Tuesday, September 29, 2026

Tony Hawk's Pro Skater 3+4 (Multi) Review

It's not every day I'm late to the party on a game, but recently it's becoming more common! Still, it was a pleasure to finally hop on my board and shred with the best of them in Tony Hawk's Pro Skater 3+4. This game released last summer, and I'm only now getting to it with a review. Better late than never? Your mileage may vary on that, but here's a review nevertheless!

Nothing too gnarly about this skateboarding package


In 2020 and after a bit of a hiatus, the Tony Hawk's Pro Skater franchise ollie'd its way back into the hearts and minds of players with Tony Hawk's Pro Skater 1+2, a remake of the first two THPS games. All in all, it was a glorious return to the roots of the series and a wonderful homage to the original classics. Last year saw another return, this time Tony Hawk's Pro Skater 3 and Tony Hawk's Pro Skater 4 were given the remake treatment with, fittingly enough, Tony Hawk's Pro Skater 3+4.  

Tony Hawk's Pro Skater 1, 2, and 3 mesh well together due to their now-standard-and-classic two-minute runs through levels, having players pick their skater and attempt to complete as many goals in each level as possible, all the while performing tricks and ramping up high scores in the process. It's a formula that's tried and true for the Tony Hawk franchise, and there was always that "just one more run" quality to it.

The sparks fly as the Birdman soars through the Foundry level.

Meanwhile, Tony Hawk's Pro Skater 4 introduced a sandbox-style formula to its levels. Instead of having two minutes to tear up the levels, you were tasked with finding the locations of NPCs and completing their various challenges, some timed, some not. With this major change to the franchise's formula, there were questions regarding how the developer of Tony Hawk's Pro Skater 3+4, Iron Galaxy, would handle this in the remake of THPS 4's levels.

For many, it'll be seen as a downgrade, but THPS 4 in Iron Galaxy's 3+4 remake package utilizes the standard two-minute career mode runs that Pro Skater games beforehand used. Thus, Tony Hawk's Pro Skater 4's levels have been overhauled to fit the traditional career mode from THPS 1, 2, and 3 into something that would work and mesh well enough. What you end up with in THPS 4's levels are less goals and ones that don't have any kind of context this time around. You'll just be spoiling the frat's fun within the College level just for the heck of it, for example. (Well, that, and they're probably trash people anyway.)

In the College level, I'd say this grind certainly makes the grade.

The Tony Hawk's Pro Skater 4 campaign isn't just altered in less goals and in its structure either. Some levels, like Carnival and Chicago, have been removed entirely, though thankfully, Iron Galaxy has included three entirely new levels to make up for it: Movie Studio, Waterpark, and Pinball. These wouldn't be confused for skate parks and levels already featured in the franchise to begin with, as they blend in beautifully and have awesome designs. 

Even for THPS 3 purists, there are some noticeable changes to how goals work. In the Career Mode for each skater in the OG THPS 3, things like collectible locations changed depending on which skater's career you engaged with. In THPS 3+4, every location is uniform, no matter what skater you select. In fact, you don't unlock the Solo Tours of each skater until deep into THPS 3+4, long after you've beaten all the goals across both THPS 3 and 4. 

Suburbia remains one of my favorite locales from THPS 3.

Both THPS 3 and 4 combined have 19 levels total across them. Most levels feature a multitude of level goals to try out and take on. These can be as simple as finding and collecting the letters S-K-A-T-E throughout the level, usually in a skate line that leads you from one letter to the next instead of haphazardly or randomly placed throughout a given level. There are high scores, pro scores, and sick scores, where you're tasked with reaching those point thresholds by executing tricks and reaching those totals within the time limit. Sometimes your skater's tasked with performing a specific trick over a certain gap within the level, while others have them needing to nab certain collectibles.

Among the levels are various goodies to be found, such as cold, hard cash and stat points, the latter of which go to increasing the abilities of not only your selected skater but also the 30+ others available to play as in the game. Unlike the original THPS 3, you need not collect stat points for each and every skater's career mode. Instead, one size fits all, in a sense--meaning that stat points earned are available to use on every skater you currently have unlocked. And while favorites from THPS 3 like Wolverine and Darth Maul do not make an appearance in this remake, you do get the chance to trade Wolverine's adamantium claws with Michelangelo's nunchuks, as the member of the Teenage Mutant Ninja Turtles is a playable character here in THPS 3+4.

Nice grind, eh? 

The levels themselves have seen a major upgrade visually within THPS 3+4. I almost could literally feel the heat from the red-hot sparks being emitted in THPS 3's first level, Foundry, and loved the atmospheric fog that coated the nighttime playground that was THPS 4's London. Each level has been meticulously remade and redone in such remarkable ways that the glow-up is major and massive for each.

Even those aforementioned newly included and designed levels: Movie Studio, Waterpark, and Pinball, feel like Iron Galaxy didn't lose any semblance at all of what made the other skate parks and levels within the original games so worthwhile and enjoyable. Movie Studio allows for skaters to grind up boom and camera arms, drop into skate pools surrounded by green screens and large Hollywood-style movie props, while Waterpark is home to an abandoned theme park of old, complete with numerous different slides and rides to skate down. Pinball is the secret level of the THPS 3+4 package, putting your skater in a Night of the Living Dead-style pinball table, while simultaneously having them avoid rebounding and ricocheting  pinballs and skate off all of the moving parts within. This is all the while you can view the Birdman himself, Tony Hawk, controlling the pinball table itself.

Rio is one of several competition-focused levels within the THPS 3+4 package.

Outside of the base game parks, Create-A-Park returns from THPS 1+2, and this time around it's even more in-depth and even viable for more long-term enjoyment. This comes from the addition of being able to add your own custom goals to your parks, so while the original THPS 1+2 saw fans make some truly awesome skate park creations, there really wasn't an onus for the player to stick around and skate in them for too terribly long. With goals, I definitely saw myself taking more time to enjoy and also appreciate what creators put out design-wise, and I must say, it's a fantastic inclusion to the Create-A-Park mode.

Multiplayer is also present in THPS 3+4, and these feature standard modes like Trick Attack--where players try to get the highest score within a time limit--and Graffiti, where players mark their territory by performing skate tricks on specific objects. If another player lands a higher-scoring trick on it, they take over that object. By far, the coolest mode and the one added to THPS 3+4's collection of multiplayer mayhem is that of HAWK. This mode is comprised of two rounds: one where players place four H-A-W-K letters around a level, while the other is where the seekers try to find and collect the hopefully well-hidden letters. Points are awarded for letters found in the case of the seekers, or not found, in the case of the hiders. It's an incredibly clever concept, and more importantly, one that's loads of fun. 

Another fantastic inclusion, though this time accessibility-wise is that of different mods the developers added for THPS 3+4. These make the single-player career modes quite a bit more feasible for players that might not have the best skate skills around, including the ability to never bail, to automatically balance on rails for grinds, for lip tricks, etc. And something I found super useful for myself is the ability to increase the time for runs in career mode. Instead of the base two minutes, you can up the max time to an hour maximum. For me, it didn't make sense to be limited to two minutes to complete goals, so I increased it to 20 minutes, then a half-hour, as I just wanted the freedom to explore as my leisure. 

THPS 3+4 includes a vast amount of challenges to complete. Whether that's finding and landing all gaps within either THPS 3 or 4's levels, finishing speedruns of levels within a set par time (these task you with completing all of a given level's goals within one run as fast as possible), or skater-specific goals, as well. There's a whole host of Expert-related challenges, and unlike the others in THPS 3+4, these do not allow you to use the accessibility mods to complete them. They're meant for the toughest of the tough, the ones that can hang with the Birdman at his career's zenith.

A trick so hardcore, it created aftershocks.

Like THPS 1+2 before it, THPS 3+4's gameplay mechanics and skating feel excellent. You're not limited to the repertoire of moves that were featured in the original games. Basically everything up to Tony Hawk's Underground's ability to get off your board is present here. Though, I won't lie and say that I wouldn't like being able to hop off my skateboard sometimes, especially when trying to reach certain areas. Oftentimes when attempting to turn around, my skater would smack and ricochet between walls and railings as if they were a pinball in that titular secret level. Frustrating, for sure. Still, it's an absolute blast to have the muscle memory to perform tricks, manuals, grinds, reverts, and more as if I never skipped a beat with the same button and analog stick inputs as I pressed back in the day.

I talked about THPS 3+4's visuals some, and they do definitely delight and impress. Perhaps the only less than stellar part of the presentation comes in the form of the insanely limited Create-A-Skater, offering a sparse selection of body types and faces. I'm not asking for sliders for every possible body part and dimension on the human body imaginable, but just something that delivers something to better make my CaS look more like me. Because God knows I'll never be able to tear of the skate park for real, so it'd be nice to have a fantasy skater representation of myself that actually looks somewhat close to myself.

Familiar levels like this one, Tokyo, received a massive glow-up within THPS 3+4.

Sound-wise, THPS 3+4 brings the goods. While not all of the licensed music from the original THPS 3 and THPS 4 could make their way to THPS 3+4, a good number of the top tracks do. For instance, if Motorhead's Ace of Spades wasn't included in the soundtrack of this game, why were we even doing this remake in the first place? I jest, of course, but only slightly.

Even with some different design decisions that might make some of the more diehard fans want to break their 'boards over their knee when they compare them to the originals, Tony Hawk's Pro Skater 3+4 makes for a great way to skate with an awesome game worthy of the Birdman's name. While the way THPS 4's levels and goals were incorporated into this package might feel like Iron Galaxy jammed a square shape through a circle hole, it worked for me, overall. I realize that this won't necessarily be the case for true blue fans of the original THPS 4, though. That said, with a lovely suite of multiplayer modes, accessibility options, and the enhanced Create-a-Park included with the well-designed levels and great feel of the controls, Tony Hawk's Pro Skater 3+4, like the Birdman infamously with a 900, successfully sticks the landing for one stellar skating experience.

[SPC Says: A-] 

This game was played via the PlayStation 5 version. Tony Hawk's Pro Skater 3+4 is also available on PlayStation 4, Nintendo Switch 1 and 2, Xbox Series consoles, Xbox One, and PC.

Friday, September 25, 2026

Ace Combat 8: Wings of Theve (PS5, XBS, PC) Overview Trailer

Reviews are out for Ace Combat 8: Wings of Theve, and the game is certainly flying high with critics. Ahead of the game's release on October 2nd, Bandai Namco has provided this overview trailer for the game, a relative deep dive into the skies of Ace Combat 8. With quality reviews, you might be thinking about taking to the skies yourself next week. Now seems like a good time as any to consider preordering, then, if you haven't already, as Ace Combat Zero: The Belkan War remains an exclusive preorder bonus.

Thursday, September 24, 2026

Kalanoro (Multi) Review

A game I previously previewed on SPC, Kalanoro sees a full release today on PC, Switch, Xbox Series consoles, and the platform I'm reviewing this game on, the PlayStation 5. Let's take a trip to Lemuria and experience some Malagasy folklore and culture in the process, shall we?

Doubles as an enjoyable game and a lovely primer in Malagasy culture

Kalanoro stars Kalakely, one of the hairy, eponymous creatures of Malagasy folklore, in a musical adventure. To follow an ancient prophecy, Kalakely needs to cancel the concert plans of the sinister witch named Raneny, who has taken over Lemuria. How to do this? By jumping into a tour bus, rescuing a bunch of lemur musicians, creating a band, and singing and playing their way to Raneny, of course! It's a simple enough story that is imbued and strengthened by not only an immense amount of cute charm, but also because it represents so much of Madagascar, its culture, and folklore--a part of the world that decidedly doesn't get much in the way of representation in gaming. Therefore it was incredibly cool to be enlightened and introduced to this part of the world in such a wonderful way. 

If Kalanoro was a Malagasy dish, like the ones Kalakely prepares on the tour bus for her bandmates, then the ingredients would be one part 3D platformer, one part band management, and one part rhythm game. The 3D platforming is the main ingredient, of course, and this takes place in various levels, generally giving the player a quasi-overhead perspective of the action. 

Kalakely's ready for adventure and to assemble her ensemble of lemur musicians!

Kalanoro's levels feature plenty of platforming and especially dangers to concern herself with, whether that be disappearing platforms to leap off from, rolling spike hazards to avoid, boxes that dip into poisonous water when Kalakely's weight is distributed on them, spike traps that mount upon Kalakely passing over them, and more. 

Fortunately, Kalakely the Kalanoro has several moves to not just get around levels, but also to contend with various enemies that get in her way. Between jumps and double jumps, as well as air dashes that allow her to pass through certain gates, Kalakely is well equipped to platform her way through levels. 

Perhaps the piece de resistance for Kalakely is that of her hair. Throughout the game she can get shampoo that strengthens her massive mane to perform various different abilities. She can grab onto enemies and pull herself towards them for a charge attack, and conversely, attach her hair to switches and levers to pull them to open doors and such. Later, she can use her lovely locks to latch onto enemies and shock them. This hair ability can also siphon and transfer electricity from generators to open up locked doors. Finally, Kalakely earns the ability to throw a clump of hair at enemies to blind and confuse them, having them go berserk in their anger and start attacking their friends. This mass of hair can also block pipes spewing toxic gas as well as cover the gaze of security cameras.

Keep your rear in gear and avoid those spears, Kalakely!

When you're not running, jumping, and air dashing through levels, you'll be pitted against numerous enemies. This usually happens in cordoned off zones that are essentially rooms where you face and fight off a mob of enemies using kicks, punches, Kalakely's various hair techniques (each has a cooldown, by the way), and also weapons that can be picked up from the ground. These weapons come in the form of hammers, signposts, shoes, carrots, among other objects, and each has their own amount of hits they can give to enemies before they break. 

This enemy saw the sign, and while it didn't open up their eyes, it did totally knock them out.

Unfortunately, combat is not really a strong suit for Kalanoro. Between the camera being too far zoomed out to always be able to clearly see the arena you're fighting in--meaning it's way too easy to take unintended hits, especially from ranged weapons and shots--and just the clunky feel of combat in general, I sort of got to a point near the end of the game where I groaned each and every time I encountered a room like this. Since it happens basically three times a level, yeah, it got old quick. 

While discovering combat rooms isn't too joyful, what instead is are the vast amounts of goodies thata are generally cleverly hidden within Kalanoro's dozens of levels. The main collectible is that of blue gems, used as the currency in Lemuria and for Kalakely to purchase the previously mentioned shampoo, as well as upgrades to her tour bus and other goodies from various vendors across the Lemuria world map. There are also lost Lemur children to rescue, paintings of Renany to cover up with posters of Kalakely's band, cassette tapes which unlock new songs from actual Malagasy artists to play on the tour bus, and scrolls which reveal interesting iotas of information regarding Malagasy folklore. Each level optionally has a set amount of collectibles to fully nab, and doing so will give you a 100% notification at the end of a given level for doing so.

When you're not running and roaming through levels, you'll spend the rest of your time moving from location to location, level to level, via your traveling tour bus. Here, you can craft posters and numerous Malagasy dishes from materials found throughout Kalakey's adventures. The dishes are to satisfy the bandmates Kalakely rescues along her journey. Basically, when a given band member has a specific dish over the head in a thought bubble, that's Kalakely's cue to cook something up for them using gathered food materials through a super simplistic crafting mini-game. Fail to do this after a-decidedly-generous-while and the bandmate has the potential to run off and get abducted by Ranany's troops again. Therefore, you'll have to go back to the original level you rescued them and do so once more.

Kalakely's transport to levels, gigs, and more, one could say it's a "bus"tling hub.

Thus, what this amounts to is needless babysitting to satisfy your bandmates, and it happens so much where they yearn for something to eat--pretty much every two levels completed. It becomes incredibly tedious, and I can't help but wonder if there would have been a better way to incorporate crafting real-world Malagasy dishes to enhance the gameplay flavor instead of detracting from the game's menu of features instead. 

Perhaps instead of using fear of punishment to force players to feed Kalakely's bandmates, Kalanoro could have instead given players positive reinforcement techniques to do so. For instance, building their friendships through giving them dishes they like, which in turn could reward given goodies at different points in their friendships. Just spitballing and brainstorming, because as is, having to feed Kalakely's bandmates is an imposition at best and obnoxious as all get out at worst when all I wanted to do was enjoy the other aspects of the game.

Kalanoro has a pretty typical loop to it in what you need to do. Each time you enter a new region of the world map, of which there are three total, you're tasked with entering the level to rescue a band member (i.e. playing through a normal level from point A to point B). From there, the next level after is all about finding their instrument of choice at that level's end. The next step is printing off posters (from wood found in levels) and spreading the word of Kalakely and band's upcoming concert. This is done by plastering said posters over Raneny's smug face-ridden portraits in one of two to three levels that then open up. Finally, the actual concert performance happens, and then the process of finding a new bandmate anew once again. This process happens twice per region with a boss level following it.

The concert performances themselves start off with Kalakely and a bandmate performing in front of a sparse smattering of Lemurians. As your band gains fame and fans from doing different actions throughout the adventure (putting up posters, defending boom boxes from enemy attacks in special level areas, and rescuing Baby Lemurians, for example), the audience and venues for the concerts expand as the game goes on. The performances themselves are incredibly basic rhythm mini-games. You press a button when the gauge around the circle reaches the blue part and occasionally aim at Raneny's troops who try to mess up the performance behind the stage. 

The music in Kalanoro is some marvelous Malagasy-style magic.

As for the boss battles, these are engaging fights that offer a decent amount of challenge. Perhaps quite a bit more than the standard levels seen otherwise in the game. They're all about waiting for an opportunity for the boss to become vulnerable (sometimes too much of a wait) and then pummeling them senseless while they are in that state. Fortunately, even with some of the fights being a bit taxing, the game does well in bestowing you with hearts to replenish your health, so you seldom have to worry about playing perfectly.

Kalanoro's first boss certainly knows how to make waves.

If Kalakely does lose all of her health in a level, whether from falling into pits too many times, or taking a lot of damage from enemies or hazards, you have the option of either restarting the level from the beginning or opting to use some blue gems to revive her instantly on the spot. Curiously, there is a finite amount of gems in Kalanoro to collect throughout the game. Ones you've collected previously show up a translucent in appearance and don't count towards your overall total when grabbed again. This means, theoretically, you could spend all of your gems and be left without a way to revive yourself or buy items from various vendors. Sure, by the end of Kalanoro I was swimming in over 2,000 gems, but it makes me interested to see if it is indeed possible to run out of gems completely and what would happen then. 

While I did overall enjoy Kalanoro, there were other aspects that took me out of my element of enjoyment with it. For one, occasional glitches where I could easily reach certain areas of levels, but the game did not necessarily like me doing that, resulting in Kalakely getting stuck with no alternative but to restart the level. Further, some of the parts where the game switches between 3D and a 2D perspective didn't always function the greatest. Kalakely could sometimes get placed or locked on the wrong plane in the transition between a 3D and 2D section, causing some frustrations in the control and platforming accuracy departments. 

Kalanoro isn't a lengthy game either way. I beat it within a weekend, and it took about six hours to 100%, collecting everything in levels and completing all of the side quests. Honestly, it's a fair amount of time for this type of game. It doesn't outwear its welcome length-wise, even if the constant demand to cook dishes for bandmates did. 

Glitches, poor combat, and some unfortunate, disappointing design decisions aside, Kalanoro is an above average platformer that I'm glad I was able to play. My introduction to Malagasy culture and folklore was a massive bonus as well in playing this game. With a ton of lovely charm, good vibes, and some decent, but not great level design, Kalanoro might not necessarily be a must-play for platforming fans, but it certainly made this reviewer pleased to play it.

[SPC Says: C+] 

A code was provided by the publisher for the purpose of this review. 

This game was played via the PlayStation 5 version. Kalanoro is also available on Nintendo Switch, Xbox Series consoles, and PC.
 

Tuesday, September 22, 2026

Rayman Legends Retold (Multi) Game Overview Trailer

Ahead of its December 3rd release date, Rayman Legends Retold has received a new game overview trailer. The voice of Barbara, Elana Dunkelman, narrates this look at various features in this remade and reborn rendition of Rayman Legends. New levels, new modes, new features, and a whole lot more arrive in this remake, and it almost makes the recent delay sting a little less! Almost. Either way, Rayman Legends Retold will arrive on all current platforms in early December.

Monday, September 21, 2026

Isle of Reveries (Multi) Review

Cooler, more seasonable temps have finally arrived in Central City. It's my wish come true! That said, as we'll see in our next review for this month, some wishes can become corrupt. Well, that seems to just usually happen on the eponymous Isle of Reveries, and this here is the SuperPhillip Central review.

When you wish upon an isle, doesn't matter "hoot" you are.


The Legend of Zelda franchise celebrates its 40th anniversary this year, and no doubt the series is a major inspiration to many developers, as we've seen many similar games of its vein released over the years. Even this year, I've covered games like Under the Island and Elementallis, for starters, each offering their own creative flavor and spin on the series's core tropes and gameplay loops.

Now, Isle of Reveries is the latest offering from an indie, delivering the hopes and dreams of another competent and enjoyable Zelda-like, this time with a Game Boy Color aesthetic to it. Does it do enough to make players want to give a hoot about it?

The titular Isle of Reveries is a skyward island, home to legends of being able to ask and get any wish granted. As the game begins, our owl protagonist Leif has started a pilgrimage of his own to the isle, in hopes of getting his own personal wish granted: to bring his deceased younger brother back to life. However, shortly upon touching foot--or talon, in this case--on the Isle of Reveries, a disturbing truth is revealed on how the isle manages to corrupt the wishes of those who have already made the grueling journey. With a new goal in mind, Leif sets off to assist saving the lost souls who have fallen victim to the island's curse.

A handful of hearts are available to Leif at the start of his adventure, 
but he can certainly earn more in true Zelda-like fashion.

While the premise of the story is one that is intriguing, the overall narrative doesn't really provide too many twists and turns to excite. Instead, what did interest me was the quest itself, which the story does do an admirable job of setting up. And I think most of us can agree that the quest is the most important piece to a Zelda-style adventure.

Rather quickly into Leif's quest, he discovers a helpful fairy, one that serves as not just a means to chat to the various characters that Lief stumbles across on his adventure, but also takes on the role of a duplication entity. Many objects within Isle of Reveries can be duplicated by a press of a trigger: from rocks to blocks, braziers to boulders, and other miscellaneous goodies to aid in making progress for Leif and thus, players as well.

This mechanic lends itself well to more than exploration, but also the plethora of puzzles within Isle of Reveries six major dungeons. These house plentiful brain-teasers as you navigate halls, chambers, and other rooms full of enemies, other dangers, and obstacles in your path. Some puzzles are as simple as placing a duplicated item to hold down a pressure-sensitive plate to keep a door open, while others require more thinking and mental finesse.

Duplicating objects--only one can be "saved" at a time--is utilized with great use in combination with the multiple unique items and tools that Leif finds across his adventure. The Clawncher, for instance, offers the ability to grab objects from faraway and brings them to Leif, rather than bringing Leif to the objects as if he were using the Zelda series's Hookshot. The Clawncher can also pull weapons and armor from enemies to leave them defenseless, or conversely, to otherwise open them up to attacks. Many of these items are used in tandem with each other as well as the central duplication mechanic, and these, in turn, are used to solve puzzles within the game and its dungeons. 

The dungeons themselves house plenty of secrets, key items, and of course challenges both physical and mental alike--such as enemies, hazards, and puzzles. The traditional aim to find treasure chests, secure keys, unlock doors, and make progress all the while solving puzzles and contending with enemies and traps is present and accounted for here, like any proper Zelda dungeon experience. What impressed me most was how well--even in the first dungeon--the puzzles were consistently complex and required some deep level of thinking to solve. Sometimes trial and error were necessary components, but for the most part, I usually was missing a key piece of insight, such as needing to utilize an item or duplication in a way I hadn't yet considered.

Leif launches the Clawncher at this foe within one of the later game dungeons.

Not all is as excellently crafted with Isle of Reveries' dungeons. It's difficult not to compare to the game's clear inspiration, so permit me to take the Zelda series and its dungeons as a comparison. Most of the dungeons in Isle of Reveries do not have a logical flow to them. You're constantly backtracking and entering and re-entering rooms to try to discover a means for progression. 

It's unlike most of the Zelda games, where dungeons lead you back to hub rooms or central chambers where items and keys you acquired that you didn't your first time through could this time be utilized. It's easy enough to know where you need to go without the game literally telling you where you need to go, and this is performed simply by how well the Zelda series' dungeons are designed. In Isle of Reveries' dungeons, I was aimlessly and repeatedly passing through well trodden territory and rooms in search of which door this key I just secured belonged, or what this key item I acquired was best suited for. 

Dungeons conclude not just upon finding the boss key, opening the door for said key, and battling the boss lurking behind said door, but you also have to escape the dungeon afterwards in a post-boss scramble for a special door. The dungeon itself becomes corrupted and you must battle and platform your way through familiar yet also altered paths (and in a more dangerous form--like with poisonous waters permeating throughout the rooms) to your destination. Some of these paths are simple enough to follow, but others just made a frustrating trek even more so.

As much as I appreciate most of the design decisions of Isle of Reveries, some did less than satisfy. For one, the simple act of needing to jump (performed with the R1 button on the PlayStation versions of the game) wasn't always conducive to the required platforming occasionally needed. Aggravating falls into water or pitfalls means you respawn from where you originally entered the room. Jumping just doesn't feel as precise as it could have been, and it's so easy to slip into pits and other hazards from errant leaps.

And while the items featured in Isle of Reveries are darn fun to use, especially a later game Rift Wand, that immediately exchanges your location with any small object or enemy the small ball of energy hits, each item uses an energy meter. While this meter refills over time after a relatively short cooldown, you're constantly having to use items and tools to solve puzzles as well as defeat enemies that your sword otherwise won't make a dent in (or a slice through, in this case) that this constantly resulted in me having to idle and wait for the cooldown to end and slowly replenish my gauge. This was just so I could use an item or tool again. When the game requires so much use of items, this energy meter and the need to refill it through time makes for an agonizing wait at times. 

Hopefully all this rain doesn't ruffle Leif's feathers!

That said, there is special equipment in the form of trinkets that can be found from planting special seeds in certain plots of land throughout the game's overworld map. A trio of trinkets can be equipped at a given time, and there are over 20 presenting different bonuses to Leif on his journey. These can make a special sound when he's in the same room as a specific goodie, whether that be the location of a plot of land, an Akedo Leaf (one of many collectibles within the game), a Goddess Petal (the Heart Pieces of Isle of Reverie), or something else. They also have other effects, too, such as limiting damage from falling into pits, nullifying Leif's slipping on ice, and having enemies drop more hearts in combat than usual.

Exploration is a common occurrence and claim to fame of Zelda-likes, and Isle of Reveries does this well, especially with its overworld map. There are eight unique, interconnected environments to explore, from marshlands to forests, as well as brutally cold mountains to quicksand-laden deserts. The world map is one that isn't overly expansive, instead serving a nice compact design to players. Eventually you can earn a special ukulele instrument that doubles as a fast travel device, further making exploration less tedious and more enjoyable. 

The overworld map is constantly opening up new areas as key items from dungeons and other parts of the game are given to the player. Because the map is so compact, it was never a major challenge to remember where a place or corner of map I couldn't previously explore was situated. That way, I could take my newly found Draco Coil or aforementioned Clawncher and use them to chart new paths, find new secrets, as well as nab collectibles and goodies I previously couldn't reach and access. This aspect of Isle of Reveries definitely lends itself better to wandering the overworld, rather than the aimless variety I did within dungeons. 

Meet characters of all types in Isle of Reveries. Look--I think Leif just mer-made a new friend!

Speaking of, there is a lot of content to be discovered in Isle of Reveries, such as miniature dungeons containing optional upgrades to tools, a full trading sequence reminiscent of Link's Awakening for some sweet rewards, and even a miniature town builder, where many of the NPCs  you rescue or interact with throughout Leif's journeys in Isle of Reveries return to, making a nice, little, cozy community of characters to ensemble in. It's really rewarding to start out with a barren area that is the Verdant Valley and eventually by the endgame see it brimming with life and bustling with characters.

Graphically, Isle of Reveries mostly looks the part of a Game Boy Color-styled game inspired by The Legend of Zelda. I say "mostly" because one issue that Isle of Reveries has that the Game Boy Color Zelda titles do not is that the former suffers from a lot of visual clutter on maps and in dungeons. It can be difficult to distinguish between what objects can be picked up, passed through, walked on, etc. The Thorny Thicket biome is especially troublesome in this regard. The beauty of games like Link's Awakening and the Oracle games was in their graphical simplicity. Objects were easy to distinguish between and the visual clutter just wasn't anywhere near as present like it is in Isle of Reveries.

Some game areas are more arduous to ascertain where you can and can't move than others.

Isle of Reveries offers an overall worthwhile and well designed Zelda-like adventure. The game's starring duplication mechanic is a massive boon to making for some seriously challenging and engaging puzzles, as does the roster of wonderful tools and items. Although aspects like the quickly depleting energy gauge, lack of logical flow in otherwise cleverly designed dungeons, and some major clutter in the visuals do detract from the experience, all in all, Isle of Reveries is yet another Zelda-inspired indie game this year that "owl" probably return to in the future. It's one I also think you should give a "hoot" about, too.

[SPC Says: B-]

A code was provided by the publisher for the purpose of this review. 

This game was played via the PlayStation 5 version. Isle of Reveries is also available on Nintendo Switch, PlayStation 4, Xbox Series consoles, Xbox One, and PC.