine button and twisting your right arm downward. To win any sort of races, you will need to nail this perfectly.
The Toy-Con Motorbike includes nine tracks out of the box. What was surprising is how neat the individual challenges were. At first, you are allowed to screw things up and find your footing. On the Advanced courses, however, there is a lot to take in. There are various obstacles, boost items and curves that will require you to drift. The last course I tried was in a star shape that forces you to time your movements and get to the point in the middle. It was over before I knew it, but I had a good time. Luckily, you are able to make your own tracks with either the included Toy-Con Mini-Bike or Scanner. You will be able to make the layout, put down objects and change the weather conditions.
The biggest build in the Variety Kit is the Toy-Con Piano. From the moment I saw it in front of me, I knew it was an incredible piece of engineering. It has the tiniest parts and elements that you need to get right. I looked at a child and father working on this project, and the work required is no joke. The reflective tape on the keys, holes for the knobs and buttons, as well as the Joy-Con placement all have to be perfect. After you get all of that done, you place the Nintendo Switch screen in the front of the Piano and start playing. It makes a strong first impression.
That impression continues when you actually start hitting the notes. The piano can actually hit various octaves to ensure that you can reach the notes you need. A quick lever on the side can change the height in an instance, which is a nice touch. The Toy-Con also offers pre-made songs that can be played with the play button, which will help you to tune it. You can also record tunes right there and then, and replay them with the record button. With these simple tools, it is easy to play songs like it was an actual piano and get a satisfying result. It is actually quite nice to push the keys, and see the console instantly respond. The whole experience was sort of magical.
It was extra magical to use the various knobs that comes with this specific Toy-Con. By popping the numbers one to three into the left side, you get different kinds of sound. The most important one here, obviously, are the cat effects. While these critters are adorable sounding on their own, a twist on the knob allows for more echo to layer in. This was a lot of fun to screw around with, and make my friend lose his concentration. The fourth and final knob does something a little different. By hitting the keys, a Joy-Con will vibrate. You could put this controller in a box, allowing you to make extra additional sounds. With all of this, your mileage will depend on how invested you are in musical instruments. There aren't really any teaching tools present, and that is a slight bummer.
The fourth Toy-Con is the Fishing Rod. Before trying, this was the one I was the most curious about. From the initial announcement trailer, I found this the coolest thing as fishing is in the family. It turns out that my excitement for it was completely justified. When I held the finished Toy-Con in my grubby hands, it felt like a proper tool. With a Toy-Con on the left side as well as the bottom, it can sense the movements that you are making. The string that connects the rod to the screen portion almost glides into it in a way that feels organic. The connection between what you are doing plus the screen below is just really something special.
The game itself goes a lot deeper than I initially realized. You can rail the rod down as much as you like and deal with the fish that come on the screen. Once they bite on the hook, you throw the rod upwards and get the string back to the surface. That is easier said than done as the fish will fight back. It will cruise left and right, and you will have to move along with it. Depending on the type of fish you chose, it can be incredibly hard to keep it up. Next to this, bigger fish can eat smaller ones to increase the ante even further. Each fish type has various weights, sizes, and values which adds some replay value.
In combination with the Toy-Con Piano, it is possible to manage your own aquarium. It is here that you showcase your catches, observe them and see your current records. Here it is also possible to make your own fish and put them into the game. You will use a dedicated card, snip out the parts you don't need and slide it into the top of the piano. The right Joy-Con will scan it in, allowing you to further modify it. You can add colors and patterns to make it the most unique specimen on this side of the universe.
The final Variety Kit game is the Toy-Con House. Now I am not trying to be mean here, but I immediately felt that there wasn't an objective from watching videos. It was hard to wrap your head around the idea of the little creature and the activities present in the package. It wasn't until I played with it that I kind of got what they were going for. Like I said previously, building up the house takes a while. You will have to put the screen and Joy-Con in there too for good measure. You’ll also construct various knobs that you’ll place in three holes on the house.
Once you arrived at that point though, what exactly is it that you do? Well, you place the knobs into holes or move the system and a variety of things happen. Sometimes you throw in items that change how the creature behaves. You can put in a kitchen crane to fill it with water, or turn it night with a light switch. At other intervals, you will be transported to completely different areas. It is here that you will play smaller and more interactive minigames like bowling, a minecart level, or play a homage to Balloon Trip. While the ideas behind these were cute and adorable, I don't think that I will be sticking with this one for long.
Next to the Variety Kit, we also got a look at a mission in the Robot Kit. I had a lot of reservations before trying the robot suit before going into it. Would the straps on the various parts be long enough, and would wearing it be at all tiring? Nintendo managed to put those fears to rest. As I was getting plugged in, I was told directly what I was wearing would be in the box. In that sense, the cords still had plenty of wiggle room and could've been made even longer. As for that other question, I must say that it felt rather lightweight. You will feel the backpack a little, but it isn't something you can't get used to.
As far as the mission that I played, that is where some mixed feelings truly arise. I was put into the standard timed destruction mode. It is here that you have five minutes to destroy anything in your path to score points. You will move your arms to punch and swing at buildings, UFOs, and anything else that comes along to ruin your day. While I found the destroying part quite satisfying, moving around felt sort of sluggish. You needed to make big steps to push forward and lean to change your direction. This really didn't feel natural and required a lot of getting used to. Next to that, the fastest way to move around was as the car. Crouching and turning wasn't the golden combo I hoped that it would be.
On the flipside, there is enough that I did enjoy about the whole affaire. It was exciting to put your arms behind you and just fly away. If you combine this with a downward foot stomp, the wreckage that you left behind was really cool. Another thing I adored was putting the vizor down and activating my laser attack. Not only does it look awesome in first person, you will have thrust both arms forward at the same time. It looks super silly from a distance, but performing that move cracked me up every single time honestly. After ranking up a major point total, I walked away satisfied. Naturally, I am not happy about certain elements, but we will have to see how it changes after more playing time.
The final piece of Nintendo Labo experience was exploring. Next to the fish and dark RC Car experiences I mentioned earlier, Nintendo of Europe saw fit to showcase players brand new ideas. This is where I got my first close up look at the Toy-Con Garage. This node based system removes the difficulties of programming language, and gives you access to everything the Switch and its options are capable of. It starts with easy experiments, like we saw in the announcement video. You attach a Joy-Con to the little cardboard man and experiment with how you can make him fall over. One of the things I tried was swinging the Joy-Con at him, which resulted in him naturally tumbling over.
Nintendo was very keen in showcasing how various Toy-Con projects can work together to create something special. They used the basic example of using the Motorbike to control the RC Car. You would move down to go on straight and steer left and right to go in that direction. We got to try this too and it was kind of nuts. Parents, who were also in the session, cleverly remarked how they will need extra Joy-Con to try all of this. The way that the employee approached this was going from action to reaction. He put in the nodes, showcased all the actions you used, and told us how easy it is to change with your own materials. He proposed the idea of making music with the Fishing Rod, which I really want to do now.
All in all, my first experience with Nintendo Labo was quite positive. There are questions that still linger, like the longevity of the Robot Kit, but I was impressed by how the company is handling this. It was fun to try out building the kits, playing the games, and trying things on the spot right there. The future could be bright if the Toy-Con Garage tools are truly as endless as Nintendo makes them out to be. The games themselves are, at the very least, quite enjoyable and make me excited to start building. How that ends we will know in roughly a month as that is when Nintendo Labo releases.
Taking one look at Totes the Goat and instantly dismissing it can be easy. The title is one of many puzzle games on the Nintendo Switch eShop and doesn't do anything really new. But no matter: Totes the Goat is totally addicting. The game is a perfect fit for the Nintendo Switch, especially when on the go.
Totes the Goat embraces a simple concept: hop from block to block with your character and change all to your color. Once a map is filled, the game throws you to the next one. It is here that you to clear a harsher field and try to deal with new obstacles as they come. Enemies are ever present and move at different speeds and instantly kill you upon contact. The loop continues endlessly until you've been destroyed three times, after which a final scoreis tallied.
Totes the Goat really nails the pick-up-and-play mentality. After completing a round, it’s effortless to jump back in and do it again. While there is just one gameplay mode, every round feels different and forces you to react accordingly. Next to points, you also find coins, which are used to unlock additional characters. In time, you can play as Max (from Mutant Mudds) and Chicken Wiggle, which is quite a nice touch. It keeps you going for a little while, even if you might pine for more variety after a long while.
Sadly, Totes the Goat's biggest flaw is missing an online ranking system. After a while, I really wanted to see how I stacked up against the rest. I like working to become a better player, and that is where Atooi's latest lacks in care.
With its sharp voxel style and lovely gameplay, Totes the Goat is an enjoyable puzzler. I had fun playing rounds when I needed a breather.I do wish that the game offered online leaderboards, mostly to give me a motivation to carry on. As it is right now, it is enjoyable. You might lose motivation in the long run, but it is a tasty treat for the few hours it lasts.
Kirby Star Allies is a weird game to pull apart. From the outset, it is clear that this game focuses on its multiplayer component. The levels are straightforward, all packed with numerous moments where communicating is important. This new Kirby adventure hits all of the series sweet spots without any major issues, but the emphasis on multiplayer has a dark side. It is lacking as a single-player game, which is where it takes a major step back from the similar Wii game Return to Dream Land.
The wrapper of Star Allies is quite nicely put together. Kirby comes face to face with an unknown space threat, which is planning to harm everyone in the wider Planet Popstar. Allies and rivals alike are acting out of character, almost as if they are being controlled. Our good pal Kirby is, however, ready to investigate the matter. It takes about four worlds to bring the characters back to their senses and restore Popstar to its normal jovial state. The quest for making these characters normal again manifests in a new mechanic where Kirby can throw a heart at enemies and turn them into friends or more aptly, Star Allies.
The solo player or player one controls Kirby mostly. His base set of moves haven't really changed, which is honestly a good thing. Kirby can walk, run, jump, climb, slide, and hover his way through various platforming stages. Naturally, you can also swallow up enemies for a variety of powers. With every ability, the control shifts just a tiny bit to offer various adjustments to movement. Nothing earth-shattering, but definitely noticeable.
The abilities are more than just something to give Kirby new powers. The second to fourth players, or all in other modes, get to control the various enemies Kirby shares a heart with. Kirby Star Allies gives you the chance to control your favorite enemies from the franchise, ranging from the Waddle Doo to Bonkers, from Sir Kibble to Poppy Bros. Jr. Other characters can exclusively be played in this style, like Meta Knight and Chef Kawasaki. This adds to the uniqueness and variety that the experience offers, especially in multiplayer.
What helps is that each of the abilities move about differently, keeping each one very engaging. Personally I found a lot of mileage in NESP (the ESP ability). Sure, he moves slower than most other characters, but his magic is nothing short of amazing. Next to that, he can stay in the air quite a while and teleport at will. With both existing and brand new allies, Kirby Star Allies offers a grand total of 27.
Friend Abilities ups the ante on top of the new controllable enemies and copy abilities. They combine the powers of two friends, opening brand new paths. A good example is how you can add fire to the stick ability and burn otherwise unreachable objects. Star Allies makes usage of these abilities by throwing them into puzzles, with each one ensuring that the right tools are always near you so they are never annoying or frustrating in any way. At the same time, it means that there is a big red flag going off when you see a random ability just standing there. It is a bit on the nose.
The sheer variety of the stages in Kirby Star Allies is another highlight. It begins with the map screens, which can be explored in full 3D. While the initial one might not be that exciting, the game grows and builds in a way that you might not expect. I will say that the fourth world is amazing to explore and leave it at that. Before you get to that point though, you will explore the wonderful environments of both Dream Land and Planet Popstar. They are some of the most beautiful worlds seen in a Kirby game, and that is saying a lot in my book. The levels are sharp, colorful, and unquestionably vibrant.
Personally I was very impressed with the variety present on Planet Popstar in particular. The usual environments, which you would see across a few worlds, are here together in a tightly packed group of levels. There is the autumn elements of Friendly Field that swiftly make way for the beach in Reef Resort. Each has its own preferred set of abilities for the various secrets, making every journey delightful. With a nice slew of bosses, obstacles, and enemies, the game looked quite the part.
Unfortunately, Kirby Star Allies' main campaign wasn't that enjoyable when I played it alone. Many of the best elements require multiple players on the screen, which makes it fun. When I played it alone, I was stuck with three CPU buddies. That isn't the end of the world, but they have two halves to them. On one side, they are quite trigger happy and basically go all in on enemies and bosses alike. This could be considered a good thing, but it made the journey quite an easy one. The other half comes to play with obstacles and ability combining. Sometimes they will show the same rapid behaviour, while at other moments they will complete tasks completely on their own. In any case, I didn't feel in control enough alone.
In multiplayer, I am also a bit more lean on the shortcomings. The lack of collectibles is a major one. With just puzzle pieces for you to grasp, the satisfaction of completely nailing a level isn't really there. The pieces aren't out of the way either, so nine times out of ten, I already had all of them after a single play. To some degree, I miss the point-to-point action in the Nintendo 3DS games and Return to Dream Land. Star Allies eases you more into every screen, and gives you time to settle in before moving on. With friends, you barely notice it, but the problems loom larger solo.
Next to the Story Mode and two very boring mini-games are two additional modes that open up later. Guest Star Star Allies Go! sees you taking one of the 27 abilities and play through five quicker stages in a race to the finish. Some of the levels here are remixed and require you stay focused at all times. The other option, The Ultimate Choice, is a boss rush mode of sorts that leads to earning additional puzzle pieces for the art gallery. These post-game modes were the most fun I had, regardless of the setup or amount of players.
Generally, I am not the biggest fan of survival-esque experiences. The game type manages to pull me in sometimes, but just the concept of survival isn’t enough for me. I need something more, be it an entertaining wrapper, attractive gameplay, or engrossing moment-to-moment action. The Last Station is the latest title to pull this off, and it really struck a cord with me.
The Final Station puts you in the action from the get-go. Taking control of a train conductor who wakes up for his daily shift, it starts with just caring for the train. I took care of the train, spoke to the passengers and tried to make it to the next station in time. It didn’t take long, however, to realize that something was amiss. After a few stops, the military shows up with cargo that needs to be delivered. The Second Visitation, a rather unnerving event, has started to unravel. It turns inhabitants into terrible beasts that will stop at nothing to crush you. So now it’s up to a train conductor to save things.
The gameplay has two segments that you hop between. The first part sees you conducting the train. It is here that I immediately noticed how hard-hitting The Final Station can be. Survivors get picked up while you ride and as they join your group, you are faced with choices. Who do you keep alive with food and medicine? The resources, which you get from exploring at stations, are extremely limited. It is possible to let all the passengers die and continue like nothing happened, but is that truly what you want?
The exploring side is where things become a bit rougher. The flow of the game takes you through 30 station stops, and each one needs to be cleared by finding a four-digit code. Sometimes the tasks presented are straightforward, while others see you finding objects to enable a chain reaction. While these segments are well designed, they are straightforward. Most of them follow narrow passageways, so they don’t often feature surprises. It wasn’t terribly difficult, aside from some close encounters with beasts.
The Final Station controlled quite nicely, though it takes a while to get a hang of. Both sticks are used for most of the character's movements, with the shoulder buttons required to perform additional tasks. Once I learned to deal, it’s precise. As far as the presentation is concerned, the pixelated style is nice and sharp. The Final Station does a great job to present the sense of dread without overly complicating matters. The developer, named Do My Best, certainly did the best they could to make the ride engaging.
The thing with The Final Station is that it knows what it wants to be. This proud survival game mixes the eerie with action smoothly, and I couldn't help to be impressed. While it is more linear than I would have liked, it delivers on a thrilling experience that I can't get enough of. The pixelated style and its gameplay are some of the smoothest seen on the platform, and it is hard to pull yourself away just a tiny bit. The Final Station is an intriguing journey through and through.
The Kirby franchises knows how to deliver on enjoyable gameplay experiences. From his main 2D adventures to interesting spin-offs, Kirby's world just has a little something for everybody. Naturally, it was only a matter of time until the next game would arrive on the Nintendo Switch. Kirby Star Allies, the title in question, promises to deliver new ideas and a multiplayer focus that leverages the new system. In the latter, Kirby Star Allies is certainly succeeding, but is it more than just that?
Kirby Star Allies' story is, in all honesty, quite intriguing. An unknown intergalactic threat is harming the lives of Dream Land’s residents as well as the wider Planet Popstar. Allies and rivals alike are acting out of character, almost as if they are being controlled. Kirby, the unexpected hero he is, makes haste towards King Dedede's castle to find out what is going on. Along the way, the pink ball finds out that he has gained a mysterious power. A power that allows him to throw hearts and make powerful friends in the process. Kirby and these new allies will need to work together to save their beloved home!
From the outset, Kirby controls exactly like you would expect him to. HAL Labs knows not to change a winning formula, and this showsin their key character. Kirby can walk, run, jump, climb, slide, and hover his way through various platforming stages. Naturally, you can also swallow up enemies to give him a variety of powers. This ranges from classic powers like the Yo-Yo to brand new ones, which I will get into in a little bit. With every ability, the control shifts just a tiny bit to offer various adjustments to movement. Nothing earth-shattering, but definitely noticeable.
The abilities are more just something to give Kirby new powers. Unlike the previous multiplayer Kirby game on Wii, Star Allies give you control over the enemies you share a heart with. This gives additional players the chance to control some of their absolute favorite enemies. This ranges from the Blade Knight to Bonkers, and from NESP to Parasol Waddle Dee. There are even exclusive characters that can only be played in this matter, such as Chef Kawasaki. While Kirby's usage is a one off special power, the chubby chef throws pans and cooks food to help his friends out.
What makes using the friends special in comparison to three other Kirbys, is the way in which they all move about. NESP (ESP ability) moves slower than most, but his teleporting and magic measures are nothing short of amazing. One of my absolute favorites is Bugzzy (Suplex) who moves about about comically with his twig like legs. Bugzzy's hard hitting moves, however, are a thing of beauty and certainly turned me into a Waddle Dee destroying machine. Honestly, I had the most fun discovering the various allies to see what they would bring.
To bring additional flavor, Kirby Star Allies also offers three brand new abilities, which can be enjoyed both as Kirby and an ally. First up, we have Camo (Spider). With this power, you can shoot strings and create spiderwebs in a variety of flavors. You can throw webs into the air, ensure that allies can jump on them, or envelop an opponent in strings. They aren't the most powerful moves, but they are essential for crowd control. Vividria (Artist) felt slightly more complicated to get the hang of. Outside of the quick slashes with the brush, the drawing and sculpture side of things were elements I needed to work to grasp. Finally, we have Jammerjab (Stick). This fellow is clearly inspired by the Journey to the West tale, considering his appearance and weapon choice. Jammerjab can perform various jabs, counter attacks, and spin it around him. Anyone can instantly understand him, while still being a diverse new asset in Kirby's arsenal.
Finally we have Friend Abilities. By combining the powers of two friends, brand new paths will open up for you. A good example is how you can combine the Stone ability with ice to form curling stones, which will allow you to hit certain switches. Another is how you can add fire to the stick ability and burn otherwise unreachable objects. Kirby Star Allies manages to fit this idea into many puzzles, but luckily the right help is always around the corner to minimize frustration. It is how you will get to most of the game's hidden collectibles, so taking a peek around can be helpful.
As we move onto the stages, I must say that I am impressed by the game's sheer variety. It starts on the world screens, which can be explored in 3D. You start off in the lush green plains of Dream Land, where you will find Waddle Dees galore. This comes together in the level Honey Hill, where the little lads form big balls in an attempt to crush you. Naturally, this world also features your yearly encounter with Whispy Woods, which has one or two new tricks up its sleeve.
Where the game starts to come into its own, however, is in the second and third worlds. The second world sees you traveling on top of Planet Popstar, and going to several areas to set things straight. The usual environments, which you would expect to see spread across a few worlds, are here together in a tightly packed group of levels. You will travel to the autumn elements of Friendly Field before swiftly going to the beach in Reef Resort. Each has its own preferred set of abilities for the various secrets, making every journey delightful. While I could say a lot on the third world, I personally think it is better to leave some things unsaid. A huge shift occurs once here, and sets the stage for where the game is going.
The stages themselves focus a lot on the multiplayer. You will see special rooms where four allies are required to move onward or positioning certain characters is important. This is great when you are playing with a couple of friends, but way less fun while playing alone. You will come to rely on your new CPU friends a little too much, sometimes letting them do the finer work completely. Is the ability combining required? Let a CPU come to you to make the fusion happen. Do you need a certain obstacle destroyed? Let a computer do it. The AI takes a lot its own initiative, going as far as homing in on bosses for your honor. What I am saying is, there is barely any challenge when going into the Story Mode alone. The big exception are, surprisingly enough, the bosses.
Even though Kirby's difficulty never truly mattered, at least I was making my own mistakes. At the end of Star Allies, I had over 100 lives left after finishing the game solo. What didn't help matters was that the special Puzzle Pieces, used to complete special artwork, were quite easy to find. In other Kirby games, I’d find myself overlooking trinkets now and then, but here I was almost always instantly on the money. The only times I didn't get it immediately were due to the lack of an ability, but those were usually only a small distance away from the hidden location in question. Next to netting the big Puzzle Pieces in levels, which are needed to complete the purple parts, there are multiple ways to earn the basic blue ones. A good way is to scan in seven amiibo per level, which will grant you healing items and stars for extra lives as well. The Kirby sets will net you better rewards, so be sure to keep those around you at all times. In every level, the same ones can be used over and over again.
To some degree, I miss the point to point action from the Nintendo 3DS games. Every screen set the next slew of elements in motions and never really slowed down. Star Allies eases you more into every screen, and gives you time to settle in before moving on. Once again, that is great for a multiplayer setting, but not so much on your own. Regardless of the setting you play the game in, the Friend Powers concept still clicks. You will, for example, combine to form the Friend Circle. This will see you rolling, jumping, and slamming everything in your path. Another neat one was the Friend Bridge. This results in puzzles in which you guide a monkey with a key to the correct location. When these golden stages popped up, I instantly jumped up from my seat and enjoyed the madness.
Next to the Story Mode, there are various extras to sink your teeth into. Two that I can discuss today are Star Slam Heroes and Chop Champs, which are both three stage minigames. Both can be either played with buttons or with a singular Joy-Con's motion control. In Chop Champs, four Kirbys try to chop down parts of a tree. By pressing the A-button or swinging the Joy-Con, you will do just that. To give it some sort of a twist, you will need to use a stick to move left and right. Various obstacles will try to stop you in your tracks and prevent you from moving ahead of the pack. The other minigame, Star Slam Heroes, sees you pressing the A-button to adjust the strength of a baseball bat. You’ll have to swing at an asteroid that is quickly coming your way. By pressing A again or swinging the Joy-Con, you will send it packing. The goal is to time your swing better than your three opponents. None of these options made a lasting impact on me, and I moved on quickly.
As far as looks are concerned, Kirby Star Allies looks fantastic. The colorful style feels right at home on the Nintendo Switch, and it all runs without any problems. The world looks vibrant, the various layers are nicely separated and it is very easy on the eyes. Personally I did expect some issues in handheld mode, but I was very impressed with how it held up. The select few cutscenes are the most impressive, and look wonderful wherever you play. Sadly, the game does only run at 30 frames per second, but it is just a slight bummer in the grand scheme really. The soundtrack is equally great, with both uplifting and adventurous tunes. Some of my favorite tracks are present in this entry, and I really want to listen to them over and over again.
Overall, Kirby Star Allies left me somewhat torn. As a multiplayer game, I am positive in what it gave me. The way you combine abilities, work together and get through obstacles is enjoyable. As a single-player experience however, I am left with wanting somewhat more. The experience was one of the easier Kirby games I've played, and this was mostly because the CPUs helped me so much. In either case, I can't deny that the variety is there and Kirby Star Allies certainly looks the part. It might not be the Kirby experience some were searching for, but for those with a family, it is a video game that all can enjoy.
A good shoot'em-up goes a long way to ensure I have a solid time, a few examples being Graceful Explosion Machine, Samurai Aces and Star Ghost. Each of these games know how to pull you in, do something unique and make the investment worth your time. Black Hole attempts to capture this same balance though comes up a little short in present company. It won’t be considered the next best thing, but was still quite enjoyable nonetheless.
The arena to which Black Hole will be played on through its 40 levels is a fixed screen with a gravitational pull. You’ll need to maneuver around the screen, avoiding incoming enemies and asteroids as they close in around you. Naturally, you will need your best shooting chops to destroy these threats. While shooting is nice, Black Hole focuses a large portion of its gameplay on precision and evasion. You will need to think about the moves you make, and ensure that you get out of the way if necessary. The best course of action is not exactly explicit stated, and in fact it tries to give you a false sense of security. It may seem easy at first, but the transition is harsh and brutal.
That being said, you won’t be left of totally to your own devices. An upgrade system allows you to upgrade your ship during a run. To get the upgrades, yellow crystals need to be collected, which will disappear if you aren't careful. Other colored crystals, green and blue, will replenish your health and shield systems. The levels are short, so everything resets once you’ve lost all your lives.
Everything you learn will need to be taken into account for the next round. The key selling point of the experience are the online leaderboards, on which you fight against everyone and anyone. If a typical run dealing with the gravity isn't enough for you, you can step it up a notch with the Speed run mode. This will add a big timer for those needing to take every second into account. Sadly, for the casual player, you are sort of done after seeing all 40 levels. Personally, I would have loved some sort of multiplayer, which would add another insane layer to the proceedings.
Black Hole looks good, but it didn't overly impress me. The colors really pop and are a wonder to behold, but it takes a backseat over the gameplay. In that sense, Black Hole does try to pull out all the stops. It makes active use of the HD Rumble, plus it has a variety of control options. Now don't me wrong, only a couple are truly viable, but the fact that there is a choice makes me quite happy.
Black Hole does, honestly, some tricks that nobody else does. The fixed screen with the gravitational pull is an unique concept that keeps you sharp. The act of playing the game is awesome, and nothing should be taken away from it. After 40 levels though, there is nothing for most players to return to. Sure, there is room to improve on your runs, but that really depends on the type of person you are. As for myself, I’ll probably end up going back to it now and again.
Sometimes you find yourself with games that are truly hard to evaluate. Not because they aren't good, but even saying too much will spoil the experience. That is the pickle I found myself in with Old Man's Journey. Broken Rules' latest journey, which previously arrived on mobile platforms, sees you observing the world in true puzzle game fashion. After two hours, it is all over with things left to be desired.
The story is where Old Man's Journey truly shines through. An old man receives a mysterious letter in the mail and sets off for a journey. The plot is about finding out who sent the letter and why the man is so obsessed over it. This makes him think of both the past and present in ways that are truly surprising. More impressive is how the entire story isn't told with words, but with striking imagery that struck a cord with me. The emotions that come from it feel real and raw.
As a game, this is a 2D puzzling journey. A cursor is used to create paths for the old man to follow. A lot of landscaping and anticipating are in play here, and the game really tests your patience. The puzzles are never overly difficult as getting a real sense can be gotten within seconds. Towards the end, more curves are thrown into the mix, but in the end interaction was kept a bit minimal.
During its two hour span, I found myself mostly playing it on the Nintendo Switch's touchscreen. Sure, this can be played docked and works decently, but I became more used to its mobile roots. Old Man's Journey looks absolutely stunning. The game offers detailed visuals with a nicely drawn look, stitched together with a wonderful soundtrack that deserves a pair of headphones to appreciate.
All in all, I can't help but wanting more out of Old Man's Journey, which clashes with the game's point. It is a narrative-driven experience that ends when it needs to and doesn't leave any questions unanswered. That being said, the interaction isn't overly grand. Some puzzles are found along the way, but finding the gentleman's true purpose is what the journey is truly about. If it clicks with you, you will likely walk with the same appreciation I did. The message is truly wonderful, and that left me a little satisfied at the very least.