First Impression: Paws Of Coal (PC – Steam) ~ Point-And-Dig

Steam store page

Remember a game I reviewed a while ago, called Speed Limit? Well, the developers behind that action game are back with a new title. It’s a point-and-click adventure called Paws of Coal. And it’s a sort of prequel-ish game to another game. A game I actually published the press kit off, when I still did that. Trip the Ark Fantastic. This game is actually a sort of demo for the gameplay for that bigger game, while it’s also a stand-alone short adventure. Oh, and there is also a demo for Trip the Ark Fantastic out, so if you want to give that a go… You can. Now, let’s get our hands dirty with coal and dive into this adventure. Since, GameChuck gave me a press code to review this game, but they always welcome my 100% honest and unfiltered opinion… So, here we go. It’s something I like as well. If you have any thoughts/opinions to share about this game and/or the content of this article, you are more than welcome to share them in the comment section down below.

Editorial note: this review is written when v1.3 was released. While writing, “Month 1” update got released.

Point-And-Dig

In this game, you play as Charles. A hedgehog helping a good old friend. Your friend is a doctor in a mining town investigating a strange illness that’s making a lot of the mining rabbits quite ill in the town. The rabbits actually went on strike since they think the government isn’t doing enough to help them cure the illness. Since our good friend doctor Hopper isn’t able to leave the clinic to investigate… Since, yeah, somebody has to care for the patients… Charles got tapped.

There is no voice acting in this game, not even a bit of grunting. Yet, the writing isn’t affected by that at all. The writing quality is honestly top-notch. I was honestly afraid that the writing was going to be weak or cheesy because this game is essentially a side project, but I was quite surprised. Quite often, I got quite immersed, and the writing actually made me forget that there weren’t too many animations going on while the story is being told.

At one hand, I could start complaining on how it would be more fun with animations that acted out what was being told… But, that was before I realized the style they are going for. This game almost feels like a (grand)parent telling their (grand)children a bedtime story. One with pictures and text at the side. Yet, the content of the story might not always fit a children’s book… it felt somehow nostalgic while I haven’t heard the story before.

I also loved how realistic they made the writing for the story being in an animal kingdom. In sayings, things like skin is replaced with fur and the actual personality of the animals is worked into the writing as well. The only negative I have is that in some spots, it isn’t consistent on how dialogue is shown. Sometimes the text that’s being spoken is in the same style is the text used for descriptions. Apart from that, I barely found any faults. Here and there, a very minor mistake, but most of them were missing ending ” ” ” at spoken sentences.

This game plays like your typical point-and-click game. Yet, there is no real tutorial that explains to you the movement keys. Thankfully, they are listed in the menu behind a button. But is it a bad thing that this game doesn’t have a tutorial? Nah, I don’t think so. Overall, the game is easy to understand and learn. Especially when you have played other point-and-click games like Broken Sword for example. The big difference in this game is that this game is somewhat open-world. You don’t go from one screen/area to the next, you have the whole world open to you from the start, and it’s up to you to find the answers to its many puzzles.

It’s a side-game?

At various moments, I felt that this project didn’t have the main focus of GameChuck. The following paragraphs might look like I’m going to “destroy” this game, but it’s because this game and concept has a lot of potential… but it has some missing polish that’s making the game look bad and unfinished.

One of the best examples is the saving system. The game saves after each dialogue, automatically. Which is great! You do also have three save slots where you can manually save outside of dialogues, no problems there.

But if the save/load slots don’t give the information IF there is a save file in there and/or WHERE that save is… Then we are having issues. What if you are testing things with the different answers you are giving, and you want to see if the dialogue changes from other characters as well? You almost need to write down which save slot is what. Also, you don’t get a message if you want to save over an existing save slot. The current implementation works technically, but it leaves out a lot of information visually.

Something I feel quite conflicted about is the music and sound effects in this game. While this game has some nice orchestral music, it plays too few. There are too many moments of pure silence, even between the tracks repeating. Also, there aren’t enough tracks to play as background music, which means that you hear the same track over and over again. A bit more music tracks as background music would have been amazing.

All in all, the sound effects are great. But, at certain moments, I feel that there are sound effects missing. Especially when you do an action that doesn’t or won’t work. A perfect example of this is the first time you get the prompt to press the “J” key to open up your journal. When you are in dialogues, you can’t open your journal. I was mashing my “J” key, and I thought I encountered a bug. But no, it’s just that the journal doesn’t open during dialogues. In those cases, I’d either play a sound effect or show a little pop-up that communicates that with the player. That way, things don’t feel rough around the edges.

This is something I felt here and there. That this game has some very rough edges. The controls are another great example of that. Currently, there is support to play this game alone with the mouse. Yet, I don’t recommend you do that in the current version, since going in and out of doors doesn’t work currently. Also, there is a roll feature that lets you quickly roll from one place to another… Yet, good luck trying to do that with the mouse controls! It doesn’t work. I highly recommend that you play this game mostly with the keyboard controls. They work a lot better, are snappy and extremely responsive. Also, the tooltips shown on the screen relate to the keyboard controls anyway.

Going for more

Listen, according to this tweet… This game is the first part of the Ark Fantastic universe. Honestly, this gets me quite excited. Since, if we are going to see more games with this high level of world building, writing and visual presentation, we are going to be in for a treat.

Yes, the visual presentation of this game is amazing. Like I said earlier in this article, this game looks like a children’s book you are reading at night to your children. It’s colorful, well detailed, and the atmosphere makes the art almost come to life.

The game also has a handy “TO DO” list for when you are unsure what to do next. You can also put your current theory in your journal to try and find the actual reason and cure for the illness going around in the Burrows. It’s a great detective/point-and-click game that makes you think about what characters are saying and really take notes. I even had several notes on the mystery sprinkled in between my notes for this article.

You can investigate so much, it’s insane. The comments you get on various things, helps to build the world quite a lot. Like, you can also inspect almost every art work to learn more about the world. There are also sometimes more ways than one to get the information you need. You can either go research it via books, or you can research it by going around and talking to the other characters. I especially love the moments where things click and when I finally have a new lead to hunt down next.

This game might be rather short, but it also manages to have multiple endings, so it also has replay value for a point-and-click game, even. I have to be honest, I have been playing this game for 3 – 4 hours, research it quite extensively, and I haven’t solved the mystery just yet. I feel like I’m close, but I haven’t beaten it yet. That’s why I’m only writing a first impression.

But, this game also gave me an amazing first impression at the future of this game, and its universe. Yes, it has some things to polish and work out, like at one place in the game, you can see the ending of the map. Thankfully, we have a developer that updates this game with various quality of life improvements and since the release on May 2nd, we got 4 small updates to the game. Here is one they can fix in the next update, since the “month 1 update” removes the version number… It might be great to also remove that toggle to show it or not from the option menu, don’t you agree?

Speaking about those toggles, this game has some interesting settings. It also has a setting that gives you somewhat of a behind the scenes look at how the game works and was created behind the scenes. It doesn’t contain too many spoilers, if any, I think. You can also make this game harder on yourself by hiding tooltips, so you have to find out what you can interact with and how. But if you want to play this game, I highly recommend that you enable tooltips to not get lost.

To avoid me rambling too long about this game and maybe going into spoiler town… I’m going to wrap up my article here with the following conclusion. This game might have some rough edges in terms of UI, sound effects and music… But, all in all, this game works and it works good. I think that this game has something for every adventure/point-and-click game lover. Knowing the studio behind this and how they take feedback to heart, I’m quite sure that this game and the next games in this universe will grow and become even better.

Don’t misunderstand me when I say that this game has some rough edges, they are anything but game breaking. I have played this game on and off during this month and I haven’t gotten any crash and a very stable framerate. I was excited to see what this interesting point-and-click game “Trip the Ark Fantastic” was going to be and now that I got my first taste of it, I’m hooked. If the next game also polishes the save/load UI and has more music and uses more sound effects to communicate things with the player… I may be in trouble as a reviewer since I may not have too many things to critique anymore.

Give this game a chance when it sounds at all interesting to you. It’s a great experience and I’m conviced that with our feedback the developers can bring us amazing games in this interesting and rich universe. Now, I have to write my usual ending paragraphs and publish this article so I can go back to solving the mystery of the illness. Maybe we should discuss theories in the comment section? I’ll repeat it for the last time, yes this game has rough edges but the positive outweigh the negative by a lot here. Besides, a lot of the rough edges can and may be patched in the future… So yeah.

With that said, I want to thank you so much for reading this article. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another one! But until then, have a great rest of your day and take care!

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Speedrunning Indiana Jones and the Infernal Machine GBC – Level 3 – Russian Border + Level 4 – Tian Shan River

In the Game Boy Color version of Indiana Jones and the Infernal Machine, there is an exclusive level. But is it really an exclusive level? Depends on your definition. In the Game Boy Color version, the River level is special. It didn’t only get cut into two, but also the whole section with the candles got cut out. While it’s a shame that the candle section got cut out, I totally understand why they did it. That whole section would be a nightmare to convert into 2D and to play. Let me already say that the 4th level in Game Boy Color version is a nightmare to speedrun perfectly. I’ll talk more about it at the end of this article. Now, with that said, I want to welcome you in this new entry in the speedrunning guide for the Game Boy Color version of Indiana Jones and the Infernal Machine. Last year, I wrote a guide for the first two levels. Canyonlands and Babylon. In those articles, I already talked about various terms like what an ILS is and the rules of the categories. So, to avoid making these articles too long, I recommend you read the introductions to the previous articles if you don’t understand something or have questions. And if anything is still unclear, feel free to leave a comment down in the comment section. Or, if you have any feedback, thoughts/opinions on this article and/or the game, I’m open to hear it in the comments.

Run updates

My main focus isn’t writing this guide at the moment. So, it’s quite possible that improvements to the runs I already wrote about happened. Now, the legend the_Kovic improved my all treasures run of Canyonlands with 21 seconds to 4 minutes 15 seconds. That’s extremely impressive, since the whole route and strategies are almost completely the same. The biggest difference is that he got luckier with the RNG of the scorpions and took a bit more risk. On top of that, his run didn’t really have any movement mistakes. Honestly, I think it will be quite tricky to lower this run more without new strategies or route changes.

For now, there were no other big differences in terms of Canyonlands and Babylon. So, I think it’s good to dive right into the Russian Border guide.

Link to Speedrun.com page (All Treasures) – Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

Russian Border

for Any %: the_kovic, who ran this level in 1 minute and 47 seconds on November 27th 2022.
for All Treasures: me, who ran this level in 2 minutes and 46 seconds on January 2nd 2022. (Now, at the time of writing, I have a run in verification which improves this run with 10 seconds. It would make the time, 2 minutes and 36 seconds, preformed on the February 12th 2023)

Tian Shan River

for Any %: Molotok, who ran this level in 28 seconds on August 22nd 2017.

Note: when I say something in cursive, that’s only applicable for the all treasures route. So, the cursive text can be ignored for the any % route.

The Russian Border – Route

So, right off the bat… The route differs depending on if you do the all treasures run or the any % run. So, let me first talk about the all treasures part since after the extra section, we pick up with the any % route anyways.

As soon as you pressed “A” on the level title card, hold left to go to the little ridge and jump on it. Enter the little cave you see and run to the right top. There, you’ll find a red gem.

Usually, I run to the middle of the red gem and quickly turn Indy around by going down and then at the last second, pick up the red gem. It looks somewhat like this. It might require some practice, but it’s highly do-able. I typically reset my run when I don’t exit the cave before my timer hits 11 seconds. And even I often make mistakes here. It’s a bit tense to do and easy to lose time here. After you exit the cave, go right.

So, hold right after the level title card to exit the screen. Be careful, you need to go a bit right and a bit down. Don’t hold right and down right away since you’ll get stuck behind the rock and tree and you better reset then.

On the next screen, you have to go straight ahead for a bit and before the rocks, go straight down. Now, we go to a very tricky part. Depending on how you preform the next part… You might save a lot of time, loose a bit of time or have to reset the run. We have to drop off that ledge.

There are three ledges you can land on. The worst luck is that you land on the first edge, which will make you lose a bit of time. It’s something close to half a second to a second. Ideally, you land on the middle ledge. This is a lot smaller and will cost you a bit of health, but is the most ideal. You could also jump down a bit earlier than shown in my screenshot, but that’s risky. Since, then you will have to count more on your luck. I have had in practice runs, some jumps landing on the middle ledge but more often than not, I overshot or undershot and let Indy fall to his death. The safest is that you drop down at the smaller rock and aim for the middle ledge. Since, then right after the dropdown animation, you hold right, and you are in the best spot to continue.

In this screenshot, we see the three ledges I was talking about. The single tile middle ledge is the best ledge. To progress, you have to go right. Here it’s extremely easy to get stuck in the little niche when you hold right and up. Don’t hold up too early. The best movement now is to move on the same line I’m running in the screenshot. At the end of this walkway, you have to drop and enter a cave. Don’t forget to pick up the green gem if you are on the all treasures route. Exit that cave by hugging the bottom wall and after exiting the cave, you will have to go right.

After you exit the cave and went right, you think you have to jump up the “staircase” and go left on the roof of that cave. But, there is a time save you can preform here.

Jump towards the first higher section a bit after the door. You’ll land on the edge of the first higher section. Then jump backwards towards the door and if you landed correctly, you’ll land on the roof of the cave. This little trick will save you around 2 seconds if preformed correctly. Especially when you land on the line right above the entrance of the cave.

To continue, you have to move left and go over the bridge and go down. Try to be at the most right side of the bridge when going to the next screen. Since, it’ll save you a few frames in the next screen. The next screen is an L corridor with two wolves. The top wolf is easy to avoid and will let you continue on your right wall hugging way. The bottom one is a pain. Try to not get bitten or lose health. Since, you’ll need it later in the run. I usually jump over the wolf. I rather take the time loss there, then having to go into the menu and heal. Health is going to be important from now on. Since, to save time we don’t kill the enemies.

On the next screen, you will face your first guard of this level. The damage can’t be avoided with this one. Don’t forget to pick up the blue gem, of course. Now, we are going for another fork in the route. If you do the any % route of this level, you best hug the left wall and go up. From where the health kit is. Otherwise, after picking up the blue gem… You’ll have to go to the right. And exit the screen at the most right edge.

The next two treasures are on this screen. They are located at the left and right side of the guard tower. Depending on the RNG of the guards’ movement, it’s better to pick up the left one first before the right one. But it’s a guessing game. I prefer in most cases to go to the right and pick up the golden coins there. After that I hug the guard tower and hope that the guard stays off-screen, so I take the silver coins at the left of the guard tower without too much additional health loss. Then without loosing too much health, I continue on my merry way.

Usually, I run underneath the rock and jump up towards the ledges at the left to avoid additional shots from the guard. To continue here, it’s essential to jump fast. After jumping on the ledge at the left… You’ll have to jump to the ledge on the left, and then it’s jumping up a few times. You’ll have to jump 5 times upwards and in this session, I typically take one, maybe two steps forward. If you execute it correctly, you will always land on the edge of the ledges which saves a bit of time. But, it’s something you’ll need to practice.

Now, after you reached the top and went right and down… It’s tempting to ladder snipe to get into the base. Yet, this ladder snipe is impossible to do as far as I know currently. You can skip a bit of the climbing down animation by jumping down on the ladder, but I wasn’t able to get that to work consistently enough for me to implement it in runs. It’d save over 4 seconds… But, this run is already tense enough.

I have seen the TAS by the_Kovic do it. Also, the small ladder snipe in the next room. But, jumping towards the edges of ladders on the screen… The game is so picky it’s dangerous to do. Oh yeah, don’t forget to pick up that silver bar like I show in the screenshot.

Now, if you follow the TAS… You’ll notice that we currently take a different route. One that’s safer and a bit easier to preform. The main reason why it’s easier is that it saves time not to have to preform the frame precise direct box pull strategy and not having to jump on the correct frame. We follow the all treasures route a bit more.

This discovery happened after Bluescreen18, another runner of the N64 version of this game, went and bought a copy of this version of this game. He posted the trick in the Discord and kovic and I ran with it. So, after exiting the ladder and going to the right, we jump on the box closest to the locker at the right of the room.

Now, a tricky part comes for the all treasures. Get towards the right edge of this box and mash “A”. Since, there is a treasure in this locker and you can open it via standing on the box instead of standing right in front of it. If you are able to open the locker without having to leave the box, you will save a second.

Now, from this box, we jump on the locker and then do a corner jump towards the pile of three stacked boxes. The easiest way to get this is to jump from the edge of the top locker towards the pile of boxes. But drawing that on the screenshot would make it a bit too confusing.

Now, go up in the vent and by hugging the left and bottom wall, go through the vent. After you exit the vent, you’ll enter a room with a table, two lockers and some boxes. Take the raft in the right locker, and the treasure in the left locker (in this order, since it saves you a bit of frames not going for the treasure first), and exit the room. When exiting the room, go through the vent again and after exiting the vent, drop straight down. Directly go one tile over to the left and run down. Then, you’ll have to climb down the ladder. Now, cross your fingers you have enough health remaning to tank the shots of the guard. Know that going in the menu and healing takes so much time it’s insane.

Now, we are at the final screen of the run. Depending on your health, it’s safe to land on the box to the right of the ladder. The two final treasures are located in the lockers in this room.

When you are down on the grond in this room, run towards the entrance of the river. You might notice that I drew a small purple square in the bottom right corner of the screenshot. I drew that there because that’s where you’ll have to open your menu and move towards the raft to end the level.

It’s possible to do this further from the entrance of the river and doing that saves a few frames. Do mash “A” as soon as you are in the boat since otherwise the textbox won’t disappear and you’ll lose time.

Level 4 – Tian Shan River

This level is a pain to run. Since, the movement is so exact and it’s so easy to mess up it’s insane. I have taken a screenshot of the actual route from one of the better walkthroughs out there, but it’s so tricky to explain it in words. To learn this level, it’s best that you take a look at the video of the run and learn it that way.

This is one of two levels in this game that don’t have any treasures. It would be insane if this level had any treasures to be honest.

So, for the route, you’ll have to know that mashing A makes your raft go faster. But, you’ll gain more and more momentum each and every time. And here is the annoying part, as soon as you hit the rocks or the edges… All the momentum is gone. And, we have the though luck that the fastest route through this level has many of these obstacles close to each other.

When Kovic was creating the TAS for this game, he told me that he was able to beat Molotok’s record by a few frames but that he spent too much time on it. This level is frustrating to run, it can’t be said enough. If only we could skip it, it would be a blessing. When I do full runs of the game, I try to make the time loss in the level as minimal as possible. My fatest time has been 39 seconds. It’s that rock section that does me in almost every time.

But, it’s still extremely impressive how Molotok created this amazing run and I doubt it will be improved or beaten anytime soon.

Wrapping up

I think I told my feelings about the 4th level in the previous section enough. Now, the Russian Border level is a tense run to do. It’s a short and fun run to do. But, it has so many spots where it’s easy to loose time. I honestly think that we are close to perfect runs in both categories.

Of course, I think that with better movement, my all treasures run of Border can be lowered but I would be surprised that we see a lower time then 2 minutes 30 seconds. But, I have been surprised before. Thanks to Bluescreen18’s little video on our Discord, we saw a long standing record be lowered by a second.

The next level is Shambala Sanctuary. This level is a possible run killer since it has various moments where it’s easy to drop to your death in the middle and the end of the run it’s tense. It’s also a longer level so, I have to have a good long and hard think on how I’m going to do the write up.

In any case, thank you for reading this article and guide. 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.

Preview: Conquer Humanity (PC – Steam) ~ Let’s Go Rouge.

Steam page

In this article, I’m taking a look at a game that’s going to release in the first half of 2023. The developer send me a Steam key for the full version that’s still in development. But, if you get interested in playing this game right after this article, there is a demo available on the Steam store page. In this article, you’ll also get my 100% honest opinion on the game. I’ll take a look at what I played and what I think should be in the full version. So, should we conquer humanity, and should we become a super villain like the Steam store page suggests, or should we wait until this is a bit more polished or skip it outright? Well, that’s what I’m trying to discover with you in this article. And as usual, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editoral note: the release of the full version is set in Q1 2023 at the time of writing.

Simulation Devil

In this game, you enter a simulation where you are a super villain with various powers. Your goal is to destroy and kill as much as you can before you are defeated yourself.

You do this in a very large map where people are spawned around you. But, the more destruction you cause, the more police will come after you.

To defeat the game, you’ll have to reach level 30. The more people you kill, the more XP you’ll get. If you get a great kill streak and do it in style you’ll get a better ranking and earn more XP and do more damage that way. Compare the style thing to Devil May Cry in a way.

This game is anything but easy. You really have to manage your powers and movement strategically. Since, the smallest mistakes get brutally punished. You have ten lives and no way to get any back. You are able to heal, but you’ll have to kill for that. So, getting surrounded might be your end.

This game is described as a brutal, fast-paced, isometric bullet hell. And I honestly can’t describe it better. For this review, I have played several rounds and I had a really hard time getting further than level 15. I’m a bit on the fence on the difficulty curve, since I honestly think that with one change… This game can become way more fair.

The big issue with this game is that you are directly thrown into the deep end. You are dropped into the simulation with 6 powers on a cool down and a few other mechanics. You barely have any chance to get used to everything, since after a few kills… The police spawns, and you have to be quick on your feet. Now, you do have the sandbox mode to get used to the game. Yet, here the powers aren’t on cooldown, and you don’t see the blue level up bar or the powers.

I think it would give the game a better flow if the player is nudged first to the sandbox mode where you have to reach something like level 10 using the different mechanics. Since, I felt close to overwhelmed with all the different mechanics and I felt that I first had to figure a lot of things out before I was able to attempt the actual game mode.

I don’t want to sound like “this game is too difficult for me, make it easier…”. I just feel that if you give new players too many mechanics at once without them having a way to learn them or practice them, they aren’t going to have a fun time. And I think if you add a mode or a few optional tutorial stages to get used to the game would be a blessing. And I really mean, optional. So people who want the experience of jumping into the deep end can still do it. But, others who want to know how everything works can ease themselves into the game. Since, if I’m brutally honest, the controls manual is helpful if you know how everything works. It’s too bare bones for newcomers. Like, why not add the icons of the powers in the controls manual?

Did it fail?

This game is difficult, and it’s a game you will have to get gud at. Once you learn the different powers and when to flee, this game is actually quite enjoyable. This game has the “one more attempt” mentality nailed down. After you are defeated, you can get right into the action in seconds and try again.

The game also has a built-in timer, which can open the gates for speed runners and other competitions as well. Maybe it would be fun to have a leaderboard with the fastest times and the longest survival times in the full game.

And maybe like an endless mode that started on easy and at certain level milestones, it goes to a higher difficulty?

Are there other things I would like to see in the future? Of course! First, I’d love to see a way to change the key binds. It’s something I mention quite often in my PC reviews, but I get annoyed when the game forces WASD on you and don’t keep in account that there are a lot of countries which have another keyboard layout. Here in Belgium, we use an AZERTY layout, and that means I have to set my hand in a pretty weird spot to move. Since our “A” is where the “Q” is and our “W” is where the “Z” is. And then the powers having keys close to WASD… I only have two hands and I still have to control the mouse.

Speaking off the mouse, I think a controls flaw is created there. I noticed that I had trouble preforming my push move because that was clicking with your scroll wheel. Which is all good and well, but using your scroll wheel actually zooms in or out. So, if you didn’t click in the chaos of this game, and you actually scrolled, well… Yeah, that’s an attack that didn’t happen. Which is sadly not limited to the push attack. There is another attack that I feel either isn’t as powerful or the visuals don’t communicate it’s power/range enough. When pressing Control, you can do a slam down attack. But, it’s not only unclear how big the radius is… it’s also unclear how strong it is.

In this game, it’s important that the visuals communicate with the player what’s happening. All in all, the visuals feel “last gen” but I honestly don’t mind that. It optimizes the game quite a lot, and you get a stable game to play. Also, it makes it easier to read what’s going on around you and makes it easier to make the right decision. I think it would be handy in the future to have a sort of radar in the right corner. Since, it would be helpful to know where the police and such are if you flew too far away.

Speaking about flying, that’s something I want to address as well. In the small manual, it teaches you that you can start hero mode by pressing “H” when you reached at least the “A” style rank. Yet, when you start the game, you get a free hero mode and only get a “B” rank. Now, it’s unclear that the message of “A” style rank still has to be on the screen or not… But there isn’t a way to know if you can activate hero mode or not.

In addition to that, I think there might be something strange going on with the flying… Since, once you lose your first life, you loose hero mode. And when you press the fly button then, you sprint away. Very slowly, sprint away. Yet, I had trouble starting to sprint several times when I press moving.

It’s early simulation

Reviewing or talking about early access games is quite tricky. Especially when they are still in development. You never know in how much detail you should go since a lot of things can change when you get the final product.

For example, I really like the animation system in this game. It’s goofy and gory, which fits this game like a glove. Especially when you make a great combo attack… The slowdown to show you the result of your attack is eye candy. And sometimes a much-needed small break in all that intense action.

That’s something I sometimes missed in this game. A spot or a moment to get a breather from the action. It’s intense all the way through, and you can’t let your guard down at all, or you are done for. And your ability to earn any of the achievements is done for.

Another example is that sometimes there is no music during gameplay. I had several times when the track just stopped playing and no new music track started. Sadly, it ruins the atmosphere, but I think this is something that will be fine-tuned and patched when the game releases.

Speaking of the music, the music is a nice heavy metal track that plays. I really enjoy it, and I’m curious to hear the full soundtrack once the game goes out of early access. Since, it’s the perfect music genre for this style of game. In terms of sound effects, this game is fine but still has some work. Sometimes you hear “god dammit” and I can’t say if it’s my character getting damage or a human dying.

Something I’m really on the fence about is that this game doesn’t have a save system. So, that means you’ll have to do each run in one sitting. I think that’s a shame since if you are in a good run and something happens like automatic Windows updates restarting your computer out of nowhere… It’s the end of the run. And failed runs don’t count for your “best run” in the main menu.

Finding the right balance between challenge, fun, and options is extremely tricky. I have no clue how to implement a save system during a run of this game. And it might open the door for a lot of other issues.

Just like deciding on the cooldown period of your powers. Personally, I feel that sometimes the cooldown is a bit too brutal. Quite often, I felt that the laser power cooldown was a bit too slow. Maybe I’m using the wrong strategy of running away from the cops and trying to kill the small gatherings of humans I left around the map, but the cops are faster than your laser power can regen.

So, what do I think so far of Conquer Humanity? Well, I think this game has an addictive concept where the fundamentals are here. It has that “one more try” and “one more round” written all over it. But, it still needs some polish with the controls and animations. Its biggest flaw is currently that the game doesn’t really explain all its mechanics enough for players to learn how everything works. So for newcomers to these type of games, it’s not the game to get into the bullet hell genre.

I recommend that you give this game a shot and give your thoughts and/or opinions to the solo developer since I think that this game has a lot of potential to be an amazing small indie title to test your skills at crowd control and bullet hell. I might be brutally hard, but it’s a game that feels rewarding for the small progress you made. I highly recommend this game to everybody who is looking for an action/arcade type game and looking for a great challenge with it. Since, there is a lot of game to learn here and it’s going to beat you, several times.

And that’s everything I wanted to say about this game in this preview. I might take a look at this game once it’s released to see what’s the finished product is. Thank you so much for reading and I hope you enjoyed reading this article 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.

A list of 10 games I’m looking forward to play in 2023

Let’s continue my yearly tradition with a 2nd top 10 list at this time of year. After my top 10 games of 2022 list, let’s take a look at the games I’m looking forward to playing in 2023. Now, for this list I only focused on games that are releasing in this year. Since, it would be insane if I’m able to predict which retro games I’m going to play this year and I don’t want to force myself to play certain retro games in a year. Also, creating this list is a great way to keep up with more recent releases. In this list, I’m taking a look in no real order at 10 games I’d love to play in this year. And I’m also curious what you all think of my list. Did I miss any games or do you agree with the games on here? Feel free to leave a comment in the comment section with your thoughts and/or opinions.

#10 – The Legend of Zelda – Tears Of The Kingdom (Switch – May 12th)

In last year’s list, I talked about how I’m a big Zelda fan. How I miss the top-down 2D Zelda games, but how Breath of the Wild grew on me.

As expected somewhat, this game didn’t get a 2022 release but is getting a mid 2023 release. In the middle of May, I shall be able to play Tears of the Kingdom on the Nintendo Switch.

I’m trying to avoid reading too many articles about it and ignore all other trailers then the ones I have seen in Nintendo Directs. Since I want to be surprised as much as I can while playing this game.

I’m really curious to see what they are going to do with this title… Will they continue more the trend from Breath of the Wild or if they bring more old school Zelda gameplay back, like longer and more in-depth dungeons? I just hope that there are a lot of new area’s to explore, and this sequel isn’t an “expansion” / “DLC” for the original game.

#9 – Fire Emblem Engage (Switch – January 20th)

Later this month, a new Fire Emblem game is coming out on Nintendo Switch. While I own a handful of Fire Emblem games, I haven’t beaten any Fire Emblem game. Yet, I still have a lot of fun playing these games.

I can’t really explain why, but when I saw the trailer for this game… I got really interested in this title. Because I felt that there are features that are really going to help me. For example, there is a training mode for the characters. So, I can grind up the characters if I can’t pass a difficult battle.

Also, we can create our own battle maps and share them online. This game has a sort of Fire Emblem Maker lite in the game! The trailer and the additional “Welcome to Somniel” video really sold me on the game.

Like Fire Emblem Three Houses, there is more to do outside of battles and that’s something I’m really looking forward too. And who knows, maybe this game will get me interested in playing all those Fire Emblem games in my collection that I still have to finish.

#8 – Spirit Hunter: Death Mark II (Also known as: Shinigami: Shibito Magire) (Multi-platform – Fall 2023)

Five years ago, I gave Death Mark a chance. A horror visual novel where you have to fight spirits to save your own life… Oh, count me in. The game was created by a small Japanese indie team called Experience Inc.

To my surprise, later the next year we got a sequel to that game called Spirit Hunter – NG. Both were amazing games and I replayed them last year to prepare myself for the 3rd upcoming game.

This game started development with a crowdfunding campaign in Japan. And for a long while, it was unsure if this game was going to come to the west. But, thankfully, we got confirmation that this game is coming to the west in the Fall. Most likely, we are going to see the 3rd entry in the Spirit Hunter franchise around Halloween. That’s my guess at least. And you can bet on it that I’m going to review this game on my blog when I have beaten it.

This game is going to play somewhat different compared to the first two games, but I simply can’t wait to experience it. It’s going to be interesting, and I’m so glad to see that this game series is getting the recognition it deserves.

#7 – Tintin Reporter: Cigars of the Pharaoh (Multi-platform – 2023)

For those who don’t know, I live in Belgium. A famous comic book hero from Belgium is also Tintin. In Dutch, we actually call him after his hairstyle. Kuifje is his Dutch name. So, when I learned that there is a game in the works about him, I bookmarked the website for a release date.

This game looks right up my alley. An adventure, puzzle game set in Egypt and various other places that also promises to be faithful to the original material. I simply can’t wait. The only thing I’m a bit disappointed about is that this game isn’t going to be translated into Dutch. But, then again… It’s going to be translated into French, which is the original language of Tintin anyway.

I just hope to see a release date in the near future. Since, I want to play this game and with the release date, I can fit it in my schedule for sure.

#6 – Suikoden 1 & 2 HD Remaster Gate Rune and Dunan Unification Wars (Multi-platform – 2023)

After I played Suikoden Tierkreis on the Nintendo DS, I always wanted to play the other entries in the series. But getting a copy of the games is pretty expensive on eBay for my tastes.

Now, an HD remaster of the first two games is going to be released this year and I can’t wait to give the original two games a try. Are they as good as the DS game or are they going to show their age? In any case, this is a wait and see thing.

Who knows how this remaster is going to turn out. But one thing is for sure, I’m going to give it a shot. Since, two JRPG’s in one package? Count me in!

#5 – Alan Wake II (Multi-platform – 2023)

Is it a surprise that Alan Wake, a series about an author whose horror story comes to life, is a series near and dear to me? As a blogger who enjoys writing stories himself from time to time…

In any case, after 13 years, we are finally seeing a sequel to Alan Wake. Of course, we got American Nightmare, but that game was more of a glorified DLC since it contained idea’s and a story that they wanted to implement in the original game.

There isn’t too much known yet about this game, so I’m afraid that this game might be a 2024 release… But who knows? Maybe this game has been in development longer than we think, and the game is going to be released this year. So, let’s see what Remedy has cooked up since I want to see what happens to Alan next.

#4 – Tales of Symphonia Remastered (Multi-platform – February 17th)

I enjoy watching YouTube quite a lot. I watch quite a lot of content on YouTube. Something I adore watching are gaming channels who have their own gaming review shows like Caddicarus, NitroRad, Austin Eruption amongst various others.

So, I have heard about the Tales series from them quite a lot. One of the games I really wanted to try from that series after playing Tales of Vesperia is Tales of Symphonia. And now I have the chance to play it without having to hunt down a copy.

I’m really curious to see if that this game is going to pull me into the Tales series. Since, after playing Tales of Vesperia… I just might. And maybe, after playing the game, I’m going to hunt down the spin-off sequel to this game on the Nintendo Wii and play through that. Oh dear, it might already be starting. But let’s first wait and see if I enjoy Tales of Symphania enough to want to continue the story since my free time is rather limited, and I don’t want to spend it on games I don’t enjoy.

#3 – Rise of the Triad: Ludicrous Edition (Multi-platform – Early 2023)

If we list all the big influential shooters from the ’90’s, it would be a crime if Rise of the Triad isn’t on there. You have DOOM, Quake and Duke Nukem as other examples of course.

But, early this year we are getting a remastered version of this game with new and restored content. Rise of the Triad is a shooter that’s on my backlog for quite a while and with this remaster I have the best excuse to jump into the game.

It’s coming out SOON(tm), so I know what to do. Refresh the page every so often to see if the “buy now” button is there. I’m so ready to make them EAT LEAD and burry them in my LUNCHBOX.

#2 – Minecraft Legends (Multi-platform – Spring 2023)

This game is being developed by Mojang and BlackBird Interactive. Now, why is this so important to mention? Well, BlackBird Interactive is a studio founded by former Relic Entertainment employees. Also, BlackBird Interactive is well known for their RTS HomeWorld.

So, that means that this game is going to be some sort of Action RTS game set in the Minecraft universe which is going to provide some additional lore to the series.

One of my favorite genres is RTS games. I’m not good at them, but I love playing them. So, I’m quite curious to see how an action RTS game in the Minecraft universe is going to look like. And how it’s going to set itself apart from the other spin-off Minecraft Dungeons.

From what I have seen in the trailers, it also reminds me a bit of the Overlord games. Yes, the one where you have to gather up minions for your tasks. And that makes me simply more excited. Since, I have played through the Overlord games and those had some amazing gameplay. So, in Spring of this year, I’m going to fight the Nether and save the overworld.

#1 – Master Detective Archives: Rain Code (Switch – Spring 2023)

When you watch the trailer of this game, it’s quite obvious that the people from Danganronpa are behind this game. The music, the gameplay… It all feels like a sort of Danganronpa 4. Surprisingly, this game is going to be a Switch exclusive.

I honestly can’t hide my hype for this game. I wouldn’t be surprised that this game is going to turn up as a review on my blog and maybe even in my top 10 games of the year. Yeah, I’m so excited about this game.

It’s even written by the writer of Danganronpa and the music is composed by the same composer. It’s almost like it’s the introduction of the next trilogy by the developers of Danganronpa and I hope it becomes as big as Danganronpa. Since, the idea’s behind shown in the trailer are a naturual evolution of the Danganronpa formula and gameplay.

But, I’m trying to keep my hype in check. So, that I’m not overhyped and that I don’t have unrealistic expectations of this game. Since, it’s a new IP and we have to wait for it to come out first. Let’s not judge this book by it’s cover too fast, while it’s pretty difficult to not do so.

Conclusion

There are a lot of games coming out in 2023, I simply can’t wait to play. I had to honestly stop myself from looking on schedulded games lists because I fear I’ll run my wallet dry.

Games like Octopath Traveler 2, the port of Kirby’s Return to Dream Land, Fatal Frame: Mask of Lunar Eclipse, System Shock remake, Pikmin 4, Slime Rancher 2, The Settlers: New Allies… Man, it’s going to be a great year for gaming. The only big annoying thing is that we don’t have a release date for a lot of them. The list of “To Be Announced” is so long.

Which is a good and bad thing. Since, that means that there is no date set in stone yet and developers can create a polished title instead of rushing it and bringing us a buggy or unfinished mess.

Sadly, 2023 is going to be a busy year for me because a lot of personal things are going to happen. But, I’m totally looking forward to the upcoming year. I have a lot of games to look forward too and I have a lot of games I want to review on my blog. Also, I have a few things planned in terms of live streams with my friends and speedrunning as well. So, if you want to keep up-to-date with me, I highly recommend to follow my Twitter where I post updates when I’m going to publish an article or when I’m taking a break. Or when I just want to share something short with you all.

Anyways, the year has already started and I’m so ready to get into this year. It’s time to play some games from my backlog and start writing on some games. But, I’m going to wrap up this article with my usual outro. 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 welcome you in another article but until then, have a great rest of your day and take care.

First Impression: We Who Are About To Die (PC – Steam) ~ It’s But A Flesh Wound.

Steam store pageOfficial website

Usually, I try to avoid writing about early access games. Especially when they are still in development. Because, you never know if my article and review is still going to be relevant down the line. But, this time I’m making an exception. A while ago, I got a press key for ‘We who are about to die’ from the solo developer of this game. The solo developer is actually a fellow Belgian and created this project out of passion. So, as a Belgian hobbyist blogger I feel I have to write an article about his game. Although, I got a press key to review this game you don’t have to worry. When I go into the arena to battle this game, you as the crowd will get my 100% honest opinion on this game. Now that the countdown is starting, and I’m readying myself to enter the arena… I hope you as the audience for this article tell your opinion/thoughts on this game and/or the content of this article in the comment section down below. So, let’s go and start the match!

Editorial note: the review version of this game is the first publically released version after the beta versions of this game. (Early Access v0.1)

A story discussion

In this game you play as a starting Roman gladiator who is trying to raise through the ranks. In general, there isn’t really a story in this game. This game more focuses on the gameplay and it’s mechanics. Depending on what you enjoy in games, this can be a positive or a negative. Personally, I’d have like a bit more world building with a small intro or something. There are several mechanics like the four hosts who remain a bit “faceless” because they don’t have a backstory at all in the game. Now, the backstory of your own fighter is created on your battles. That works a bit like Rogue Legacy, where you can create bonus traits on your previous runs.

At the other hand, I can understand that there is no real story in this game since now the game is more open and anything can happen. We can create the story and lore ourselves, which gives the game a more sandbox-y feel. This can help with immersion into the game. Now, because certain mechanics in this game… I think it would be hard to create a story of any kind for this game and the characters.

Maybe the only thing that I’d love to see in the future in the game is a bit more historical backstory in the game. What I mean by that is that, this game uses the terms like Aspirant. But, what is an aspirant? Some history lessons would be a nice touch to this game.

So, what do you actually do in this game? The idea of this game is that you play through various battles to build up your fame and budget. With the fame and budget you can acquire various things like new gear or bonus buffs. But, a stronger character doesn’t mean a guaranteed victory. In one of my runs, I did a 5 vs 1 match and my team of 5 was beaten by that one dude since he used a strong morning star that was tricky to block.

This game is somewhat unpredictable, because there is a lot of randomness involved, you have to decide if using your hard-earned cash and fame is worth it to heal or get better gear or better save it for another roll. But do you risk waiting? Since, you might not survive the next battle and the money passed on to your next character is only a fraction of it.

Let’s please the crowd

Trying to describe the genre of this game is one of the harder things to do. Part of the core gameplay is a fighting game. In the arena, you have to fight and win the battle. Depending on your performance, you may have multipliers for your gold and fame. But, if you please the crowd by making nice hits and not hitting your teammates, the crowd throws additional weapons and gear that might win you the match. I’ll talk more about the fighting mechanics later in the article.

This game is also a strategy RPG. Since, you have to strategically uses your resources to improve the gear and stats of your character. Also, the more you use a certain weapon, the more damage you do with it. So, you have to take that into account since you won’t be using the same weapon and gear throughout your run. Using your gear efficiently is key to survival in this game. I lost one run because I forgot to repair my shield and I got cornered with my enemies, and I was unable to get a shield that the crowd threw onto the battlefield.

Earlier in this article, I already talked about the randomness in this game. So, this game is also part roguelike. Due to the rougelike elements in this game… the game becomes a huge balancing act. This game isn’t the easiest out there, but it’s forgiving in a way. It’s easy to get back into the action with a new character and to build him up. But, since the new character has different stats and perks, the gameplay is new and fresh.

If I had to place this game in a certain genre, I’d say that it’s a sort of action simulation game about gladiatorial combat. Since trying to put it in a better category would be a nightmare.

Now, let’s circle back to the combat system. This combat system isn’t your typical combat system. The best way to explain part of the combat system is the following: image that the main controls of the fighting system is the Wii remote. This game doesn’t have mention controls but the idea behind it isn’t too far off. To swing your weapon, you have to left-click and swipe your mouse into the direction you want to hit. The strength of your swipe also influences the strength of the attack. Also, when you right-click to defend, the location of your shield or weapon depends on how you swing your mouse.

There are a lot of different layers to the movement and combat that make the combat feel janky and unpolished, but it’s the entire idea behind this game. Since, you can interrupt and attack and decide to throw your weapon or shield to the enemy instead. The combat system might need some more iterations for it to feel perfect, but it’s a unique system. It may put some people off playing this game, but I find that it adds to the charm of this game. Since now the game is a bit more newcomer friendly towards people who don’t play a lot of fighting games. You don’t have to remember a lot of combos for strong attacks, you need to learn how these directional attacks work and how to use them in your favor.

This brings me onto the point of the controls of this game. The starting tutorial explains the mechanics you can use in this game quite well. The only tutorial that can use some better wording is the tutorial on how throwing weapons work. It took me a while before I was able to get throwing weapons to work consistently. Now, it’s a bit funny how the wording in the Aspirant Trainer is better than the actual tutorial. This Aspirant Trainer is a great way to quickly check your abilities in the pause menu, when you are unsure how a certain mechanic works. A very minor UI complaint is that when you click the “?” mark outside of battle, is that clicking on it again doesn’t close the explainations. You have to “approve” it on an empty part of the screen.

A great piece of advice, stay in the tutorial area as long as you need to. Get used to all the mechanics and little quirks of this game, since unless you reset your whole character and everything, you are unable to return there. And trying to learn the mechanics on the battlefield is anything but a good idea.

The current gameplay loop is as follows. You start first on the battle preparation screen where you can decide to heal, get new armor, bribe enemies… Here you make the most difficult choices since a few bad mistakes might cost you your character. When you are finished preparing your character, you choose a battle to praticipate in and fight. This can be a 1vs1, 1 vs many and many vs many.

Overall, fights are short. Most fights are done in 5 to 7 minutes. Currently, there are only 12 out of the 14 planned arena’s in the game but every arena feels unique and has it’s own additional challenges and quirks. Like one has wooden panels you can hide behind and another has a central elevated stage. Depending on your preformance in that battle, you get fame and coins for winning the battle. Loosing the battle, will mean you have to start over with a new character but you can pass a few things on, especially money.

Your goal is to buy your freedom from being an aspirant. Basically, an aspirant is a prisonner in acient Rome that’s fighting for his freedom. These goals is extremely steep and aren’t easy to achieve. Don’t expect to get it with the first few characters unless you are very good in these type of games. The difficulty in this game is a bit unforgiving. But, it has that “just one more run” mentality written over it. That “I’m going to get it this time” phrase is one I said often. And then, I’m out of glory to re-roll the fights I can enter and I get fights I know I can’t win… And then I win one by the skin of my teeth.

I’m quite curious what the other gameplay types and modes are going to be. Those who you can see on the roadmap of this game.

This game is the excellent game for one or two quick rounds and can is even fun for longer play sessions. The balance of between being not repetitive and repetitive is small but currently the game is balacing on it just fine. Especially, since you have to fight with different weapons and a unique battle system that is so much fun once it clicks.

For seven years?!

This game has been under development for seven years. Most of it is done by Jordy Lakiere, and it’s really impressive. For example, the amount of detail in the visuals is mind-blowing. The game looks wonderful and runs extremely well. In the options’ menu, you can set your max frame rate to 60FPS or 120FPS, and let me tell you that this game runs extremely smooth. My gaming desktop is getting rather old, but I didn’t have any big frame drops or lag in this game.

The effects and animations used in this game are also superb. There are a lot of weapons & shield combinations, and they all have unique animations. Something I really like is how the game slows down when you are going to make a strong hit or about to kill an enemy. Sometimes the blood animations might be a bit overboard, but then again… It feels quite rewarding when you kill that one annoying enemy with that big shield that’s blocking all your attacks since the start of the match.

The only minor complaint I have about the visual presentation is that in team battles, it’s a bit unclear sometimes who is on your team and who isn’t. This issue is mostly present in nighttime arenas where visibility is lower or when the other fighters aren’t wearing a lot of armor. Due to your teammates following you, I sometimes mistook my allies for enemies. And that negatively impacts your rewards. But on the other hand, it can be a balancing thing.

In terms of audiovisual presentation, the game is also pretty good. The music is a joy to listen too but the sound effects and sound design really adds to the atmosphere. There are a few things I’d improve on. First, I’d change the sound effect when you don’t have enough gold to purchase an item to a more “error-y” sound effect. It’s a bit “basic” and didn’t communicate the message always. Maybe add a little visual animation as well instead of only a message in the left corner.

Secondly, I think the sound effects of the weapons breaking and/or throwing should be polished up. Quite often when I was playing a character with a spear, I didn’t realize I have thrown my weapon. I feel that those sound effects get a bit too lost into the gameplay and doesn’t communicate with the player enough when you are unarmed.

And finally, I feel like the pause menu should have music as well. Since, it’s quiet, and I find that a bit boring. It could also be a great sound test when you are in the options’ menu.

Something I really like is how this game has an in-game menu to report bugs. It’s easy to use and helps the developer to quickly gather bug reports and things that the players don’t like.

Speaking of which, here are a few things I’d change and/or improve:

  • You can only see the week you are on, on the battle select screen. Why not show it over the whole screen?
  • The music doesn’t “follow up” with each other. Sometimes there is a silence gap when one track fades out and another one fades in.
  • What is “mouse X” and “mouse Y” in the keybind menu? Is that moving up and down / moving left & right? And how would you rebind that?
  • Make it easier to compare stats of armor. Since, sometimes I had to write things down or take a quick screenshot.
  • Buying an item is only possibly when you click on the icon. It also only shows the stats when you hover over it. Why not the whole box?
  • Why not have items of different status like Legendary have a special color around the icon box? It’d be easy to swap things around from your storage to your character.
  • During the game, I’d change the option in the pause menu of “Save & Quit” to “Save & Quit to main menu”. Since, that’s what happens. You don’t quit the game.

Most of those are polishing suggestions. Now, the roadmap promises more gamemodes and more things that can happen… which is all fine and amazing to look forward too. But I hope to developer doesn’t forget that sometimes it’s not about the amount of content but about the quality of the content. That’s what I sometimes forget when writing as well. I sometimes forget to make sure I still enjoy writing and write good and informative articles instead of trying to push out one a week to have more articles.

Overall, I really enjoyed my time while playing this game. I took me a battle or two to “get used” to the game but then the game hooked me. If you enjoy action simulation games or just want to try something different… This game is excellent. The game is also still in development, so more content is going to come in the future. The game is also fairly priced at 22€ here in Belgium and with the amount of polish and content there is already here, it’s a steal. The developer is also very open in his communication. I mean, look at this massive thread about the received feedback and what he is going to do with it moving forward. So, the fact he is talking about addressing a lot of the current feedback in the first patch(es), is amazing.

I think I may revisit this game on my blog after a while, when there are more patches out to see how the game evolved. Since, this is a game to keep your eye on. I’m so glad that Jordy reached out to me to try his game since it’s a real indie gem and I can’t wait to see what he is going to do next with it.

And with that said, I have said everything I wanted to say about this game for now. This amazing gem of a passion project game that’s worth your time if you enjoy action fighting games with unique mechanics. I hope you enjoyed reading this article 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.

The Great Ace Attorney Goes To Review Trial

A collab review by AdventureRules & NekoJonez
Capcom pageNintendo.com micrositeWikipedia entry

Introduction

When the reader clicked open the link, they entered a luxurious courtroom where the jury, the prosecution and the defense were preparing themselves to start the biggest trial in their careers. The headlines didn’t lie. “Is this the great return of the Ace Attorney series?”. When the title dropped on July 27th 2021 on the Nintendo Switch and other platforms, the reviews started to come in. It’s a big departure from the previous entries in the series, and there is a split between the fans. So, two hobbyist reviewers and big fans of the series decided to battle it out in a courtroom and try to be able to answer the question once and for all. Is the game worth your time, dear readers, or is it not? Take a seat in the gallery and enjoy this duel in the courtroom, and feel free to let us know how we did and what you would bring to the table in this battle. 

The judge rose to his podium while he slammed down his gavel. “The court is in session. Is the prosecution ready?” the judge spoke while looking in the direction of the cat-human hybrid sitting behind the prosecution bench. “Yes M’lord” the prosecution answered. Then the judge looked towards the defense and asked: “Are you ready consul of the defense?”. The defense, trying to hide his nerves, firmly pushed up his glasses and said: “Yes, my lord. The defense is ready.” 

The atmosphere in the courtroom was tense. At one hand, you were surprised to see that these two fans stood face to face in this courtroom defending a game. You know that these two writers are good friends, and it’s not the first time they worked together. But now, it looked like they would eat each other raw to win this court battle. But, on the other hand, you were curious what arguments they would bring to the table. You were curious what their thoughts and opinions were about the game you were looking forward to. While you were lost in thought, you missed the judge asking the prosecution to give their opening statement.

“… so, The Great Ace Attorney Chronicles is a combination of two games that left the Japanese shores for the first time this summer.” the prosecutor said, while raising a scroll. “The original versions got released on the Nintendo 3DS way back in the summer of 2015 and the sequel in the summer of 2017. At first, the developers had no intention of bringing this title to our western shores, so fans took it upon themselves to translate the title. But, to everybody’s surprise, this title got an official translation and all the additional content and behind the scenes material got translated into English and as you all know…” the prosecution continued.

You raised an eyebrow, since the way the prosecution was acting looked a lot like how the prosecutor in the trailer of the game was acting. The only thing you were missing was the pouring of wine. Maybe the writer for the prosecutor got a bit lazy and copied the game a bit too much, you thought. You crossed your fingers in the hope that you would see more of his personal style shine through instead of copying the game too much. It would do this trial so much better if it was unique and not copying the established series and formula, you concluded. But, then you got a bit annoyed that you missed the actual opening statement. Thankfully, you read the headlines of the papers, so you know what this trail is going to be about. 

Visual Presentation

“Let’s start with the visual presentation”, the judge said. The attorney and the prosecution quickly agreed that the visual presentation is excellent in this game. “It’s a huge visual upgrade when you look at it from the 3DS games.” the attorney said. The prosecution somewhat agreed and said: “True, the attention to the details is exquisite. Yet, there were some moments when I felt some models looked off. Not polished enough when being brought over from the 3DS. There was even a puzzle that focused on 3D related technology that would have worked so much better on the 3DS. The fact that they didn’t implement something different or a solution for that… But, something that made me roll my eyes is how they reused the models for the jury. The excuse of ‘London is a big city, so you’ll find look-a-likes’ is okay, if it only happens once. It, sadly enough, happened more than once. Too much to count, to be frank.”

The attorney stepped in and said: “Those moments are few and far between. Besides, imagine the poor designers having to create 50 different character models and such to have unique juries. Let them reuse them, as long as there is variation, and it doesn’t get stale… they also justify it in most cases by having them literally be the same character and not just a lookalike. Ryunosuke even comments on it in one of the trials. So while I will allow that some may not like this choice, it was an intentional one on the part of the designers, and they did the work required to make it make sense in the fiction.” 

The attorney paused for a brief second, took a breath, and continued, “… If we are talking about the visual presentation, let’s mention the animations as well. The cutscenes in this game are way better animated than the previous title. The background is less static. The character animations are A+. Multiple times, I found myself literally laughing out loud at some ways these characters behaved. They strongly convey the personality and attitude of the cast.”

A sigh was heard through the courtroom. Of course, the prosecution had an objection. “The cutscenes are less static, I’ll give you that. But, explain to me why there are so few unique locations in this game. We visit the same hospital room in at least 4 to 5 different cases. You have a point that it would cost too many resources to make something unique each and every time, but why do the characters always have to mention… ‘Oh, what a coincidence… that place.’?” The prosecution slammed on his desk and looked straight at the attorney. “Now, let’s talk about the animations. I’m sorry, but I found that some side characters had more memorable animations compared to the main characters. Take Gina for example, her emotions were way more clear when you read her dialogue compared to the ones of Sholmes for example. Honestly, a bit more variation in the animations would be welcome. Especially, you see the same animations during give or take 10 cases this time and not 5. And maybe a few more if you include the bonus content.”

There was a silence in the courtroom. You felt that both parties were making good points. Indeed, the game looked amazing with various memorable locations. The attention to detail and the little nods to the rest of the series can warm any fan’s heart. But, you can also understand the other side of the argument. At first, this game was split into two 3DS games, and having repeat locations and almost the same animations on repeat, well that could get a bit dull and repetitive indeed.

A hammer slammed down, courtesy of the judge. “Okay, I heard both your points, counsels. But a game is more than just visual presentation and animations. Let’s move on to sound, the audio of this game. Let’s talk about that. Counsel of the defense?”

Audio and Controls

You noticed the attorney smiling and when he started talking, you felt the joy and passion of his words. “I loved this soundtrack so much, but of course, Ace Attorney always knocks it out of the park when it comes to music. There were perhaps fewer songs that stood out to me as all-time favorites, but I found that this soundtrack creates a more evocative atmosphere compared to the other games. Having differences in instrumentation and style depending on which country the characters were in made a difference.” the attorney said. 

The prosecutor squeezed the bridge of his nose and said: “Apart from a few tracks, I can’t agree more. There were a few tracks that didn’t hit the mark in my opinion. But, there is something that this game does that doesn’t sit a hundred percent right with me. Almost every character has his/her own theme. But, they like to use their own themes more during scenes instead of something that would fit the scene more. It made some scenes less memorable in my opinion. Then again, it did make the characters more memorable. So, make of the above point what you will.”

It was an interesting question. Should music in a game make a scene or a character more memorable? There was no real right answer for that question, you thought to yourself. And maybe that’s a question you should leave to game designers and producers instead of wondering it for yourself. While you were thinking about that question, you didn’t notice that both parties were talking about the sound effects in the game. You did hear the summary of it, thankfully.

“So, both parties agree that there is nothing wrong with the sound effects. Intriguing.” the judge said. “Let’s move on to the next section. Let’s talk about the various elements of the design.”

“The controls work pretty well. They are extremely responsive and made me feel in control of the whole series of events.” the attorney said. The prosecutor smirked, and you knew that it didn’t take long before a snide remark was going to come the attorney’s way. “Oh yeah? You are totally ignoring some frustrating things. Let’s talk first on when you go through the testimony of the witnesses, you don’t loop after the last statement to the first statement.”

The attorney shook his head and when he looked up to watch the prosecutor right in his eyes and remarked, “But that has an easy explanation. Just imagine being stuck at a certain point, and you skip the dialogue after the cross-examination where you get a hint to progress.” A sigh was heard. “Okay, I get what you are saying. But, think about this one. The original games were released on the 3DS. This version is on the Switch, where we have TWO additional buttons. One of these buttons could have been a sort of switch you could toggle for toggling between a loop or non-loop mode.”

There was no arguing with that. The prosecutor had a valid point there, but he wasn’t done yet talking about the controls. He rose a finger and said with a smile: “Oh, and one other thing. Let’s not forget that fast-forwarding in some scenes don’t even work correctly. The joint reasoning or the dance of deduction is slow when you have to repeat it when you made a few too many mistakes.”

A debate about some small, minor annoyances of the controls continued. You knew that finding the right balance between mechanics, controls and world-building is a difficult one to get perfectly right. There are always going to be things that work and don’t work. If flawless things existed, would they still be fun? From the controls, you heard the debating pair moving on to other things. 

Replayability and Difficulty

“How about you get two games, including the DLC and bonus content, for the price of one? You get 70, if not close to 80 hours of content to enjoy. Isn’t that worth the price of admission by itself?” the attorney said. 

“If only there was a demo for people on the edge to enjoy. That would make that deal even better. Yet, there are two things I want to touch upon. First, the DLC. You can use alternate costumes, but tell me… Why can you only use them in the second part of the game?” the prosecutor said with a slight annoyance in his voice. The attorney wanted to counterargue, but the prosecutor slammed his fist down and continued.

“Oh, and let’s not forget how everything is already unlocked from the start. Apart from a few things, you can start with the bonus material and totally spoil yourself with the spoiler warnings that could have been implemented a LOT better. Granted, all the bonus content is included, but honestly, after finishing the main game… I felt a bit burned out on the game and I haven’t touched the additional content at all.”

The defense attorney’s eyes were wide behind his glasses. The aggressive offense from the prosecution had left him somewhat stunned. He took a calming breath and spoke. “At least the game is somewhat replayable. I imagine it would be fun to revisit this game after you’ve seen the whole story and to recognize the moments of foreshadowing for what they really mean. Also, you can try to go for unlocking all of the achievements – called medals in this game,” he explained. “Oh, and the automated save system is a blessing. You can save essentially anywhere and if you mess up you lose almost no progress.”

“Those two are quite valid points,” the prosecution allowed. “Now, I think we are going to talk about the difficulty of this game now. Well, I have something to say about that. Something that couldn’t be avoided, with combining two games into one as a sort of collection, is that the first few cases in the 2nd half of the game are a bit on the easy side. Since, originally, you couldn’t be 100% certain if a player played the first game before the second. But, the game isn’t too challenging overall. The previous entries in the series were more difficult. That’s not to say that this game is a cakewalk, though. But, overall, this game felt easier compared to the previous games… But that might have to do with the fact I have been playing these games for years now. I actually found the leaps of logic in this game to be tougher than I remember some other games in the series being. In the second game in particular, I had a game over in every case due to moments where I thought the needed evidence was tricky to figure out.” After that long remark, the prosecutor paused.

He thought he had the attorney cornered. But, don’t ever underestimate somebody who is reviewing or talking about games for so long; a comeback can always happen. 

“I’ll allow that following the logic of an Ace Attorney game can be challenging,” the defense began. “But there’s a place for it. For series veterans, the unique brain bending mechanic of pitting two jury members to each other is a welcome addition. Meanwhile, for those who don’t want to deal with the challenge element of the game, there is a story mode where you just watch through the game’s story without any gameplay mechanics slowing you down. So for players who find the challenge to be a barrier, there is a way to experience the story without the puzzles getting in the way.” 

The judge was in awe, he didn’t have to interject nor lead the trail. Both parties were going from one topic to another and putting all their cards on the table. You knew, that’s because both parties have been analyzing games for several years, so they know what to watch out for. They chose to debate in this manner to talk about this game, they wanted to do something unique to review this game, and they were enjoying themselves quite a lot. Suddenly, you heard the hammer of the judge hit, and you looked up to him.

“Before you two ramble on and on about the game, let’s focus on the final two topics of this trial. These are gameplay and the story. Let’s start with the gameplay. Is this game fun to play?” the judge asked.

Gameplay and Story

This time, the attorney started with his argument: “I really liked the analysis sections and pitting the jury against each other. The summation examination mechanic is really solid and adds a lot to the trials. I also liked the Dance of Deduction mechanic for investigations, as it made a section of the game that I usually find to be kind of middling into something more interesting. Being able to examine most pieces of evidence is great and adds a layer of drama to the trials when you suddenly get something new and then a huge new clue comes from checking it out.”

And of course, as expected, the prosecutor wanted to say something as well. “I could start an argument that the game is somewhat repetitive. But, the game is for a certain audience. An audience that enjoyed the mystery novel gameplay. So, they won’t get too bored. And if they get bored, or burned out, they can take a break and come back to the game at a later time. I don’t have any counterarguments in the gameplay department. This game is easy to learn and if you have played previous entries in the series, it’s still enjoyable to play with the new mechanics and tricks it brings to the table.”

So, it’s time for the big one. The story. You didn’t want to miss this. Both parties agreed to keep this debate spoiler free, so you were curious how they were going to handle that. You heard the judge introduce and explain that fact, and both parties looked to each other, readying themselves for the most important topic of this whole debate. 

After a small pause, the attorney started: “I really enjoyed Ryunosuke as a protagonist and the way in which this story is all about building his self-confidence and him finding his path through life. Susato is a wonderful assistant character, and I found myself cheering for her all the time during my playthrough. While Lord van Zieks being racist against the Japanese people really bugs me, it made it fun to get the upper hand against him during the trials, and he has a powerful, evocative design. Also, let’s not forget that this entry has various moments where things don’t always have the rose colored ending we would come to expect.”

The prosecutor agreed, but had to add a few things. “Yet, it sometimes falls in the same trap that all the previous entries started to fall in. I found some sections to be a bit predictable. But, I’m not going to go too in-depth about that since we agreed to keep this debate spoiler  free. One thing I would have loved to see is more voice acting. The voice actors did an amazing job in the cutscenes to make their characters come to life. If only that was used more. Of course, it would be somewhat overkilled if the whole massive script was voice acted, but a bit more would be stunning. It would give more power to certain strong moments in the game.”

The attorney swiftly moved on and said: “It’s a breathtaking entry point for newcomers since it’s a totally new cast of characters. This has been my favorite storyline since Trials and Tribulations. The story is grounded and compelling, with lots of twists and turns throughout. Using two games to tell one big overarching story was a good move.” 

The prosecutor cracked his whip loudly, causing the defense attorney to reflexively flinch. The entire courtroom was paying attention to him. “But, there are a few things that could have been handled better in terms of writing. First, if you don’t understand English too well, especially British English… A lot will go over your head with the dialect writing and no option to turn it off. But, props for writing the script in that way, though. Now, if only there were more Japanese jokes and such snuck in when a case played in Japan. Speaking of which, there is no investigation section in Japan. Which brings me to my next point. The structure of the game feels weird in places. The tutorial feels too long in the first game because of both the first and second chapters being tutorials (one for trials and one for investigations). The first game essentially only has two proper cases in it, and the trials are never broken up by investigation sections, so the investigations feel super long.”

He left a small pause to try and read the room. It looked like he wanted to say something, but he was unsure if he should mention it or not. You could read in his eyes that he has seen this dilemma before. Should he talk about something that might spoil the whole game before or should he leave it out since they agreed not to talk about spoilers in their debate? 

So, you sat there looking at both parties argue. Each party had great points to bring to the table. You could totally understand where both parties were coming from. But, now it’s up to you, dear reader, to draw your own conclusion. Yes, the writers of this collab are taking that ‘easy’ way out. Now that you heard the negatives and the positives of the game, what do you think? Let us know in the comments down below, and maybe we shall ask you to be our next witness in this trail to answer the question in this trail once and for all. 

Editorial note: the portrayals of the prosecution and defense represent the combined views of both NekoJonez and Adventure Rules, who each contributed pros and cons to the review. 

Additional note from me, NekoJonez: Thank you so much Ian from Adventure Rules for working with me on this! Your art, advice, proof reading and advice made this collab come out the amazing way it did. Really check out his blog and his Twitter if you want to see more of his work. It’s amazing and worth checking out! Thanks buddy for this collab and thank you for all the support man!

Review: AI: The Somnium Files – The Nirvana Initative (Switch) ~ Let’s Dive Again

Official English websiteWikipedia page

One of my most favorite genres is an adventure visual novel. A game with a deep story with memorable characters and unique gameplay that draws you into the world of the game. Examples are Corpse Party where a cursed school plays tricks on your mind or Ace Attorney where you play as an attorney that takes on the strangest cases. I could list examples here for quite a while, like Time Hollow, where you get a pen that can mess with the past in certain circumstances. My favorite series in this genre are the Nonary games. I sometimes quote various moments to this day. I was beyond excited that after the trilogy ended, a new series by the same writer started in 2019. AI: The Somnium Files. Now, after I finished that game, I couldn’t wait to see what Kotaro Uchikoshi and his team were going to turn out next. And that is a sequel to AI: The Somnium Files, which picks up 6 years after the original game. But is it any good, or is this a sequel that we should avoid? Well, that’s what I want to talk about in this review. This review is spoiler free, so if you haven’t played the game… You shouldn’t worry about that. But in any case, let’s dive right into the game while I welcome you to leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article.

Editoral note: this game also released on all other major platforms. I chose to play this game on Switch since I played the original on Switch as well.

Have you played?

In the original game, you took on the role of Date. An investigator at ABIS with a special AI companion implanted in his eye. Now, in this game, that isn’t really the case anymore since the focus is more on daughter Mizuki. In this game, you also play as Ryuki who is another investigator at ABIS. Both these agents are involved in a cold case which they are trying to solve for their own reasons. After the case going cold, suddenly 6 years later a new clue is found that totally reopens the cold case. So, why did the case turn into a cold case and why suddenly after 6 years are there new clues found?

In terms of explaining the story, that’s all I’m willing to say to avoid spoilers. I know I might be cutting it a bit short or being extremely vague, but this is a sort of game where you should go in as blind as possible. The story in visual novel adventure games like this one are best experienced as blind as possible. At least, that’s the way how I enjoy it the best. And sidenote, to avoid spoilers I’m going to explain some things in this article with rather generic terms instead of the in game terms.

Something that really surprised me in the opening few minutes of the game is that there is something implemented that is something I think should become a standard in other visual novel games. A sort of check to avoid spoilers of the original game. Since this game is a sequel, there is a potential that people start with this game before the original. And if you won’t get yourself spoiled on the previous game, certain pieces of dialogue are changed if you are unable to answer the questions about the ending of the previous game. Then, it skips over the dialogue that spoils parts of the previous game. Apart from a few lines, it doesn’t change too much, so you won’t be missing out if you answer the question or not.

In terms of writing, this game really delivers. The new characters don’t feel out of place at all. I honestly sometimes felt that the new characters were background characters in the original game… The voice acting in this game is one of the strongest points of this game. They make the characters come to live and pull me in the game’s world so hard. There are some weaker moments in this story, but overall, these are far and few between. In general, this pacing and story of this game is good.

Something that’s really great in this game is that there is a sort of glossary. When you forgot who a certain character is or what a certain word means, you can easily look it up in your file. There is some amazing value in there as well. So, I highly recommend reading through it.

Explore the dreams

Just like in the previous game, in this game you have to explore people’s dreams to find answers and clues for your investigation. If you played the previous game, it’s very familiar. In these explorations, you have 6 minutes to unlock the mental locks of a person to find the big clue that’ll let you progress into the game. Each interaction costs a certain amount of time, so you have to be careful and really think your actions through.

You do have 3 “retry coins” you can spend to travel back to a previous checkpoint. So, if you mess up, and you want to restart a certain section with a bit more time, you can travel back. If you don’t have enough retry coins or game-over, you’ll have to restart from you’re the start of the exploration. Also, in these explorations, it’s possible that the story splits into two paths. Now, I highly recommend that you explore all paths to the end before going to another path.

There are some additional mechanics during these explorations that can influence the time used, but that mechanic is somewhat underused in this game compared to the original. I played this game on the highest difficulty setting and to be honest, while the puzzles are interesting and a blast to figure out… I found them a bit too easy. Furthermore, I have to admit that I had to write some puzzles down on a piece of paper, but rarely did I get stuck or didn’t know right away how to solve a puzzle. The original game was more challenging.

With that said, it doesn’t mean that with easier puzzles that this game is less fun. Maybe I got lucky in figuring them out, or the experience of solving these puzzles from the previous game helped me out here.

Something I really like is when you full beat one of these dives, you unlock that dive without any time limitations. So, I can find out what the dialogue is in the wrong options and enjoy more of the enjoyable writing of this game.

This game controls extremely well. I don’t have any complaints on how this game controls. There is one minor complaint I have. There is one mini-game in the pause menu, which you can’t select by going through the menu. For the longest time, I thought I was able to only play this in handheld mode, but you just have to press the minus button on the controller to enter it. But I’ll talk more in depth about the mini-games and such later in the article.

So, these explorations in people’s minds isn’t the only mechanic in this game. There are also reconstructions you have to do. This is where you have to search for clues in a crime scene to answer a question. These moments are a lot less punishing since they don’t have a time limit.

These moments are a nice distraction to the game. Since, they help to sell that there is actual investigation work going. Yet, some of the hardest puzzles are in these sections. But, if you get stuck, the biggest hint I can give is to write the puzzle down. In these sections, there were one or two puzzles that would work a lot better if you were able to look at the clues, so that’s why I highly recommend you to write them down.

Another gameplay section of this game are the moments with quick time events. These moments are easily the weakest link of this game. I found these moments a bit boring since they are basically an interactive cutscene. You know when they are coming and these moments would have been so much more fun if they weren’t quick time events since they slow the scene down when they happen and these scenes are supposed to be fast paced actually. I’m sorry, but the implementation of the quick time event scenes in this game isn’t the best in this game. All these moments blend in with each other a bit too well.

Now, you can change the difficulty of the quick time events and the exploration moments. So, if you want to focus more on the story instead of the gameplay, that’s totally possible. Lowering the difficulty makes the game easier since it has less penalties for you. The game doesn’t lock any content away from you by lowering the difficulty.

The final gameplay section you have in this game is the investigation section. Where you go from place to place, so you can talk to the various characters to gather more information. During these moments, you can look around and investigate the environment for additional world & character building, jokes and dialogues.

These moments are just the right length. I never really felt that the conversation went on for a bit too long. Also, you can save during at any time during these moments, so when you have to leave the game and want to come back, you can comeback to a save point. This game also saves automatically. But speaking about saving and loading, this game has only one save slot. So, don’t forget about that.

Costumes and such

The music and sound design in this game is quite enjoyable. The music fits this game as a glove. I have already added it to my playlist, so I can listen to it while I’m working.

In terms of sound effects, the high quality is there as well. I don’t have any complaints about them. Most of the sound effects are just like the previous game, and they worked extremely well there.

Visually, this game looks excellent. There are some very minor rough spots, especially in low lighting, but they didn’t bother me too much. Overall, the visuals fit the atmosphere of the game extremely well. The new locations created for this game fit extremely well in the world. The animations in this game are great as well. I did notice some minor animation flaws here and there, especially with the mouths not always closing after some dialogue. But on the other hand, they help put the expression of the character come to life.

Now, let me talk about the performance of this game. Overall, I noticed barely any performance problems during my playthrough. There was some minor slowdown here and there and I felt like some cutscenes ran at a bit lower framerate compared to the rest of the game but overall, nothing really major in that regard. The game did crash on me. Three times even. Thankfully on moments where I didn’t loose to much progress but it did happen.

This game took me around 35 hours to complete and also to see some of the additional content. So, I think that the price is totally worth it.

One of the last things I want to talk about are the mini-games and the DLC. There is DLC for this game in the forms of alternative customes for the AI assistants in this game. Overall, the additional content is quite cheap but it’s 100% costmetic. If you are a fan of silly alternative customs, they are the right fit for you.

Now, during the game you can unlock eyeballs. With these eyeballs you can purchase the unlocked costmetic items via the bonus menu in the main menu. You can also unlock concept art and other materials. Some of these items even have some easter eggs in them!

What you can buy with these eyeballs depend on your progress in the game. Now, something I really like is how you are unable to unlock everything when you have seen the true ending of this game. You’ll have to go back into the game to go in alternative routes and maybe try the wrong options to have a new evalution. There are in total 40 evaluations to unlock and completing the true ending, I still had 16/40 left to find.

The only dissapointing thing is that there are barely any hints in the game to find these remaining endings. I think it would be a nice feature if you are able to see on which day you can unlock that evalution after you have seen the true ending. This doesn’t take away the challenge of searching for the ending since each day has a lot of content to go through.

There are two “mini-games” in this game. One is a sort of advice room where the AI assistant of the character you are playing as plays a sort of shrink for you as the player. I rarely used this mode apart from it also being the dressing room of the costumes you bought. The combinations you can make with dressing up your AI ball are numerous. I just wish that there was a button to “sync” costumes between them.

Anyways, there is one other mini-game I have to talk about. This is a sort of Tamagochi where depending on how you answer the questions, your tamagochi AI-ball evovles into different AI-balls. Each 20 minutes you get a question. You have four different possible replies. Depending on your replies, a certain stat increases and you can get another creature. Since, it all depends on the stats you increase. You can also unlock a guide when you reach a certain type which can help you unlock all the others. It’s an enjoyable destraction to the game but apart from it being a nice source of eyeballs to purchase costumes, I found that there is nothing really to it. While I can totally see some people enjoying this, I’m not one of those.

Overall, in this article I have mostly praised this game. But, there are a few things that don’t work at all and can be improved in a patch or a sequel. The first big thing is the small font of the option menu. If you play this game in docked mode and sit a meter of two (which is +/- 6 feet), the option screen becomes close to unreadable. Thankfully, there is a zoom feature on the Switch and the top right infobox gives some hints… But still, that menu is too small. If they wanted to keep the same visual design, just make more pages with a bigger font.

A nitpick I have is that when something is added to the file, and it’s in the manual… The green dot is so close to the binder of the manual that you can barely see it. I think changing the color of the manual in the file would have been a great move.

Another nitpick I have is when you go to the bonus section from the main menu, you only see Aiba there. I have never seen the other AI-ball there. I found this a missed oppertunity. It would be kind of fun to have a random chance to see either Aiba or Tama there.

The final thing I dislike about this game is that there is no real run button in this game. You do have a skip button, that’s pretty close to the “auto” button, but you can’t run in explorations. I would even not mind it with having a run button and it costing twice as much time to move around… Since, the walking speed is a bit slow when you are playing again to find the other endings.

So, with that said, I have said everything I wanted to say about this game. So, I think it’s high time to wrap up this article in a nice conclusion so people who are looking at this article to know if this game is any good or not and don’t want to read everything have something to quickly read.

Conclusion

The good:

+ Enjoyable story where you can avoid spoilers of the original.

+ Amazing soundtrack.

+ Creative puzzles.

+ Great controls.

+ …

The bad:

-Some slowdowns/crashes can happen on the Switch version.

-Too small options menu.

-Missed chances with quick time events.

-Some minor issues in terms of polish like one of the mini-games being reachable with a button instead of it being highlighted when scrolling through.

Final thoughts:

To answer the question I posed in my introduction, I think that this game is a worthy sequel to the original game. The game is quite a lot of fun to play and I had a blast playing it. The game has it’s weaker moments but those overall are no big issue compared to the overall package. This sequel can also be a great entry point into the series and there are a lot of winks to veteran fans.

There are some issues for sure and the story has some weaker moments but I might repeat myself but the positive and fun moments far outweigh the negative moments. I enjoyed this game so much when it finally released here in Europe that I even pulled an all nighter during my summer break while playing this game. It’s so much fun.

Thanks to it releasing in my summer break, I have already beaten the game and now I’m looking for the things I missed but so far, it’s one of the best games I have played all year.

Personally, I highly recommend this game to everybody who enjoys adventure and/or visual novel games. This sci-fi thriller story is a blast to play through. This game comes also recommended if you enjoy playing mystery solving games. The original game now has a demo as well on the Switch eShop and if you enjoy that, this game or the original are going to be such an amazing time!

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

Score: 90/100

First Impression: Neutopia (Wii U – TurboGraphix16) ~ Is this Zelda?

Wikipedia entry

There are a lot of different Zelda clones out there. And to be honest, I don’t mind it at all. It keeps Nintendo on its toes in making the next Zelda game. If it’s not good enough, then the clones have a chance to be the next big hit. Recently, I took a look at some of them. Blossom King and Lenna’s Inception are two good examples. So, during my week off this week, I was browsing the Nintendo Wii U eShop and I discovered Neutopia. At first, I thought it was an indie developer creating another 2D Zelda clone, but I was quite surprised when I saw that the developer was Hudson Soft. So, I dug a bit deeper, and it turns out that this game was never released in Europe until the Wii and Wii U era. So, why didn’t we get this game, and its sequel over here in Europe? Was the Zelda clone not good enough, or did we miss out? Let’s find out, while I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the content of this article and/or this game.

Is this Zelda?

I find the story in this game quite amusing. It’s, to a certain degree, a cross between your cliché Zelda and Final Fantasy story. Change the Triforce with crystals. Sprinkle some Zelda II with a sleeping princess in a shrine, that instead of getting cursed… gets kidnapped Link to the Past style. Oh, and let’s not forget that the crystals are elemental crystals. The story is silly but oh so amusing to me. The story isn’t the main focal point in this game. Besides the main character, the villain, and the princess… There aren’t many unique characters in the game. Which isn’t a bad thing. The name of the villain is hilarious, actually. He is called Dirth, yes… dirt with an additional H.

In terms of gameplay, this game is everything I could hope for. This game is Zelda I at its heart, and I love it. It didn’t take long for me to get immersed in the game and start exploring the world. All the mechanics were clear to me right away. I had to explore the lands, find the dungeons and find all the medallions. I started out with a sword and started exploring. The controls are extremely easy to learn as well, so in no time I was in the action.

Something that took me by surprise is that there are only 4 dungeons. But, there are two medallions in each dungeon. So, you’ll have to explore them quite thoroughly to make sure you found everything. Speaking of exploring, I was afraid that I would have to look for ages for the various dungeons since the game also copied the “map” system from Zelda I. Thankfully, you have a Charmed Compass that points you into the general direction of the dungeons.

There are no keys in this game, so no locked door puzzles. Yet, the map system has a unique feature. It plays a special sound effect whenever you are near a boss or a medallion. This brings me nicely to the audiovisual presentation of this game. The music in this game, oh heavens. The music in this game is excellent! This chiptune soundtrack fits the game so well and is one of the best things in this game. It made the exploration and trying to beat the various challenges the game gives you even more fun. The sound effects are decent too, if only I wished there were a bit more of them to make the enemies and weapons come more alive.

Is this game hard? Well, if you know how to play Zelda I, it’s not hard at all. You have to know that you can burn bushes, push rocks, and that villagers are hidden all over the world that gives you VERY helpful advice. For real, read what the villagers have to say. The only nitpick I have is that when you accidentally press the skip button, you’ll have to exit and re-enter their location to know what they said.

This game is also somewhat forgiving. When you die, you go to the latest checkpoint you saved at. So, whenever you did something big or before a dungeon, remember to save. This isn’t your modern game with autosaves. The save system is unique, when save you get a very long password and the chance to save in a slot. But do yourself a favor, and only use that save feature to create checkpoints so when you die, you don’t lose too much progress and use the actual save states of the virtual console to save. I found that much more reliable than the load system. Especially since the save slots are RAM-based! Any RAM memory can be overwritten. The only thing you lose is a bit of gold.

The items that enemies can drop are the exact same as in the first Zelda game. Apart from having different sprites. From gold, bomb to even a time-stopping power up. And if you listen well to the villagers, you’ll know what each item does, since they hint at them pretty well.

Visually, this game looks amazing. The only thing I found a shame is that there were no real towns or anything in the game. But that’s a minor nitpick since, evener then, the map is quite memorable and great fun to explore. Of course, you have your typical locals from a forest, mountains, and desert, but they all fit the world so well. Strangely enough, there is no ice/cold area in this game. That’s something you don’t see every game every day. But, we don’t see perfect games every day either. Yet, is this game one of those?

This isn’t as good as Zelda.

Sadly enough, no. This game has some flaws. The first is the bombs. The big issue is that you need way too many of them to beat the game, and you can only carry 8 of them at the start. There is also no easy way to farm them, so when you require more… It’s enemy killing time, and cross your fingers they drop bombs. And bombs are one of the few items that stack. When the wings drop, to easily escape to the last save point, you can only have one. Even when you picked up two. … Okay, you can carry two health points.

There is something I feel a bit mixed about, and that is some villagers. Some villagers give you special rewards like money. But only once. That alone is just fine. But, here is the annoying thing. If you die and go back to that spot, you can’t get the money again. Yet, when I think about this… It makes a bit sense too. Since, if the reward of the villager is higher than what you lose when you die… It would be money exploit waiting to happen. If only you could decline the money before you get it, that would have been amazing.

Now, that it was difficult to create a good map system on an 8-bit system for Zelda I, I can totally understand. You only have so much RAM and resources to play with before the system starts to lag. But, on a system that’s at least twice as powerful, the map system can do more. The map system is a huge mess in my eyes.

First, there is no overworld map, so you don’t know where you are in the overworld. Something that the first Zelda game actually did! Second, after getting the dungeon map, it resets the visited rooms when you leave the dungeon by any means. And third, it only shows you the rooms for the first medallion. Which in itself isn’t a big issue, but it’s a big issue since when you die exploring the second part of the dungeon, guess what… The map is reset and the new rooms are gone! Oh, and I hope you remembered where to bomb to continue.

Sadly, this game has the same annoyance as the first Zelda game when it comes to hitboxes. During my playthrough, I felt that sometimes it was easier for the enemies to hit me compared to hitting them. The fact you can’t hit enemies diagonally is a huge issue. Since, when you aren’t lined up right… You don’t hit the enemy, but they hit you. Well, you can hit enemies diagonally but not with the sword. Just increasing the hitboxes of the enemies by a tiny bit would have solved this issue.

Something minor about this is that some airborne enemies were tricky to know when you were able to hit and not hit them. Speaking of iffy enemy design, I found some enemies a bit too cheap. Those mud crawlers are so annoying in predicting where they will turn up.

Now, I think I said almost everything I wanted to say about this game. I honestly think it’s time to wrap this up in a nice conclusion.

Is this worth your time?

For this conclusion, I won’t beat around the bush. If you enjoy any 2D adventure game like let’s say: Zelda I, Blossom Tales, Lenna’s Inception, Fairune… This game is right up your alley. This amazing retro title is an excellent time waster. It does have some flaws, but when you get used to the flaws, this game is stunning. Currently, I’m halfway done with the game, but I couldn’t wait in finishing the game before I started writing this review.

This game brought me back to the joy of 2D Zelda games. Which is one of my favorite types of games. Just keep in mind that this game is a retro game and the things I talked about in my review, and you are golden. I’m playing this game blind and not using a walkthrough at all. It’s a blast, and can’t wait to see what the game is going to throw at me next. And let’s not forget the sequel! Which improvements were made and is it going to be as much fun as this one?

Now, if you decide to play this game… I personally would advise you to play this game on the Virtual Console or PSN. If you want to play it on the TurboGraphix 16, be careful with saving in the cabinets/save files. Do write down your passwords. Since saving to RAM… I don’t trust it personally. And sadly enough, the passwords are long and complex. It’s case-sensitive even.

I highly enjoyed my time with this game, and I can’t recommend it enough to fellow 2D adventure game fans and retro game fans. But, I can totally understand that because of its age and quirks, this game might not be so enjoyable for everybody. But, give it a chance, I really think it is worth it.

And with that said, I want to thank you all 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 to another one, but until then, have a great rest of your day and take care.

Those annoying mud things :/

Game Quicky: Mystik Belle – Enchanted Edition (Switch) ~ The Metroidvania Witchschool Adventure

Nintendo.com micrositeWikipedia entry

So, I was browsing the Nintendo Switch eShop one day and I came across this game. Without doing a lot of research, I bought it since it looked like an interesting indie Metroidvania game. I didn’t know that a big studio like WayForward helped the developers Last Dimension in publishing this game to the Nintendo Switch. For some reason, I didn’t realize that this game is a port either. Even with the subtitle “Enchanted Edition”. In any case, I was also surprised to learn that this game is created in GameMaker Studio. A tool I used to learn about game development when I was younger. But, with that said, how is the actual game? Is it worth your money or should you rather focus on the original edition or is this a game you could skip without hesitation? Well, I’m here to give you my opinion and while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of this article.

Witchschool

Usually, I write something myself to explain the story. But, the way the developers described the story is so good, I’m going to quote it here:

Being a student of mysterious art is a daunting task, doubly if you are Bell McFay – a freshman at the Hugmore Magic School. The teachers and staff are mean, I have few friends, and my grades are poor. Worst of all – Bell tends to be in the wrong place at worst. When she stayed up late to practice the magic of fire, for example tonight, but was instead assembled to confuse ancient rituals. And is there a better way to punish the unlucky first-grader than to prosecute her for an impossible job on the worst night of the year? Reproduce or exile Walpurgisnacht Brew. The sound of expulsion is beginning to improve as all types of spies hijack the school.

Official story on the eShop page

There is no voice acting in this game, so the story is told through text boxes and the environment design. Overall, the writing in this game is good. It sets up the arc of the game nicely without a lot of technobabble to pull you out of the experience. It’s quite difficult to review the story of this game because this game is somewhat short. This game takes around 5-ish hours to beat.

Usually, in these short games, I expect the story to grip me and focus more on telling a good story with interesting mechanics like Super Liminal or There Is No Game. Yet, this game doesn’t do that. I’m not saying that the story is bad, it’s just that this game focuses more on the gameplay and it’s puzzles than the overall story. This isn’t such a big negative in my eyes. While, yes, the setting and the atmosphere gives the story a lot of potential… I’m just extremely happy that it’s not bloated or is just filler to make the game longer. It’s to the point and quite enjoyable.

This game almost plays like your typical Metroidvania game. If you don’t know what a Metroidvania game is, compare it to games like Monster Tale, Blossom Tales, Lenna’s Inception amongst others. You explore large area’s where you learn new skills and abilities to help you on the way and discover secrets. Now, what this game does special is that this game has also a focus on puzzle elements and a whole inventory mechanic. In extremely rough terms, this game is a giant fetch quest in a Metroidvania game.

And it’s a lot of fun. I love exploring the school and trying to figure out which abilities I’m going to get to explore more of the castle. The responsive controls were so easy to learn that I was able to get the hang of the mechanics quite easily. The only thing that is different compared to your typical Metroidvania games is that there are no save rooms in this game. The game autosave when you change rooms. But that’s anything but a negative, to be honest.

Now, there are two ways to play this game. You can play through this game with warp chests, that help you with your inventory and makes the game a bit easier. It also gives you the option to choose if you restart the room or start from the counsel room. Or you have the harder difficulty, where you don’t have: warp chests, restart the room and the enemies hit harder. So, you can play on the difficulty you enjoy.

I really love shooting my fire spell around and leveling it up when I killed more enemies. I really liked running around this school with the amazing pixel art and animation. The game looks amazing, and the level design is well done for a Metroidvania game. While the level design makes the school feel less like a school since you don’t see a lot of classrooms and weird architecture, the pixel art is so good-looking and well-designed that it doesn’t bother me at all. (Only my really harsh critic side, tho.)

Not only does the game have amazing visuals and animations, the music is a jam. It’s amazing chiptune by Dan Rogers. I have listened to it while writing this article and I liked it so much that I decided to buy the whole soundtrack from Dan Roger’s Bandcamp I linked earlier.

Something that’s quite impressive is that this game is the love child of Andrew Bado. He placed so much love and care into the game. I mean, he even made an option where the dialogue is child-friendly in the PC version. Yes, an option! That’s something I can applaud. If only this came to the Switch version.

Almost there, Bell

I have thrown quite a lot of praise towards this game, but I’m sad to say that this game does make a few mistakes or things I don’t like. Let me first talk about the health system. There is one thing I didn’t like at all. That’s the way you heal. To heal, you have to pick up hearts that can randomly drop from enemies. The hearts drop where you kill the enemy. So, if you kill the enemy while it’s in the wall, since your projectiles go through into the wall… Your health pick-up is going to be stuck in the wall. And those don’t get attracted when you get close.

Also, there is no “quick heal” method or room. The health you have is the health you start with when you respawn or restart the room. So, when you are low on health, you better find a room where you can grind enemies to grind the health drops to get back to full health. This is one of the few moments where the game just stopped in its tracks, to be honest. Granted, you could restart at the counsel room with full health, but then you have to backtrack all the way… That isn’t fun.

Now, here is something I really found annoying. This game has an amazing mini-map, but why can’t I look at it with more detail? In this game, you have to gather and manage a lot of items. Around 60 in fact. And they are spread out over the whole map. But, remembering which item goes where is a real pain. Either having a quest list and/or which character is where it could have helped so much. Thankfully, the map is rather small, so going through all of it and trying out which item goes where wasn’t such a pain. Yet, I really missed a feature a like that in this game.

Sadly enough, there is actually a second thing I don’t like about the health system. There is this mechanic where you are able to kill enemies by just colliding with them. But this costs health. Now here is the issue with that, the sound effect and visual feedback is so similar to normally killing enemies it’s confusing. Something to improve this would be another sound effect if Belle gets hit compared to when she kills an enemy. Since, overall, the sound effects are excellent.

One of the final things I want to talk about is the pacing. In this game, you need to get three ingredients and something that really surprised me is that the second act is short. But this is an extremely minor complaint, a nitpick even. As big as a nitpick as the I find it a shame that some nice designs like statues go to waste since they are mostly in the dark. But, then again, it adds to the atmosphere and gives off a slightly creepy vibe.

Now, I think it’s high time for the conclusion, don’t you think? A summary of what I think in general about this game and trying to answer the questions I asked in the introduction of this article.

Let’s play or let’s play?

Is this game worth your time? Yes, yes it is! While the game has some annoying things like I talked about in the previous section, I really think that the positives highly outweigh the negatives for this game.

Now, if you would ask me… Which version should I play? Then, I have to answer the enchanted edition on Switch. It’s quite difficult to answer what’s new in this version since you don’t have an official change log but reading from the Twitter feeds of the developers it seems that it’s mostly a graphical upgrade and various tweaks to make the experience more enjoyable.

It also looks like this game is going to have a sequel or expansion from what I’m reading on the developers twitter feed.

I’m so glad that I gave this game a chance, since because of this game I discovered a very passionate developer that loves creating charming games like this one. I really enjoyed my time with this game, trying to figure out which item goes where. While it’s tempting to use a walkthrough, I highly advise that you don’t. There is barely any moon logic in this game, and it feels so much more rewarding to play it blind.

The charm of this game is just amazing. Mystik Belle is a hidden gem that more people should know of and play. This game has so much potential even while I haven’t finished the original, I’m already hyped for new content that’s upcoming.

And with that said, I want to thank you 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!

Publishing: BlueStacks launches BlueStacks X, the world’s first cloud gaming service for mobile games

BlueStacks X is free, live in 14 countries with 200+ games, available via the browser, native client/apps and Discord bots

London, United Kingdom, Sept. 30, 2021 – BlueStacks Inc., a pioneer of Android gaming on PC and the world’s leading mobile gaming platform, today announced the release of BlueStacks X (beta), the world’s first cloud-based game streaming service for mobile games. BlueStacks X is available on Windows 10 and 11, Mac, iOS, Android, Chromebook and Raspberry Pi. It is the only cloud gaming service on the market that offers free game streaming for mobile games across platforms and devices.

BlueStacks X (beta) is powered by hybrid cloud technology, built in partnership with now.gg,  BlueStacks’ sister company. Hybrid cloud enables the cloud to offload parts of compute and graphics rendering to the endpoints, dramatically reducing the cloud costs and enabling users to enjoy a free service. This can be achieved both with using a native client and browsers capable of native graphics rendering. This technology works transparently and does not require any integration from game developers. 

“BlueStacks App Player recently crossed 1 Billion lifetime downloads. BlueStacks X is a natural next step for us. Hybrid cloud is a big technological breakthrough which makes it economically viable to launch the service,” said Rosen Sharma, CEO, BlueStacks Inc. “We are a trusted partner to top mobile game developers. There is a lot of excitement among them about BlueStacks X and some of the other innovations we have like deep Discord integration.”

“These days all gamers practically live on Discord. Launching BlueStacks X as a Discord bot is so innovative and smart. We can literally just click a link and jump into a game. I can customize the service for my server, way cool,” said Aevatrex (Jonathan Fermin), leading mobile gaming influencer. 

BlueStacks X can be accessed via the mobile browser on iOS, Android, Windows 11, Mac, Chromebooks and even some smart TVs. The BlueStacks X native client is available on Windows 11, Windows 10 and older versions of Windows. BlueStacks X can also be used by BlueStacks App Player users.

BlueStacks X (beta) already has over 200 games, and several new games are being added every week. The service has a great collection of RPG and Strategy games with other genres being added over time. 

Android in the browser

Choose from 200+ free cloud games

Play 200+ thrilling cloud games, with a new game added every week. Go on epic quests with top RPG and strategy titles.

Play cloud games via a web app or PC client

Play games online from the web app on any device or download BlueStacks X (Beta) on your PC and get started. 

Play instantly. No download, no installation.

Play games directly in the browser, without waiting for lengthy downloads.

Play with friends across devices 

Play games effortlessly across devices—phone, tablet, PC, laptop, and TV. And on any OS—Windows, macOS, ChromeOS, Linux, iOS, Android, and Raspberry pi.

Resume game play in any device

Start the game on any device, save and resume playing from another device.

Experience one-click gaming anywhere, anytime.

Interested, visit: x.bluestacks.com

More information about the discord bot:


About BlueStacks

BlueStacks is an award-winning mobile gaming platform adopted by over 1 Billion gamers in 100 countries and six continents around the world. In 2020 over 6 Billion gaming sessions of 70,000 different games were played on BlueStacks. In 2021 BlueStacks launched BlueStacks X (beta) the world’s first game streaming service for mobile games. BlueStacks has a global team of over 400 and is one of the most recognized tech brands in the industry. The world’s top game developers leverage its platform to promote their games.

Contact

Peter McCormack for BlueStacks

bluestacks@highwirepr.com