Jump to content

Search the Community

Showing results for tags 'nintendo switch'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Game Podunk
    • Information and Announcement
    • Welcome New Members
    • Game Podunk Contests
    • Featured Blog Contest
  • Community and Network
    • Podunker Help Desk
    • GP Videos
    • Bonfire Chatting
    • Members Lounge
    • Forum Activities
  • Video Games Discussion
    • General Game Discussion
    • Sony
    • Microsoft
    • Nintendo
    • PC, Mac, and Mobile Games
    • Retro and Classic Games
  • Popular Entertainment
    • Food & Drink
    • Pop Culture and Other Media
  • Shopping Deals, Contests, and Sweepstakes
    • Deals
    • Contests and Giveaways

Categories

  • Industry News
    • Sony
    • Nintendo
    • Microsoft
    • PC
    • iOS/Android
  • Videos
  • Features
    • Individual Values
    • Monday Musings
  • Analysis & Opinions
  • Reviews
    • PS3 Reviews
    • PS4 Reviews
    • Xbox 360 Reviews
    • Xbox One Reviews
    • Wii/U Reviews
    • 3DS/DS Reviews
    • Vita/PSP Reviews
    • PC Reviews
    • Mobile Reviews
    • Switch Reviews
  • Interviews

Blogs

  • Mischief.Mayhem.Blog
  • This Is Where I Keep Unfinished Articles
  • Marcus' Thoughts
  • Blazing Storm
  • The Game Dungeon
  • Random!!
  • Leah's Little Blog of Gaming
  • Palmerama's Bloggerama
  • Harrison's Soapbox
  • A Few Thoughts
  • Unexpected Perspective
  • Cassius Orelad's Blog
  • sirdan357's Blog
  • Pixels N' Stuff
  • Number 905's Blog
  • The Black Hole
  • The Dusty Corner
  • Cipher Peon's Impressions
  • My Thoughts on Stuff in Games
  • The New Zealand Khorner
  • Ludono's Blog and Stuff
  • Unlock Game Earlier Blog
  • 3 Second Violation With Kezins
  • What's that smell?
  • Knightly Times
  • Digital Hoarders - Anime Edition
  • Venomous Incorporated
  • Persona 4 The Golden Diary
  • Musings on Games
  • Crasty's Lair
  • Den of Polygons
  • Final Pr0bl3m
  • Spooky Scary Storytime with Pixel
  • Kaptain's Quarters
  • The Angry Leprechaun
  • RivalShadeX's Blog
  • Roy's Ruelle
  • DarkCobra86's Blog
  • Meet The Podunkers!
  • Great Games For Free
  • JakobPea's Dumb Blog of Probably Games
  • JanicedCollins' Blog
  • Inside The Box
  • Ciel's AC New Leaf Blog
  • Anime Quickies
  • Waiting for the Greenlight
  • Kiwi's Adventures to Win the Video Game
  • Video Games As Art
  • JanicedCollins' Blog
  • Attack on GamePodunk
  • Paragraph Film Reviews
  • barrel's Blog
  • JoelJohn's Blog
  • Pokemon X Chronicles
  • Ciel's Blog
  • Limitless Revelations
  • GamePodunk of Thrones
  • InClement Opinions
  • Sookielioncourt's Blog
  • Randomness Ahoy!
  • JohnkyKong's Blog
  • A Realm Re-Reborn
  • Television and Movies
  • Games, Games, Games
  • Kamek's List/Review Blog
  • Reviewer's Woes
  • alloygator's Blog
  • Royzoga's Streaming Adventures
  • An Overview of the Medical Billing Services by P3 Healthcare Solutions!

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Twitter


Skype


AIM


MSN


Yahoo


Website URL


Backloggery


Steam


PSN


XBL


Wii


3DS


Location


Interests

Found 116 results

  1. PQube's and JoySteak Studio's Songbird Symphony is out on digital shops this week, and it stars a cute little bird named 'Birb' that sets off on an adventure to discover his heritage. As Birb, you'll move the environment around you by tapping in sync with background beats, solve different puzzles to add new sound queues to the background music, collect feathers to learn more about different birds, and explore interconnected levels with many different passages. Oh, and you'll participate in rhythm battles as well, and with its combination of platforming, rhythm, and puzzles, it definitely looks to be one of the more unique indie titles out this year. If that all sounds good to you, you can check out Songbird Symphony on Nintendo Switch, PlayStation 4, and PC (via Steam) for $16.99. And be sure to check out the trailer below! Source: Press Release
  2. Team17 is no stranger to games based on cooking thanks to publishing Ghost Town Game's mega smash Overcooked! series in recent years, and this week they're introducing a new game from Hermes Interactive that puts a bit of a different spin on the genre called Automachef. Instead of directly controlling the chefs like in the Overcooked! games, Automachef is all about automating the process via machinery. Essentially, it's one part puzzle game and one part resource management, in which you create the ideal layout for your culinary creations. There are three modes to play through: Campaign, Contracts, and Sandbox. Campaign focuses on having the player create efficient kitchens while keeping in mind spatial, energy, and resource management challenges. Contracts mode puts you in the role of a business owner in which you'll manage funds and expand your business. Lastly, Sandbox mode is exactly what it sounds like, letting you roam free and experiment with creating any type of kitchen you'd like. Oh, and if you play the game on PC, you'll have the option to use Steam Workshop to create your own recipes, ingredients, and levels. Automachef is available to buy digitally right now on Nintendo Switch and PC via Steam for £10.99/14,99€/$14.99. Check out the launch trailer for the game below! Source: Press Release
  3. Over the weekend, Bandai Namco announced at Anime Expo that a pair of Digimon titles would be heading to the Nintendo Switch later this year -- namely, Digimon Story: Cyber Sleuth, and its sequel, Digimon Story Cyber Sleuth -- Hacker's Memory. Both will be included in one collection called Digimon Story Cyber Sleuth: Complete Edition. The announcement comes as good news for fans of the series since the PlayStation 4 version of Digimon Story: Cyber Sleuth (the English version of which originally released in 2016) is now out of print physically and was removed from the PlayStation Store in December 2018. While Bandai Namco's official response as to why it was removed is a bit cagey, it's largely assumed that it was due to the license (which Saban currently owns) ending for that particular title. In any case, fans can look forward to playing Digimon Story Cyber Sleuth: Complete Edition when it lands on Nintendo Switch and PC via Steam later this year on October 18. Source: Press Release
  4. Developer: WindThunder Publisher: Winking Entertainment Corp. Platform: Switch, PS4, PC, iOS Release Date: May 23, 2019 ESRB: T Note: This review is based on the Nintendo Switch version of the game The episodic game format is not without its risks. While it can potentially ease the cost of development in creating smaller games released in sequence over a span of time, a lot hinges on the ability to keep the player’s interest for the duration of the full series. If the first episode doesn’t hook the player, they’re not likely to return for the rest. Such is one of the hurdles faced by the action RPG, Heroine Anthem Zero. Heroine Anthem Zero: Episode 1, or Heroine Anthem Zero: Sacrifice, is the first chapter of a prequel to the original Heroine Anthem: The Elect of Wassernixe and Heroine Anthem II: The Angel of Sarem, which released back in 2002 and 2003, respectively. As both of those games are rather old and obscure, it’s fortunate that Heroine Anthem Zero is set thousands of years prior, and thus requires no knowledge of the originals. Episode 1 features the story of Wanin, a young warrior of the Norse-inspired Uzato tribe that works as a Forest Keeper, patrolling the forest near his hometown for danger. He’s accompanied for the duration of the game by the fairy, Mormolia, who assists him in his duties. Most of the game follows the perspective of this pair, who are entertaining, if simplistic, in their writing. Wanin is a brave, capable warrior that cares for his sister, Naire, who has been chosen to serve as the maiden of an important ceremony in a neighboring land, though he’s also somewhat oblivious and foolhardy. The more perceptive Mormolia, on the other hand, is quick to anger, often insults Wanin for his obliviousness, and loves to drink. Unfortunately, there’s not much else to say about the story, as the main plot beats serve as apparent set-up for what comes, I presume, in Episode 2. And despite the short length, it does not feel particularly well-paced. Large amounts of story and exposition take precedence in the first few hours before turning the focus almost exclusively to gameplay broken up with smaller, lighter story beats for the remainder of the experience. To its credit, the game has some interesting lore. Story sequences are enhanced with great character art, as well as painterly illustrations put on display when characters speak of the myths, legends, and history of their land. The characters are all voiced in Japanese, and their acting boosts the experience as well. The bigger faults with Heroine Anthem Zero lie with its gameplay. As a side-scrolling action RPG, it generally controls well. Wanin can swing his sword in a basic combo as well as dash, double-jump, and scale vertical walls. But the combat overall is very basic and generally lacking in challenge, even on the standard difficulty. There are some enemies that can only be damaged by charging Wanin’s sword attack, and enemies can be stunned by sending Mormolia at them. Even the final boss, the most challenging encounter in the game, was little more than a battle of attrition. In fact, I didn’t die to any of the bosses in the game. What killed me far more often, and with far more frustration, was the game’s platforming. Relatively early on, the game introduces spiked vines that stretch across sections of the ground, walls, and ceilings. At that point, these vines are the single most damaging thing in the game and will knock off huge chunks of life every time you collide with one. The game also features instant-death bottomless pits, and while some are clearly obvious, such as when hopping across a rickety bridge stretched across a chasm, others very much aren’t. More than once, I hopped down a hole, thinking it might lead down to an underground cave, only to be met with the 'Game Over' screen. And if you die, you’re forced to retry from the last save point you accessed. Another issue comes from the game’s map and fast travel system. The map itself is of little use and does nothing to illustrate the actual landscapes. It simply indicates how sections in the zone you’re currently in are linked together. Once fast travel is unlocked, most save points will feature a character that will freely take you to most any other save point, but only within the same zone that you’re currently in. This means, for example, that it’s not possible to jump straight back to town from the western woods. But even then, there’s no real incentive to actually make use of the fast travel, as the fast travel character also doubles as the shop with all the best healing items and weapons necessary to beat the game. Possibly the most annoying moment in the game came during a dungeon that serves as the home of the few simplistic-but-required puzzles. In a large chamber, there are four switches that need to be pressed in order to open the way forward. Each of these switches are in turn blocked by gates that open via other switches, and these timed gates will close after a few seconds. After clearing all four gates, hitting the switches, and opening the door ahead, I backtracked to the previous chamber and used the save point, only to find on my return that the switches had all reset and the door ahead had closed, forcing me to redo the entire sequence. Having only played the game on the Switch, I have no idea how its technical performance compares to that of other platforms. Originally released in 2016, Episode 1 was published on the PC, PS4, and iOS before it made its way to Nintendo’s console this year. Aspects of some of the game’s menus feel tuned more for touch, though playing on a TV is just fine. The only real hiccup comes in the equipment menu, where there’s a strangely long, noticeable lag while scrolling through weapons or clothing in the inventory. The game also occasionally encounters odd hitches during cutscenes, and even during the end credits as different images are swapped in and out. For the most part, these graphic hitches aren’t that bothersome, but on rarer occasions, I’ve had similar hitching occur during gameplay. I’ve had to abort more than a couple of jump attempts because of an odd pause in the animation, though I can’t blame any of my deaths on this. On a more positive note, the music in Heroine Anthem Zero is a genuine highlight. The soundtrack, composed by Joe Chou, is comprised of some great music that fits the tone of the world and characters. Tonally, it reminded me at points of games like Valkyrie Profile, and even in the game’s most annoying moments, the music was one element that I always appreciated. Heroine Anthem Zero: Episode 1 feels like a mixed bag. I like the characters, the music, the world, and the general sense of the gameplay. But the pacing, platforming, and technical oddities frequently pulled me out of the experience. I can’t say that I didn’t have any fun, but had there been more polish and fewer annoyances, I could have had a lot more. Based on my experience, I wouldn’t rule out playing Episode 2, but I’d hope that it’s an improvement. Pros + Fun artwork and interesting, if simple characters + Great music and entertaining voice acting + Attractive and colorful artwork and graphics + Combat is in general lightweight and not stressful Cons + Odd pacing of story and gameplay + Annoying platforming with high-damage hazards and instant-death pits + Lack of responsiveness in some menus, and the map is near useless + Odd animation hitches occur every once in a while that can throw timing off while platforming Overall Score: 5 (out of 10) Average Heroine Anthem Zero: Episode 1 is a mixed bag with likeable characters, music, world, and general gameplay but is brought down by its pacing, platforming, and technical oddities. Disclosure: This game was reviewed using downloadable code provided by the publisher
  5. One of this year's most anticipated superhero games finally has a release date. Today Nintendo revealed that fans would get the opportunity to play as Marvel's most popular superheroes in Marvel Ultimate Alliance 3: The Black Order on July 19, exclusively on Nintendo Switch (through both retail and the Nintendo eShop on Nintendo Switch). The game's story pits Marvel's Finest against the villainous Thanos and his cohort, The Black Order, as they engage in a race to find the Infinity Stones before the latter can use them to unleash chaos on the universe. Along with iconic superhero mainstays like Iron Man, Captain America, Hulk, Spider-Man, and Wolverine, you'll also be able to play as other characters such as Black Panther, Deadpool, Doctor Strange, and even Spider-Gwen; all of which will have their own unique abilities and power sets. Also, in addition to playing through the story solo, you'll be able to play co-op with friends via local play or online play; the latter of which you'll need an active Nintendo Switch Online membership (which costs $20) in order to use. Despite the title's current exclusivity to Switch, it is currently unknown if this is a timed exclusive or a lifetime deal (Team Ninja is the game's developer). Square Enix's Octopath Traveler was exclusive to Switch upon its release last year but a Steam version of the game was announced recently, so we'll have to wait and see what happens with Marvel Ultimate Alliance 3. Source: Press Release
  6. Nearly a year after the final release of Shantae: Half-Genie Hero – Ultimate Edition, WayForward has announced that Shantae 5 is officially in development and expected to release later this year. No details have been revealed about Shantae's fifth outing just yet – apparently, even the name isn't set in stone yet according to WayForward's official Twitter account. However, the developer did reveal a piece of art and a tentative logo, which can be seen above. Shantae 5 will be released later in 2019 on PlayStation 4, Xbox One, Nintendo Switch, PC, and the recently announced Apple Arcade. Speaking of which, WayForward also revealed that a new title called Spidersaurs being developed exclusively for Apple Arcade. Not much is known about this title either aside from the fact that it is an action game being developed by the team that made Contra 4. One of the titular Spidersaurs can be seen in the first piece of art that was released with the logo as well. Spidersaurs is set to launch later this year on Apple Arcade. Source: WayForward (via Twitter - 1, 2)
  7. The classic Data East game Windjammers has had a massive resurgence in popularity in recent years, thanks to Giant Bomb raising awareness of the title during their many gameplay livestreams (you can check out the story behind that in this Waypoint article). So much so, in fact, that publisher DotEmu decided to grab the rights to re-release the original game and even produce a full-blown sequel. And while Windjammers 2 was originally announced in August of last year, we're only just getting our first official look at the gameplay in today's new trailer. Featuring some fast-paced, frenzied disc-flying action, the footage also provides a glimpse at the new players, abilities, and the game's gorgeous, hand-drawn visuals and animations. Check out the new trailer below. Windjammers 2 doesn't have a release date just yet but the game is expected to release in 2019 on Nintendo Switch and PC. Source: Press Release
  8. Many 3DS owners are likely familiar with Gunman Clive, a 2D action game with a Wild West theme that caught worldwide attention after it rose to the top of the Japanese 3DS eShop charts and was noted for its relatively inexpensive price ($1.99 USD) when compared to the game's high quality. The game’s developer, Bertil Hörberg, went on to develop a sequel and, more recently, the Gunman Clive HD Collection, which just released on Switch in January. Now Hörberg has revealed what his next project is, a game called Mechstermination Force. Like the Gunman Clive titles, this is also an action game though this time it has a unique twist: the gameplay is comprised of boss rush fights against giant robots. Hörberg describes it as a “mix of Contra and Shadow of the Colossus” and also mentions that the game is quite a lot bigger than the Gunman Clive titles, adding that this is the first of his projects where he’s hired additional people to help. Mechstermination Force is currently scheduled to release on the Nintendo Switch this Spring. Hörberg recently mentioned that the game has entered lotcheck (one of the last processes before a game releases, which involves certification) so expect a release date soon. Source: Press Release
  9. Though Yacht Club Games originally were planning to release their final Shovel Knight campaign, King of Cards, along with Shovel Knight: Showdown (the multiplayer competitive mode), an amiibo 3-pack (featuring King Knight, Plague Knight, and Specter Knight), and a physical version of Shovel Knight: Treasure Trove (the complete collection of every piece of Shovel Knight content in one package) on April 18, the indie developer has now announced one last delay for all of the content. The reason for this is because the team needs more time to polish off the gameplay and make sure everything is in tip-top shape before they're satisfied with the final result. As for the amiibo, Yacht Club Games mentioned that their functionality is tied to the launch of King of Cards, which means it only makes sense to release them when that campaign is ready to go. Due to all of this, Yacht Club Games is not announcing a new release date until they're certain of it, but insist that the delay should only push the release back several months. Here are a few other interesting tidbits that the team revealed: A new screenshot showcasing King of Cards reveals a brand new side-character named 'Traitorus,' who happens to be King Pridemoor's former advisor. Another King of Cards screen reveals what the world map looks like; quite a bit different from Shovel of Hope's. A new story screenshot shows Specter Knight rushing off to confront The Enchantress. King of Card's levels are shorter than previous Shovel Knight levels but are more numerous (with more than 30). At one point, Yacht Club wasn't sure if King Knight would fit on the 3DS due to his size, but that problem has since been solved. Words of Magic and 8-4 Games have helped translate the game into 9 languages now. In the meantime, stay tuned for a final release date for the rest of Shovel Knight's upcoming content. Source: Yacht Club Games
  10. Nintendo's Shinya Takahashi dropped a bomb on unsuspecting Metroid fans today via a short video on the company's Youtube channel, saying that Metroid Prime 4 would be delayed and its development restarted. Takahashi stated that Nintendo was not satisfied with the current state of the game and that it has "not reached the standards" they seek in a sequel to the Metroid Prime series. Thus, the game is being handed over to the series' former steward, Retro Studios, and development will be restarted. Metroid Prime 4 was previously being worked on by Bandai Namco Singapore. When will we next hear about the game, then? Takahashi stated that "it will be a long road until the next time we [Nintendo] will be able to update you on the development progress," indicating that it could be years. The last new game Retro Studios completed was Donkey Kong Country: Tropical Freeze in 2014, and it took about 3.5 years for that game to be finished after its predecessor, Donkey Kong Country Returns, released in late 2010. Considering Retro's average timetable for developing games, then, it seems likely that we may not see Metroid Prime 4 until 2022 at the earliest, especially if all previous development is completely scrapped. Former Retro Games Environment Artist Eric Kozlowsky revealed on Twitter that the company's former project may not be in production anymore if the studio has now taken on Metroid Prime 4 unless there are now two development teams. Retro had been rumored to be working on a racing title called Star Fox: Grand Prix, though the game had not yet officially been announced. In the meantime, legendary game designer Shigeru Miyamoto's famous words come to mind: "A delayed game is eventually good, but a rushed game is bad forever." Source: Nintendo (via Youtube)
  11. Digital versions of Nintendo's games seem to be showing up in more and more places for purchase these days and, as of today, Humble Bundle can now be adding to that growing list. Right now the selection features a mix of 40 different Switch and 3DS titles, from recent games like Super Smash Bros. Ultimate and the Pokemon: Let's Go titles to even Virtual Console titles like Super Mario Bros. and The Legend of Zelda. All titles are selling at their full MSRP, and none qualify for charity contributions either. Nintendo titles are eligible for the $5 discount you get with Humble Bundle monthly subscriptions, but beyond that, there doesn't appear to be much of a difference from any other retail store (online or brick and mortar). Humble Bundle has not stated whether third-party and indie Switch and 3DS titles will be offered at some point, so hopefully we'll hear more regarding that sooner versus later. Source: Humble Bundle
  12. Fans of niche Japanese games publisher NIS America might be aware that the company had announced a console port of RPG Maker MV for Nintendo Switch, PlayStation 4, and Xbox One in 2019. Unfortunately, it looks like you won't be getting your hands on it anytime in the next few months. NIS America announced today that it is delaying the title due to ongoing issues with the development and that it won't release until later in 2019 now. No details have been given regarding the development issues, but suffice to say that porting a game to consoles isn't always a clear cut process. RPG Maker MV originally released on PC back in 2015 and features the ability to upload and share your RPG creations with others. This new console version is slated to have twice as many assets, including brand-new voices, music, and lyrics; making it the most comprehensive version of RPG Maker to date. We'll be sure to update you on a new release date as soon as it's announced. Source: Press Release
  13. Harrison Lee

    Review: Flipping Death

    Developer: Zoink Games Publisher: Zoink Games Platform: Switch, PC, PS4, Xbox One Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game Flipping Death is developer Zoink’s newest foray into side-scrolling cartoon adventure games. Those who recall Stick It to the Man! are likely aware of the studio’s penchant for oddball humor and situational comedy. Flipping Death follows in its spiritual predecessor’s footsteps, adopting a similar tone and art-style. Does it do enough to stand out from Zoink’s growing library, or will you be left flipping Death off? Players inhabit the mind of Penny Doewood, a recently-deceased young woman with a love of the macabre and all things Halloween. Death, however, is not the end for our dear protagonist. The scene literally flips to a place called the Otherside, where ghosts, restless souls, and all manner of strange creatures exist. Penny awakens in this alien, yet familiar, parallel world and immediately earns a job from Death himself. It seems the Grim Reaper is tired of constantly taking lives, and craves a quiet vacation to the Moon where there’s nothing but blissful, peaceful solitude. Flipping Death tasks Penny with solving the various crises of restless souls all across the Otherside. From a ship captain who got caught cheating because of his boat’s name to vivisected superhumans craving revenge, the offbeat cast of quirky characters provides much of Flipping Death’s charm. To help the ghosts reach a satisfying rest, Penny must possess the bodies of the living on the other side of her new world. While inhabiting a living host, Penny gains access to whatever abilities that person has. Each of these abilities is crucial to solving Flipping Death’s bevy of environmental puzzles, but can also be used to complete side objectives that reward character art cards. The perspective shift can be a bit jarring at first, but you’ll grow accustomed to it as time goes on. What you may struggle to come to grips with are the platforming mechanics, which feel a bit loose at the best of times. The Switch’s small controller nubs only make the lack of precision all the more noticeable, though it likely won’t impede your progress that much. Using ghost Penny’s scythe to teleport and capture souls in order to possess the living takes some getting used to, but the controls eventually become second-nature. Flipping Death isn’t terribly difficult, but a few of the environmental clues and the sequence of characters needed to complete the puzzles may stump you once or twice. The game encourages a trial-and-error approach, though you may find yourself possessing characters out of order. Unfortunately, I did run into a bug that did not let one of the characters I possessed leave his office-space, forcing me to reload the level. The rest of the experience was largely error-free and enjoyable. Like Stick It to the Man!, Flipping Death’s visual presentation is wholly unique and engrossing. The cartoon-esque world is vibrant and full of teeming, creepy things scuttling in the backgrounds. Character models are well-designed and fully-voiced, lending a good deal of strong production value to the whole experience. The Switch port does seem to suffer some minor input lag and dropped frames every now and then, but it’s to be expected given the hardware. This is, by and large, a well-executed version of the game that I wouldn’t hesitate to recommend. I missed out on Stick It to the Man!, but Flipping Death is a great introduction to Zoink’s zany brand of humor. The writing is consistently strong, even featuring some genuine warmth amid the gut laughs. A few odd bugs here and there and some occasionally frustrating platforming mechanics mar an otherwise-strong game, but that shouldn’t deter you from wearing Death’s mantle once again. With the Halloween season nearly upon us, there’s no better time to get spooky and take a trip to the Otherside. Pros + Well-written and genuinely funny + Beautiful art style and great audio production + Fun puzzles and a vibrant game-world Cons - A little buggy at points - Platforming on the Switch can be hit or miss Overall Score: 7.5 (out of 10) Good Flipping Death is a brief, but very enjoyable journey through the spirit world. Its puzzles, artistic vision, and sense of humor are all on point. You’d do well to give this macabre world a look. Disclosure: This game was reviewed using downloadable code provided by the publisher
  14. Happy Thursday, everyone! Come swing by the #Twitch stream and enjoy another night of #MarioKart8 and chill jams. It's gonna be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  15. Time to race fast and play some chill tunes! Come hang out on the #Twitch stream and watch some more #MarioKart8! It's going to be a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  16. Harrison Lee

    Review: The Lion's Song

    Developer: Mi'pu'mi Games Publisher: Mi'pu'mi Games Platform: Switch, PC, iOS, Android Release Date: July 10, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game When I played The Lion’s Song, I felt one thing: warmth. The diminutive point-and-click adventure, set in early-20th century Vienna, is a sepia-toned love letter to the creative process. If you’re a fan of art, or an artist yourself, The Lion’s Song may resonate with you more than most. The game is divided into four chapters, with the first three focusing on the lives of several European musicians, painters, and mathematicians. If you enjoy your games with a healthy dose of atmospheric presence and history, then stop reading and snag The Lion’s Song on Switch or PC right now. The first chapter focuses on musician Wilma, who struggles with anxiety and dissatisfaction with her work. Wilma also happens to long for her mentor, a composer who seems to be blissfully unaware of her attraction to him. To get away from the hustle and bustle of Vienna, the mentor sends Wilma to a secluded cabin in the mountains in order to help her compose a masterpiece worthy of her talents. The process is not without conflict, and Wilma spends much of her time in the cabin seeking inspiration and grappling with her inner demons. Unlike most point-and-click adventure titles, The Lion’s Song is restrained with its use of interactive elements. Wilma’s cabin, for instance, only features a few useful objects or sights to select. The more important aspect is the outcome of the cabin stay, and the success of Wilma’s trials is conveyed through the small snippets of music that play when she feels inspired by something. Quietly, there are several narrative decision points that occur, but none that feel obtrusive or have obvious consequences. The plot seems to chug along, regardless of the decisions you make. The other chapters intertwine with Wilma’s story, and with each other. The plot threads that come together feel natural and expected, though I won’t spoil them for you. Suffice it to say that Vienna feels a bit smaller and more intimate, despite its obvious urban sprawl. The final chapter reveals what happened to each character over time and closes out the personal stories nicely. If players so choose, they can also change the decisions they made in the other chapters and see the resulting dialogue outcomes. It’s a nice option to have, though I opted to stick with the plot decisions I’d made previously. Vienna is as much a character as the artists and feels vibrantly alive despite the limitations of the environmental art. Through clever sound design, a well-composed soundtrack, and a pseudo “slice of life” depiction of each artist, Vienna is colored between the narrative margins. It allows the scenes to feel expansive and full, even if the screen only shows a small grouping of characters at any single time. You get a small sense of what it might have felt like to be in a Viennese ballroom, sipping tea with Gustav Klimt and schmoozing amongst the local avant-garde art critics, or attending a massive concert hall during a violin performance. The Lion’s Song is a joy to look at, with the beautiful sepia hues adding a vintage feel to the scenes. Much like the artists and thinkers depicted within, the game’s art is expressive and well-crafted. It made me want more of it, and I wish The Lion’s Song had more chapters. Your time with Vienna will be all too brief, but it’s a pleasure while it lasts. You’ll feel the pain of failed innovation and the triumph of a creative vision realized. The Lion’s Song is a beautiful game, and the time required to experience Vienna’s atmosphere is minimal. It’ll leave you longing for a European art expedition, even for those who aren’t dedicated art fans. The creative struggles each character endures are humanized and relatable, especially for anyone who’s tried to innovate or create. If you’re the creative type, The Lion’s Song is a must-play experience. Pros + A charming, beautiful adventure filled with warmth + Relatable, well-realized characters + Great sound design and music + Vienna is well-realized in small snippets Cons - It ends too quickly! Overall Score: 9 (out of 10) Fantastic If you’re a fan of classic point-and-click adventures, art, well-written stories, or all of the above, you owe it to yourself to see what The Lion’s Song has to offer you. Disclosure: This game was reviewed using downloadable code provided by the publisher
  17. Another night of #MarioKart8?! Heck yeah, let's morph into action! Come swing by the #Twitch stream and have a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  18. Happy Sunday people! Let's get another night of #MarioKart8 racing fun going. Come swing by and jam out to some more Japanese jams, hang out, and relax! ROYZYABOY! https://www.twitch.tv/royzoga123
  19. Another night of #MarioKart8 is here! Let's jam out to some Japanese tunes from the 80's while we grind those online races! ROYZYABOY! https://www.twitch.tv/royzoga123
  20. barrel

    Review: Dead Cells

    Developer: Motion Twin Publisher: Motion Twin Platform: PS4, Xbox One, Switch, and PC Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the PlayStation 4 version of the game By being clearly inspired by numerous rogue-lite and Metroidvania titles, or to use its own preferred nomenclature of 'RogueVania', it can certainly be tempting to write Dead Cells off as just another one of those. However, Dead Cells is not content with simply paying tribute to iconic titles. There is an impressive sheen to nearly every facet of its gameplay that not only separates itself from its various contemporaries but also makes it so easy to get lost in the experience, even when it was in an Early Access state last year. After being constantly iterated upon, such as adding new levels, weapons, abilities, and plenty more, Dead Cells is now confident enough to consider itself a full product while also finally letting console owners in on the action as well -- and for great reason. The game quickly drops the player right in, quite literally, as an amorphous green sludge falls from the ceiling and reanimates a fallen humanoid vessel. This eerie landscape becomes one of the closest things to a home, especially after a failed run. Players will soon enough find themselves scrounging whatever tools they can to hopefully overcome their fierce enemy and environmental opposition as they uncover the mysterious depths of Dead Cells' world. Regardless of its moody world-building and sparse bits of lore (like a certain From Software series), however, Dead Cells absolutely thrives on its stellar combat-focused 2D gameplay above all else. Whether one is swinging a bulky axe, firing a crossbow, setting up a bear trap, or using hardly subtle nods to other gaming properties (like "Valmont's" whip), the underlying theme is that its huge offensive toolkit has a satisfying power behind it in the right hands. Little details like being able to roll-cancel or shield parry (if it's equipped) out of nearly every animation makes combat feel rather fair too, even though a specific run may not be generous in yielding one's favorite weapons or skills of choice and thus forces them to try out different ones. To help makes its multitude of weaponry and skills more digestible, Dead Cells divides them into the three in-game stat categories of Brutality, Tactics, and Survival, each of which can be strengthened by obtaining scrolls that are scattered across different levels. Despite the categorization simplification, there is a surprising nuance to each style like when picking 'mutation' passive abilities after completing each level. For example, Brutality can take the most advantage of a mutation that increases damage against an enemy suffering from a status ailment while someone specializing in Survival can regain more life per enemy kill. It is very enjoyable to watch once terrifying bosses/enemies quickly melt due to utilizing a smart synergy of mutations/weapons in addition to getting better and better at the game. For as thoroughly entertaining as Dead Cells is with its raw combat, the main reason why its addictive gameplay pull is so strong is because of how it wisely borrows and improves upon Rogue Legacy's overall structure. Rogue Legacy's most welcome contribution to "RogueVanias" was rewarding a player gradually in the form of unlocked blueprints for new abilities or various other conveniences after a failed run. Dead Cells technically does the same thing (while adding many new weapons too), yet the feedback loop is far more consistent by doing so after each completed level. This constant dopamine fix, in spite of the harsh difficulty at many times, also extends to its many branching level paths where thorough exploration can unveil some invaluable permanent upgrades like a quick wall run or a destructive ground pound that opens up the experience that much more. Amidst such incredibly tight gameplay and level design, Dead Cells' greatest blemish actually resides in its technical performance, which still often holds up rather well. Generally speaking, Dead Cells evokes a 2D sprite art feel with chunky pixels (mainly regarding enemy dismemberment) and smooth animations despite technically being rendered with 3D assets. Unfortunately, its key technical slight on PS4 happens mid-level where there is a brief stutter that seems to outright skip frames of animations before going back to the normally buttery smooth gameplay performance and this happens every few minutes. While I never encountered this problem during the mean boss fights, even after a successful hard mode run, I could see the visual hiccups being distracting enough to cause an untimely demise in more chaotic combat moments, so hopefully it can be cleaned up via patch soon. Dead Cells has the uncanny ability of being able to cherry-pick aspects from so many other games and have one be totally fine with it. Because, instead of instilling fatigue, Dead Cells far more often impresses the player by how masterfully realized just about every facet of its core design ends up being. Everything from the skill-based combat that is a total bliss to control, a highly-rewarding structure that accommodates a wealth of different player styles, and plenty of secrets to uncover creates a fiendishly addictive game experience that players will more than struggle to break from the "...just one more run" mentality it so actively encourages. Pros + Fiendishly addictive structure that encapsulates the 'just one more run' mindset + Incredibly tight, responsive combat that accommodates a huge wealth of different playstyles + Branching paths, many unlockables, and the improvisational nature easily makes no one playthrough the same + Stylish aesthetic with moody environmental backdrops Cons - Weird occasional visual stutters mid-level can be distracting Overall Score: 9 (out of 10) Fantastic Dead Cells does not shy away from a familiar "RogueVania" template, but rather chooses to do it so well that players will be hard-pressed to justify dividing their time when Dead Cells is that much more satisfying and rewarding to actually play Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
  21. Morphing into another night of #Twitch streaming with some #MarioKart8! Come hang out and have a morphenomenal time! ROYZYABOY! https://www.twitch.tv/royzoga123
  22. Taking it easy tonight with a session of #MarioKart8 and more 80's Japanese Mix Tapes! Come swing by the #Twitch stream and have a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  23. Harrison Lee

    Review: Pato Box

    Developer: Bromio Publisher: Bromio Platform: Nintendo Switch, PC, PS Vita Release Date: July 9, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game I’ll be the first to admit that the description and press material for Pato Box was more eyebrow-raising than intriguing at first. A spiritual successor to the Punch-Out!! series starring an… anthropomorphic boxing duck? A black-and-white comic book art style? I was more than a bit puzzled but decided to roll the dice and see what wackiness Pato Box had in store, and I can genuinely say I wasn’t prepared. Pato Box is a fusion of game styles, mixing the classic boxing matches of Punch-Out!! with a semi-3D explorable environment. It’s a wholly unique experience that’s only out-weirded by the story. The plot immediately tosses the titular 'Patobox' into a pickle. The popular duck boxer isn’t so popular with his promoters at Deathflock, and they attempt to off him in a rigged match. Patobox sets out on a quest to get his revenge on Deathflock, punching everything that stands in his way in the face. Much of Patobox’s out-of-ring time is spent exploring the Deathflock headquarters and prepping for his bouts. The duck can talk to various building inhabitants and occasionally has to solve small puzzles, avoid obstacles, or play minigames to progress. Deathflock’s place of residence is pretty large, and there all manner of hidden goodies and sight gags for players to dive into. For whatever reason, Pato Box also decided it’d be cool to make your primary source of interaction with the gameworld a punch. If you feel like breaking chairs and dishes, go right ahead! No one seems to care that Patobox can break everything in sight. The matches, of course, are where the game makes its true home. Like Punch-Out!!, players assume the perspective of Patobox from behind and have a few basic jabs and punches. However, Pato Box spices things up with different dodge mechanics, some tactically-important punch types, and interactive objects that are often themed after each boss. Every match is a puzzle to unravel, exploiting the mechanics to best take down the opposition. Make no mistake, Pato Box is hard. You’ll lose more than a few fights as you work out how to face each boxer. This probably comes as no surprise, but Pato Box is full of camp and humor. The story never takes itself seriously and revels in the weirdness of a duck boxer. Patobox never really talks and seems to only convey his thoughts by staring at things. Somehow, his allies always seem to know what’s on his mind, which makes his silence all the more amusing. Patobox lets his fists do the talking, and that’s all that really matters. Beyond the protagonist, the art style will probably be the first thing to grab your attention. Pato Box is a gorgeous Mad World-esque comic book dreamland. Characters communicate with comic word bubbles, and the coloration looks like a black-and-white newspaper cartoon. The developers have done a great job conveying the feel of a graphic novel in Pato Box’s style, and it lends a lot more credence to the idea that Pato Box is truly its own beast apart from Punch-Out!! I only have a few minor quibbles, and most concern the fights. It was a bit tricky to tell how much damage I was dealing or being dealt, with very visual cues to suggest my health situation until it was almost too late. It also artificially inflated the difficulty at times, and I wasn’t always sure if my punches were landing. Eventually, you get used to the rhythm of bouts and the mechanics become second-nature, but folks who haven’t played Punch-Out!! may have some initial struggles. The exploration segments are also fun, but a tad slow and occasionally lacking in things to do. Again, it’s a fairly minor complaint about an otherwise great game. Pato Box isn’t weird just to be weird. All of the quirky sights and sounds feel relevant to the game’s universe, and everything just “works”. The marriage of adventure games and Punch-Out!! is out of left field, but the concept is well-executed. That Pato Box finds ways to innovate on the Punch-Out!! formula only enhances the quality of the matches. Every boss is unique, and the developers have done a great job forcing players to change strategies. Don’t sleep on the next Rocky. Give the boxing duck his due and pick up Pato Box. Pros + Zany concept that actually succeeds + Visually-striking and artistically unique + Well thought-out boss battles Cons - Exploration occasionally drags on a bit too long Overall Score: 8.5 (out of 10) Great Pato Box does its own thing and does it well. If you love the Punch-Out!! franchise or weird, surrealist art pieces, Pato Box should be up your alley. Disclosure: This game was reviewed using downloadable code provided by the publisher
  24. Developer: Sega/Media Vision Publisher: Sega Platform: PS4, Xbox One, Switch, and PC Release Date: July 10, 2018 ESRB: T for Teen Note: This review is based on the PlayStation 4 version of the game The phrase "Shining" holds a very different connotation in the gaming space depending on who you ask. Ask an old school RPG fan what it means to them and they would likely mention its previous, tactical role-playing game form of the beloved Shining Force titles. If you were to ask developer Sega themselves, they would likely phrase it in a way that could be just about anything resembling an RPG, especially given the many games they have churned out under its banner. That said, the Shining series has most often shifted toward a more typical action-RPG template in Japan these past couple decades. Though it may be an enhanced release of a formerly Japanese-exclusive PlayStation 3 title, Shining Resonance Refrain should radiate as a curious new direction for the series after a long absence from English speakers specifically. Above nearly all else, Shining Resonance Refrain takes a keen interest in both dragons and music while very rarely separating either element. Everything from the usage of musical armaments (...called "Armonics") to the main character, Yuma, who bears the latent power of a powerful dragon, play pivotal roles in the overarching narrative. That said, ultimately, the story itself rarely boils down to being more than a handful of good guys fighting against an evil empire despite however much jargon it tries to throw at the player like "Diva Magica" or many phrases straight out of Norse mythology. The main story remains predictable to a fault and can be rather hokey in more than a few instances because of it. Gameplay-wise, Shining Resonance: Refrain takes more than a few notes from its action-RPG contemporaries (such as Namco's Tales of- series) but with a couple of minor twists. You have your real-time combat system in which normal attacks use a stamina gauge and it quickly becomes encouraged to use special MP skills right before one runs out of stamina to maintain a constant offense. To not so subtlety chime a reminder of the musical setup, there is also a BPM gauge that steadily builds up mid-battle which will provide a variety of buffs upon use depending on the song. Admittedly, battles are rather button-mashy, and quickly become routine, but are also easy to get into. The game also does a decent job at making each party member feel unique, such as the ranged grenadier, Marion, who can use support spells, and even the main character, Yuma, who quickly goes from using a standard longsword to transforming into the Shining Dragon mid-battle. There are more than a few battle system foibles than the simplicity of it, however. Some are amusing like the main character becoming overpowered to the point of trivializing most other attackers by literally only needing to mash the circle button from the halfway point and on. Less amusing, however, are the frequent slowdown for flashier spells and, what can be even more annoying, the sleepy ally AI especially in regards to healing/suicidal positioning. Unlike the frequent slowdown hiccups, thankfully some of the AI problems can get straightened out over time if one messes with 'traits' within the Bond Diagram mechanic, which affects AI tendencies like their increased inclination towards using healing or buffs/debuffs mid-fight. In sharp contrast to their unreliable combat usage, one of the surprising strengths of Shining Resonance Refrain's main playable cast is their likability in a story context. One the most obvious ways to see this is within the primary town, which features numerous interpersonal scenes as well as the opportunity to go on dates with party members (yes, guys included). It is clear that these affinity systems were mostly developed with the pretty lady characters in mind but the actual implementation comes across as far more wholesome than one would expect. In addition, there is a pretty earnest friendship that develops between everyone, and not just Yuma despite, well, the story having more than a few over-the-top anime antics moments in-between. Perhaps the biggest problem with the entire game (yes, even more than the very cliched main story) are the huge discrepancies caused by the level-up progression. Main story bosses spike in level at an absurd rate each chapter, and the means of gaining the experience to close the gap in a reasonable amount of time is quite limited. I had to go out of my way to look into items that made it so inactive party members would gain experience, and to increase the rate of seeing the in-game equivalent to Dragon Quest's Metal Slimes (called eggs) in specific, randomly generated Grimoire dungeons, because the experience obtained from normal enemies in regular environments was way too low (... just like in Dragon Quest). In spite of such glaring gameplay flaws, Shining Resonance Refrain still somehow manages to be better than the sum of its parts in charm alone. One of the key ways it does is in the sharp localization which makes an often predictable script somehow still entertaining to read, especially regarding character specific scenes in the central town. The underlying care also transfers to the audio, like how the instrumentation of BPM songs will change based on which character performs it; a nice touch to an already good soundtrack. Heck, even the English dub is solid as well, though I admit I gravitated towards the Japanese voices due to some top-notch talent and it having a more natural transition towards the Japanese-only vocal songs. Shining Resonance Resonance is one of those strange titles that is significantly flawed in both its gameplay progression and main storytelling yet manages to stumble onto the path of being enjoyable regardless. Its key flaws are quite difficult to ignore, especially if one has a low tolerance towards cliche storytelling (which it is dense with), and it requires a willingness to accept the genre stereotypes it so frequently leans on to see a more sincere, lighthearted underside. If one wants an easy to approach action-RPG that is as charming as it is predictable, Shining Resonance Refrain is a solid option. But those expecting anything deeper in their RPG experience would be much better served looking elsewhere than it. Pros + Easy to approach combat system that manages to make each playable character feel distinct + Likable main cast of characters with surprisingly wholesome vibe between them + Pleasant aesthetic from the sharp soundtrack to well-realized character models Cons - Very predictable storytelling that can be quite hokey with its anime tropes - Balancing party experience becomes cumbersome due to huge enemy level spikes between each main story chapter -Occasional slowdown and dumb ally AI unfortunately bog down combat - A bit too much backtracking between zones Overall Score: 7 (out of 10) Good Shining Resonance Refrain does very little to veer from the course of many Japanese RPG stereotypes but for those willing to accept its often predictable nature can still find an earnest hidden charm underneath it all Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
  25. After a successful Kickstarter run while supporting the game for nearly 2 years after its release, the long road for Shantae: Half-Genie Hero is finally winding down, but not before some final surprises. Today, WayForward revealed that all versions of Shantae: Half-Genie Hero (both the base and Ultimate edition) will receive a free content update that will include Jammies Mode and a brand new transformation. Jammies Mode will let you play through the campaign in Shantae's pajamas as well as pillow fight enemies, float on a dream-like cloud, and use sleepy sheep as projectiles. As for the new transformation, Shantae will be able to transform into Sophia III from Blaster Master Zero and blast enemies away. Interestingly enough, this isn't Shantae's first crossover with Blaster Master Zero. Last year, developer Inti Creates added Shantae as a playable DLC character in Blaster Master Zero, so it looks like WayForward is repaying the favor with the appearance of the latter title's Sophie III vehicle in Half-Genie Hero this time around. Check out both new additions in the trailer for the new update below! Source: Press Release Will you be checking out Jammies Mode or the Blaster Master transformation in Shantae: Half-Genie Hero?
×