Game Quicky: My Little Universe (Android) ~ Gather & Dump ’em boys.

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Finding enjoyable mobile games isn’t an easy task now-a-days. A lot of them have a microtransaction trap or are just filled with ads to the brim. And some of them, aren’t even that fun to play. But, when I notice that I start playing a mobile game for several hours and hours, play it on the train from and to work… Then, I know I found a mobile game that I want to talk about. In today’s article, I want to talk about My Little Universe. A game about grinding actually, something I honestly didn’t think I would enjoy this much. But, is it just me enjoying this game or is this game actually good? Let’s find out in this game quicky article where I talk about the positive, negative things about the game and the round it all nicely up with a conclusion bow. And if you want, you can 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.

Editorial note: This review is written while playing v1.16.x branch. There were 3 smaller bugfix updates during me playing and writing this article.

Worth gathering

The idea in this game is that you gather resources to expand your island and repair the portal to the next world. All the while, you can upgrade your gear, battle monsters and explore the world.

Something I really like in this game is how you can’t buy these resources easily through microtransactions. This means that you don’t have to fear that this game locks you into a microtransaction loop.

There is an owl in each world that offers either a huge amount of resources, but these are totally optional. You don’t have to buy them to progress in the game or to “make the game playable”.

This game is extremely easy to learn and master. In terms of controls, you only need to know that you can move your character quite well by moving a virtual joystick. Mining and attacking all happens automatically. This game is also quite forgiving. When you die, you respawn at the last entrance.

Which you can use at your advantage. For example, in the second world in one of the caves you need a ton of stone. Since, the stone supply wasn’t all that good to gather in large quantities in the cave, I went outside to the mountains to gather them. When I felt I had enough, I just jumped in the water and let the sharks eat me to respawn at the cave entrance, so I didn’t have to make the long trek around.

This game controls extremely well, and I highly advise you to learn the timing on when resources respawn. This can be quite helpful to gather huge amounts of resources easily. At the start, you’ll gather only small amounts of resources from each location, so that’s why my second tip is to upgrade your pickaxe and axe. Since, they’ll increase the amount of resources you get from each mining session or even the speed.

If you regularly upgrade your tools, you rarely to never have to fear that you get stopped because you can’t mind the resources you need since your tool isn’t at a high enough level. And in terms of tools, you only have three of them. Your sword, your pickaxe and your axe. So, no real need of fearing that you need to upgrade a lot.

While the visual presentation is close to very good, I really like how the UI works. The UI shows only what you need to know. It hides the amount of resources you don’t need to know about. For example, if you aren’t working with resources from the first world, they are hidden. You can still use your backpack to see how much resources you have of what. You can also use that to locate certain resources when you need them. A big arrow will appear above your head to locate them.

This game automatically saves. So, you don’t have to worry that you loose progress when you exit the game. You’ll also restart at the last entrance you started at when you start the game.

This game is quite optimized. I never noticed slowdowns nor lag. Also, the loading times between locations is incredible. The amount of assets that are loaded in such a short time is just impressive.

The music and sound effects of this game are amazing. I really like them. They add a lot to the atmosphere and feeling of the game. I find it a bummer that I’m unable to easily listen to the soundtrack outside the game.

There is no real story in this game. So, that means that there is no real need for translation of this game. So, you don’t need to know English to play this game. But…

Let’s dump this

There is no real story in this game. Now, why did I place this in the negative part. Well, while I do understand and enjoy the roleplay potential that this game has, where your mind is able to run free what the worlds are supposed to be… I feel like a lot of chances for more atmosphere are missed. When I started the 3rd world, I felt like this game was missing something.

I just wish there was a little more character in the game. Like danger signs when entering a cave or more set dressing. The idea’s in how the worlds are designed are just amazing, but it lacks a bit of immersion. And I think a bit more set dressing can go a long way.

Maybe this is only on my phone, but there was a lot of Z-fighting happening in the game. Especially on the edges or bottom of textures. For those who don’t know what Z-fighting is, it’s basically when the game doesn’t know which texture should be displayed on top of which texture, and you get blinking textures where they alternate and try to be on top. It’s quite distracting if it happens on a large scale. I have added an example from Minecraft here.

Z-fighting in Minecraft with the stone fences. Taken from the bug tracker.

While I totally understand that a free game needs to have ads, I do want to talk about them. In most cases, the ads in this game aren’t that bad, but they are currently dangerously close to being quite annoying. I don’t have problems with the ad banner on the bottom, nor do I have a problem with the big resource piles you can get for free by watching an ad or the chance that you get a short ad after dying or going between worlds/caves. I do have an issue with the ads that play after you unlock a platform. These are sometimes too frequent and have the potential to break the gameplay flow somewhat.

Also, you can buy tickets to skip ads. And here they decided to do something I really dislike personally. You can’t choose to watch an ad and save your “skip ad ticket”. Thankfully you don’t lose one when an ad plays during other moments. Yeah, when you have those tickets, you can only skip those ads during picking up resources. These, thankfully short, ads still play when you travel between locations or respawn.

Depending on how you are with repetitive gameplay, this game can be boring in longer play sessions. I notice that when I play this game, I often play it in short bursts. Since there aren’t a lot of different mechanics besides gathering resources and placing them in the right location.

Something I don’t know if it’s the fault of the developers or the ad engines, but some ads can be quite annoying. Some ads appear to be playable, but then aren’t playable and appear blank. Others have an unresponsive skip or close button and take you to the App store. These should be able to be blocked by the developer if they have the chance since it shines a bad light on the game.

So, what now?

Personally, I enjoy playing this game. This game is fun to play in a short burst and respects the player. The ads walk that fine line of being acceptable and quite intrusive. Honestly, it depends on my patience level for them on that moment.

The fact that when you upgrade your gear, it’s also shown on the character. Visually, apart from the sometimes quite aggressive Z-fighting, this game looks quite polished for a mobile game. Together with a great soundtrack and sound effects, this game doesn’t have a lot of negatives.

True, the game can be repetitive in longer play sessions… But, that’s not such a big problem since this game autosaves, and you can easily play this game in shorts burst because of that.

If you enjoy casual games or games where you can wind down… Or you need easy to pick up and play games, I really think that this game is something for you. I really like to play this game during my breaks, while crossing my fingers that the ads aren’t too aggressive that time.

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

Score: 4/5

Review: Danganronpa – Trigger Happy Havoc (Switch) ~ Extreme Education Surviving

Wikipedia’s entryDanganronpa Wiki entry

I adore games like the Zero Escape trilogy, Corpse Party, Time Hollow, Ace Attorney… The story and setting are the strongest parts of these games, and they tend to stick with me longer. It has been over 5 years since I had beaten one of my favorite series in this style of adventure visual novel games, and I was hungry for more. I knew that Danganronpa existed, but I never really played it. And then, last summer, Nintendo suddenly dropped that for the 10th anniversary of the series… The games will be ported to the Nintendo Switch. Not too long after the games were released, I bought the first game and hoped that it lived up to my expectations. Well, I already revealed the answer to that in a previous article. The fact that I chose this game to be my game of the year 2021, does reveal a lot. So, why did I decide to select this game to be my game of the year? What did I like so much about this game? Is it actually good or did it just click with me? Well, let me tell you. But, before that, I want to invite you to leave a comment in the comment section with your thoughts and/or opinions on the content of this article and/or the game.

Editorial note: this review will be spoiler-free. Also, this review is written for the Anniversary Edition on the Switch.

Extreme Education Surviving

In this game, you play as a lucky student named Makoto Naegi. The reason why he is a lucky student is that he was chosen by a big lottery to attend Hope Peak’s Academy. A school for the most gifted students in their fields. From the best swimmer to the best fortune-teller. But, when school starts; something strange happens. Suddenly, he and his class find themselves in a locked school building without any way to escape. Well, the students do get offered a way to escape by a mysterious bear figure. If one of them is able to kill another student without being found out in a class trial, he or she can escape the school and the others… well, they won’t be living long. So yeah, it’s a game of life or death.

To avoid spoilers, I’m not going to go too much more in-depth on the story. The story works the best when you go in blind. If this game looks interesting to you, do yourself a favor and don’t use a walkthrough or look up the story in any kind of way. While I personally found certain things predictable, the execution and pacing of the story are wonderful. There is barely any unneeded filler to the game.

The writing of this game is one of the strongest I have seen in a while. I was pulled into the characters and story right away. It really felt I was playing through a thrilling anime series that sometimes made me feel I was part of that group. Something that really helped with that is how the game handled free time. Something I really liked in games like Time Hollow, is that there are moments where the characters just interact with each other, where there are moments of character building. Some downtime between the big action moments or story beats.

In these moments, you can choose with whom you interact. If you give these characters a present, which you can buy from the school store, you get extra information about that character. And these moments are optional. So, if you don’t want to do them, you can decide to sleep these chances away. At no moment in this game, this mechanic is forced on you.

There is a lot of voice acting in this game. Almost everything in the class trails is voiced by very talented voice actors, and they knock it out of the park. They add so much character to the characters and really made me root for certain characters. I enjoyed the voice work to the point that I even read the non-voice acted parts in their voice.

Counter with an objection

I already talked a bit about the gameplay. In between the investigations and the class trials, you’ll be able to have some free time. In this free time, you can investigate the school to find coins to buy presents. You can also interact with the other characters. This gives some replay value since there aren’t enough moments to see everything.

Now, in terms of keeping track of how far you are with each character… Well, that has been handled in the sequels a lot better. The UI is decent, but the sequels have improved the UI so much… Not to say that the UI is bad, but it could be better. It’s the same for how you can earn coins. That’s easier in the sequels than in the original. But, those are minor nitpicks to be very honest with you.

Anyway, let’s focus on the investigation first. When an incident occurred, you have a certain amount of time to search around before you start the class trial. At this moment, the game turns into a sort of Ace Attorney investigation style of game. A feature I really love in this game and I missed in the original Ace Attorney games is that you can highlight the search spots by the press of a button. So, you don’t have to “pixel hunt”. The game also stops you from leaving a location when you haven’t found all the information, so that helps in not being stuck.

But, the meat of the game is in the class trials. In these trials, the difficulty that you choose matters. The higher the difficulty, the harsher the game is with its penalties for messing up. Also, more additional mechanics are in play. During these class trials, you go through a non-stop debate. It’s up to you to shoot the actual contradiction with the right piece of evidence. Think Ace Attorney’s Cross-Examination, but you can’t flip through the statements AND there is a time limit.

Yes, there is a time limit for each section of the trial. The better you perform, the more coins you’ll earn at the end of it. So, do be careful. Now, you can also make the class trials easier or more difficult depending on if you unlock and/or use skills. These skills can be unlocked by spending free time with other characters and giving them the correct present. You can’t use them all at once, since some of them cost SP and you have only so much to use per trial.

There are several mechanics in play during these trials besides the non-stop debates. One of them is the white noise. These are basically comments from the other students that block statements you could shoot a truth bullet at. (A truth bullet is an evidence bullet basically.) If you shoot the wrong statements instead of the white noise, you’ll lose time. Shooting white noise, you’ll gain time. Oh, and truth bullets can’t go through white noise!

You can also memorize a statement. Sometimes, you’ll notice that during the non-stop debates, people contradict each other. So, shoot others’ statements at their statements. But remember, you can only shoot these statements once. If you miss or hit the wrong one, you’ll have to re-remember the statement.

On top of this, you have the Hangman’s Gambit. This is basically Hangman, but instead of you guessing the letters, you’ll have to shoot them down. A wrong answer you’ll cost you some life points. And just like the UI, the sequels made this mini-game way more fun to play. Making this version of the Hangman’s Gambit boring to play if you have played the sequels.

Then, you have Bullet Time Battle. I hated these sections with a passion. I understood what I was supposed to do but either I understood the timing wrong or my lack of rhythm did me in here. But, visually, the sequels improved this section a lot as well.

To finish the mechanics during the trials, you also have the closing argument. In this argument, you have to complete the sequence. The sequence is basically a retelling of the events with all the facts.

This game is quite forgiving. When you lose all your health points, you can choose to restart from that section right away. You’ll also get full health right away. The only consequence is that you’ll earn fewer coins in the end for that section. This means, fewer chances to buy presents for the other students and that means fewer chances to unlock new skills. But, after I unlocked the skills I’m happy with, I didn’t mind that too much.

In which dimension are we?

Visually, this game has a unique art style. While you can run around in this school in 3D, most of this game is in 2D. And, what’s in 2D stays in 2D. You’ll notice that every character is in 2D and during the class trials when the camera spins around, the backside of the characters is totally black. Just look at this screenshot here. You’ll notice that the characters don’t have any depth. If you don’t really notice what I mean, take a look at the chair and desk on the left side of the screenshot. See what I mean now?

This unique art style is also present in most of the cutscenes of this game. I really love the bold visual presentation of this game. It gives the game a unique character that really sets the tone of the visuals in the next games.

While this game tackles very grim and dark subjects, this game never loses its visual identity and the charm really worked on me. I really felt that I was in some sort of manga where I was having a huge adventure.

Add to this, an amazing soundtrack and great sound design… And you have a complete package. I already added the soundtrack of this game to my playlists, so I can enjoy it while I’m on the train to work or just during work.

Now, the controls of this game work pretty well. It didn’t take long at all before I was able to get used to them. There was only one moment when I wasn’t able to figure out how something worked. That was the first time I had to shoot a bullet. It took me some time to figure that out, but that might be just me. As soon as that clicked, everything fell right into place. Thankfully, you can see the controls at the press of a button. There are tutorials and those explain the game and the mechanics amazingly well. I just misunderstood the section of “how to shoot a bullet”.

There is one thing you should know. And it’s something that can trip you up if you aren’t careful. This game doesn’t really autosave. You’ll have to save manually. And you can’t save during the mini-game sections of the class trial. You can’t name your saves either, but the name of the save explains it quite well.

Speaking of saves, there are no separate save slots for the main game content and the bonus material. So, when you have beaten the game, there is additional content for you to enjoy. From character art to a music player. But, this is something the game doesn’t handle too well.

First, unlocking the additional content costs in game coins. This would be fine if there was an easier in-game way to “farm” these coins. Since in this game they are quite rare to find outside the whole heap you get at the end of a class trial.

Second, they are save-dependent. Basically, when you revert to an earlier safe, the additional content gets locked. And if you don’t unlock it again or spend your coins elsewhere… Well, though luck.

Third, because you can save over your completed game save, it’s also possible to lock yourself out the additional bonus game and content unless you “refinish” the game.

Fourth, but this is actually a good thing. You can’t unlock certain things unless you have progressed in the game far enough. Otherwise, the additional content could have been spoiler territory.

All in all, the bonus section isn’t as polished as the rest of the game. The bonus content and mini-game is amazing, don’t get me wrong but the usability could have been so much better and it would be so nice if you were able to avoid screwing yourself over.

One thing I want to mention is that I did mention some minor performance hits during the trial preparation. I felt that the visuals were a bit lagging in some menu sections. Thankfully, nothing else lagged so it wasn’t such a big deal. And it was only during that moment… So, yeah.

The final thing I want to say is that this game is quite lengthy. Playing through the game casually will take you give or take 30 hours. You can add at least 15 hours on top of that, if you want to fully complete it.

And that’s basically everything I wanted to say about this game. Before I ramble on too much, I think it’s high time for the conclusion no? So, let’s spin the wheel for the results.

Conclusion time!

The good:

+ Amazing story.

+ Excellent soundtrack.

+ Unique and fun visual design.

+ Quite lengthy game.

+ …

The bad:

-The additional content unlocking could have been handled better.

-The rhythm mini-game didn’t work for me at all.

-The game is a bit too forgiving for a game over.

Final thoughts:

Quite recently, I have beaten the final game in this trilogy and while I was reviewing this game… I always had something in the back of my mind saying… But the sequels improved such and such. While I highly advise you to play these games in order, I do want to say that it gets even better in the sequels. Especially the UI and things like that get a lot better.

Now, don’t see this as me saying that “this game is bad” or anything of that nature. This game deserves all the praise it gets. This game started an amazing series that I’m so glad that I gave a chance. Currently, I’m saving up to buy the anime on DVD.

If you enjoy games like Ace Attorney, Zero Escape, Corpse Party, Time Hollow, Professor Layton… You really owe yourself to give this game a shot. It’s an amazing ride from start to finish with a few minor blemishes that can be solved with just paying a bit of attention. So, it’s totally worth your time.

I’m so glad that I gave this game a chance. Since, it’s becoming part of my favorite series ever list and I’m silently hoping that we get new content in the future and if we don’t, I’m looking forward to more work of the creators of the series…

And with that said, I want to wrap up this article. Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 99/100

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 :/

First Impression: Arietta of Spirits (Switch) ~ Being Bound

Nintendo.com subsiteOfficial website

Family traditions are such a big part of families. One of the biggest family traditions in my family is that at least one person goes to the seaside each and every year. It’s a tradition I don’t want to see end since it brings back so many memories, and it’s also where my love for collecting games started. The amount of garage sales and flea markets I did at the seaside, I can’t count on two hands. Anyway, today I want to talk about a game that means a lot to me currently and also talks about family traditions. And that’s Arietta of Spirits. A little indie game by Third Spirit Games and Red Art Games. It caught my attention since it looked like an interesting Zelda-ish clone, and it reminded me of games like Blossom Tales. But is this game as good as that one? Let’s find out together, shall we? But before we start, 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.

Being bound

In this game, you take on the role of Arietta. After the passing of her grandmother, here family takes a trip to her house on the island. Now, it doesn’t take a long time before Arietta discovers that she has a special ability when she meets a mysterious friend. She can see and talk to the spirits on the island. And not only that, she can help them move on.

Currently, I’m midway in the story and while this game has a good setting, writing and atmosphere, I feel that’s something is missing. The story is currently a bit “loose”. There is not really an overarching reason to move the story forward. If you asked me to explain what happens in the story of this game, I can talk about the characters you meet and their stories but the reason why you meet these characters and what Arietta’s end goal is… I can’t tell. Of course, there is a line in the story that “explains” it, but it’s so generic…

Now, this doesn’t mean that this game has a weak story. Far from it. The character development and writing in this game is pretty nice. But, there is a lot of wasted potential because this game is rather short. There is so much more that can be done with the story and idea, but the game is over when it really gets started.

There is no real voice acting in this game apart from some grunts by our main character. So, if you don’t like that, this isn’t the game for you. Yet, the dialogues are somewhat fast-paced and flow pretty nicely. One of the taglines of this game is that this game doesn’t have a lot of filler moments and this is quite true. This game has some side quests but barely any filler at all. Yet, I felt that some moments might have left a bigger impact if the story didn’t go on such a break neck speed.

Entry level Zelda game

If you have played games like Blossom Tales or any 2D Zelda game, you’ll feel right at home. This game is your typical 2D Zelda game where you go from dungeon to dungeon and defeat bosses. Well, they aren’t really dungeons, it is more themed area’s, but explaining that would spoil parts of the story. But, there are some unique mechanics in this game.

For example, there are two types of enemies. The first type are your normal overworld enemies. And sadly, they are your “generic” bee/bats. But, they have interesting movement patterns and learning and avoiding them is quite fun. Apart from maybe dropping a health pick-up, these enemies aren’t anything to write home about.

The other type of enemies are the “spirit” enemies. These are trickier to defeat, and after defeating these, you’ll earn crystals. Earn enough crystals to fill up a demon core, and Arietta grows stronger. It’s quite easy to farm these crystals, since enemies respawn when you leave and re-enter the area. But, I dislike the fact that when a certain core is filled, you can’t pick up any more crystals. Well, you can pick them up, but it doesn’t raise your total.

So, when you have enough crystals to power up your Roamer Cores, power it up right away. Otherwise, you’ll lose various crystals and have to grind for them. You can power your core up in the inventory menu under “Roamer Cores”.

Speaking of the inventory menu, why are there two menus in the Switch version? You have a pause menu and an inventory menu. The pause menu is opened with the “+” button and the inventory menu with the “-” button. It trips me up. Then again, I totally understand why this is the case in how the menus are designed. That’s why I call the “-” the inventory menu since it’s really the menu where you can see the inventory, your goals, your achievements… While the pause menu is more of an options menu.

A bit higher, you can see the inventory menu. From that screenshot, you can also see the various other mechanics. Like, the tasks where you have to find hidden items and the amount of hidden spirit cubs you have found. Now, you might think that you’ll need the item’s menu often, but alas. The opposite is true.

There aren’t a lot of puzzles in this game. I’m even having a hard time saying there are puzzles in this game. Maybe the fact that you need to figure out how to defeat the bosses most optimally but other than, that… There aren’t really any puzzles in this game. And if there are, they aren’t cryptic or challenging enough to matter.

Something that’s extremely puzzling is the fact that there is no world map of any kind to speak off. Thankfully, this isn’t a huge game, but the lack of a world map really hurts sometimes. Especially when I want to explore an area to complete a task. It adds so much more time roaming around. You could also argue that it makes the game a bit more realistic since when you are exploring an island, you don’t have a map either… But you can either make one or have a map printed out from the internet.

Once you get the hang of the responsive and easy to master controls, this game isn’t too challenging at all. This game really feels like it’s an entry level adventure game. And you can look at this in two ways. It can be either a relaxing time to enjoy the story, but it can be boring since it’s not “engaging” or challenging.

Thankfully, this game has difficulty options. I started on the normal difficulty and found it too easy. So, after getting halfway in the game, I wanted a bit more challenge. So, I had to use the dodge, shield mechanics more to defeat enemies and not rely on health drops from cutting down bushes. I wanted to start a new save file on extreme, and I learned I wasn’t able to skip cutscenes. I sighed, and I continued playing my “normal difficulty” save file. I can totally understand that when you play through a game for this first time you are unable to skip cutscenes, but the fact you can unlock an additional difficulty after beating the game and the fact I can’t skip cutscenes worries me a bit. But, maybe you have that option then…

Joyful lost

So, because this game doesn’t have a world map… I have to admit that I got lost a few times. But, it didn’t matter too much. I really enjoyed being able to explore the island. Especially since the pixel art and design of this game is gorgeous. I really love the visual presentation of this game. I also love the animation quite a lot.

The animation makes the game a lot more immersive, but it makes the game also easier. Since the enemies telegraph their attacks so bluntly, it makes it easier to avoid. Now, there is this small mechanic that I really like.

At first, I wanted to talk about how when you have low health in this game, you barely get any feedback from the game. But then, I noticed something. My joycons vibrated in a heart beat whenever I was on low health. This is genius. The only small touch I would add is a bit more visual feedback on the screen since when you are fighting, you might miss that rumbling, especially since you are quite focused on dodging enemies and such.

Something I also quite like in this game is how the roll is handled. You can roll around to get faster to your destination, but you have stamina. The more you roll, the more fatigued Arietta gets and the shorter her rolls are. You can see how tired Arietta is by the amount of sweat dripping down her face. This really makes me think what the most optimal way is to roll and go fast. Since, there is no sprint button.

Sometimes, I got lost in area’s with a lot of enemies. The first time I got a game over, I was quite worried where I was going to respawn. But, this game is quite forgiving in that. You respawn at the start of the screen you died at. When you die at a boss, you start right at the beginning of the battle. It’s quite nice to get directly back into the action and not have to go through the whole dialogue of the boss again or having lost a lot of progress. The game auto-saves every time you change in a screen.

The final thing I want to talk about is the audiovisual presentation of this game. Let’s start with the sound effects. These are amazing. The sound effects really help you to prepare yourself for the upcoming map and to take the right actions in combat. For example, the flying bat screeches before it flies at you, so when you hear it… You know that it’s time to dodge. But, the sound effects can be helpful too to find cubs. When you get close to one, you hear it shouting. It has a distinct sound effect that really helped me find the more hidden ones.

This brings me to the music of this game. The calm vibe and atmosphere of the game really comes through in the music. The soundtrack mostly feels like lounge and relaxing music. But, it can be quite tense when it needs to. Especially the battle music. But it fits the game like a glove.

Now, what do I think overall of this game? I haven’t beaten it yet, but what is my conclusion after getting past the midway point of this game? The charm and love of this game is something quite unique. This game does have some flaws like no overworld map, more puzzles, being able to skip cutscenes…

But, what bothers me the most is that the potential of this story and setting isn’t used to its full potential in this short game. Yet, like I said earlier, the charm of this game makes up for quite a lot of it. I can totally understand that some people might not really like this game or get bored with it, but this game really got its hooks in me. For me, this game is an easy recommendation if you are looking for a nice and relaxing game to spend an afternoon or two.

What this game proves to me is that I’m going to keep an eye out for further projects from the developers, since I really think they have a lot of potential. I’m curious what they are going to do next. If they are going to make a sequel to this game, you can be sure I’m going to buy it. The charm and love of this game is infectious.

I really enjoyed playing through this game and I can’t wait to see how this game ends. It’s really a relaxing game, and it comes at the right moment in my life when I need something to calm me down after busy work days. This game is really a case of the positives outweighing the negatives for me. But, I’m repeating myself. So, it’s time to close off this article by saying my usual:

Thank you so much for reading my 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 one, but until then, have a great rest of your day and take care!

Game Quicky: Superliminal (Switch) ~ Objects are differently shaped than they appear.

Nintendo.com micrositeWikipedia entry

I remember seeing a game floating around on the internet many years ago. I even bookmarked the page I saw it on, since I wanted to keep myself up-to-date on future updates. It looked extremely cool and had a lot of potential to have amazing puzzles and mind binding twists. But that was in 2014-2015 if I remember correctly. Then, I honestly forgot about the game, and it fell off my radar. Not too long ago, I was cleaning out my overload of bookmarks and I suddenly found that game again. That reminded me about the game and when I suddenly saw it on my Nintendo Switch eShop that evening, I knew that I had to buy it right away. So, the game released a year ago, and I totally forgot about it. Oh well, that’s no big deal. Since, now, I have a lot of time to find out if my expectations were correct or if I shouldn’t have started playing this game. Now, while I have beaten the game now, I’m going to review this game in my game quicky style of articles since it’s rather short. But more on that later, let’s find out if this game is good or not, while I invite you to leave a comment with your thoughts and/or opinions in the comment section down below.

Objects are better shaped than they appear.

In this game, you are taken on a trip to the Pierce Institute to help test a new technology. This new technology is to help people with therapy using dreams. In these dreams, you can manipulate objects in some very strange ways. But, since this is a video game, something goes wrong. Instead of waking up, you get stuck inside the dream world due to Emergency Exit Protocol failing for whatever reason. So, it’s up to you to figure out why and to leave the dreamworld.

Now, I wish I could say more, but it would spoil the amazing story and strong message that this game has. This game is, give or take, 3 hours long if you only want to beat it and not 100% complete it. The story telling and voice acting in this game is so well crafted. The game spoke to me on a personal level several times. The game is also filled with some amazing life advice, and I’m so glad I played through it.

The main mechanic in this game is that perspective matters. A lot. You can enlarge or shrink certain objects in this game, so you can reach higher ledges or jump over huge gaps. The best way I can explain it, is if you go away from objects, they appear to “shrink” and when you get closer, they appear to “enlarge”. Now, image that when the “shrinking” or “enlarging” is happening, the object actually takes those dimensions. So, suddenly the cheese wheel can become a giant ramp for you to walk on. If you don’t really understand what I’m trying to explain here, take a look at these gifs, I think they might explain it way better.

I’m not going to show more or explain more of the mechanics since, it would ruin the surprises and the unique and amazingly crafted puzzles that this game has. This game can become quite tricky, but remember, it’s all a matter of having the right perspective and understanding the space you are in. Each section introduces its own unique spin or mechanic on the perspective puzzle theme, and it’s just great. I had so much fun trying to figure them all out.

Something that surprised me is that with the various elements that this game has and with the unique shrink/enlarge mechanics, it’s so well optimized. I didn’t experience any slowdowns nor did I experience any graphical glitches. Now, this is when you play the game normally. And why am I saying this? Well, it’s because the game actually encourages you to speedrun it once or twice. The Steam achievements of this game are ported over to the Nintendo Switch version. And I think I might give it a go myself one day. The controls of this game are solid enough and I think they are responsive enough for me to speedrun this game. I learned them extremely quickly and mastered them fast as well.

It would be an amazing way to dive right back into this amazing adventure and to go through the well detailed levels again. Visually, this game is stunning. While I think that the game has some moments that might trigger players that aren’t too good with flashing lights, I was amazed with the detail and visual presentation that this game has. The game also has a lot of triggers, so you don’t softlock yourself. For example, if you shrink the exit door and throw it in a trash can, the exit door spits it right back out. One animation detail I loved is seeing all the different jokes the developer made with the loading screens. You’ll have to see it to understand what I mean, but they were a nice way to do something unique with a loading screen instead of having a boring static or short moving image…

Apart from the objects you can interact with, this game doesn’t have a lot of animations. But, the animations it does have pulled you into the game so much more. Including with the enjoyable sound design. It has been at least a month since I have beaten this game since I’m writing this article and I can still remember the sound effects, how the voice acting sound and how the music sounds.

Speaking about the music, most of the soundtrack of this game is extremely relaxing and sounds extremely dreamy. The great use of the piano and, which is the center instrument in this soundtrack, and it’s just lovely. It’s that lovely, I actually bought the game again on Steam since it includes the soundtrack and some official Lo-Fi remixes as DLC.

Objects are worse shaped than they appear.

So far, I’m talking quite positively about this game. While I enjoy this game an awful lot and I even dare to say that it wouldn’t surprise me that I put it on my top 10 games of 2021 list, I do have several things that I disliked about this game and that made the experience less enjoyable.

While I barely experienced any bugs, I did fall three times through the map in similar ways. Once, I was pushed out of the map when I made a way too big object fall on me. Another time I fell through the map when getting on the roof of a building and trying to get onto the wall (which wasn’t the solution, by the way) and I don’t remember what triggered the 3rd time. Thankfully, the game autosave quite often, so I didn’t lose too much progress. But, it was a bit annoying that there is no death plane underneath the maps that automatically reset you to the latest checkpoint. So, thankfully, you have the “reset” option in the game.

Something I feel extremely mixed about is the game’s length. This game is so short but the mechanics it has, have so much potential, it’s a shame. I really think that this game should have a sequel where even trickier puzzles are introduced. On the other hand, due to the short length, the story has barely any bloat or unneeded sections and flows extremely nicely. Let’s just say that I’m quite jealous of the Steam workshop features that the PC version has. While it’s amazing that I can take this game on the go and show it off to other people, I’m also glad I bought the PC version to not only have the DLC but play more of this game.

Now, while I personally had a ton of fun with this game… When I really look at the game and take a step back… In terms of gameplay, this game could have been so much stronger. I honestly have to agree with what other critics are saying about this game to a certain degree. That some mechanics are seriously underused. Not to say that the puzzles in this game are bad, far from it. I think the biggest issue is that the games’ hooks are so good that the short length to conserve the story flow actually hurt it somewhat. I do heavily disagree with the “lackluster” story. But that’s maybe because it spoke to me on a personal level.

But, yeah, the underused mechanics are such a shame. Yet! Don’t care because it’s over, be happy that it happened. And maybe play some custom-made workshop levels via the Steam version. Meanwhile, I’m crossing my fingers for a sequel or DLC content to expand on the universe and lore of this game.

Objects’ true sizes

So, in conclusion. What do I think of the Switch version of this game? Is it worth your time, or should you buy another version or totally skip this game? Personally, I would highly recommend this game. But, do play it in one sitting. I personally think that the message that the story has it that much stronger when you get it all in one go.

The big novelty of the Switch version is that you can easily take it on the go. Of course, with the right laptop you can also take this game on the go, but the Switch is more convenient. But know that this game’s short length might annoy you, since like I explained earlier, the hooks of the game are that good. If you want to get the most out of this game, I think that the PC version might be the better option here, since it looks like it’s more actively developed, and it has the Steam Workshop with custom content!

Overall, this game does do a lot right. It has a strong story, fun and unique mechanics, amazing atmosphere, great visual presentation but due to some minor bugs and especially the short length, this game might be a difficult sell for some people. But if anything sounded interesting from what I have said in this article, please give this game a go. I really meant in what I said earlier. I wouldn’t surprise me if this game turns up in my top 10 games of 2021 list.

If you are interested in this game, I highly recommend going as blind as possible in this game. Reading too much about this game will ruin various surprises and twists this game takes. It’s like the Stanley Parable. A great short game that leaves so much impact on me as a player, and maybe it does with you too. And if it doesn’t have the same strong impact on you, you might have played a unique puzzle game that challenge your perception abilities and skills. Since, I think this game found the right perception.

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

Score: 90/100

Want to read another review of this game? Well, visit my friend Indiecator, Dan or Magi and read his review here: https://indiecator.home.blog/2021/11/11/indietail-superliminal//

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

InfernalMachineGBCWikipedia entry

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

Editorial note: want to see runs of this game? 

So, what happened?

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

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

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

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

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

So, is this 2D or 3D?

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

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

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

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

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

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

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

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

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

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

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

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

It’s fine

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

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

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

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

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

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

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

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

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

Summary time

The good:

+ Enjoyable gameplay with exploration and nice puzzles.

+ Decent visuals (for the most part)

+ …

The bad:

-Butchered story.

-Too little in terms of music.

-Some sections are a bit too pixel perfect.

-Lack of tutorial.

Final thoughts:

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

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

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

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

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

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

Score: 80/100

 

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

heroNintendo.com micrositeDeveloper site

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

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

Time for revenge

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

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

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

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

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

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

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

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

The revenge isn’t needed

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

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

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

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

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

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

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

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

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

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

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

So, yes or no?

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

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

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

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

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

Score: 4/5

Interview with GameChuck after “SpeedLimit” release

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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First Impression: The Wizard – WizHarder Edition (PC – Steam) ~ Now With Less Rhymes

headerSteam Store linkOfficial website

Remember last year when I started talking about an adventure game where everything was in rhyme in the old school ASCII-art? Currently, the 3rd episode of the Pepper Prince hasn’t been released yet but Hypnotic Owl hasn’t stopped making games. In a matter of fact, last month they released their second game in early access called The Wizard: Wizharder Edition. The developers send me a press code and asked me to write an article with my honest opinion on the game. When I saw the press materials, I must admit that I was hooked right away. I wanted to play this game and write an article about it. Sadly enough, my personal life was quite too busy to finish the article around the time of the launch of the game. So, that’s why I’m writing about it a month late. During that time, the game got various updates bringing it to v0.3.11 which I have played to write this article. Now, I want to invite you to look together with me to this game to see if this game should be finished or should the developers move on to other projects? Let’s find out!

Now with less rhymes

20201226190151_1In this game you play as Kevin, who awoke from his slumber in the middle of the night. He was woken up by a strange feeling on his face. When he wanted to touch it, he felt nothing. An empty black void with two dark red dots for eyes was there in its place. He was able to confirm that by looking in the mirror. So, your face has been stolen. Kevin jumps into action since he hears a noise in his hallway so the thief couldn’t get that far.

To avoid spoilers and since this game is still in early access, I’m going to refrain from going deeper into the story. I found it amusing to read the story since I got flashbacks to the unique 3DS title Miitopia where you played with your Mii’s to recover their stolen faces.

From what I have seen so far of the story, I’m under the impression that the story is going to take a backseat and is just a way to set up the world and characters for this game. Which isn’t a bad thing since this game is a puzzle game. And a story in a puzzle game is quite difficult to pull off right. It’s either too involved or too absent. So far, this game is hitting the right balance between the two.

The only thing I would advise to the developers is give it a bit more “life”. What I mean is, don’t display the whole text in one time and play a bit with some sound effects to draw the player a bit more in. I personally feel that it would give the game a bit more atmosphere. Then again, currently it’s in a book format as if you were reading a journal which can be fun as well.

Something I find quite surprising is that this game is already translated into German. Because my native language Dutch is in some respects a bit close to German, I played the tutorial level in German. Let me tell you that the translation has been well done and I’m quite curious if they are going to be more languages added into the full build of the game. (But the game being translated in German isn’t that surprising since the developers are German after all…)

It’s a tile game.

20201226193504_1The controls of this game are quite simple. If you don’t have a mouse, you won’t be able to play this game. This game uses the left-click button to its full potential. The controls are quite responsive, easy to understand and fun to master. The only thing I would improve in terms of the controls are keyboard shortcuts. It would be so nice to move Kevin with the arrow keys or something since the number of times I misclicked and started a spell instead of moving, I can’t keep count of that.

Before I go more in-depth about the gameplay, I first want to mention something that has to do with the controls and the gameplay. I would love to see in the full version, three features to perform some actions quite fast. The first key would be just a simple “undo” key. If you did an action you regretted, you could simply undo the move and try again. Maybe this “undo” can cost points each time you use it, and you need a certain amount of points to use it.

The second key would be a key that reset the level back to your latest checkpoint and the third key is of course, a total level reset. The second and third key would be a nice quality of life feature in my opinion but the first feature, the “undo” key would be a bit more than a nice quality of life feature. Because currently there is no “undo” feature. If you either die or want to erase a wrong move, you either must restart from the checkpoint or the start of the level.

Thankfully, at the start these levels are quite short and easy to conquer, but I’m afraid that without an undo key, it might get frustrating if you get bigger, more difficult and larger levels. At one hand, I totally understand that there is no “undo” key since it might be a part of the challenge of this game that you must think of your every move but at the other hand, I think that accessibility in this way wouldn’t hurt the core experience. You even could have an option to disable it completely if people want the challenge. Think “Classic” and “Casual” modes in Fire Emblem.

Granted, you can work around this a bit since there can be only one checkpoint active at one time. So, if you want to make sure you don’t have a redo a certain fight, you can walk back to a previous checkpoint to activate it. Then again, if you are faced with several enemies, this might not always work as well.

Any who, let’s focus on the gameplay of this game. In this game you must get to the end of the stage. Each stage is divided up into tiles. You can drag Kevin to start forming a spell to attack or you could drag the green squares beside him to move to another spot. When you either successfully attack or move a tile, the enemies can do as well. The enemies only move when they have spotted you or get hurt, otherwise, they will sit in place.

By clicking anywhere else, you can drag around the map and look at what’s to come. This helps plan out your next move. You play this game at the speed you want to play. If you want to take your time and plan every move, you can do that. If you want to kill the least number of enemies to go to the next stage, you can do that as well. It’s all up to you. This gives some replay value to the game.

In terms of gameplay, I do have one complaint and that’s about the health system and potions. Currently, there is no bag or anything of the sorts, so that means that when you pick up a health potion at hull health, the potion gets used and disappears.

A big hint I can give you is to make sure that you draw the right spell. Currently, there is no way to undo or stop the spell when you drew the wrong one. I learned this the hard way.

Oh, maybe one minor thing about the controls. The camera and dragging mechanic stop you from going off screen. Maybe being able to follow it would be quite nice. But that’s a minor complaint after all. Since as soon as I got the hang of the game, I fell in love with the game. Honestly, I think I’ll keep an eye on it since I really want to see where the game goes next.

Into The Sewers

20201226184144_1Visually, this game has a lot of pixel-art of pixelated visuals. And they look amazing. I think they would look even better when they are a bit more animated but hey, if these are the final pieces of art for the full game, consider me extremely impressed already.

The nice visual presentation extends to the great animations in this game. As if it’s a theme in this article, I think that the game would be better if there were a bit more animations. For example, to give the enemies a bit more life.

It’s always quite difficult to give your opinion on a game that’s in early access and in full development since you never know what developer art is and what’s already finalized. But I really hope that the audio is finalized since the music and sound effects in this game are excellent.

If I didn’t know better, I would say that this game is almost complete. Apart from the game lacking some polish here and there, this game is enjoyable to play and I would recommend it to everybody who enjoys playing strategy, adventure and/or puzzle games.

Now, there is one more thing I would like to touch upon and that’s a few strange UI things. First, when you press “ESC” in an option menu, you don’t go back one level but go back to the pause menu. I would love to see this changed to the “ESC” button going back one level.

But the biggest mistake of this game is that there is no logo at the main menu yet. I found this extremely strange since everything else has been carried over from the original. Yes, you read that right. This game is a remake of a browser game. Well, calling it just a remake would be a dis-service. It is an extended version of the original game. If this game looks interesting to you, you can give the original game a try for free in your web browser by following this link.

Now, why would you pay 19€ for a game that got a graphical upgrade and more music when you can play a free version? Well, that’s because there are a lot of things coming to the full version of the game. Things like a level maker, a roguelike challenge mode, more levels… So, yeah. I honestly think that this will be 19€ well spend if you are interested in the full version and the additional upcoming features. Honestly, I’m quite curious to see what the “Mario Maker style Level Maker” means. Will this mean we will be able to share our levels through the Steam Workshop? Will we be able to make a level pack? Well, only time will tell.

And with that said, I have said everything I wanted to say about this game for now. 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.

Review: Dusk (PC – Steam) ~ Spinning Guns

headerSteam store page

I think I’m unable to hide the fact that I love playing retro-style shooters. I love the fact that a lot of new games are coming out in the genre since I like the genre quite a lot. I’m also crossing my fingers that no overload will occur. But, in any case, I think it’s high time to introduce the game I’m going to take a look at today. It’s name is Dusk, developed by New Blood Interactive. And let me tell you, I have set the bar quite high for since game since the producer of this game was the director of the Rise of the Traid (2013) reboot. Well, let’s get into the town of Dusk at dusk to shoot some monsters. But before we do that, I want to invite you to write a comment with your thoughts on the game and/or the content of this article in the comment section down below.

Editorial note: this review has been written after the Dusk Halloween 2020 update. 

Spinning guns

DUSK-GameplayMost of the story of this game is told through the environment. Yet, some details are told the DLC comic. Let me give you the gist of it. This game takes place in the fictional rural town Dusk, Pennsylvania. A huge network of ruins are discovered underneath the town. Those who were researching these tunnels got possessed and it’s up to you, DuskDude, to save the town from destruction. Yet, you are a treasure hunter and you want the riches that are rumored to be hidden in the town.

The influence of the original Doom is quite clear. In terms of story, this game takes the Doom story/setting and puts an Lovecraftian spin on it. I could talk more in-depth on the story but I want to keep this review as spoiler free as possible. The only thing I’ll say is that the story is an amazing homage to several famous horror movies and amazing shooters.

Now, let me tell you. If you expect a deep story with a lot of lore… I think you might have to look elsewhere. Don’t get me wrong, the story and setting is extremely well done but this game focuses more on the gameplay and creating unique scenario’s then on telling a deep story.

Something that’s quite interesting to note is that there is some voice acting in this game. Something that surprised me is that the voice actor for this game is the legendary Andrew Hulshult and he is also the composer for this game. I heard his work before in Nightmare Reaper and now I have the pleasure to hear more work of his. But more about the soundtrack later. The voice acting that Andrew did in this game is amazing. You can feel that he leaned into the role and made the characters come alive.

While the story doesn’t have a lot of depth, the voice acting and the pacing the story was able to draw me in. Something that this story does quite well is that giving you the smallest amount of details that are enough to let your mind wonder and fill in the details and the rest of the story yourself.

Anyways, I have been rambling a lot about the story for now. I think it’s high time to talk about the gameplay. Is this game fun to play with a DuskDude that doesn’t have to reload his guns and spins them when you reload them.

The running slide

950313-dusk-windows-screenshot-fighting-an-enemy-in-the-fields-earlyYour goal in this game is to get to the ending of the level without dying. In order to do that, you have several weapons at your disposal. You start off with the sickles, these are your melee weapon if you are out of ammo. In my playthrough, I rarely used these. I found that they weren’t effective enough to conquer the various amount of enemies in this game.

Before I continue to talk about the weapons, I want to mention the cigar. This is an item that’s in your inventory at all time and you can use it to slowly recover health. I discovered that fact through researching this game. So, rest assured, this game can be beaten without the use of the cigar. To be honest, it’s annoying to use since it’s slow and has a cool down, which is a good thing mind you. Image having a health pack to quickly heal you, on you at all times. That would break the difficulty curve so fast.

Anyways, the weapon selection in this game has your standard pistol, shotgun, assault rifle, hunting rifle and rocket launcher guns. There are two types of shotguns and rocket launchers. On top of that, there is also a sword and a crossbow in this game. Managing these weapons and deciding when the use them is the biggest mechanic of this game. Also, don’t forget that DuskDude can pick up items that you help you to save ammo. Also, some items may be stronger then you think. 

So, you can fight your enemies by shooting or throwing stuff at them. Earlier I talked about the fact that you can spin your weapons. Hitting your enemies with a spinning weapon does ten points of damage to them. Of course, there is also the possibility that you can let them start in fighting. But I have seen this happen quite rarely during my playthrough. But, the crystal of madness holds some secrets about that.

During your quest to find the keys that open the doors to the ending of the level, you can also find various secrets. Some of them are in plain sight and others are hidden behind fake walls. If you are secret hunting, pay close attention to the environment and don’t destroy boxes since they can be used to jump higher. And each secret is worth it, let me tell you. Some secrets saved my skin during my playthrough. 

There is one mechanic in this game I’m honestly missing in other shooter games and that’s the slide mechanic. When you are running and press the crouch button, DuskDude does a slide. This feels so gratifying to pull off and helps quite a lot during combat. 

There are also power-ups in this game that enhance the gameplay quite a lot. My two favorites are the Fast Fire Totem and the Wall Climbing power-up. The Fast Fire Totem just reduces your weapon cool down to 0. It’s ridiculous and using it on a large group of enemies felt so enjoyable to do. Also, the Wall Climbing power-up is used in excellent moments and set pieces that made it a lot of fun to use. 

In terms of gameplay, this game is a well built shooter and it controls amazingly well. I never had a moment where I felt that a death was the game’s fault. The only nitpick I had with the controls is that picking up items and moving them is sometimes a bit tricky when you are getting things from between tight spaces. 

The Steam achievements were fun to get while exploring the various landscapes in this game. Visually, this game looks right out of the early 90’s. The visual style has been nailed perfectly with blocky models and everything. Yet, surprisingly, the game is quite detailed and feels like a real dystopian landscape. 

In terms of animations, this game hits another nail on the head. I highly advise you to learn the attack animations of your enemies since they can save your life in certain spots. Some enemies are a big pain to deal with but when you learn their patterns and animations, they can be worked around. 

To top this all off, you have an amazing soundtrack by Andrew Hulshult. This soundtrack adds so much to the game, it’s amazing. While the game gives off a horror and Lovecraft vibe, you can rip and tear with the epic metal soundtrack in the background that even gets moody at certain moments. That in combination with great sound design makes it fun to hunt down your enemies, avoid their attacks and shoot them. 

So far I have been praising this game, like the additional fun I had when I messed around with the cheats in this game, but I’m sad to report that this game does drop the ball in some area’s. Let’s talk about them. 

Nostalgic loading screen

950317-dusk-windows-screenshot-many-weapons-can-be-dual-wielded-earlyLet me first start with the biggest bummer of them all. I wanted to try out the multiplayer in order to be able to write about it. Sadly enough, the multiplayer is quite deserted at times. I’m not the best in shooter games but I felt that the balance was all over the place. In the few matches I was able to play, I got spawn killed quite often. Maybe I need to give it another chance but I have a bit of a sour taste in my mouth so I don’t think that will happen anytime soon. Thankfully, the single player is more then fun enough to play through and there is were the focus is at. 

I was about to complain about the lack of the weapon wheel, but this is coming in a future patch when the console versions are released. In addition to that, we are also getting custom weapons, co-op and mod support. So, these things might help in fixing some of the issues I have with the game. 

Something I didn’t like is that this game is quite short. There are 30 levels in this game and you can finish this game in give or take 10-ish hours. This game has so much potential and it’s over before you know it. I was really getting into it nearing the end and then I was fighting the final boss. Oh well, this game is somewhat replayable due to the secret hunting you can do and trying to beat your fastest time. 

You know, I don’t want to do this but this game does drop the ball in something that’s a big pet peeve of mine. This is the UI. While it works and is easy to use, there is some major polish that needs to happen to it. Let’s start with the lack of a map. I got lost several times in some levels because I was unable to bring up a map. Some of these levels are huge and without a map, you can get lost if you didn’t pay attention during a fight. 

If you use your mouse wheel to scroll in some menu’s like the save/load menu or in the language menu, the scrolling up is quite broken. Sometimes it works and other times it refuses to work. 

Speaking of the save/load system, the save and load system isn’t good. I hate the fact that the list of save files is alphabetical and not sorted by the latest save you made. I always had a hard time finding my most recent save when I wanted to continue the game. Also, when you saved the game for a second time in a level, it doesn’t ask you to overwrite your latest save… It takes the name of the latest save and starts adding lines to it. 

When selecting a save file to load, you get the level name and the time stamp of when you saved the game. I wish I was able to see how long I was in the level as well. That way I would how far I was in the level. 

Now, this game doesn’t do an autosave when you enter a new level. You have to save manually each and every time. Thankfully, you can start at the beginning of the level through the main menu quite easily. 

All of these things are such a shame. Since it puts a blemish on quite an interesting game. A game that does a lot right like an enjoyable endless mode where you have to keep being fast and efficient since there is a huge lack of health pickups. Something else this game does well is setting the atmosphere with the fake DOS-loading screen and sound effects. 

But then strange mistakes happen like your controls settings not carrying over from single player to multiplayer. Or the custom cursor not working all to well in the multiplayer menu. 

Also, there are things like when you use your double barreled shotgun and you have only one bullet left, you can’t shoot your shotgun. But here is the thing that annoys me, when you are out of ammo for all your other weapons, DuskDude switches to another gun. And guess what he doesn’t do in the situation I described earlier? But of course, switch weapons! 

Now, there are moments where DuskDude flips upside down. During swimming moments or in certain levels. And let me tell you, the sudden camera movement was quite disorienting for me sometimes. One timing during my playthrough I even had to stop playing since I got a major headache… But that might be just me… 

So, with all of this said, I think it’s high time for the conclusion of this article. Time to wrap everything up in a nice TL;DR and give my final thoughts on the game. 

Conclusion

The good:

+ Addictive and fast gameplay.

+ The amount of homages and easter eggs are amazing.

+ The audio and visual design is excellent.

+ Andrew Hulshult’s soundtrack is a big plus.

+ …

The bad:

-Can be a bit short if you don’t go 100% it.

-The multiplayer is a bit eh, in my opinion.

-Some UI issues.

-The save/load system is somewhat broken. (The UI)

Final thoughts:

Dusk is an amazing game that takes you back to the times of the original Doom, Quake and other old school shooters. It’s an enjoyable shooter to play through and I had to a lot of fun from beginning to end. 

It’s clear that a lot of polish and love went into this game and it shows. This game is a labor of love that turned out quite well. It’s a shame that some UI issues (especially in the SAVE/LOAD system) are a blemish on an otherwise amazing game. 

I can forgive the game being rather short since you can go secret hunting or try to beat the game on a higher difficulty or beat your fastest time. Also, for the price of only 25€, you get an additional 26 page comic and the whole soundtrack by the amazing Andrew Hulshult. That dude has the shooter soundtrack creation nailed to a T. 

Would I recommend this game to fans of (retro-style) shooters? I think that’s a no-brainer YES, OF COURSE! The positives highly outweigh the negatives for this game. And with some updates on the horizon, this game might only get better and maybe some of the UI issues I mentioned in this article might be fixed in the future. Who knows? 

So, if you would excuse me… I think it’s high time I continue to shoot some of these enemies that are calling me a heretic while I wrap up this final paragraph. 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 be able to welcome you in another article but until then, have a great rest of your day and take care!

Score: 90/100