First Impression: We Happy Few (PC – Steam) ~ Pop Goes The Joy

Wikipedia pageSteam pageOfficial website

Being happy is a wonderful thing. Now imagine that you can take a happiness pill that makes you happy and joyful all the time. And on top of that, imagine that participation is mandatory, and you live in bliss… That’s the situation we have in We Happy Few, the game I want to talk about today. Now, to say that this game had a rocky release with a lot of bugs and glitches is an understatement. But, now that the game isn’t in early access and out for several years and the last update being from 2019, I think it’s the best time to take a good look at this game and if it’s really worth our time or that we should pop a Joy to cover up this game. Also, feel free to leave a comment in the comment section with your thoughts and/or opinions on the content of this article and/or this game. Ready, let’s go!

Pop goes the Joy

In We Happy Few, we take on the role of Arthur. Somebody who is working for the newspaper and censoring unhappy articles. When he suddenly sees a picture of his brother, he gets a lot of flashbacks that makes him stop popping his mandatory Joy. What is Joy? Well, like I explained in the introduction paragraph of this article, it’s a drug that makes people extremely happy and that’s mandatory to take or else you will be killed or exiled to the slums. People who don’t take Joy and don’t see the dangers of the world be camouflaged by the drug’s effects are called Downers and are shunned by all the Joy takers.

Now, how did the world get to this place? Well, that’s something for you to find out. The concept and setup of this game is excellent and I personally think it’s amazing. I feel like I’m playing a game like Bioshock or Prey again. Somewhat open-world yet linear-ish games that take you on a journey through a deep and rich story. And from what I have played so far, We Happy Few certainly delivers upon that front in my opinion.

Couple this with amazing voice acting that really helped me to get even more immersed into the world and the game, I don’t have any complaints about the story and the delivery. The pacing is also good. Everything gets some depth, but it doesn’t stay on one subject for too long. Some sections feels a bit too small in my opinion but thinking about it again, it would ruin the great world building that this game does.

I can forgive the fact that there are a lot of lines repeated when you talk to the townsfolk because the way the towns are populated adds so much to the atmosphere, and it makes the game even more immersive. The fact I can interact with every person on the street, and they play a random line with the accompanying animation, it’s delightful. If this concept is tried again, I think it would be great if it had a bit more lines and variations between the townsfolk.

Anyways, that’s more then enough about the story and the setting. Let’s talk about the other aspects of this game. It’s possible that even when this game has a nice story and setting, the game isn’t fun to play. Remember that I talked about various technical issues in the opening paragraph of this article? Well, I’m sad to say that there are still several technical issues. Thankfully, most of them are visual oddities but nothing game breaking anymore. I once had a dead enemy instead of dying, t-posing and following me around the map.

Only I time during a mission, I was afraid that my save file got cursed by a technical glitch, but exiting and restarting the game solved that issue with me loosing only 2-ish minutes of progress, since that isn’t too bad. The auto-saving in this game works miracles! And you can still manually save whenever you wish in 10 save slots just in case you want to experiment in this game. Or want to make a safety save or make a safe you can use whenever you want to also finish side quests.

Emotional Telephone Booths

You could play this game without using any Joy, but I highly recommend against it. Simply because it isn’t that much fun always running from everybody, and the stealth in this game isn’t that good to hide away. Since, when you are seen, you can’t hide until you are off the radar, and you find a good spot. And if you think, let’s fight the enemies then… Do think again. Since, when you get violent, people act like Zombie Pigman in Minecraft. They make other people around you hostile, and you quickly get piled up.

In those moments, it’s recommended you find a telephone booth to pop Arthur’s favorite strawberry Joy and try to go to an area where the folks people aren’t angry at you. Since, the Joy is a timed mechanic. At the upper left part of your screen, you see a sort of timer that indicates for how much longer you under the effects of Joy. When that meter runs out, you better find a source of Joy OR hide from the surrounding people, since not taking Joy is a crime. Oh, and don’t overdose on Joy either since that’s going to be a bad trip.

So, how does this game play like? Well, this game is more a sort of adventure game. You can pick up various items to either play this game more stealthy, or play like me and go all in and don’t care about what happens. The difficulty of this game highly depends on how good you understand the mechanics of this game. Do you understand the crafting system and where each item spawns or do you understand how to skill tree works and how to use your points to buy the best abilities…

Something that you will have to understand is how the compass at the middle of your screen works. It tells you a lot about your situation and nearby quests. You can even select which quest you are tracking, like in the Fallout games. I wish other games had that too, since in Prey for example… You have several tracks on the screen that all lead to your active quests. Sometimes markers even say: “multiple objectives”.

There are several other mechanics in this game like a hunger, thirst and sleep system. While those meters can deplete, they don’t affect the game too much, sadly. Most of the effects in the game you have from this system is that your stamina depletes a bit faster, and you have to attack more. It’s a shame, really, since it could be an amazing mechanic. It feels undercooked and it shows. The fact that finding food and drinks in the world isn’t easy, or beds for that matter.

So, when you lose all your health, you get set back at the latest checkpoint, and you can try again. Overall, the game is somewhat forgiving in my opinion. I have seen games that are more difficult. I personally felt I was able to breeze through the game somewhat and if I did die or hit a roadblock, just trying it again from another angle seemed to help. During my playthrough, I didn’t have a lot of weapons, so I had to improvise and running in the open fields with a quickly recharging stamina bar helped me quite a lot. Since, most enemies aren’t THAT fast.

Something this game does quite well in the UI. I find the UI spotless and to the point. You get a lot of information without it having too much information or getting confusing. Some things in the UI are a bit clunky, like how you can’t multicraft or discard multiple items at once when you are overburdened, but I got extremely quickly used to it.

While this game has some minor negatives, I find this game quite enjoyable to play. I really like solving the puzzle in taking just enjoy Joy and the right items to craft the right things, so I can survive another mission and encounter. Since, experiencing the humor and world building that this game provides is so fitting for the gameplay and so enjoyable.

To Joy or not to Joy

I could start and go nitpicking on how certain animations look a bit weird or how some bodies ragedoll extremely weird, but honestly, I think it doesn’t really matter because the art team of this game did an amazing job on this game. Not only does this game run smoothly on my 1050Ti, it also looks pretty good.

I really have to applaud the effort in the difference you can see if you are or aren’t under the influence of Joy. It looks very differently depending on if you take or don’t take any Joy. And it even looks different when you overdose or take drugs. Speaking of which, I really like the intrusive messages that discourage drug use in real life. It talks about how your combat abilities in the game are improved, but it has very negative and different effects in real life.

Apart from some very occasional nitpicks, visually this game looks great, and I’m sure it’s going to hold up for quite a while. The lush fields and the amazing cities with a lot of attention to detail are really commendable. No wonder that with so much visual stuff going on, that sometimes residents are sitting on the air in front of a bench. You can’t simply account for every edge case. If I can give one sort of nitpick in terms of the visuals, I think a bit more character models for the citizens would be great since once I tried to get the whole city to chase me and I did see a LOT of duplicates… I don’t mind duplicates, but if you have 10-ish of the same guy chasing you… ah well, it ruins the good character model just a bit.

On top of this great visual design, you have some amazing sound design. The sound effects in this game are great. They fit the art style and the atmosphere quite well, and it gave me the right information to assess the situation. And not only that, it helped to immerse me quite a lot into this game. The little sirens for example to let you know you are caught and people are looking for you are a great tool to know you have to escape and hide until the sirens stops.

If you have read my blog in the past, you know I find the music in a game quite important. And does this game deliver? Yes. Yes, it does. The soundtrack is quite pleasing and fits the atmosphere quite well. It wouldn’t surprise me that I’m going to add the soundtrack to my playlists after I have played the game a bit more or if I have beaten it. Actually, I think I might just add it to my playlists after publishing this article.

All in all, this game highly surprised me when I saw the trailer, and I was afraid when I heard the news of the technical issues. But, then I gave this game a try and I have to say that I really like this game. It has its quirks that I had to get used to but it didn’t take long before I was running around with the fluent and responsive controls. I might have to learn the combat system a bit more, but I panic too easily in those sorts of situations and I tend to “mash the attack button and strafe” mostly. Whoops.

Do I recommend this game? Yes, I do. I highly recommend this game to everybody who enjoys playing adventure games in the genre of Bioshock, Prey, Alice in Wonderland… but might want to have a bit less shooting action in the game. It’s a unique game that really deserves a chance. It won’t be a perfect, flawless experience, but it doesn’t matter. And no, I didn’t take a Joy to write this segment. I really do enJoy … sorry, lame pun. I really do enjoy playing this game and can’t wait to see how it continues. Together with Prey, this game is going to fill my summer quite nicely. A summer full of joy and amazing adventures, one in space but this one… it’s an adventure on earth were not following the norm is going to move you forward and it teaches some nice life lessons when you think about it in that way.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading this article, and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care!

Review: Indiana Jones and the Infernal Machine (GBC) ~ Speedrun Time!

InfernalMachineGBCWikipedia entry

Times can change quite a lot. Way back in 2014, I wrote an article about one of my most favorite childhood games ever made. Indiana Jones and the Infernal Machine. You might think, why am I reviewing this again? Well, in today’s article I’m going to review the port to the Gameboy Color. I still remember getting my copy for one of my birthdays. Since I wasn’t allowed much time on the computer and I saw I was able to take the game on the go with me, the solution was easy. My godmother aunt bought the game for me and gave it to me when I was sleeping over at her place. A few days later, I want to my cousin who introduced me to this game and he got so jealous of my copy that he started to beg his mother for a copy as well. Amazing memories. Anyways, now that I’m also speedrunning the game (both this version and the PC version) and that I have fully finished this game, I think it would be a neat idea to review the GBC version of this game. Is it a good game or should we ignore it? Let’s talk about that while I invite you to leave a comment in the comment section down below with your opinion on the game and/or the content of this article.

Editorial note: want to see runs of this game? 

So, what happened?

3If the developers of this game were able to cram the whole PC game into a Gameboy Color game, I would be amazed. But we all know how powerful the Gameboy Color was a playing a 3D game on that wasn’t fully realized yet. There are a few 3D titles on the Gameboy Color but not too many. So, some things had to give. But, how much had to go and did we still have a good game left? 

Let’s first talk about the extremely strange cuts into the story of this game. When you are used to playing the PC or N64 version of this game, the story in the Gameboy Color game is quite strange to say the least. There is so much less story in this game that if you would only play the Gameboy Color game, you might be unable to follow along.  

The best example is almost the whole ending cutscene after the first level is cut out of the game. You don’t get an explanation on why Sophia was looking for you and the whole setup of the story falls in like a cake you take too soon out of the oven. Yet, when you have played the PC/N64 version, you’ll recognize the story beats right away and know where in the story you are. 

So, since the gameboy wasn’t powerful enough, some sections and even entire levels have been cut. For example, there aren’t any final bosses in this version and Palawan Temple, Jeep Trek and King Sol’s Mines are missing in this version. Instead, we got a new level, the Russian Border. This level is a sort of extended version of the Tian Shan River opening section. 

The story in this game is a mess. I don’t really advise that you try to follow it if you haven’t played the PC/N64 version. It’s a shame since the story of the original versions is great. It really makes you feel that you are playing through an Indy movie. Fun fact, did you know that this game was first going to be about aliens before it got veto’ed because the script for the 4th movie was in development? That movie some Indy fans don’t talk about.

So, is this 2D or 3D?

indjgb004Even games with a messy story can be quite fun to play. So, is this game fun to play? Well, in my honest opinion, I’m having quite a lot of fun in playing this game, but this game has a lot of special quirks you need to get used to, to be able to enjoy this game to the fullest. The first one is that this game is sort of 2,5D game where you look at Indy from above. Thanks to the good use of shadows and different textures, you can be able to quickly see when you are approaching a cliff. 

While you can explore in this game, this game is somewhat linear. There aren’t a lot of moments where you need to backtrack. There is a certain order in which you have to play and beat the level but finding that out is half the fun. Now, as soon as you get a hang of the quirks of this game, it really opens up. Together with the extremely responsive controls, this game is challenge to play. 

So, when I started to speedrun this game, I hadn’t beaten the whole game yet. I had beaten the first 3 levels in my childhood, but the 4th level gave me a lot of trouble. When I actually started to run the levels I hadn’t played yet, I challenged myself and I tried to finish them without looking at the guide. To be honest, I was extremely surprised how the knowledge of the PC version helped me in certain sections and that this game also has unique sections and puzzles. 

Is the game difficult? Well, in a certain degree, yes it is. Healing items are more scarce in this game and there are no checkpoints in this game. When you die, you have to restart the level. A difference in terms of difficulty in this game is that poison can run out. Yes; it can run out. Oh, and med kits don’t heal poison. Only venom kits (green medkits) do. 

Surprisingly, the machine parts have the same use as in the PC/N64 version. The Azerim (flying) tool works a small bit differently but has the same concept behind it. So, knowledge of the PC/N64 version can be extremely helpful in this game to not get stuck. Since, like the original game, the GBC version doesn’t have a tutorial. It doesn’t help you in explaining the controls and the fact you can interact with certain things. A big piece of advice from me, if you are stuck, use the hand on anything strange. If a certain tile on the floor looks strange, use your hand on it. Since lifts aren’t always clear that they are lifts. 

So, the controls. Earlier I said they are extremely responsive. Now that I have quite some experience with them thanks to speed running this game, I have to say that they are precise but can feel a bit floaty. It’s something that has to click with you, or you will have some trouble with it. The D-pad is used to control Indy, the A button interacts with the selected item and B jumps. Start opens the inventory and Select cycles through your tools. 

For this review, I have played quite a lot on my Gameboy Advance as well and I have to say that I can’t decide if I like the fact that I run on an emulator since it gives me more screen space and I can connect my XBOX controller for finer control, or if I enjoy the charm of the game on a smaller screen with a bit more stiff controls. The difference in controls might have to do with the fact I’m running this game. 

Another big difference you might have noticed between the PC/N64 version and the GBC version from the inventory screen you can see a bit higher in this article is that you can only carry 5 of each healing item. You can’t carry more of them. You can purchase more of them with the treasures you find at the end of each level. But, here is something interesting. You can sell your healing items. For example, when you want more medkits, you can sell your green medkits. 

So, what is the gameplay here? This game is an adventure game where you have to platform your way to the end. All the while you have to solve puzzles, fight enemies and avoid traps. This adventure takes you through 15 levels that quite closely follow the structure of the N64/PC version. The red bar is your health and the blue bar is your stamina. 

To beat this game, you have to pull blocks, jump and swing over gaps and solve some puzzles. Most of the puzzles have to do with using the right item on the right location. Sadly enough, picking up and using items can be a bit pixel perfect which is annoying during runs. 

Sadly, you don’t have a map in this game for the larger levels. But, all in all, the levels won’t take you that long to beat. The longest level is Nub’s Tomb, which took me around 11 minutes in my speedrun. Now, certain levels can be beaten in under a minute if you know what you are doing. If you hold up while Indy is moving over a ladder, he can climb it… No matter how long his fall is going. And this game uses that mechanic in certain levels as well. 

All in all, the gameplay is quite addicitive. Especially if you enjoyed the original game. But, I can understand why people would get frustrated and lost in this game if they haven’t played the PC or N64 versions of this game.  

It’s fine

gfs_44058_2_11Now, visually this game looks fin in my opinion. There are better looking games on the Gameboy Color yet, I find the atmosphere the developers created with the visuals is quite nice to look at. But, it looks the best in the correct ratio. It doesn’t look bad in a bigger screensize, but you will have some blur here and there. 

Sadly enough, sometimes certain things like breakable walls or places where you can swing with your whip blend in a bit too much in the background. I’m certain that if when you play this game in a darker room or if you suffer from colorblindness that you’ll be unable to see them sometimes. Which is a shame. I wish they stood out a bit more since things like this give the neat visuals a bad name. 

As said earlier, there are a lot better looking games on the Gameboy Color but with the “weaker” visuals, they still pull off an amazing atmosphere. One of my favorite levels visually is Nub’s Tomb. It also has the worst puzzle in the game with the music puzzle. And let’s not forget the jump over the lake bit and if you miss one jump, you have to restart that whole section.

Are there glitches in this game? Well, not a lot. I found a few spots where the game gets confused so you are able to stand on places you aren’t supposed to stand and if you fall into the liquid in the Infernal Machine level and you are holding a direction button while facing a wall, you don’t die until you release the movement button. 

Now, going back to the visuals. There are also animations in this game. These animations are good. They really add to the game, all the while they don’t feel out of palace. They really blend into the created atmosphere really well. I always enjoyed seeing Indy swing over large pits and always hearing that amazing melody is just icing on the cake. But, let’s not mention how tricky it is to get in the right position to whip over a pit. 

Sadly, in terms of sound effects and music, this game lacks quite a lot. Apart from the main theme at the start and some short tunes, there isn’t a lot of music in this game. In the later parts of the game, there is a bit more music but it mostly aids in the puzzles or certain a bit more tension. I wish these moments were used a bit more. And there aren’t a lot of sound effects either. If I didn’t have to focus on my gameplay, I would play this game while listening to music. It’s a shame since when this game has music, it’s amazing chiptune goodness but it’s so sparingly implemented it’s annoying. Thankfully, the walking sound effects of Indy aren’t annoying. 

There are 15 levels in this game and when you play each level optimally, I think you can beat this game in 4 to 5 hours in your first run and without using a guide. Currently, I’m griding for a full run of this game and I estimate that it will take 2,5 hours if I don’t make too many mistakes. Granted, that’s when I skip all the treasures that are in most of the levels. Apart from, I think, 2 levels, there are 10 treasures hidden in each level. But, in this version of the game, they are a bit well less hidden compared to the PC/N64 version.

The final thing I want to talk about is the password system. As a speedrunner, I’m a bit on the edge on this mechanic. Before I started running this game, I hated this system. Why couldn’t I use the save system like in the Zelda games and other Gameboy Color games. But, now that I run this game, it’s quite helpful in training certain levels or trying to set a new level record. So, yeah. 

Anyways, I think it’s high time for a conclusion is it not? Let’s wrap up this article with a nice conclusion to summerize my thoughts.

Summary time

The good:

+ Enjoyable gameplay with exploration and nice puzzles.

+ Decent visuals (for the most part)

+ …

The bad:

-Butchered story.

-Too little in terms of music.

-Some sections are a bit too pixel perfect.

-Lack of tutorial.

Final thoughts:

Is this game worth your time? If you enjoy games like the old school Tomb Raider and Indiana Jones and the Infernal Machine, I would say yes. If you enjoy unique and special old mobile games, I would also recommend this game. But, know that this game is a niche game and it has it’s quirks.

Two things can happen. It can click like it did with me and then you have a nice experience all the while you see the flaws and issues that this game has. The other thing is you realize that this game isn’t your cup of tea and you don’t play it. 

I honestly think that it’s quite impressive how they were able to cram a somewhat solid version of the PC/N64 version into a small Gameboy Color cartridge. I mean, the rom file for this game is only 1MB! This whole game is 1MB and it can provide you with a decent Indy game..? Sign me up! 

Now, if you are on the fence about it, just give the first two levels a try. If you notice that it’s not your cup of tea, then skip this game. If you enjoyed playing the first two levels, I would highly recommend you continue to play this game. 

Granted, I think that the nostalgia for this game might have placed a lot of rose colored glasses on my eyes and I might see this game in a better light then it actually is but should that matter? I think this game is a nice gem in the Gameboy Color library and I would recommend it to people who enjoy adventure games. All the while, I would warn it’s an unique and special game with it’s own flaws but it’s still enjoyable. If only the story was a bit more intact… 

With that said, I have said everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 80/100

 

Game Quicky: Moon Raider (Switch) ~ Time For Revenge

heroNintendo.com micrositeDeveloper site

Drageus Games is back, and they provided me with another press key for a game with the request to give my 100% honest opinion on the game. The game I’m going to take a look at is going to release on April 23rd on Switch but if you want to play it right now, you can play it on Steam, iOS, Android. Apart from the game releasing on Switch, it’ll also release on the Xbox One and PS4. So, is this action, platformer / metroidvania-ish game worth your time, or should you skip this one? Let’s find out in this game quicky while I invite you to leave a comment in the comment section down below with your thoughts and opinions on the game and/or the content of this article.

Editorial note: please note that it's possible that this game gets updated when it gets released and that some things mentioned won't apply. 

Time for revenge

screenshot01In this game you play as Ava, the daughter of a scientist and the former queen of the moon, Selene. Now, our former queen needs special gems to stay alive, but they start to run out and Selene gets quite ill. So, it’s up to Ava to rescue her mother, and she does that by raiding the moon of all places. 

So far, I haven’t gotten too far into the story, but the setup for the story is simple and to the point. I was hanging out yesterday in a livestream of this game done by Star or Shovelware. The reason I bring this up is that I also used his stream as a research to write this article. Of course, I played the game myself but if you want to have an additional opinion, I would recommend watching that stream after reading this article. 

Anyways, the story. It doesn’t get in the way of the game at all. Which is both a negative and a positive. I felt like the story has potential but due to the lack of development of any kind, the story feels a bit useless. Oh well, I’m happy it’s here, and it’s not too generic and actually has a great motivation to play the game.

You would get the impression that this game is a sort of Metroidvania game since it has various elements of the genre but from what I have seen and played so far, this game isn’t that. This game is an action-adventure platformer game with elements of the Metroidvania genre. Surprisingly, it flows pretty well. 

The main goal of the game is getting from the start to the end of the zone. You can do these zones somewhat out of order, but overall this game is quite linear with some secrets hidden for explorers. The move set is quite basic, but it does the job. You have your standard double jump, attack, and you unlock some special abilities later in the game. 

Overall, the controls are extremely responsive. I got used to them extremely quickly, and I also got used to the quirky hitboxes of some things of the level geometry. But, I have a bit more to say about the controls, but I’m going to save that for later since this isn’t the correct section of the article for it. 

Something that surprised me is that by default, the sound and music is set to 50%. I have no idea why that is since the music and sound effects are amazing for this indie title. When you are playing this game, I highly recommend that you raise the volume of the sound effects and music since it enhances the experience quite a lot. The voice samples for the enemies are so well done. The music is decent, and it really adds to the moon raiding vibe. The minor nitpick I have is that this game doesn’t have sound effects for the UI. So, moving in the menu’s is completely silent, apart from the music.

Something you might have noticed by watching the screenshots of this game is that this game looks amazing. The environments are extremely detailed, nicely themed and quite colorful. I think it’s one of the strongest points of this game. The same counts for the animation as well. Together, the game runs at an amazing frame rate and is quite immersive. A minor complaint/praise I want to give about the visuals is that I felt that some traps like the prickly vines in one of the treasure room blends in a bit too well. This can be seen as a good and a bad thing. 

The revenge isn’t needed

screenshot04So, where does this game drop the ball? Well, first, let’s just say that the respawn mechanic is a bit broken. It’s also mentioned in the livestream by Star or Shovelware, but I also didn’t like the mechanic where when you die, you respawn at the start of the zone with the health you entered.

Health pots are quite rare, and I highly advise you to try and stock up before leaving the zone since otherwise you might regret it. For one of the bosses I had to go to the previous zones and get a health pot, go back to the boss zone, go back to the previous zone… Since, one health pot only heals one bit of health. 

There is nothing wrong with the quick respawing, so you can try again and try to avoid your mistake that got you killed, but the health thing really slows down gameplay. If the developer really wanted to balance the game, I think that at least half of your health should have been filled at respawning since nothing is more annoying than being in a long level where one mistake kills you.

A second mistake is the lack of a level select/map/completion screen. There are some animals to free in certain levels and special gems to aid Ava’s mother to pick up in the levels, but you have no idea in which levels they are and how many you have collected already. You have an overall counter on the top middle of your screen, but that’s about it. Thanks to the lords that already picked up gems and freed animals stay freed when you leave the zone, but not when you die.

Thirdly, there are some moments where I felt that some minor quality of life polish could have helped the game quite a bit. I had to learn the hard way that some smaller creatures are not set decoration but enemies. But the biggest thing I feel could be better in terms of quality of life in this game is a bit more sound effects when you use your gem energy. Especially when you are dashing, it would have been nice to have some sound effect when it’s almost depleted, so you could act accordingly and not try to go cross-eyed between the top monitoring your gem energy and the middle of the screen where you have to play the game. 

Another nice example is how the great save system works. The game saves every time you enter a zone. It doesn’t matter if you enter it via the exit or the entrance, your game saves, and you respawn with the amount of gem energy and health you had while entering. Now, this isn’t said anywhere. There isn’t even a save icon to indicate that.

The 4th thing that this game doesn’t do all that well has to do with the movement. Now, hear me out. You can jump up in the middle of a platform, but you don’t go down. In the middle of the lava zones, I opened a gate and jumped up to a higher ledge to avoid an enemy. But, I jumped on the higher ledge, and now I had to go all the way around to pick up the crystal since I couldn’t go down. 

In addition to that, I felt that using the dash was clunky sometimes. I didn’t always feel in control. Since I mostly control Ava by the left joystick and the dash works a LOT better by using the D-pad arrows. I also felt that the “Y” button is a strange button for that. You use “B” to jump and my fingers won’t go naturally to the “Y” button to dash but to one of the shoulder buttons. Maybe this might just be me, but I feel that if you had the ability to remap or use another control scheme, this would have been better.

Apart from that, I feel like the dash drains your gem energy way to fast. This drain made me grind for gems several times which is extremely slow mind you.

There is also no duck button. I can’t count the amount of times I tried to duck to either hit a small enemy or dodge a rocket and looked down instead… That was quite annoying.

The final thing I want to mention is that I find it quite surprising that this game isn’t translated. Usually, Drageus Games’ games are always translated into various other languages. But not this time, this game is only in English. Maybe that might change after the release.

So, yes or no?

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So, is this game worth your time? My answer to that question is YES. While the game has some rough spots which I mentioned in section above, I honestly think the positives outweigh the negatives here. 

If the developers improved the respawing mechanic, gave us a completion list, tweaked the dash controls and gem drain, polished up the controls a bit and maybe control remapping, this game would improve so much. But overall, this game plays amazingly for being a budget indie title. It’s only €10 here in Europe and I have played a lot worse games for that price. 

The hand drawn visuals, the amazing animation and the nice mix between an action adventure platformer and metroidvania makes this game somewhat addictive, and it wouldn’t surprise me that I’m going to finish this game on the train back and from work. It’s an amazing time waster, and I’m so glad that I was able to play it. 

So, if you enjoy action-adventure platformers, I would recommend that you check this game out. Like I said before, it has some rough edges but who knows, they might get polished up in a future update. Since, the potential of this game is amazing, and I would love to see this game get the spotlight it deserves and maybe a bit more content since reading from the press kit, I think this game might be a bit too short. 

And that wraps up my article about Moon Raider on the Nintendo Switch. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 4/5

Review: Blood: Fresh Supply (PC – Steam) ~ He lives AGAIN.

Blood_logoWikipedia entry – Steam linkSteam link
The Build Engine. One of the biggest game engines ever created in 3D shooter history. Three landmark titles have been created in that engine called Duke Nukem 3D, Shadow Warrior and today’s topic: Blood. Back in the day, I used to download a lot of old archived shareware or demo versions of old DOS games. In one of these adventures, I downloaded the demo for the legendary Blood, and I was hooked. At the time, things like Steam weren’t what they are today and I still was in secondary school (high school for you Americans) and too young to start a holiday job. Then, on one summer Steam sale, I found this game for a rather cheap price and I thought: “Why not.”. So, I bought the game for €1 and moved on with my day. Then, COVID-19 happened last year, and I was looking through my game library to play after work. I booted up Blood, and it got my top 10 games of 2020 list. Why did I give this game a spot on my top 10 games list? What did I like so much about this game to place it on that list? Let’s find out together while I invite you to leave a comment in the comment section down below with your thoughts/opinions on the content of the article and/or the game.

He lives AGAIN

Blood 1In this game, you take on the role of Caleb. Caleb has a reputation for being a merciless gunfighter from the Midwest. Caleb is a servant of the god Tchernobog and his minions called ‘The Cabal’. Now, for some reason, our “friendly” god kills Caleb and his fellow chosen for whatever reason and dumps Caleb in a grave. Caleb rises up from his grave several years later, and he is looking for vengeance of course.

Like your typical old school 3D shooters, the story isn’t the main focus of this game. Most of the story in this game is told through cutscenes at the start and end of a chapter and the environment that you are going through. Speaking about which, there is are  a lot of moments like: you start on the train you that you crashed in the previous level. The whole game feels interconnected due to small details like that.

There are a few cutscenes in the game that enhance the story by a little. The reason I’m saying only a little is that the total runtime of these cutscenes is give or take only 5 minutes. Which is a shame, since the cutscenes really added to the atmosphere of the game. On the other hand, I think that if this game had more cutscenes, it would overpower the gameplay and the environmental story telling.

There is voice acting in this game. Of course, you have your typical enemy shouting that is as immersive as the cowboy shouting from Outlaws. You also have your wise-cracking main character Caleb voiced by Stephan Weyte. Stephan also did voice work for one of my favorite edutainment companies Humongous Entertainment. He voiced several side characters in the Pajama Sam and Freddi Fish games. Before I start rambling about unrelated things for this review, I have to say that Stephan killed it with his performance in this game. His delivery is extremely memorable, and I love his voice work for this game. A fun fact is that the voice acting for our evil god has been done by the executive producer Jace Hall.

Should you play Blood for the story? Oh, heavens no. Don’t misunderstand me here, the story of this game is fine, but it is far from the best story you can experience in a shooter. The story is there to set the mood and set up the atmosphere of this game and to help you immerse yourself in the game. But, nothing more nothing less.

Now, if we check on the Blood Wiki on the amount of different versions and ports that this game got we learn that there are two versions of this game on Steam. You have Blood – Fresh Supply and Blood – One Unit Whole Blood. At the moment of writing, the “One Unit Whole Blood” version has been removed from Steam and the “Fresh Supply” version is still up for sale. I found a nice forum post about the biggest differences on the GOG.com forums between the two versions. As the title suggests, I played Fresh Supply for this review.

Crazy cultists

Blood 3I don’t think I have to explain what you have to do in old school 3D shooter games. You have to fight various enemies, find keys to open doors, do some platforming and solve some puzzles. Personally, I compare this game in a way to games like Heretic and Duke Nukem 3D. It’s an old school 3D shooter with amazing weapons and power ups to aid you in your battle against your enemies. There are a lot of different enemies with their own attack sound, strengths, and weaknesses.

Most of the weapons in this game has a secondary fire mode. For example, the double barred shotgun secondary fire shoots both bullets at once or the Tommy gun’s second fire let out a burst of bullets where you swing the weapon back and forth. You can even use one weapon as a turret and another weapon is a voodoo doll.

But the most iconic weapon in Blood is the dynamite. There are big differences in terms of the dynamite you can use. You have your normal dynamite, proximity, and dynamite you can remotely detonate. Depending on the chosen difficulty, the skill to use your weapons and especially dynamite is essential to your survival. I can’t count how many times I had to resort to dynamite to “thin out the herd”.

Speaking about the difficulty, if you aren’t too familiar with all Blood’s mechanics and secrets and different routes, I don’t advise the higher difficulty settings. I have to admit that I’m not the most skilled player when it comes to shooters and I had an extremely hard time with the medium setting. Get used to the mechanics of this game before you play on the highest difficulty settings and thank me later. The game is otherwise too frustrating for newcomers.

Earlier, I said that this game feels quite interconnected due to the level design. That start of the level represents the previous level. Most of the levels have a sort of linear design. You have to backtrack quite rarely. Yet, I found myself stuck in a few levels and the map system, while impressive, was far from helpful. Now, in terms of map systems, I think I might be spoiled by the more modern design methods where the key door locations are marked on your map.

Sadly enough, there are some moments that the level design wasn’t the best. For example, I found one or two spots where you can get soft locked. But more annoyingly, I found some monster rooms quite annoying since the exit gets locked, and you have to go switch hunt. I think these moments could have benefitted from Caleb saying: “Where is the switch” when interacting with the door.

This game is controlled through mouse and keyboard. While this game has controller support, I only played this game through mouse and keyboard. I didn’t have any problems with the controls and felt they worked amazingly. After a minor bit of tweaking to fit the AZERTY lay-out better that we use here in Belgium, I was able to master the responsive controls.

Visually, this game still looks fine. The visual improvements you can choose to either enable or disable are a great way to choose between the vanilla textures and the newer “more modern” visuals. Of course, this game really shows its age in the visual department but, that isn’t a bad thing for this game. I still find that the visual atmosphere is created amazingly, and I feel that the world still feels somewhat real and alive.

Something that truly impressed me are the animations. The animations in this game are a masterclass in how animations should look in shooter games. Enemies that get shot in the legs crawl towards you and keep shooting, enemies set on fire with a flare run around crazily… And that are just two examples.

Very rarely, I found some visual glitches. In one level there was some Z-fighting with a pillar switch. (Z-Fighting is when two textures overlap and the game can’t decide which one to show, so it flickers in between them.) In some spots, the shells of the Tommy gun vanished. These moments were thankfully rare and didn’t impact gameplay too much.

Dynamite

Blood 2The sound design in this game is extremely important. If you don’t pay attention to the well crafted sound effects, you might miss some important enemy cues especially from the zombies. Since those don’t die right away from the weaker weapons. So, yeah, heard of hearing and deaf people are disavantaged when it comes to this game.

Sadly enough, the soundtrack could have been better. I feel that it’s too short and for some reason, it bugged out during my playthrough and it didn’t always play. While I was writing this section of the review, I was listening to the soundtrack on YouTube and I heard some tracks I haven’t heard in the game. While the music in itself is quite good and adds a lot to the atmosphere but it being only around 30 minutes, I felt that the soundtrack is too short for the game’s length.

This game has the perfect length for a shooter game like this. This game packs all the expansion packs so that means that a casual playthrough might take you around 10-ish hours. If you want to go for 100% you might be able to double that. But, this game gets so much more challenging and rewarding when you play it on higher difficulty settings so you might be able to get a lot more hours out of it than that.

Now, there is one thing in terms of the UI I really didn’t like. That’s the weapon wheel / ammo system. Let me explain. In the bottom center, you can see how much ammo you have for your weapons. Just like in other shooters from that time period, you have no idea which number corresponds with which weapon. It still shows “0″ even when you don’t have that weapon. The weapon wheel also doesn’t really show well to which weapon it’s going to switch since, it’s a wheel. When you pass the last weapon, it goes back to the first.

There is one thing I feel that the game totally dropped the ball on. And that’s the saving system. It’s not that the saving system doesn’t work, but it’s extremely bare bones. This game uses manual saving. There is no checkpoint saves when you enter a new level, but that isn’t such a big problem. I don’t mind manually saving once in a while I enter a new level or passed a difficult section. What I do mind is that the load system doesn’t give you ANY information in which level the save is. On top of that, you only have a limited amount of save slots and no visual information when you successfully saved the game. I worked around it by naming my saves with the level name like: “E1M3” (Episode 1 Map 3) and some additional info, but it shouldn’t be such a pain. Thankfully, we have a way better system now-a-days.

A minor thing that I really didn’t like in this game is the respawn mechanic. Of course, when you die, you are going to respawn at the start of the level with only your pitchfork. No problem there. But, the issue is in my opinion that the reloading just take a bit too long for my liking. It’s always faster to load your save from the pause menu then waiting on the game to respawn you. It might also save you some frustration since “pitchfork starting” isn’t always the most enjoyable way to play some levels.

This game also has Steam Achievements. These were a whole lot of fun to try and get. After I had beaten the game, I got 6 out of the 20 achievements. I could have gotten more but for some reason, my game glitched out and some achievements are still locked. Oh well, all the more reason for me to play through the game again at a later date.

There is quite a long list of references in this game. While I was 5 years old at the time of the original release, I had to admit I was able to pick up on several references. Maybe my love for retro games and retro media might have helped me out quite a lot there.

Oh, before I forget, there is a multiplayer mode in this game. I’m sorry but I haven’t played it at all so I’m not going to comment on it. But, from what I have read and seen, you both have your typical death match gameplay and a way to play through the campaign in a co-op fashion. That is sounding quite interesting for when I can let friends come over again.

And with that said, I think it’s high time for me to wrap up this review. I have said almost everything I wanted to say about this game and before I ramble on and on, I’m going to wrap up this article in a neat conclusion like I usually do for my review articles.

Conclusion time

The good:

+ Amazing shooter with replay value.

+ Easy to learn but oh so difficult to master.

+ Still good looking after all these years.

+ Amazing audio design.

+ …

The bad:

-The save and load system isn’t the best.

-The weapon wheel is a bit broken.

-Some softlocks / switch hunting moments.

Final thoughts:

Blood is a game that came out in 1997. This game is almost 25 years old and I have to say that this game still holds up amazingly well. The visual improvements that the Fresh Supply remake brings to the table are amazing. It gives a breath of fresh air in an already amazing game.

While I was researching this game, I found several video’s by one of my favorite YouTubers Civvie11. The release of this remake wasn’t the best. Thankfully, through the years, the game got various patches and updates that improved the game quite a lot to the point that I barely noticed the points that Civvie gave in his original “Blood: Fresh Supply is broken” video.

Apart from some flaws, this game holds up amazingly well. I knew that Blood had a high reputation when I started playing it and I was so happy when the game didn’t dissapoint me at all. Of course, I encountered some jank because this game isn’t the newest but that’s to be expected.

Would I recommend this game to people who enjoy shooters? Absolutely. This game gets an easy recommendation from me. The game costs only 8,2€ here and let me tell you, you can play a lot worse games for that price. The few issues this game have can be taken care off and they won’t hinder your playthrough too much. Is Blood one of the best retro game shooters? Easy answer, yes. Yes, it is. It’s as good as the original Doom, Heretic, Hexen, Duke Nukem and if you enjoy retro games and especially shooters it should be a crime to not at least give this game a try.

And with that said, I have said everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.

Score: 95 / 100

First Impression: Blue Dragon (XBOX360) ~ Helpful Shadows

BlueDragonWikipedia entry

It has been quite some time since I have written an article about a game on the XBOX360. Which is quite surprising to me, since I bought my XBOX360 from an old classmate of mine three-ish years ago. Anyways, I’m glad that I bought the system since when I moved in September of last year, I had a lot of issues with getting my internet up and running, so it was my DVD player. Besides that, I kept playing games on it since it was on anyways. Anyways, earlier this month I felt like browsing the XBOX360 Online store and I wanted to play an RPG. When I found Blue Dragon, a game I thought released only on Nintendo DS, was actually a series that started on the XBOX. I didn’t hesitate and bought the game for 20€. And, because you guys and girls voted for it on my Twitter, here we are. I’m going to talk about my first impressions of this game after playing this game for about 2-ish hours. Let’s dive right into this while I invite you to leave a comment in the comment section with your thoughts and opinions on the game and/or the content of this article.

Helpful shadows

Blue-Dragon-XBOX-360In this game, you take on the role of Shu, Jiro and Kiuke. These three young kids live in a village that gets attacked yearly by a mysterious landshark. This landshark not only destroys almost the whole village but also caused several victims. During one attack, these three children want revenge on the landshark and try to trap and fight it. This doesn’t turn out so well and they get dragged away by the landshark. 

After a small exploration of the resting place of the landshark, they discover that the landshark is being controlled by somebody else who is taking great pleasure in seeing the destruction and panic. Our three heroes are able to escape this evil person but they also eat a special light orb which transforms their shadows into beats that make them not only stronger but also give them magic abilities. 

Now, allow me to be blunt and direct for a moment. If you expect a deep and rich story from this RPG, I’m afraid to say that you are barking up the wrong tree. The writing and the pacing is perfect for an children anime series. But, to be honest, I think it fits the game well. If the writers would have written a more grim plot with the whole “your shadow gives you special powers” plot you would either go more in the lines of a Persona game or risking that the story becomes too silly to be taken seriously. 

Yet, on the other hand, this does put the game in a weird position for me. When I play RPG games, I expect more from the story then a simple story for the young kids. Granted, I can enjoy the stories in a Pokémon game and those aren’t too special, but the story in this game is just a bit mediocre. If I have to pin point why I feel that the story in this game isn’t the best, I think I have to say that the story in this game is like a small rain puddle. 

A small rain puddle that is quite enjoyable to jump into and kick the water around but it’s just that. A puddle. It has no depth and it doesn’t provide you with more enjoyment than the surface layer. A perfect example is that the resolution of some missions can be skipped completely. In one of the first missions, you have to save the “bravest warrior” from a sheep village. After you have done so, the exit to the next section of the game is right there and you never see the “bravest sheep” return home and lie about him defeating the monster that was trapping him. 

There is just not enough reaction on the situation by either the NPC’s or even the playable characters. When they get trapped in a big machine with no way out, there is no panic, no plan meeting… Nothing. Anything would be nice to provide more depth. 

The voice acting of this game is decent. I have heard better voice acting but I have also heard a lot worse. But the voice acting has the same problem compared to the shallow story. I feel that some scenes should have been voice acted or at least have some more sound effects to draw you in more but alas, we get silent textboxes. 

Missing: Depth

538221-blue-dragon-xbox-360-screenshot-marumaro-dashing-through-the

So, the story isn’t the strong suit of this game. Granted, I have only experienced a small part of the story and maybe the story improves quite a lot when I continue playing this game. Since, I’m seeing a lot of amazing mechanics and idea’s in this game that show the potential of this game. 

I really like how you can choose which character is the character you explore this game with. There are no real difference in terms of gameplay doing that, apart from one minor visual one. 

But then there are things that are quite flawed. A great example is the map system. Explain me why it’s possible to see the locations on the map in the teleport system but not on the world map? The world map in this game is the most useless map I have seen in a RPG. Apart from a location pointer and an icon where all teleport places are, you have no further information. You can’t even see area maps apart from the small compass in the bottom right corner. 

Thankfully, not everything is as broken as the global map. There are minor flaws in the game as well. They can be distracting but they didn’t ruin the game (too much) for me. For example, I think it’s hardcoded in the game that after cutscenes, every character joins Shu to continue the adventure… even when you selected another character to explore the world with. And after a small second, you transform into the correct character. 

Now, let’s talk about something good about this game for a change. I really enjoy the battle system. While I would have loved a better animation for the start of a battle, that nitpick doesn’t take away that the battle system has some unique and fun mechanics. Every enemy can be seen during exploration. So, there are no random battles in sight in this game. You can also bring up a circle in which you can choose which enemies to group together to attack in one battle. And while you’re exploring, weaker enemies will flee from you while stronger enemies try and chase you down for a while.

So, you can assign classes to your shadow. These classes dictate which spells and attacks you can use. This adds a layer of complexity to the game that I enjoy quite a lot. In addition to that, the battle system also has a timing mechanic. Unlike the Paper Mario games where you have to time a button press with the attack landing, in this game you have to hold the “A” button and if you land in the “critical” red zone, your spell or attack is more powerful BUT it might need a turn to charge up. The risk/reward system is excellent. 

Let’s power through

538217-blue-dragon-xbox-360-screenshot-activating-warp-devices-willFrom the previous section of the article, you might get the idea that this game is mediocre or isn’t worth your time. Now, that’s something I personally disagree with. I think this game is worth at least a try if you enjoy playing RPG or adventure games and you want to play something more lighthearted. 

Maybe the amazing visual presentation of this game might pull you in like it does with me. While some animations aren’t the best and a bit silly, like some walk cycles. The game looks well crafted and apart from some minor animation hiccups during cutscenes with the mouths not moving during talking, I don’t see too many major issues. The biggest issue is that some unskipable attack animations have some minor slowdown or tearing in them. But, that might be because I’m playing this game on a very new TV and maybe the high refresh rate and the big size might be overloading my poor XBOX360’s GPU buffer. 

The other big part of the presentation of this game is the audio. Apart from the game needing a bit more sound effects during cutscenes, I think the audio does a decent job of giving this game more character. Yet, I do have some complaints. I noticed that in some spots, the audio mixing wasn’t the greatest and the sound effects sounded too loud compared to the music that was playing. Speaking about the soundtrack, I enjoy most of it but there are some tracks with vocals. And these miss their mark completely in my opinion. Not only is it hard to understand what is actually being sung but combined with the sound effects of the battle, it gets even worse. Also, these songs don’t fit at all as a boss battle theme. 

Something I feel on the edge about is the fact that this game doesn’t have an autosave system. All the saving happens manually. So, don’t forget to save when you get the chance since a “Game Over” sends you back to the main menu where you have to load your save. Thankfully, this game isn’t too difficult but loosing progress is never fun.

And I’m not saying that this game is too easy. If you aren’t careful, you will loose and “Press A” to win doesn’t apply in this game. You will have to use some strategy or else you will be defeated. 

So, if you would ask me if I would recommend this game… I would say “Yes, but know that this game is not for everybody.”. While this game is quite enjoyable, I don’t think that this game aged quite well. While I heavily disagree with the 90+/100 scores that some reviewers gave this game, I don’t think this game is a bad game. 

While I haven’t gotten too far into the game and according to a small peak at the walkthrough, I currently finished 10% of the main story, I’m quite curious to see what this game is going to throw at me. So far, this game is quite enjoyable in my eyes despite it’s childish nature and the various flaws this game has. But, it puts a great battle system, enjoyable worlds and various other things to balance the flaws out. 

Normally, I wouldn’t score a game in a first impressions article but I’m going to do it because earlier I said that I disagree with the 90+ scores that this game is getting. I would give this game 70/100. This game has a lot of good elements but the lack of depth and polish in this game is something I would love to see improved in the sequels when I get around in playing them. 

And with that said, I think it’s high time to wrap up this article before I find another way to talk about the same point again in another way. There are a few things I’m leaving for the review when I have beaten this game but I have mentioned the most important things. Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care. 

NekoJonez’s Favorite Gaming Music #26 – I can’t choose!

downloadPrevious articles

Last time in this series, I actually was on a podcast with Alexander Sigworth. Now, after 25 articles talking about my favorite music in games, I still can’t decide which tracks are my favorite and which ones are the best. In any case, I think it’s quite clear that this series is mostly about the music in games that I enjoy quite a lot at the time of writing. For those who haven’t read an article of this series before, let me quickly explain the idea. In this series, I talk about a track from a game or I use a track from a game to talk about the game without having to write a full article about it (for now). I limit myself to one track per franchise per article and I try my best to avoid repeat tracks. Also, unless stated at the start of the article, I only pick original tracks and not remixes. Those are for special articles. And per usual, I invite you to leave a comment with your opinion on the tracks chosen and/or the content of this article and/or your favorite gaming tracks. Let’s go.

Etrian Odyssey Untold – The Millennium Girl (3DS) ~ Decisive Battle – End of the World

SoulFinalFirst impression of the game

So, because I want to talk about as many games as possible on my blog and I try to write weekly articles, I don’t always finish the games I play. This is quite annoying since sometimes I enjoy playing a certain game quite a lot.

Now recently, I started to tackle my backlog bit by bit while also trying to play other games to be able to talk about on my blog. On top of that, I still have a day job and have other hobby’s.

In any case, today I can proudly say that I have beaten my first Etrian Odyssey game. Well, I have beaten this game in late February but hey. After beating this game, I fell into a sort of “post-game depression”. Yeah, I wish I hadn’t beaten the game since I enjoyed it quite a lot. Thankfully, there is still some post-game content and I haven’t done all the quests. So, I still have some playtime left. But, what a journey it was. And what amazing music was created for the final battle which I have selected for this article. Man, I’m glad that I discovered this series since I can’t wait to see what the other games have to offer. Maybe I should finish all the other Etrian Odyssey games I have finished…

Nightmare Reaper (PC) ~ Boss Theme

nightmare reaperMy article about the game

Andrew Hulshult, you mad lad. There are a lot of retro game shooters coming out and when I see that Andrew Hulshult created the music for it, I get hyped right away. The music by itself sounds amazing and melodic but listening to it while playing the game, it fits the atmosphere like a glove.

The music was one of the reasons why I had chosen this game to be my favorite game of 2020. Currently, the 3rd chapter is in development and various teasers have been shown on Twitter by the developer. They look amazing and I can’t wait to play more. Today I was finally able to beat the second chapter after failing a certain boss battle over and over again. I also started the 2nd playthrough and I have to say that I really feel different from my original playthrough.

I’m nearing 50 hours of playtime in this game and I’m under the impression that this number will only grow once the third chapter has been released. And also, I’m trying to get as many of the achievements as possible. So, that will also increase the number of hours I play this game. Hehehe.

Pokémon X/Y (3DS) ~ Dendemille Town

Pokemon_XYMy review of the game

During my prep for the Pokémon Collector’s Catch-collab, I played a lot of Pokémon. This shouldn’t be a surprise at all. Now, when I read the article that TriformTrinity did on Pokémon X and Y, I dug up my copy of the game and I noticed that a while ago, I started a new save file and I hadn’t finished the game on that one.

So, that’s one of the things I’m currently doing. Playing through Pokémon X/Y again. And honestly, I forgot how enjoyable things are in that game. I got various nostalgic memories while playing that game.

Something strange I noticed is that when I listen to some parts of the soundtrack from this game, for some reason I can’t tell if it’s a track from this game or from Pokémon Sword & Shield. Is this just me or am I hearing things? They have a similar vibe in my opinion. But on the other hand, that shouldn’t be too crazy since this generation is based in France and Pokémon Sword and Shield is based in the UK. France and the UK are neighbors of each other… So, yeah.

Touhou – Luna Nights (Switch) ~ Stage 3 Boss – Locked Girl

The Metroidvania genre is one of my favorite genres. I just love exploring a world where slowly get stronger, unlock new abilities, and go on a great adventure. Usually, Touhou is a sort of shoot ’em up kind of game but this time, it’s a Metroidvania. 

So, this game got released in late December of 2020. After seeing the trailer, I bought the game. Now, since I have this rule in my top 10 games of the year list where I can only select games I started in that year, I waited until 2021 started before I started playing this game. Just in case that if I enjoy this game quite a lot, that I would be unable to choose it in my top 10 games of 2021. 

And I’m so glad I did. The unique mechanics and abilities in this game give a breath of fresh air to the formula and of course, the difficulty spikes you find in every Touhou game are here too. Now, I’m holding a lot of my opinions on the game back since I want to write a full-length article about this game but for now, I want to introduce you to the soundtrack of the game. I’ll say this about it, there is a reason why it sometimes plays on repeat while I’m working or doing chores. 

Wrapping up

So, these are 4 tracks that can be added to the ever-growing list of my favorite game music tracks. After writing these articles, I always check my schedule on the games I’m going to write about. More often than not, I change the schedule around to talk about the games I have mentioned in these articles. 

I really should start creating playlists and share them in this series since I really think that these playlists would make me skip fewer and fewer tracks while I’m working. But hey, maybe I shouldn’t start so many projects while I have so many others running. 

Personal things aside, I hope you enjoyed reading this article as much as I enjoyed writing it. Have you played any of these games and if yes, what did you think of them? But for now, I want to thank you for reading this article and I hope to be able to welcome you to another one. But until then, have a great rest of your day and take care.

Counting Steps: Pokemon Go!

General info:

Official websiteWikipedia entry

  • Developed by: Niantic
  • Published by: Nintendo, Pokémon Company
  • Original release date: July 6th, 2016
  • Platforms: Android, iOS
  • Written in Unity

I was late to the game with Pokemon. My generation was in elementary school at the height of the Pokemon craze. From what I hear, it was a grand ole time. Due to some satanic-panic logic (that remains unclear to me) Pokemon was forbidden in my house, growing up.

In fact, that was the reason behind most prohibited activities of my childhood. No Casper. No Power Rangers. No Pokemon. All of that exclusion kept me away from the cool kids’ table. Nobody deserves to be bullied, but looking back, I wasn’t any of the things you usually see in kids that get picked on. Not being an obvious target wound up hurting me in the long run. “How could you get picked on? You’re the biggest kid in class!” I was. Eventually, I had to figure out how to get with it or get left in the dust. 

Not only was it banned at home, most of the disciplinary action I witnessed in grade school revolved around punishing kids for bringing Pokemon cards to school. That prohibition was my “in.” After confiscating a large quantity of Pokemon cards, teachers carelessly tossed the collection in one pile onto the floor. 

Predictably, there were dogpiles. Whatever lay on the floor was up for grabs. I was left out of the conversation, but I certainly overheard them. What 9 years old could resist the opportunity to brag about their 1st edition Charizard? Or their holographic Pikachu? The kids making fun of me gave away exactly which cards I should steal from them. With everyone’s eyes on the prize, nobody noticed the only kid in class who couldn’t play Pokemon joining the ambush. On a few occasions, I’d crawl out with quite the score. 

My brothers obtained their own collections over time. Only, they would get caught. Every time one brother was busted, I’d overhear my parents threaten to search every bag in the house. While they sniffed for clues, I’d ditch my cards among the discarded contraband in the kitchen garbage to save my skin. In the end, every heist proved fruitless. My name’s Eric Fellner, and I stole my friend’s and classmates’ cherished Pokemon cards so I could throw them in the trash.

July 2016. Imagine my surprise the day Pokemon Go comes out, and my mom has it downloaded on her phone. After all that effort! After years of enforcement! 

Possibly the allure of augmented reality swayed my mother’s feelings on the matter? Maybe she admitted to herself the ban never had any rationale to start with? Whatever occurred, Pokemon Go was my first game in the series at the age of 23. 

It was a good summer to start! I had returned from a month-long stay in Brooklyn, which was honestly the time of my life. I had booked my first show for my return to North Carolina. A month of walking around the city got me into great shape. To my knowledge, the relationship I was in was going well. July 2016 was starting off as the peak of my “Jordan-year.”

Additionally, the whole world seemed united in (at least novel) interest in this game. And I could finally buy-in! My co-workers at Starbucks would dip into the parking lot catching Pokemon while they took drive-through orders. All hours of the night, pods of kids and adults alike crowded what was suddenly considered “landmarks.” In search of resources. Battling over gyms. Trying to “catch ‘em all.” You’re familiar with the game.

Counting on!

Personally, I loved using the game as a pedometer! It kept me in great shape. Endlessly running through the neighborhood and shopping centers felt as true to the core gameplay loop of Pokemon as you can get. Only, there was slightly less animal violence.

Then, July came to a close. One night, I stopped in late to see my grandfather who lived in town, Popop. We had open plans to visit a 24-hour bakery in Charlotte called Amelie’s. Unfortunately, he passed in his sleep sometime before I arrived. 

Between that night and the funeral, the girl I had been seeing ended things over text. The next week, I played that show I had booked while I was in New York. Due to similar circumstances in the other bandmates’ lives, the band immediately disbanded. 

After a month of riding high, things crashed spectacularly. My enthusiasm for Pokemon Go died amid the chaos and depression of the time. I didn’t feel like running. I didn’t want to see people out, people together. It’s no exaggeration that week in August took years to recover from. Not just emotionally. Regaining the sense of momentum I felt that summer took time. Pokemon Go forever resides in my memory as the pop-culture phenomenon that coincides with that period of my life.

February 2020. After a couple rough years, I was quitting the worst job of my life (thanks for nothing, Target) to teach guitar full-time. Playing music, for a living. Then, wouldn’t you know it? COVID-19 struck! 

Boy did it. And the job I just went all-in on was at high risk of being yanked from under me. Reflecting now, I wonder if the sink or swim of the moment shocked me into a state of flow. One day, my boss and I devised a plan to transition the entire studio to a remote format. The next day, the admin team and teachers were executing that plan. We were infinitely fortunate. We never missed a single day of lessons.

My girlfriend lived two hours away in Raleigh, and we decided to lock down together while I could work remotely. Despite having some work, I still had a considerable amount of free time. We were 5 miles from Moore Park, the center of downtown Raleigh, with everything in the city closed. As that normal set in, I found myself running across Raleigh playing Pokemon Go. Me and my Snorlax, Popop.

Normal is hopefully starting to shift yet again, and I continue to log (slightly fewer) kilometers in Pokemon Go. I’m no longer interested in Pokemon to get along with classmates, and if tragedy strikes, I’m a little better prepared. Pokemon Go is more of a glorified pedometer more than augmented reality, but my fondness for it still runs deep.

This piece is part of a larger collaboration, Pokemon: Creator’s Catch. Click here to check out all the work by other great writers and artists!

Review: Pokémon Pinball (Gameboy)

By Merman (@merman1974)

Console: Game Boy Color (playable on DMG Game Boys, and Super Game Boy for Super NES)
Developers: HAL Laboratory & Jupiter
Publisher: Nintendo
Release dates: Japan – April 14th 1999, North America – 28th June 1999, PAL – Australia July 13th 1999 and Europe October 6th 2000

pp_box_art_hires

– US box art.

pp_japan_box_art

 Japanese box art –

 

 

 

 

A Pokémon pinball spin-off makes a lot of sense, not least because the Pokéball is round like a pinball. Let us look back at some of the unique features of the first Pokémon Pinball game.

pp_main_title

– Title screen.

 

 

 

 

 

The Pokémon you are catching are of course from the original Generation One game, Blue and Red (as they are known to Western audiences). The game has two separate tables, called Blue and Red, featuring the Pokémon from the relevant game. Unlike other Pokémon titles, you do not need to trade to unlock all 151 in the battery-backed Pokédex – but it is possible to trade high-scores via the Game Boy Color’s infrared port, as well as print out high scores if you attach a Game Boy Printer. There is a unique screen surround when playing on the Super Game Boy attachment for Super NES. Although the cartridge can be played on earlier DMG models of Game Boy, certain features are disabled (including the animated Pokémon in the Pokédex) and the graphics are of course textured monochrome rather than full color.

ppblue_supergameboy

– Super Game Boy surround with the Blue table.

 

 

 

 

 

ppred_DMG_capture – Playing the Red table on a DMG Game Boy.

 

 

 

 

 

The game was a joint development between HAL Laboratory and Jupiter, under license from Game Freak. HAL is of course known for their work on the Kirby games, with former employees and then President Satoru Iwata moving on to become Nintendo’s president. And in 2020 HAL moved part of its staff into Nintendo’s Tokyo Building, meaning it now shares offices with Pokémon creators Game Freak, 1Up Studios, and Nintendo EPD Tokyo. Jupiter is based in Kyoto, with a Tokyo sub-office. The company’s motto translates as “Let’s Play! Let’s Smile!” and it has a long history of releasing games for Nintendo’s handheld consoles – from Game Boy to Switch. Jupiter also worked on the -Game Boy Camera’s built-in software and created an unreleased Pokémon Picross game for Game Boy Color (which was uncovered in the recent large leak of Nintendo data, after only being known about through a few magazine articles of the time).

pp_us_cartridge

– The Pokémon Pinball cartridge with its distinctive shape.

 

 

 

 

 

 

 

 

 

At first glance, the Game Boy Color cartridge for Pokémon Pinball is much larger than normal. At the top is the cover for a AAA battery. This powers the rumble motors inside the cartridge, much like the force feedback found in more recent controllers. This feature is disabled when playing on the Super Game Boy. The Japanese and American versions allow you to switch the Rumble, so it is either on or off. The European cart offers a choice of strengths – Off, Mild or Strong. It is one of a few unique Game Boy cartridge designs with extra hardware inside, alongside the likes of Kirby Tilt ‘n’ Tumble, Wario Ware Twisted, and Yoshi’s Universal Gravitation.

 

ppblue_field_complete

– The complete Blue table.

The complete Red table – ppred_field_complete

How do you go about catching ‘em all in this pinball spin-off? There are common modes to both tables, so it is best to look at the first and then explain the differences. The player can enter Catch ‘Em Mode by flipping the Pokéball over the GET light two or three times. A different type of Pokémon will be available to catch if you light it three times. Then the mode is activated by hitting a particular target – Bellsprout on Red and Cloyster on Blue. A silhouette of a Pokémon will then appear at the bottom of the table and must be filled in by hitting the pop bumpers (at the top of the table – Voltorbs on the Red table and Shellders on Blue). This will fill in the silhouette and make the Pokémon itself appear in the middle, so it must be hit three times to light up the word CATCH! (This is shown as GET in the Japanese version). Each Pokémon caught is recorded in the Pokédex, and awards one of three Pokéballs needed to reach the Bonus Stage (lighting up in the middle of the table). If you encounter a Pokémon but do not capture it, its image appears as a shadow in the Pokédex until you capture it another time.

ppred_abra_reveal

– Abra is being revealed for capture.

 

 

 

 

 

ppblue_zubat_reveal2

– Zubat is almost revealed.

 

 

 

 

 

ppblue_bellsprout_2hits

– Bellsprout has taken two hits.

 

 

 

 

 

ppblue_zubat_0hits

– Hit Zutbat three times with the ball.

 

 

 

 

 

ppred_abra_2hit

– One more hit to capture Abra.

 

 

 

 

 

Once you have caught a Pokémon, the EVO light must be passed over three times to light it up and enter Evolution Mode by hitting the target (Ditto on Red and Slowpoke on Blue). The player uses the flipper buttons to choose between any Pokémon already captured that can evolve. Arrows will guide the player to where the necessary EX (Experience), Evolution Stone, or Link Cable are hidden on the field. The player must collect three of these items; hitting the wrong location will mean the player must send the ball around the outer “loop” of the table or wait 10 seconds for a fresh item to appear and the Pokémon to recover from “fainting”. Both Evolution Mode and Catch’ Em Mode are played against a time limit that gradually counts down. Get the three items in Evolution Mode before time runs out and a hole appears in the middle of the table; flipping the ball into it will secure the Evolution for the selected Pokémon and fill in its new Pokédex entry.

ppblue_choose_evo

– Here on the Blue table, choosing a Pokémon to Evolve.

 

 

 

 

ppblue_evo_ex_token

– An Experience Token to be hit.

 

 

 

 

 

ppblue_evo_1ex

– One EX token down, two to go.

 

 

 

 

 

Once the player has three Pokéball icons lit from captures, the Bonus Stage can be activated by hitting the open center hole. Red has Bonus Stages based on Diglett and Gengar, while Blue has Meowth and Seel. Completing both Bonus Stages on either table will then open the special Mewtwo Bonus Stage. Diglett requires the player to knock down all the Digletts and then hit Dugtrio at the top three times; the player only gets one ball on this stage. Gengar is played against a 1:30 minute time limit in the graveyard. Hitting Gastly ten times will launch Haunted; hitting Haunted ten times will see the player facing a huge Gengar, which must be hit five times to complete the stage. Meowth throws coins around, and the player must collect them with the ball; hitting more than one pile in a row increases the multiplier (the first coin is worth 1, the second is worth 2, and so on). Dropping (draining, in pinball parlance) the ball resets the multiplier and costs four coins. Against a one-minute time limit, the player must collect 20 coins to complete the stage. Seels swim around underwater, with their heads “popping up” every so often. Hit ahead with the Pokéball and a point/icon is earned, with the chance to earn multipliers as in Meowth’s stage. The player has 1:30 to collect 20 icons but can continue to earn points after they reach 20 until time runs out.

Mewtwo’s Bonus Stage is more challenging, as the Legendary Pokémon is surrounded by six moving black circles. Hitting a circle earns a million points and hitting Mewtwo himself earns 50,000,000. With just 2:00 to play, the player must accumulate 25 hits on Mewtwo to capture it. Fortunately, each hit also removes a black circle. A clever player can fail and replay Mewtwo’s bonus stage to earn huge scores.

To simulate a Trainer moving around the region, Map Move is used. The starting location is chosen at random from a shortlist, with different areas for each table. Each area also has its own types of Pokémon available. Red requires you to hit Diglett twice to enter Map Move, while Blue requires three hits on Poliwag or Psyduck. Once these triggers on the table are hit, the player has 30 seconds to hit key targets and make a Map Move. This means a player will play three locations from the “Area 1” list, two from the “Area 2” list, and then the sixth and final area visited will be Indigo Plateau on both tables. Mew can be encountered on Indigo Plateau, but its strength means it would take 1024 hits to capture – and so its entry is added to the Pokédex on finding it rather than capture.

ppblue_mapmove_mtmoon

– The trainer has arrived at Mt. Moon.

 

 

 

 

 

At the top of each table, above the bumpers, are three channels. Dropping the ball through a channel lights one, and the position of lit channels can be cycled with the flippers. Passing over a lit light will turn it off again. Note that on the Red table, hitting Staryu toggles whether the player can upgrade the ball using the channels. Once all three channels are lit the Pokéball upgrades, giving a higher score multiplier. The basic Pokéball becomes a Great Ball (x2 multiplier), then an Ultra Ball (x3), and finally a Master Ball (x5). Combined with the basic table multiplier this can rapidly increase your score. However, each ball only lasts a short while and will change back to the previous strength – and draining the ball off the bottom of the screen reverts to the standard Pokéball.

ppblue_masterball

– A Master Ball with its x5 bonus multiplier.

 

 

 

 

 

Also on each table are the CAVE lights (HOLE in Japan) that can be lit up by the ball passing over them. Once all four are lit, the Slots feature becomes active (but only if the player is not in another mode – i.e., Catch ‘Em, Evolution, or Map Move). The slot machine is started by putting the ball into the center hole. The reel spins to offer an upgrade, with the reel slowing down once the player presses A. Among the upgrades are Small and Big Scores, a Pokéball upgrade, or an increase in score multiplier. The ball Saver protects the player for either 30, 60, or 90 seconds (or until the ball is drained twice), while the Pika power-up can be handy. Normally a Pikachu will sit in one of the two drain channels at the bottom of the table and can be moved between them with the flippers. If his power meter is fully charged – by hitting the spinner on the outer loop, filling the thunder icon – then he will fire his Thunder Strike to act as a kickback, saving the ball from draining. If you get the Pika bonus you have two Pikachus, protecting on both sides and able to charge. The Slots can also award an extra Ball (life) or automatically start a mode – Catch ‘Em, Evolution, or Map Move.

ppred_slot

– The Slot is open.

 

 

 

 

 

ppblue_slot_smallbonus

– The Small Bonus awards a miserly few points.

 

 

 

 

 

ppblue_pika_bonus

 – Gaining the Pika bonus

 

 

 

 

 

 

The player starts with three Pokéballs, but once all balls are lost it is Game Over. Helpfully the Ball Saver is activated for 30 seconds at the start of each life. There is a separate high score list for each table, and as mentioned you can transfer these scores to another Game Boy Color via infrared for your friend to beat. Stats are shown after each ball, awarding bonus points for the number of Pokémon caught or evolved with that ball (times the score multiplier in effect), as well extra for turning the spinner multiple times. As well as flipping the flippers, the player can tilt the table to shake a stuck ball loose – but it is not often needed.

ppred_ballsaved

– Ball Saved! Launch it again.

 

 

 

 

 

ppblue_slot_saved

– I was going for the Slot but missed the ball.

 

 

 

 

 

Positive reviews of Pokémon Pinball give it a GameRankings average of 81.73%. This included 32 out of a possible 40 from legendary Japanese magazine Famitsu. GameSpot’s 8.7 ratings praised the display and presentation but did feel the physics were poor – and the rumble was just a “nice novelty”. CNET was more positive, calling it one of the best pinball games for the Game Boy Color and “more than a shameless cash-in on the Pokémon phenomenon”.

Looking back, these reviews seem fair. The major problem with the game – as in several Game Boy pinball titles – is the way the viewpoint “flicks” between two halves of the table. Although other Game Boy Color pinball games managed to achieve scrolling tables, the 8-bit processor was slow for moving a large table around. The physics are mixed but for the most part, the ball moves realistically. The flippers take some getting used to as there are limited angles, so it is more about controlling the speed of the ball when you hit it to get the right target. And I found the fixed launch speed unusual; most pinball games simulate the spring-based “plunger” which gives the possibility of different launch speeds and skill shots. Graphics are pleasing with some cute, animated Pokémon – although they do not move around (except in the bonus rounds). It is of course the long-term challenge of catching ‘em all that will keep you playing. Personally, I prefer the Blue table, but both are great fun to play in short bursts.

ppred_hiscore

– Red table high scores, storing the top five scores.

 

 

 

 

 

ppblue_hiscore

– Blue table high scores, with the names of the companies involved.

 

 

 

 

There are some other interesting problems and changes between regions, beyond the obvious Language selection menu for Europe. Japanese and American versions allow the player to reconfigure all the controls, but European users are limited to a choice of three pre-set control schemes. The Pokédex entries are taken from Red and Blue with a full stop added at the end. But there are spelling mistakes and translation errors in there. The Japanese text in-game displays the Romanised Japanese names (Poppo for Pidgey, Pawou for Seel) but the Pokédex itself shows the names in kanji. The Cutting Room Floor website (https://tcrf.net/Pok%C3%A9mon_Pinball) reveals unused graphics that could have been a third table or layout, as well as an unused Japanese font. Entering the Game Genie code 000-21D-E6E unlocks a hidden Debug menu that allows you to switch between Game Boy Color and DMG mode for earlier Game Boys.

ppblue_keyconfig

– The Key Config screen from the US game.

 

 

 

 

 

ppblue_pokedex_geodude_anima

 

– Geodude animating in the Pokédex.

 

 

 

 

 

ppblue_pokedex_shadow_meowth

 – I encountered a Meowth but failed to capture it.

 

 

 

 

 

 

ppred_abra_text2

 – The second page of text for Abra in the Pokédex.

 

 

 

 

 

The music by Go Ichinose is particularly good for the hardware, reusing familiar themes from the games and the anime. Interestingly the Blue Table’s background theme has a melody that appeared in Pokémon Gold and Silver when visiting Ecruteak City and Cianwood City – games that were released seven months after Pokémon Pinball. Red’s background melody meanwhile is from the Generation II games, when visiting Kanto province. Catch ‘Em Mode on the Blue table uses an instrumental version of “Aim To Be A Pokémon Master” – the original opening theme of the anime.

If you have never played Pokémon Pinball, I can recommend it. For pinball fans, there are some quirks to be endured, but Pokémon fans will get a real kick out of it.

OVERALL: 8/10

ppblue_gameover

 – Game Over!

Curious for more? Well, this article is part of a collaboration between various content creators where we took a look back together on the Pokémon franchise. Feel free to read all the other articles by following the links you can find in the hub article.

 

A Pokémon Retrospective – Creator’s Catch Hub

Pokemon_Creators_Catch_Logo

It has been 25 years since the Pokémon series started its life on the Gameboy in Japan. When the series came to the west together with an anime, a huge phenomenon happened. The west got hooked to Pokémon so hard that it even got a name. Pokémania, which even got a French Wikipedia page about it. So, if you have read my blog in the past you might have seen that I sometimes do a huge collaboration with various other content creators and/or fans of the series to look to the history of the series together. Today, I want to present to you a group of people who looked back with me to various Pokémon games, and this time, we also looked at some of the spin-off games. Just like the Zelda and Tomb Raider collab I did, this collaboration will take you through various other websites with amazing articles by amazing writers. So, pack your bag and grab your Pokéballs and go on a journey with me through the various Pokémon regions and let’s take a look back together at the Pokémon series, and let’s celebrate the 25th anniversary together.

How does this collaboration work? Well, this is the hub article that leads you to all the games we have covered in this collaboration project. If you click on the name, you will find a page on Bulbapedia with information on the game. If you click on the underlined text, you will be taken to an article written by somebody who was a part of this collaboration. All of these articles will link back to this hub article where you can go to other games as well.

1996 – Pokémon Green/RedPokémon Red/Blue & Yellow (Gameboy) + 2004 – Pokémon FireRed and LeafGreen (Gameboy Advance) + 2018 – Pokemon Let’s Go Pikachu and Eevee (Nintendo Switch)

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The Gaming Omnivore takes us on a journey where it all began.

Like I told you in the introduction, 25 years ago we were able to set foot into the Kanto region for the first time. For many people, this game was their first introduction to the series, and what an introduction it was. A lot of those people have very strong nostalgic feelings about the first generation that there is even a name for it. It’s all “Gen One’s”.

But does the first generation still hold up today or should it be left as a relic of the past? This game is the most remade game in the Pokémon series with two remakes under its belt. Is that justified or should Nintendo focus on other games in the series to remake? Let’s take a look at the memories that our friend the Gaming Omnivore shares with us on his blog.

1999 – Pokémon Gold / Silver / Crystal (Gameboy Color) + 2009 – Pokémon HeartGold & SoulSilver (Nintendo DS)

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Krista takes us on a double journey. Literally, through two games and two regions.

What a surprise it was when the second generation came out. Let’s just say that the number of improvements that the second generation brings blew a lot of minds.

To name just a few: genders, berries, day and night cycle, rematching trainers, events on certain days… And let’s not forget to mention the fact that we got another journey through Kanto in these games.

Before I hand it over to Krista to talk about her memories with the 2nd generation of Pokémon, I want to talk about a personal story. I remember one time I was on holidays in France where somebody shows me how that the cloning glitch worked. How I was able to clone Pokémon and items. Sadly enough, that glitch did a number on my save battery and my save file. It corrupted on the way home. Thankfully, I got the saved battery replaced and all is fine now. Apart from the battery running dry recently when I was playing through my Gameboy Color collection. Oh well, the memories are huge for this generation and I’m curious what other people are going to share about this generation.

2002 – Pokémon Ruby / Sapphire & Emerald (Gameboy Advance) + 2014 – Pokémon Omega Ruby & Alpha Sapphire (Nintendo 3DS)

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L-One-X takes us on a journey of secret bases, oceans, and volcanic lands.

The 3rd generation of the Pokémon series was something special. It was one of the biggest visual upgrades we have ever seen so far. The biggest difference between the first and second generation was mostly color in terms of the visuals.

The third generation also got a more involved story and if you research the message and the inspiration of the story, you will be quite surprised at the message of this game. I learned about it from Tama Hero.

This generation is one of my personal favorite generations. I still remember how people were drawing maps and sharing them during recess since bringing your own Gameboy to school wasn’t allowed. Man, those were the days. Just talking about Pokémon with kids you barely knew. But hey, those are just a few of my personal memories with the 3rd generation. Shall we take a look at what our friend L-One-X remembers?

2006 – Pokémon Diamond, Pearl & Platinum (Nintendo DS)

dppt-soundtrack

McKenna takes us on a journey through Sinnoh. Where there are places where space and time can get wrapped.

Man, I still remember how I got introduced to the Nintendo DS and the 4th generation. I heard about the Nintendo DS through the Legend of Zelda – Phantom Hourglass but through “The Gameboy Club”, I was able to play on a friend’s DS and I learned about how good the game was.

A unique mechanic of the 3rd generation was returning in this game in a more evolved form. We got secret underground bases that allowed a sort of multiplayer capture the flag mode.

In any case, shall we take a look at what McKenna is going to share with us? Let’s dive right into the interesting story that McKenna has written about the 4th generation. The first generation that brought online functionality to the series.

2010 – Pokémon Black & White + 2012 – Pokémon Black 2 and White 2 (Nintendo DS)

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Khinjarsi takes us through the lands of Unova.

It’s a shame to admit, but I skipped the 5th generation at first. I can’t really say why exactly I skipped this generation at first.

Now, I did play the games a few years ago when Pokémon Sun & Moon was in development. And I’m so glad I did. This generation brought so many enjoyable moments, I can totally understand why this game was quite well received.

Now, at this moment in time, this is the only main series Pokémon game that got a direct sequel that expanded on the story of the original game so much. Now, was this sequel well deserved or should Nintendo just made Pokémon Gray or something and called it a day?

Well, that’s an interesting question to ponder upon while we take a look at the article that Khinjarsi shares with us.

2013 – Pokémon X and Y (Nintendo 3DS)

pokemon-xy-launch-169

TriformTrinity takes us on a journey through the first “3D”-region.

The first game on the Nintendo 3DS and the shortest names in the series. Pokémon X and Y.

I was so surprised to see that this game took heavy inspiration from the French region. That region hits quite close to home since I live in one of the neighboring countries Belgium.

When I was looking for writers for this collaboration, TriformTrinity picked up this game. He has never played these games and wants to share his opinions on these games without having nostalgic feelings towards the games. So, let’s find out what his opinions are, shall we?

2016 – Pokémon Sun & Moon + 2017 – Pokémon UltraSun and UltraMoon (Nintendo 3DS)

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DanamesX takes us on the bittersweet final journey on the Gameboy / DS line of systems.

I still remember the bittersweet feeling when it was announced that this game would be the “final” main series Pokémon game on the GameBoy and (3)DS line. After these games, Nintendo would move on to console Pokémon. So it’s the final portable game.

Well sort of, kind of. Granted, the Nintendo Switch is portable so technically it wasn’t the final portable Pokémon game but on the other hand, I felt that it was the end of an era. But it was the end of an era in more ways than one. Since this game also flipped the who Pokémon formula up its head.

In this game, we took a “vacation” to a new region with a new adventure that takes us to several islands and gives us several challenges. It also did something quite unique with the day and night system. If you bought Pokémon Moon, the whole day and night cycle was flipped from your real-life location.

Now, I think it’s high time to take a look at the article that DanamesX wrote about the 7th generation. Shall we join in on exploring this holiday? I have already packed my bags and I’m ready to go and just waiting on you to click that link above to read the article.

2019 – Pokémon Sword and Shield (Nintendo Switch)

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NekoJonez takes you on a tour of the country, old chap.

Oh, is it my time to shine? So, just like with the Tomb Raider collaboration, I took the final main series game.

When this game released, I tried several times to write an article about this game but I never wrote something I felt that would tell my opinion on this game.

Now, I challenged myself to write a nice article for this collaboration and I’m quite curious what you are going to think about it while I am a bit bummed out that two of the neighboring countries of my home country got Pokémon regions based, France and England, upon them now while Belgium is sitting in the middle forgotten. Oh well, maybe one day. (In before our German neighbors get the 9th generation.)

It’s spin-offs time

Sadly enough, we didn’t find enough writers and enough time to take a look at all the spin-offs. So, I’m very sorry if the spin-off you wanted to read about isn’t in this collaboration. We mainly focused on the main-series games and we wanted to give these spin-off games an article to give a nice bonus to this collaboration.

1999 – Pokémon Stadium (Nintendo 64) + 2001 – Pokémon Stadium 2 (Nintendo 64)

pokemon stadium

The Gaming Omnivore welcomes us in the stadium to watch the Pokémon battle.

It’s not a secret that when the first Pokémon games got released, we all wanted a 3D version of the Pokémon games. And in 1999, we got exactly what we wished for.

A 3D-battle simulation of the Pokémon games. Not every Pokémon was included but hey, just seeing these Pokémon in 3D was enough to blow our minds. So, shall we let our friend the Gaming Omnivore talk about this experience? I’m ready to cheer him on from the sidelines of the stadium.

2004 – Pokémon Colosseum (Nintendo GameCube) + 2005 – Pokémon XD Gale of Darkness (Nintendo GameCube)

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DanamesX takes us on a very special journey that spans two Pokémon games on the Nintendo GameCube.

While I love playing the Pokémon games, I have to admit that Pokémon Colosseum and Pokémon Gale of Darkness XD flew under my radar.

Sadly enough, they currently cost an arm and a leg on eBay to buy and play for me so, I’m waiting to pick them up for a more reasonable price. But, I’m quite curious to see what people think about this game. Should I still try to hunt these games down or should I let it slide? I think that the article of DanamesX will help me greatly in deciding that.

2016 – Pokémon Go (Mobile devices)

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Eric Fellner takes us on a walk through our neighborhoods.

To say that Pokémon GO was a hit is an understatement. Pokémon GO still is quite popular, I see various people on the train and students at the school I work for play Pokémon GO.

It wouldn’t surprise me that this game is less popular now than before but it hasn’t died just yet. Now, when Eric Fellner contacted me to talk about this game and told me his personal story about the game, I was hooked. So, without spoiling anything, I think it’s time to give the spotlight to Eric so he can talk about his story with this game.

1999 – Pokémon Pinball (Gameboy Color) + 2003 – Pokémon Pinball Ruby & Sapphire (Gameboy Advance)

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Andrew Fisher plays the first pinball game.

Andrew Fisher also goes to the Hoenn region for the second pinball game.

So, Pokémon Pinball. I still remember getting the big box for Christmas and being surprised that the games now needed batteries to function.

Little did I know that battery was meant for the rumble feature inside the cartridge and not a replacement for the save battery.

Now, this battery didn’t take away the number of hours I spent playing pinball in this game. As a kid, I wasn’t able to get quite far but I kept on trying and trying.

And years later, I learned that this game got a sequel about the Hoenn region. I was only able to add that game quite recently to my collection so, I haven’t played it too much. Thankfully, Andrew Fisher is here to talk quite in-depth about the two Pinball games. Let’s see what he has to say about the games!

2001 – Pokémon Pinball Mini (Pokémon Mini)

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Andrew Fisher takes us on a journey to the Pokémon Mini and playing Pinball on that.

So, in 2001, Nintendo released the Pokémon Mini. An extremely small handheld with cartridges where you could play various Pokémon mini-games on.

Surprisingly, this handheld also got a pinball game on it. So, should Andrew Fisher took a look at this pinball title and let’s see if it’s worthy to add to your collection or should you ignore it? Well, you will be able to find out thanks to Andrew’s amazing article.

2006 – 2020 The Mystery Dungeon series (Gameboy Advance, Nintendo (3)DS and Switch)

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NekoJonez takes a look back at the Mystery Dungeon series.

So, one of the biggest spin-off series is Pokémon Mystery Dungeon. In 2006, we got Red & Blue Rescue Team which got remade in 2020 for the Nintendo Switch under the name of Rescue Team DX. In 2007, we got the Explorer of Time, Darkness, and Sky Mystery Dungeon games. 5 years later, we got our first 3DS game called Gates to Infinity in 2012.

In 2015, we got what we thought was the final game in the series Super Mystery Dungeon on the 3DS. But yeah, a remake on the Switch happened in the first game. But why are these games so popular to get so many sequels? Well, I’m going to tell you in a nostalgic look back on the Mystery Dungeon series.

2006 – Pokémon Ranger + 2008 – Pokémon Ranger: Shadows of Almia + 2010 – Pokémon Ranger: Guardian Signs (Nintendo DS)

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WCRobinson is taking us on a journey through the land of the friendship circles.

I never imagined that drawing circles around Pokémon could be so much fun that Nintendo was able to make a trilogy of games about it.

I have to admit, that I got cramp in my hands and almost destroyed a touch screen while playing these games. I got into this game way more than I expected. If there was one series I wanted to have covered in this collaboration, it was the Pokémon Ranger series. Now, I was already taking the Mystery Dungeon series and the Sword and Shield games to cover so the Ranger games would be a bit too much. Thankfully, WCRobinson picked up these games and wanted to write a piece about them.

So, thank you WCRobinson for covering these games. Now, I’m curious to see if those loops of friendship influenced you in your opinion on the games or not. Let’s find out together and join WCRobinson on his journey as a Pokémon Ranger.

1998 – Pokémon Trading Card Game (Gameboy Color)

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Solarayo takes a look at the card game… on Gameboy.

One of the biggest pieces of merchandise that this series gave us is the Pokémon Trading Card game. It’s still quite popular on YouTube and worldwide.

Now, it does surprise me that Nintendo and Game Freak only made two games about them. And on top of that, the sequel to this game was only released in Japan.

In any case, I think it’s high time to let Solarayo talk about the game and if you should just stick with the physical game or if you should consider playing the Gameboy Color game as well. Maybe I should pick it up for training since I barely know anything about the card game… Hrm, there is thought while I start reading her article.

1999 – Pokémon Snap (Nintendo 64)

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Solarayo takes pictures of Pokémon and gets judged by Professor Oak.

So, while we were preparing for this collaboration we had no clue that a new Pokémon Snap game was going to come out in 2021.

It’s a nice surprise to see a spin-off getting a sequel on modern hardware. But, how is the original? Is it any fun or should we skip taking pictures of Pokémon in the Nintendo 64 game? Well, Solarayo is going to tell us all about it in her article on this game.

2015 – Pokémon Shuffle (Nintendo 3DS / Mobile devices)

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TriformTrinity swipes the Pokémon away.

There was this one game called Pokémon Trozei on the Nintendo DS that is a sort of Bejeweled clone with Pokémon.

In 2015, Nintendo released a free-to-play version and not only released it on the 3DS but also on mobile platforms.

So, let’s swipe Pokémon to safety together with TriformTrinity while he tells us all about the game.

2015 – Pokémon Picross (Nintendo 3DS)

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Khinjarsi puzzles away with the Picross game on 3DS.

Man, do I love solving Picross puzzles. They are so much fun to solve. I don’t have any drawing skills but seeing a drawing come together from just solving a puzzle is such a rewarding feeling!

So, I’m curious to see if Khinjarsi also feels rewarded by solving these puzzles, or was there something wrong with this game? Or did I just make up the last question to create some tension to try to get you to click the link to read the article? Who knows? Well, you would know if you read the article!

2000 – Pokémon Puzzle League (Nintendo 64)

And on the day of this collab releasing, the Gaming Omnivore streamed this competition.

Long-time readers of my blog know that I’m a game collector. One day, I was walking around on a garage sale and found a ton of amazing games.

When I was almost out of the budget I had set aside for that garage sale, I went to eat a burger with my mom who walked with me in that garage and yard sale.

Then, I suddenly saw in the corner of my eye a boxed and complete copy of Pokémon Puzzle Challenge for the Gameboy Color. The guy who was running the stand didn’t know the value of that game I was able to pick it up for 2€. I was so happy to add that game to my collection.

Now, why am I telling you this? Because I didn’t have a Nintendo 64 and I always wanted to try and play the Pokémon Puzzle games. And when I saw it for the Gameboy Color, I was so happy that I was able to grab a copy of it in that yardsale.

So, when preparing this collaboration, the Gaming Omnivore said in one of his streams that he wanted to stream the N64 version of the game on Pokémon day. So, let’s take a look at how this game plays? I loved watching the stream while I was counting down for this collab to release.

Closing words

This collaboration was a lot of fun to put together and do. I met so many wonderful writers through this collaboration and I’m so happy to be able to celebrate the 25th anniversary of Pokémon with such an amazing group of writers. I want to thank everybody who helped in this collaboration and make it turn out amazingly.

I want to thank: Gaming Omnivore, Krista, L-One-X, McKenna, Khinjarsi, TriformTrinity, DanamesX, Eric Fellner, Solarayo, Andrew Fisher, and WCRobinson.

The impact that the Pokémon series has on today’s gaming culture and climate can’t be understated. This collaboration showed me that I’m not the only one who has so many amazing memories with the Pokémon series.

So, I’m quite curious to see what is going to be next for the franchise. Will we finally see Pokémon 2? Sorry, I just wanted to make that silly joke somewhere in this article. But for real, what will we see after New Pokémon Snap releases in late April? Will we see a special celebration game for this big anniversary? Sadly enough, we can’t be sure with the current pandemic throwing a lot of schedules in disarray.

Now, I might go and repeat myself here but the amount of memories this series created with the main series games and the spin-offs is something that can’t be understated. This series is one of the biggest series that my generation grew up on. And since the 25th birthday was coming up, I wanted to gather other Pokémon fans to do something special together.

Did you enjoy this collaboration? What did you think of it? Did you find new bloggers and writers to keep an eye upon? Currently, I want to say in name of the whole group who worked together to create this collaboration: “THANK YOU SO MUCH! Thank you for reading and enjoying our content. We hope you enjoyed reading this and feel free to leave a comment on our articles so we can talk together and reminisce together about our memories on the Pokémon franchise.”

And with that said, I want to thank you for reading. I hope you enjoyed reading this hub article and I hope to see you in a future article but until then, have a great rest of your day and take care! And happy 25th birthday Pokémon! Thank you for all of the amazing memories and here are for all the memories to come!

Interview with GameChuck after “SpeedLimit” release

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Welcome my dear reader! Today, I want to share something special. Last year, I took a look at a game called Speed Limit. When I looked at the game it was still in development but a demo was released. Now, this week the full version was released on all major platforms. You can find more information on the official website and on the website of the publisher. Now, instead of writing a very same-y article, I thought it would be more fun to talk about the game with the developers. So, that’s what’s going to happen today. I’m going to share an interview with you guys and girls that I had with GameChunck! Thank you so much for answering my questions. Before I start, feel free to leave a comment with your opinion and/or thoughts on the interview, the game and/or the content of this article. 

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Jonez: Hello there and welcome. Thank you so much for taking the time to do this interview with me. So, to whom do I have the pleasure of speaking to from the development team?

Alex: Hi, I’m Alex, the CEO of Gamechuck and level designer for some small parts of Speed Limit. Most of the development was done by others but as they are too busy celebrating our pan-console release, I will try my best to tell you everything you want to know!

Jonez: So, last year a demo for Speed Limit was released. Now, we are almost a year later and the game got more development. What is new in this full version? Did the game get easier or more difficult? 

Alex: The game is much bigger than the demo – it features 10 (or more, khm khm, spoilers) levels, with 5 distinct gameplay genres, while the demo is just the first three levels (side scrolling genre and top-down). Also, we used the feedback from the demo release to make the game much more enticing, but not easier per se (although we did add Easy mode in both the demo and the full game since then).

Jonez: Now, this game got released on multiple platforms like the PS4, PS5, XBOX One, Steam and Switch. What challenges did you face in porting this game? 

Alex: The Switch is at the same time the most slick experience (they check on everything and give you detailed feedback on where they found which error) but also quite cumbersome as every change takes a long time to get approved. Also, the PS4 had some issues regarding how we draw shaders for light for the bike rear lights, but we fixed it using clever math so now it works as intended on all platforms!

Jonez: This game is almost one long interactive movie. I guess this game wasn’t the easiest to develop since you risked to damage the flow of the game. So, what was the most challenging in developing this game? 

Alex: The most difficult part was correctly figuring out how much time it will take for each feature, and since we were starting from scratch with every level (e.g. every new genre) it was really hard, but we needed to guesstimate anyway since due to porting and so on, we were operating on a schedule.

Jonez: So, can I ask if you guys have future plans for the game? Or will this game only get bug fixes?

Alex: We hope to give the game a lot of interesting updates and maybe even DLCs, because the game this well received deserves to be continually updated! I can’t promise co-op mode (although I’d really like to!) but more modes, achievements etc. – definitely!

Jonez: You know, when I played the first level. I always wondered… Can you defeat those enemy soldiers?

Alex: No, but you can reach a stalemate with them, by standing at a spot where they can’t hurt you and just keep shooting them down!

Jonez: It didn’t take long for me to find an easter egg. The Chuck Norris easter egg was a nice gag. Are there more in the game?

Alex: A lot. Let me get back to you with an exact figure later.

Jonez: As I said earlier, this game feels like some sort of interactive action movie. How did you go about testing this game? Did you always start from the start or did you test it section by section?

Alex: We tested both specific sections and the whole game, and also used the G.Round platform for testing the game with hundreds of players prior to launch so we can iron out any big issues (there weren’t any and we got incredibly glowing remarks!)

Jonez: So, an indie studio is always known for having a small team. Who were the heroes that brought this game to life? 

Alex: The dev team is 7 people (artist Jurica and the game director Igor doing pixel art, Vanja and Karlo and one student Sara coding various levels and Matija doing sounds and music) and then there’s me, Lucija doing PR/bizdev and Iggy doing community management. 10 people seems like a lot but bear in mind we weren’t all doing the game full time and we do have a lot of other games in the pipeline!

Jonez: So, one of the biggest differences I noticed is the fact there is an easy mode. Which differences are there in the easy mode compared to the normal mode?

Alex: The difference between easy and hard is almost exclusively in the number of enemies and/or their hitpoints, and of course – the true ending is not available in Easy mode!

Jonez: It wouldn’t surprise me that the game broke quite often during development. Can you share one of the funniest moments of the game breaking during development? 

Alex: There were many but here’s one that was quite fun:

Jonez: And my final question: You are also developing another game. Tell us more about it? Did you learn anything while develeoping Speed Limit that is going to be used in that new game? 

Alex: The level designer of Speed Limit is, incidentally, also the lead writer for our narrative game Trip the Ark Fantastic. A complete departure from Speed Limit, this is a slow non-combat narrative experience about the scientific method, philosophy and cute rabbits striking for better working conditions. Now, if that didn’t hook you, then the classical animation and orchestral score will!

Jonez: Thank you so much for answering my questions! I’m quite curious to see what your studio is going to publish next. I also want to thank you all for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it and putting it together. I hope to be able to welcome you in a future article but until then, have a great rest of your day and take care! 

Also, don’t forget to give SpeedLimit a try!

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