Like I played through the first Frog Detective game earlier in the week with my friend on stream, we did this game a couple days later as well~. It took us about 2 hours to play through the game with her and I reading the voices for the characters (her as the frog once more, and me as everyone else).
It's in effect the same as the first game, but a bit bigger and a bit better. It's a first-person adventure game just as the first one was, and you talk to folks to figure out the items they want to complete the puzzles associated with them. It's a very simple thing, but that just makes it an even more effective medium to convey the silly story, which it is! The puzzles are a bit more complicated, and the writing is a bit more fun and funny than the first game. Verdict: Recommended. It's not gonna sell anyone who wasn't a fan of the first game, but it's a very nice sequel that expands on the first game's strengths in a way I found enjoyable. This one was so fun to do, it's got me looking forward to the next one even more than the first one did~ ^w^
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A close friend of mine recently invited me onto a Twitch stream with her, and she said this would be a great game for the two of us to play together~. I'd never heard of the game before, but she turned out to be super right! She controlled the game, but it's so straightforward that, like with the VNs I've played with my wife at the helm, it's barely different from me controlling it myself, so I'm calling it beaten for me as well <w>. It took us a little over an hour to play through the English version of the game while reading out all the voices together on stream~.
Frog Detective is a series of short first-person adventure games. You walk around an environment talking to people and grabbing items, and it's honestly something much closer to a visual novel than it is something like Portal or even The Stanley Parable. In this one, our detective is solving the mystery of a haunted island (as you could probably already tell from the game's title x3). It's pretty fun! The narrative is a short, silly story, and the gameplay is light enough that just about anyone could do it. It's a very simple-looking game and there isn't much music, but it's such a bite-sized piece of fun that the aesthetic becomes much more of a feature than a bug (so to speak). Verdict: Recommended. If you want something cute and fun to play either by yourself or with someone else, this is a really good option to do it with~. Especially if you can find it for cheap, this would be a great option to gift to a little kid to help them get into video games if they're only just starting out being able to read and/or work out first-person control systems. Not the funniest or most exciting thing in the world, for sure, but a fun time that more than justified the price of entry. Looking for something noncommittal and not very hard to sink my teeth into before I started playing another game with a friend the next day, I remembered that this existed on the Switch Online service. Of course I had no reason to believe it’d be a *great* game, being a licensed game on a console with no small amount of dire licensed games, but I’m a sucker for 2D Zelda-style action/adventure games, and there was really only so long one as easily available to me as this was going to escape being played by me regardless of how good or bad it was XD. It took me 4-ish hours to beat the English version of the game via the Switch Online GameBoy service (with moderate use of rewinds and save states).
The story of the game presumably follows the story of the film on which its based. The Quest for Camelot is a film I’m honestly completely unfamiliar with beyond a general awareness that it’s not very good, so I can really only assume that Kaylee’s quest to avenge her slain father, defeat the evil usurper Ruber, and save King Arthur and Camelot is reasonably close to the film. Either way, it’s a very forgettable story told quite clumsily. There are some neat pixelated renditions of shots of the films in between walls of text that exposit between stages, but it’s still just “this thing happens, so do this thing. Okay on to next location to do another thing” over and over until the end. I certainly wouldn’t expect a great story out of a GBC Zelda clone if it were licensed or otherwise, really, but just how clumsy and overly wordy this game’s narrative is definitely makes it start veering towards an active negative on the game vs. being something comfortably simple and ignoreable. At the very least the adventure has quite good signposting, which is certainly more than I can say about a fair few other 2D Zelda clones I’ve played over the years. The gameplay is no better than the story. It’s frankly pretty easy to say that it’s even worse, or at the very least a fitting counterpart to the inelegance of the writing. In the broad strokes of things, it’s a pretty shameless copy of 2D Zelda games like Link to the Past, Link’s Awakening, and the Oracle games. Tons of items and design concepts are copied outright, though that copying unfortunately doesn’t extend to the actual design of the combat and levels. The game is broken up into several stages with action and puzzles (if you can call them that) leading up to a boss fight. Movement feels awkward with the game’s large sprites, enemies are rudimentary and often move too fast to hit properly, and your sword’s length is pathetically too short to hit things with reliably (in keeping with the grand tradition of bad Zelda clones). It even has tons of padding via fetch quests! In addition to enemies being hard to hit (and bosses being miserable damage sponges), the actual world design is dreadful, and the game has some of the most irritating instant-death jumping puzzles I’ve seen in a game like this as well as a serious aversion to enemies ever giving the player health pickups. It’s not the most incompetent 2D Zelda clone I’ve ever played, sure, but that’s damning with faint praise with just how low a bar that is XD. The presentation is also quite weak. The graphics take the path of many subpar portable games and opt for big, more detailed sprites that then consequently make the action harder to parse because you don’t have enough room on the screen to see yourself. Additionally, the graphics that are there are pretty ugly and often poor representations of their film counterparts, with the main character often looking nothing like the character even on the front of the game’s own box. The music is also just embarrassingly poorly done. The game has like 3 or 4 music tracks total, and they’re painfully simple and half-baked for a GBC game from 1998 even compared to what composers were accomplishing on the original GameBoy nearly a decade earlier. The biggest and most hilarious music issue, however, is now no non-gameplay scene actually has any music at all. I thought my Switch had crashed, but nope, no errors. The company splash screens, the title screen, and ALL of the text-wall “cutscenes” have 0 music of any kind, meaning you don’t even get music at all until a minute or two after you’ve booted up the game XD Verdict: Not recommended. There are certainly more unenjoyable licensed games on the GBC, but again we’re back to damning with faint praise XD. Even on its best day, this game is tuned overly difficult and aggressively mediocre, and your time is simply better spent on other things. The GameBoy is no stranger to great action/adventure games, and there are even more at least decent ones than there are great ones, so I have no idea why you’d pick this thing to play over the piles of better ones unless you had genuinely nothing better to do with your time at all. After finishing Night in the Woods, my wife and I still wanted to play some games together, so we decided to hit this up. A shorter game we’ve had on our list to play together for a while (as we’re both big Stanley Parable fans), this made for a great end for the evening on a cozy Saturday. It took us about 80 minutes or so to play through the whole game.
The Beginner’s Guide is a story about video games. Narrated by Davey Wreden, the creator of The Stanley Parable (which this was released a couple years after, he leads you through a series of short games made by a friend of his, Coda. Coda was a game creator that Davey knew years back, and he’s showcasing their library of work in hopes to show them that people do like it, and that they should come back to making video games again. Much more linear and straightforward than The Stanley Parable, this game is undeniably less memorable than that, but it’s still absolutely cut from the same cloth. Seeing the lengths our fictionalized version of Davey Wreden goes to try and reach out to this friend of his is an interesting look into the creative process of video games, sure, but it’s simultaneously a strange and often surreal experience that at times borders on outright horror. I don’t really want to give away any more than that, really, as it’s something much better experienced yourself than simply told to you, but if you enjoyed The Stanley Parable, you’re bound to enjoy this too. The gameplay and aesthetics are pretty straightforward too. The gameplay is all simple walking simulators put together with Source Engine (as the narrator himself is quite frank about), and the aesthetics are similarly very Source Engine in flavor. It’s not entirely default assets or anything, and the game does a good job of working with both level design and environmental design to really aid in its storytelling, but this is nonetheless a game whose gameplay and aesthetic features are more functional than standout in any other way (and that’s just fine with me). Verdict: Recommended. If you’re into narrative-focused walking simulators, then this is a fun one! It’s super short, sure, and I don’t really think it can hold a candle to how novel and clever its big brother The Stanley Parable is, but if you can pick it up on sale, it’s an interesting and funny time you’ll probably enjoy~. This, much like Celeste and To The Moon, is another narrative-focused indie game that I’ve had on my radar for AGES. Tons of people I knew loved it, and I really didn’t have any reason to think I wouldn’t love it too, but it was still a task of getting off my butt and actually playing it XD. In my recent binge on a bunch of PC games, however, I finally made it to playing it (yet another game I got for free on the Epic Game Store at some point). It was a lot of fun playing it alongside my wife (for whom is this a favorite) over the course of a couple days off we both had~. It took me 10~12 hours (I had a lot of idle time, so hard to be sure exactly) to play through the English version of the game while doing every side activity I could possibly find.
Night in the Woods is the story of Mae, a 20 year-old on her way home from university. She’s not sure university is actually for her, so she’s decided to come back to her home town for a bit to clear her head about things and hang out around old familiar faces, and there are a lot of old familiar faces to see! Her best friend Gregg and his boyfriend Angus, her friend Beatrice, her parents, and a whole community await her in the sleepy Appalachian town of Possum Springs. This is another game where I honestly hesitate to give much more plot summary than that (at the risk of making the game sound a bit boring), because so much of NitW’s appeal is just how well done the writing is and how well paced the story is. NitW is a story about individual issues, but about communities big and small too. It’s a story about how life just kind of sucks, that no matter how ready or unready you are, at any moment you can just get thrown a curve ball that throws everything into disarray, and you’re just expected to deal with that. From Mae herself to her friends to people she barely knows, NitW is very concerned with showing tons of different angles of how people deal with how things change, and especially how things just kinda keep getting worse. And why are things getting worse? Capitalism. I had no idea about it going in, but I was very delightfully surprised at just how fiercely anti-capitalist this game’s narrative is. It does an incredible job of painting a picture, from a single person up to the entirety of the town, of how our modern society simply does not care about those not immediately valuable to the almighty dollar, and will readily leave behind in the dirt those who cannot fend for themselves. This is a story with a lot going on and a lot of layers to dig through, and I’m sure people much smarter than me have already spilled tens of thousands of words on the larger and smaller themes of this game, and honestly it’s not hard to see why. It’s honestly hard to only write about the story this little myself XD. At any rate, I’d heard this game was written super well, and it absolutely lived up to the hype for me in that regard. The gameplay is a side-scrolling action/adventure game, but it’s far more on the adventure side of things. You go around town day to day, ending every day sleeping at your house, and you can platform around town as well as side activities with Mae’s super jumping powers. The general way you make days progress is by picking either Gregg or Beatrice to hang out with, but there are times that you need to engage in other things as well when the plot needs it. In the meanwhile, you can do all sorts of other activities with the denizens of Possum Springs if you take the time to get to know them. Walking past the same familiar faces and striking up conversations slowly helps bring Possum Springs to life for the player as Mae is filled in on the two-ish years of stuff that’s happened while she’s been gone. You don’t have to do most of that stuff, of course, but I’d certainly argue that exploring around town day to day is one of the most fun parts of the adventure, or at least it was for me~. While I honestly have no complaints anywhere about the writing, I have some very minor complaints with the gameplay design, and its largely in the more game-y parts of things. This is a game that loves dark environments, like in the dream sequences, and on both my monitors (but especially my main one) there were lots of times where I could genuinely not see anything beneath me and I was platforming in effective total darkness. That won’t be a problem for everyone, sure, but given that the game has no internal gamma adjustments and changing the brightness of either monitor did nothing, it made already kinda pointless-feeling platforming segments feel even more frustrating. Another thing to that point is the game’s insistence on a diegetic pause menu. Mae’s journal will fill up as she does various activities, and of course she can’t pull it out in her dreams or in a cutscene because that makes no sense. However, your options menu is reached via that journal, so if you’re trying to say, put the game back in windowed mode so you can drag it to your other monitor to make this dream sequence perhaps easier to see in, you’ll need to quit out of the game back to the main menu (resetting all your current progress in the area) to do it. Again, that’s a very me-issue, but it was enough of a problem that it’s hard to just completely pass it by here. The aesthetics of NitW are very pretty. The colorful shapes and styles that the world and characters are drawn with almost give the game the look of a picture book come to life. Characters are delightfully expressive in both gestures and facial expressions, and it was very easy to see how so many of my friends love the cast of this game so much. The music is also very good too. Whether it’s the music underscoring a dream sequence or the song played during one of your band practice mini-games, all the music is fantastic, and it underscores the action at hand beautifully. Verdict: Highly Recommended. While I may’ve had a couple small issues with how the game itself is designed, that didn’t stop me from enjoying the hell out of the final product. From its setting to its characters to its themes, this is a story that encapsulates so well so much of the struggle of the times we live in, and it does it masterfully. This is absolutely not a game you can afford to miss out on if you’re a fan of narrative-driven games. Another game I got free on the Epic Game Store at some point, I vaguely remembered hearing this was a fun game, and I needed something to fill the rest of my night because LOVE had been so short, so I ended up checking this out. I’d actually had no idea how long a game this was at the time, but I ended up beating it in about 3 hours after doing just about every side quest I could find.
Pikuniku is the story of a little island and the money man running rampant over it. Mr. Sunshine is here with his robots, and he’s gonna give you free money if you just let him take all that unimportant seeming stuff lying around! Just let his robots take what they want, and you’ll be flooded with free money! Its in the middle of all of this money giving that you, Piku, wake up in your cave. After escaping with the helpful advice of a random ghost, you emerge to a world that is certainly drowning in money, but it’s difficult to shake the feeling that Mr. Sunshine isn’t all he’s cracked up to be. The writing in Pikuniku is really fun! I had no expectations going in, but it’s a game I found delightfully silly and funny, with some really fun dialogue writing in particular. The game also really wears its politics on its sleeve as well. It’s not exactly Disco Elysium, but it’s a pretty aggressive anti-capitalist work of satire, and it’s a very fun one at that. Perhaps it won’t be everyone’s cup of tea in regards to its humor, but I enjoyed it very much~. The gameplay is a relatively linear side-scrolling action/adventure game. There are several large hub areas where you have a main objective to complete, and there are often some side quests you can engage with as well. Piku can jump and kick, and that’s about it, but the platforming in this game is quite satisfying, although it’s also thankfully usually optional if that sort of thing isn’t something you really enjoy. A lot of the adventure stuff and action too are really here to enhance the engagement of the story, and I’d say they do quite a good job of that. Aesthetically, Pikuniku is as whimsical and weird as you’d expect a title published by Devolver Digital to be, really. Lots of bright colors, funky music, and strange yet simple characters populate the island, and they all have their own weird and funny ways of acting and moving. The weird silly walking style that just about everyone (especially Piku) have is one of the stand out highlights, as odd as that may sound. It’s a joke that could easily get worn out if the game were longer, but I think just how straight the game plays it makes it an enjoyable bit of fun that underscores every cutscene. Verdict: Recommended. It might be a bit short for some, but this is a really good time! The writing is super fun, and the platforming is too (though it can perhaps be a bit too hard for its own good at times). If you want a weird and wacky action adventure game to spend an afternoon with, then this is an excellent choice for you~. This is a game so tiny that I debated whether or not to even write a review here for it, but it DOES have its own entry and such on the Epic Game Store (where it's one of many games I've gotten for free over the years), so I figure it's only fair to write a review for it like I would anything else. It took me about 30-ish minutes to play through the arcade mode and the extra levels beyond that.
LOVE is a little precision platformer with no story and no premise beyond just "do it as well as you can". In level select, you can play any level you want (of course) including 10 levels not in the arcade mode, and arcade mode itself is 100 lives and unlimited checkpoints to beat 16 levels. You can jump with A and place (depending on the mode) infinite checkpoints with B or X, though if the checkpoint gets killed by an obstacle, it disappears, and you're going back to the start of the level when you next die unless you place a new one. It's a neat little formula, and while I wish your hitbox was a bit more clearly defined (as there were many times I thought my little fella's legs made him wider than he was and I ended up falling to my death), but other than that, it's a well put together little thing. The graphics are simple but effective, and the music is jammin' too, so you've got a great atmosphere to do your platforming in, at the very least. Verdict: Recommended. This is like a $3 game if you didn't already get it for free like me, and it's well worth your time if you like precision platformers like Meat Boy or such things. It's hardly a must play, sure, but it's a very well put together thing for what it is, and I understand this developer's other work to be similar in both genre and quality as well~. This is a game I've owned for over a decade now (I checked! XD), after buying it ages and ages ago after hearing it was great, but then just never getting around to playing it. However, my wife recently played through the latest entry in this wider series, as it so happens, and we decided it'd make a fun date night for her to watch me finally play through this first entry myself (and it was~ ^w^). It took me about 4-ish hours to play through the main game, and then the two post-game mini-episodes took about half an hour or so each. I played the game in English with an Xbone controller on my PC.
To The Moon is a story about Niel and Eva, two doctors who work for a company that specializes in helping near-death patients greatest wish come true. They go into the memories of the individual, and they basically give them new memories that result in fulfilling that greatest wish. This particular story, as the title suggests, involves fulfilling a dying man's wish to go to the moon. The two post-game mini-episodes are just little glimpses into the larger world that they live in, and the main game is where the really meaty storytelling lies. To The Moon may be just an RPG Maker game made in 2011 (and it sure looks like it too), but it's an incredibly well told and heartfelt story about grief, regret, and the complicated, flawed people that tragedy and trauma can nonetheless turn into people you'd never guess have a thing abnormal about them at all. This is the sort of game you could easily write an essay about the greater and smaller themes of, which I'm not going to do here, but I will conclude this section by saying that this game is a masterclass of drama in a limited medium. It accomplishes what it sets out to do spectacularly, and I'm honestly glad I waited this long to play it, because I don't think I would've had the perspective (or narrative analysis ability <w>) to really appreciate everything this game goes for had I played through it right when I bought it at age 17. Gameplay-wise, there's honestly not a ton to talk about. There are some *very* light puzzle mechanics here and there, and there's a joke battle relatively early on, but despite being an RPG Maker game, this is much more a straightforward adventure game than anything else. That's fine, and honestly the game uses its medium very well to give you just enough interactivity in what's going on to help you get that much more invested in the story, but this is much closer to a visual novel in actual content than it is to another notable RPG Maker game like Lisa: The Painful is. Aesthetically, this game obviously oozes the whole RPG Maker style if you even so much as glance at it, but it's a deceptively meticulously put together experience regardless. There are some nicely done CGs, the music is excellent (particularly the vocal track), and I found so many little subtleties in the original character designs that I just loved. How a character moves their hands, looks their eyes to the side, tons of little things that inform about the people these characters are with all the deft you used to see in old SquareSoft 16-bit games. It's all excellently done, and it compliments the storytelling beautifully. Verdict: Highly Recommended. If you're a fan of narrative-focused games, you've honestly probably at least already heard of this series, if you've not played it yourself already. Regardless, if this has somehow slipped your notice, you owe it to yourself to be like me and finally get off your butt and play it. Despite what the very RPG Maker graphics may suggest otherwise, this is an incredibly well told and constructed story, and easily one of the best bite-sized narrative experiences I've played. One of the main reasons I actually played through the original Celeste last weekend was because I had heard of this little game’s release and was really interested to try it (but didn’t want to just skip the original game, particularly when I already owned it XD). I’m a sucker for 3D platformers, and a free one that was getting rave reviews was obviously too good a prospect to simply ignore. It took me about dead-on an hour and a half to get all 30 strawberries and reach the place where this game’s equivalent of credits are without using any guides using my Xbone controller (and died 149 times in the process <w>).
This is very much a bite-sized freebie of a game rather than a full-fledged game, and it’s got a similarly bite-sized story to go with it. It’s been a good few years since Madeline climbed Mt. Celeste, but she’s paying a visit back there to meet up with old friends and work through anxieties she’s going through now that she’s taken on a new major challenge in her life. There’s not much more to it than that to say outside of literally relaying all of the game’s dialogue, really x3. Regardless, for fans of the original game and its story, it’s a very cool epilogue and it’s fun to see old faces again and what they’re gotten up to in the time since the original game ended. Mechanically, that’s what this game is all about. As a way to celebrate the game’s sixth anniversary, the dev team threw this together in “a week(ish)”. What we have as the end product is the second world of Celeste reimagined as something akin to a Super Mario Odyssey level, with 30 different strawberries (acting as our moon-like collectible) scattered throughout the stage to try your hand at collecting. There are cassette tapes here and there as well, though instead of leading to whole new versions of stages, the B-sides of the original Celeste, here they lead to little self-contained platforming challenges (much like Mario Odyssey and Mario Sunshine do with their Cappy-less and Fludd-less challenges), and if you want all 30 strawberries, the game’s biggest challenges lie in those tape dimensions. Celeste’s main mechanics are just about all here as much as they can be. While more technical things like wave dashing and wall bouncing are (mercifully) left out, Madeline absolutely has her jumping and dashing to aid her in this, and it translates very oddly to 3D. Now they made this in a week, so I’m not gonna be too harsh on it for not being the most polished thing in the world, but even still, it really takes some getting used to for how this game controls compared to the original game (or most 3D platformers, for that matter). Your movement is VERY heavily dependent on where the camera is facing compared to most games because of the relatively 360-degree movement you have (between your normal movement and your directional dashes), and getting used to your turning circle as well as just how generous your dashes can be are the bulk of the learning curve, so far as I experienced. I actually originally found the game really frustrating, and I was going to call it quits with less than 10 strawberries as soon as I’d found the credits, but I stuck with it a little longer out of curiosity and found myself enjoying it more and more as I got my sea legs better established. I’m not sure you could really turn this into a larger game, at least in its current form. Compared to how much the original Celeste was a very “easy to learn, hard to master” kind of experience in 2D, its 3D iteration here has much more of a vibe of “starts hard, gets harder”. That’s not to say that this game is bad for being hard, but it’s likely going to be off-putting to even seasoned 3D platform fans with just how mean its level design can feel at times. A lot of Celeste 64 involves navigating 3D spaces with little in the way of markers around you to help indicate where you are in physical space. You mercifully have a marker-line underneath you to help you platform in these harder bits, but even with that, the learning curve to go from awful to decent is a steep one. Again, it’s a game they made in a week(ish), so I’m not gonna say it’s inexcusable that it’s so unpolished, but the game we have is the game we have, and whether or not you’re going to actually enjoy the design here is going to depend at least a bit on how willing you are to put up with learning the unintuitive ways this game expects you to find your way around its world. The aesthetics are absolutely delightful. The original Celeste already had a lot of clear inspiration from Mario games (both 2D and 3D) in its gameplay design as well as its aesthetic direction, but this game makes that even more clear for anyone who was somehow still in doubt about such things by the nature of the game’s title XD. The graphics do a great job of replicating the feel of old N64 graphics (with the character models in particular being very fun versions of the characters we knew so well in 2D from the original). The music also leans *very* hard into paying homage to Mario 64, going so far as to even mimic its sound font for the handful of tracks in this game (all of which are really good, especially given the brief time in which they were written). Verdict: Recommended. This is a game that’s a bit too hard to recommend to everyone like I could with the original Celeste, but it’s still really fun! It’s short and it’s completely free, so the barrier to entry is incredibly low as long as you’ve got a controller to play it with. If you’re a fan of 3D platformers, especially if you enjoyed the original Celeste, this is absolutely one you don’t wanna miss out on as long as you don’t mind a bit of a challenge. This is a game I’ve owned on PSN for absolutely ages via my PS3, but the one time I tried to play through it years ago on that, it crashed like 30 minutes in and I had to give up XD. I got it free on Steam some time ago, so it’s been something I’ve been meaning to get to for a while, and it ended up being what I decided to do with the rest of my evening that Sunday night. It took me a little under 5 hours to beat the English version of the game using an Xbone controller.
Hell Yeah is the story of Ash, the skeletal rabbit that’s the prince of hell. After a paparazzi scandal catches him in a compromising position and he sees that there are 100 whole hits on it online (2012 was truly a different time XD), he vows to just go out and kill 100 demons, thereby *certainly* getting rid of everyone who’s seen the photo. It’s a very silly game that feels like a NewGrounds game that got an unlimited budget, and it absolutely drips late-era XBLA energy from every pore. Despite some references and such in the comedy being a bit dated (as one would expect in a comedy game from over a decade ago), I was very surprised at just how well the game’s comedy has aged. It’s a bit graphic for the sake of it, of course, but nothing that made me too uncomfortable, and I’m usually a huge baby about that kind of thing (so it must be fine XD). I was shocked to learn that it was made by a French studio, since it’s such a funny game in English I thought for sure that it must’ve been written by native speakers, but it’s a really cool and fun thing to be wrong about~. It’s a delightfully quotable game that sets out to be irreverent and ridiculous, and it accomplishes that fantastically as far as I’m concerned. Gameplay-wise, Hell Yeah is a pretty darn competent action/adventure platformer too! It’s not quite a metroidvania, as even though you’ve got upgrades slowly throughout the game and do return to some areas later, the whole experience is very guided and linear. Even returning to areas is laid out to you explicitly, so it’s not something you need to remember to do or anything. Ash has his blade wheel/jetpack he rides around in and a whole bunch of guns to kill demons and monsters with, and boy is he excited to do it! These demons are something between mini-bosses and environmental puzzles (depending on the demon), and you always execute them with a WarioWare-style micro game (that you take damage from if you mess it up). The level design is super varied despite the overall simplicity of the controls, so it remarkably never gets boring despite how much of a similar thing you’re doing from area to area. It’s a few weird ideas that end up coming together remarkably well, and I was delighted by just how far above my expectations that this game ended up hitting. It’s not a terribly hard game, but it’s not exactly easy either. I found it to be a nice challenge, which means it’s probably on the harder side given that I’m pretty comfortable with this sort of thing, but at least you have super grenades and a few other nasty tricks you can grind a bit of cash for to help you out if you hit a particularly nasty roadblock of a demon. The presentation is really fun! Everything has a very 2012 Flash Game vibe to it, but with the presentation of a proper (even Sega published!) XBLA indie game. There are a ton of weird, wacky characters to run into, and they clearly had a ton of fun thinking up all of the areas and demons you encounter along your adventure. The music is also very fun, and it makes for a great backdrop to all the silliness and mayhem (with my particular favorite being the fake Euro-beat club song that plays in the club level x3). Verdict: Recommended. It’s not a super incredible, must-play experience, but it’s really good fun as far as action games go! While not everyone will love the humor or the zaniness, if this sort of absurdity is your jam, there’s a lot to enjoy here. If you’re a fan of action platformers and absurdism with a bit of reference humor thrown in for good measure, this is one game that can make for a really fun weekend romp~. |
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AuthorI'm an avid gamer who likes to detail their thoughts about what they play in the hopes it might aid someone else's search for a game to play. Archives
April 2024
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