Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, October 8, 2024

Astro Bot (PS5) Review

A new review presents itself for this Tuesday evening. It's a game that many have bumped up to the top of Game of the Year rumblings and talks: Astro Bot. Well, it's managed to do the same thing for me here at SuperPhillip Central, too! Here's my review!

Fun and charm off the charts in Astro-nomical levels.

This year marks the 35th anniversary of the PlayStation brand, which of course, as someone a little bit older than Sony's gaming empire, makes me feel ancient. That notwithstanding, one way that PlayStation celebrates 35 years, as well as one way that it attempts to appeal to a wider audience, is with the sequel to what I consider one of the best pack-in games of all time, Astro's Playroom. This full-fledged sequel, Astro Bot, takes some concepts and ideas from Playroom as well as the PlayStation VR-exclusive Astro Bot: Rescue Mission and creates one of the most compelling reasons--in this reviewer's opinion--to own a PlayStation 5.

Bumming around in the emptiness of space with nothing but their PlayStation 5-shaped ship and some toe-tappin' tunes, we start Astro Bot's story with our eponymous protagonist moving and grooving with myriad other Bots inside the safety of their shi--oh, shoot! An alien UFO attacks said ship and sends the entire vessel, including all occupants, all hurtling towards parts unknown. A crash landing results in our hero Astro waking up in a barren desert wasteland. With a nearby satellite which bestows the coordinates to some of his friends and the desire to repair their broken vessel, yet another rescue mission is on for Astro! Charm pours from every part of Astro Bot, and you'll get an immediate sense of that through the opening cutscenes. What is of the story is rather basic to start, but somehow, someway--and without spoiling anything, of course--the ending managed to pull my heartstrings a little bit. Not too shabby for a platformer.

With lasers shooting from Astro's shoes, does that mean these foes have just been... de-feet-ed? 

As for the said platforming of Astro Bot, our little droid dude does not have the acrobatics or move set of, say, Mario (and how can you not compare a 3D platformer of this scope and size to Nintendo's portly plumber?), but what he has to work with works well. He can jump (which to be fair, is expected of a platforming mascot), he can punch, players can hold the attack button down to perform a spinning punch that can turn on various interact-ables like platforms, lifts, and more. He also has lasers on his feet when he hovers--which has a dual purpose: one for extending the duration of his jump, and the second being to defeat foes underneath him. That's pretty much all there is to Astro's kit, which makes for an accessible lineup of moves, but also for veteran platforming fans, it doesn't bring much of a high skill ceiling either.

That said, in various levels, Astro stumbles upon a chest, when opened, grants him a new power-up ability for use only in that level. It essentially becomes an extension of his move set, adding further utility to Astro. Generally, a given power-up only adds one extra button to remember to press, and when combined with Astro's base move set, you have a complete package that doesn't overwhelm players. 

Whether it's an elephant backpack that causes Astro to inflate himself to fly high in the air and bounce around, a backpack in bulldog form that serves as a means for Astro to rocket his way upwards or forwards, breaking through glass like it was nothing, or green retractable boxing gloves that can pummel obstacles and enemies alike with ease, these extra abilities and power-ups add to Astro's repertoire. They certainly make for even more compelling platforming gameplay than what's already present and accounted for in Astro Bot.

Great for pulverizing baddies, pulling switches, and even knocking projectiles back at enemies,
these gloves have just the right amount of "punch" for the job!

Whereas part of the star is the platforming, which feels phenomenal and one always feels in control of Astro, the other part that the platforming shares the spotlight with is the immaculate level design. Between constantly throwing new ideas at the player in a way that I haven't experienced since Super Mario Galaxy 1 and 2, and bringing for the engaging and inventive platforming challenges on a consistent basis, Astro Bot definitely does not disappoint in the level design department. 

One level thrusts Astro high above the clouds with skyscrapers jutting out from them in a construction zone, complete with running and jumping along swinging girders before summoning a wrecking ball to demolish the entrance to a building in a phenomenal display of destructive physics (and just plain coolness as well). Meanwhile, another early and extraordinary level that really showcases the power of the PlayStation 5--even more so--has Astro able to switch between tiny and regular-size forms with a press of a button. Astro needs to shift between both forms to solve environmental puzzles and make progress, too. Seeing Astro shrink to the size of a mouse, with camera following in tow, and with another press of a button, instantly grow to his normal size without a loading screen in sight is immensely impressive. 

Time to ironically deconstruct some baddies here at the ol' construction yard!

Levels aren't just one and done linear affairs either. You can rush through them, for sure, but you'll not only be missing out on the superbly placed secrets such as Bots to rescue and Puzzle Pieces to obtain (seriously, some of these are truly hidden in some genuinely crafty and clever locations), but in order to face each boss in the game's six unique galaxies, you'll need to satisfy the amount of Rescued Bots required to open the level's lock. 

Thus, it behooves you to explore as much as possible. Not just to make general progress, but if you're anything like me (and let's be honest, in most cases other than this one you would hope to God you're nothing like me), you'll greatly enjoy thoroughly exploring each and every level to your heart's content. Even if there wasn't something major collectible-wise like a Bot or Puzzle Piece hiding off the beaten path, I'd usually find that my curiosity was rewarded by discovering a secret cache of coins or a photo op location, for instance. 

The level variety and design on display in Astro Bot is nothing short of amazing.

Each galaxy contains two levels that house secret exits in them, warping Astro to a place called the Lost Galaxy. Here, more levels present themselves, a single level opening up for each exit found. Galaxies also contain bonus levels, such as quick battles against a plethora of foes, obstacle-laden bonus courses, and much more. With 300+ Bots to optionally acquire, numerous Puzzle Pieces to collect, and dozens of secret exits, there is a great deal of goodies to be discovered and obtained within Astro Bot.

As stated, rescuing Bots (some, not all) is needed to make headway in the game to fight Astro Bot's bosses. These showdowns are without exaggeration, terrific and massively epic encounters. From the very first one where Astro deals with a King Kong-like goliath of a gorilla, avoiding the beast's held bells as he creates shockwaves while having Astro rocket himself into them, and later the gorilla's teeth to deal damage, you're in for a good time. Unlike the standard levels where it's one hit and Astro's KO'd (though thankfully standard levels contain copious amounts of checkpoints so death is seldom a frustration), boss battles allow Astro three hits to take before our heroic bot is busted. 

Ask not for whom the bell tolls. (Even though we know it tolls for Astro here!)

Without much need to say (yet I'm saying it anyway), Astro Bot is a celebration of PlayStation and its 30th anniversary, and with that, there is a comprehensive amount of references thrown in. Everything from each world--or in Astro Bot's case--galaxy concluding with obtaining one of the stolen parts from a PlayStation 5-shaped ship, to the majority of Bots that are rescued being modeled after characters from games that have graced the PlayStation across its seven major platforms, including handhelds, is an ode to PlayStation and its rich history. 

Aside from these references, each galaxy's conclusion brings with it a level based off one of many PlayStation franchises. These aren't just based off the levels in aesthetics, they pretty much play like an Astro Bot-ified--as it were--version of the games, too. Without revealing anything not seen in official marketing for the game, the level based off Kratos's Norse adventure, has Astro borrowing the God of War's axe, being able to toss it at foes and switches, and call it back to his hand, just like in the more modern versions of the God of War games. Needless to say, there are more levels than just well-known and high-selling goodies. The first themed level had me absolutely giddy as a fan of an early 3D PlayStation platformer, and a certain PlayStation Portable series found its way to Astro Bot as well--lovingly made into a level by Team Asobi. You can tell the team really did its homework when designing these odes to PlayStation in ingeniously crafted level form. Par for the course, really, considering the rest of the game is just as smartly made.

Not one to let an ample opportunity go to waste, Astro even dresses for the part sometimes!

Would stumbling upon and rescuing the same, generic, nameless Bots throughout Astro's adventure have the same impact as discovering a hidden Solid Snake-inspired Bot, or an Alucard from Castlevania? Most likely not, but the references also don't create the pretense that Astro Bot wouldn't be able to stand on its own two feet with just its engaging gameplay, immaculate level design, and immense charm. The references only add to that spark of joy, and your mileage on that will vary depending on how deep your PlayStation knowledge and fandom goes--and also decidedly how well you know and appreciate some of the real deep cuts pulled in Astro Bot, too!

Monkey-see, monkey-climb. This level uses the tilt and shoulder buttons
of the PlayStation 5's DualSense controller to scale these banana-shaped ledges.

When you're not exploring levels and out and about in the galaxy, you're in the Crash Site, the hub of Astro Bot. This hub world is absolutely one of my favorites in a 3D platformer. It consists of the main circular sandy area where all of the rescued Bots congregate, and in a Pikmin-like fashion, there are points around the hub where you can call upon the help of your Bot army to create makeshift ladders, platforms, and swings out of themselves. They can also help you push and pull objects to create new pathways as well. The hub is also where the Gacha machine is, where all of those coins accumulated throughout Astro's adventure may be spent on randomized prizes, such as new costumes for Astro, actions for the Bots in the hub, and different colors for Astro's ride, not-so-coincidentally a DualSense controller. 

Astro Bot is one of the more technically impressive and jaw-dropping games on the PlayStation 5. That goes for aesthetics as well as seeing just how much the physics system gets a workout too, between glass platforms shattering underneath the trail of Astro upon walking on them, to seeing oodles and oodles of beach balls tumble down the waterslide along Astro as seen in the very first level. Astro Bot is a clean, crisp, colorful game that offers a steady frame-rate, gorgeous views, and is just an utter delight to look at. Musically, Astro Bot fares well, too. The catchiness of tunes, some remixed from past Astro Bot games, while most are brand-new works, presents itself throughout each track of the game. It might not be to everyone's liking--as for some, the music might be obnoxious, but for me, it had my toes tapping and head bobbing to it as I played. 

Even the coins in Astro Bot are PlayStation themed! 

All in all, Astro Bot constantly brought me joy with its creative levels and charming presentation throughout my 8-10 hour initial playthrough. I knew I really thought the game was something special when almost immediately after beating the game for the first time and collecting all there was to collect (earning the Platinum trophy, too), I started a fresh save file to enjoy a new playthrough all over again. It takes a special game to have me do that, and wouldn't you know it--Astro Bot is such a game. 

It gave me cozy feels with its abundance of charm, it delivered rewards through thoroughly exploring its well crafted and designed levels, it presented me with "one more time" desires with its challenging bonus levels, and it kept me engaged from beginning to end, and then, as stated, back to the beginning again with a new playthrough. Astro Bot not only offers a magical gameplay experience that utilizes the DualSense controller in innovative (but fortunately for accessibility reasons, optional) ways, but also offers a game that is a shining example of pure, unadulterated fun in videogame form. 

[SPC Says: A]

Monday, September 23, 2024

Grapple Dogs: Cosmic Canines (NSW, XBS, PC) Review

We continue our theme of platformers, particularly indie ones, with Grapple Dogs: Cosmic Canines from Medallion Games. I review this title as played on the Xbox Series S.

These Grapple Dogs are out of this world.

The last time we left Pablo and friends, our puppy protagonist had just defeated an evil robot named Nul. After the battle, a mysterious being not-so-subtly alluded that the fight was far from over with a new threat lingering in the shadows. Grapple Dogs: Cosmic Canines picks up immediately from there with a new mission: collect all four Allkrystal pieces before the multiverse as our heroes know it is destroyed by the aforementioned new threat, Vyr--and a new playable character, the brooding, gun-toting Luna.

What follows is that of four worlds, each containing one piece of the shattered Allkrystal, each guarded by one of Vyr's commanders. Though first, Pablo and Luna must venture through several platforming levels both exploration and obstacle course-based to gather enough jewels to open the way to each boss's domain. 

Our protagonist Pablo is getting into the swing of things.

Like its predecessor, Grapple Dogs: Cosmic Canines contains a multitude of levels, featuring an abundance of platforming challenges, and--as expected from the title--points to use each dogs' grappling hook to swing across chasms and over obstacles and hazards. Levels are linear affairs, but there are plenty of opportunities to explore off the beaten path, whether for extra berries--the currency of Cosmic Canines--or more interestingly, hidden jewels and treasure chests containing new skins for Pablo and Luna's grapple hooks. It's to players' benefit to explore levels fully, as these previously mentioned jewels are the means to progress in worlds, opening gates that lead to even more levels.

Venture through the ocean blue (or in this case, the waters beige) of the world map.

Each character has their own separate set of stages to move through, utilizing their unique abilities. Pablo can charge and punch enemies, as well as bounce to generate more height. Whereas Luna's most prominently featured ability is that of her firing her gun, which she can shoot in 360 degrees with the use of the right analog stick. She also has a helpful dash, whether on land or in midair that takes a brief period to recharge before being able to use it again.

Run and gun (or dash and bash) as newcomer Luna!

Levels offer a dynamic range of gimmicks, mechanics, and platforming challenges for players. One level had Luna firing at targets that turned on and off blocks that could be used to either leap on or off of, slide down or climb up wall jump-style, or to block enemy fire or obstacles like lasers. Eventually some multitasking was needed, as I was required to both swing and aim at a target at the same time before making a jump to the newly revealed block created by the shot target. Meanwhile, another level featured a pink and orange shade that turned all characters into silhouetted form. The level would change shades on different beats (also displayed visually with a meter at the top of the screen for less rhythm-inclined players like myself), thus shifting which platforms were stable and solid to stand on.

In addition to level gimmicks, there are various power-ups to be found in Grapple Dogs: Cosmic Canines. Both characters stumble upon them in their respective levels, but the utility in how they use them is different. With the shock power-up, Luna gets what is essentially an electric shotgun, firing short bursts that absolutely demolish enemies that are too close for her comfort. It also charges up light bulbs, which in turn turns on certain platforms to be used. Meanwhile, Pablo's shock power-up form grants him the ability to roll into a ball and glide along electrical panels in an impressive and utterly delightful and fun way. 

Pablo's brand of flame power-up grants him the ability to charge in any direction in fireball form.

Previously, the first Grapple Dog tied the berries that you collected in levels with 100% completion, requiring players to gather them all to fully finish a level. This time around, berries are mainly the currency used in Toni's--Pablo's bunny girlfriend--shop. Here, health upgrades, grapple hook cosmetics, and character outfits for both Pablo and Luna can be purchased. It's nice to have some use for berries in this sequel rather than just having to collect them for a rote completionist purpose. 

Berries are also spent to open up special bonus challenge levels, where a central mechanic or power-up of the game is explored and focused on with greater depth. The goal of these challenge levels is either reaching the level's finish line, or in what comes off as an ode to Super Smash Bros.--whether intended or not--breaking all of the targets or collecting all of the level's berries within a time limit. 

Whereas Luna's flame power-up grants her a freakin' flamethrower! Flame on!

At the conclusion of each world, there is a battle against one of Vyr's righthand commanders. These battles are highly varied. One has a big blob of a boss pursue Pablo as our protagonist performs various platforming feats to reach points in the level where he can deal damage to the boss blob, while another features Luna in a more traditional battle of endurance against a boss with a shield who can only be damaged from above or from behind. The bosses are tougher endeavors than the main game, but they're also incredibly rewarding to beat.

Between completing levels--searching high and low for collectibles--speed-running levels to aim for gold medals, and beating bosses, there is a lot to do within Grapple Dogs: Cosmic Canines. You won't be left wanting for more content. Even after the base game is completed, there are much more difficult post-game levels to explore and complete for the "true ending" of the game. 

Grapple Dogs: Cosmic Canines does come equipped with two helpful accessibility measures for if the game gets too arduous or if players would prefer a breezier time. These are the abilities to nullify damage as well as jump infinitely, making the game and its various platforming challenges less, well, challenging. These can be turned on and off at any time, and there is no genuine penalty for using them.

In my experience with the Xbox Series S version of the game, I did encounter times where my character grappled and glitched unnaturally across the screen and through objects, to the point where the camera did not follow. Additionally, I received two error messages from a system level while playing, both when I used the leaf-grapple just over a ledge. I had to force-quit the game and restart, which was a bit vexing considering how long some levels can feel when you're scouring them for secrets and collectibles. That said, those glitches and errors were rare. 

Pablo goes to the poles (and climbs them, too)!

To me, and I'm sure this is no unique opinion, Grapple Dogs: Cosmic Canines looks the part of a Game Boy Advance game that never was--offering colorful, crisp, and detailed visuals that wouldn't be foreign to Nintendo's handheld. Locales look lovely, whether they're rain-drenched battlefields, futuristic cities full of monkey citizens, or desolate post-apocalyptic deserts. Well, as lovely as something post-apocalyptic can look, that is! The music is full of bops, delivering bouncy tunes and warm vibes when appropriate and foreboding and ominous sounds at more tense moments and levels.

Medallion Games managed to make an even more impressive sequel with Grapple Dogs: Cosmic Canines. The varying play styles of both playable characters has each feeling different and fun to use, the level gimmicks keep things fresh, and the secrets and collectibles are generally fun to find and well hidden. Some minor to maddening glitches and some difficulty jumps may rub some players wrong, but if you do decide to give this Grapple Dog sequel a chance, you'll most likely be in for a dog-gone good time.

[SPC Says: B+]

Sunday, September 22, 2024

Gimmick! 2 (Multi) Review

For your Sunday night and for the first day of fall, a new review arrives on SuperPhillip Central. It's Gimmick! 2 from Bitwave Games, and here's the SPC verdict.

A star is reborn

The original Gimmick! released on the Nintendo Famicom back in 1992. The 16-bit Super Famicom was the new hotness in Japan at the time (and had been for a while), so the game was pretty much overshadowed, despite Gimmick! itself being one of the more technologically impressive Famicom games by virtue of being a late release in that system's life. Sunsoft of America opted to not localize the game in North America, but recently it finally saw its way to our shores--albeit digitally--via a remaster. 

Now, 32 years after the fact, Gimmick! 2 launches onto the Nintendo Switch (the platform of which this game was played on for this review), PlayStation 5, PlayStation 4, Xbox Series X and S, Xbox One, and PC. While the game has a colorful, charming, and whimsical appearance, don't be fooled--Gimmick! 2 is one challenging 2D platformer, but also one that's immensely rewarding.

Our green plush toy turned living, breathing hero Yumetaro is back, and once more he's to rescue his young owner who has been taken away by a mysterious but mischievous sorcerer. The opening scenes deliver the story with partially animated cartoon stills that set up the story swiftly, thus thrusting players right into the action soon after.

When his owner is taken to a faraway, fantasy land by a nefarious sorcerer,
Yumetaro is on the job to rescue her!

Gimmick! 2 gently eases players into said action with some mild platforming challenges, and introduces (or in this case of players of its predecessor--re-introduces) players to its main mechanic--throwing a star. Yumetaro can conjure one of these stars at any time, summoning it over his head with both arms raised. This simple-seeming star has a multitude of utility to it. Yumetaro can throw it, hitting enemies with it as well as various star-shaped switches to activate rainbow platforms. 

A little star power here and there is what the job calls for!

More interestingly (though not to say the previous actions aren't fun to do), he can rebound it off walls and leap onto it, riding it as it bounces around. This action is mandatory for most of the game's challenges. Seeing as the physics for the star are so true-to-life, it's a matter of throwing the star with enough momentum, at the correct angle, and with the right velocity to have it either smack enemies with it, hit switches, or ricochet it off walls properly to get the job done.

Scratch that--make that a LOT of star power is what the job calls for!

In many aspects, Gimmick! 2 is as much a puzzle-platformer as it is an action-platformer. It's all about finding the right angle to throw your star, leaping correctly onto said star as it rebounds, and using it to reach otherwise inaccessible areas. 

I mentioned before how Gimmick! 2's colorful and cartoon-y appearance belies a truly tricky platformer, and while it's true that the game is challenging at its core, it's also rather lenient with checkpoint placements and amounts. I found failing a certain jump or sequence definitely gave me that addicting "I gotta try this ONE more time" feeling, which naturally turned into "I gotta try this TWENTY more times". Needless to say, some frustration was found, but moreover, I was overall enjoying my time banging my head (and Yumetaro's star) against the wall in an effort to push through and persevere.

The main game of Gimmick! 2 isn't overly long. It's six or so levels and a starting run (factoring in figuring out how to get through levels and solve platforming puzzles) will most likely take anywhere between 3-5 hours. With enough practice, a full playthrough of the game can be as short as 1-2 hours. That said, there's plenty to discover in each level outside of the main path. A myriad of treasure chests containing collectibles in the form of cosmetics like different headgear, as well as various skins for Yumetaro and his star, are strewn about each level. Many of these are placed in some truly fiendish to either find or reach locations. 

Treasure chests like this one are placed in some truly tricky locations,
requiring an eagle eye and some steady thumbs to pull off the platforming moves to reach them!

In addition to those optional treasures for cosmetic goodies, in order to get the "true ending", featuring an extended final level and series of boss encounters, players must discover hidden items placed in the most difficult of locations and miniature obstacle courses. These demand your star-throwing acuity be at the top of its game and a level of mastery, too.

To help aid with some (see: definitely not all) of the difficulty in Gimmick! 2, there is an Assisted mode. Truth be told, this is still an incredibly challenging game even with Assisted on. The original Gimmick mode features less health for Yumetaro, as well as more enemies and hazards to worry about, too. So, think of Assisted mode as a means to ease into the game better before tackling the more challenging Gimmick mode.

Spikes like these purple urchins are instant death, so leap and tread carefully, Yumetaro! 

On the presentation side of things, Gimmick! 2 is a charmer with a gorgeous hand-drawn art style brimming with color. It all runs at a smooth FPS too, which is especially necessary for a game where precision and timing are of the utmost importance when platforming, so any nasty frame-rate hitches would be unwelcome. What IS welcome, however, is the music done by veteran video game composer David Wise of Donkey Kong Country fame. The music is suitably catchy, hummable, and offers a slightly ambient sound.

While the relatively high price tag ($24.99 USD) for a relatively short game might seem like a gnarly proposition, Gimmick! 2 delighted and dazzled me with its cute, charming graphics on top of its occasionally grueling platforming challenges. While the game is quite difficult--especially when aiming for the aforementioned "true ending"--it's one where failures aren't extraordinarily punishing, simply putting you back to the closest checkpoint, at most, a mere minute away. Gimmick! 2 is in essence a game with retro-style challenge mixed with modern sensibilities. This mix makes for an excellent 2D platformer that with enough practice and patience will hopefully delight and dazzle you, too.

[SPC Says: B]

A copy of Gimmick! 2 was provided by the publisher for the purpose of this review.

Thursday, August 29, 2024

Shadow of the Ninja: Reborn (Multi) Review

Shadow of the Ninja: Reborn officially released today on the Nintendo Switch, PlayStation 5, Steam, and the Xbox Series of consoles, the latter of which this review is based off of. Here is the SuperPhillip Central verdict.

Without a shadow of a doubt, you will get schooled.

The original Shadow of the Ninja is an NES cult classic, known for its compelling combination of awesome action platforming and punishing but fair difficulty. It's currently available as a game to play as one of Nintendo Switch Online's offerings, specifically in the NES catalog. Now, decades later, the title is remade and reborn, getting a new lease on life with added features, a new level, and lots of polish with Shadow of the Ninja: Reborn. Keeping that aforementioned combination of action platforming and punishing but fair (for the most part) difficulty, Reborn is hardly a game for the timid, and that isn't always the player's fault, either.

Being a relic of the NES era, there isn't a massively deep narrative or plot to Shadow of the Ninja's remade incarnation. What you get is two ninjas--Hayate and Kaede--who are on a mission to take down a dictator who leads a dystopian country. That's pretty much it plot-wise, but it serves a serviceable enough purpose to get to slaying enemies and evading death traps of all shapes and sizes in the six level campaign. 

Which ever ninja you choose to start out with is less of a choice of skill set--they both seem to play similarly for the most part (save for slightly different but discernible physics)--and more on aesthetics. Each start out with a ninja blade and a kusarigama--a spear that extends from a chain. The former is perfect for melee and honing in on close-by foes, while the latter is excellent for not only keeping space between enemies but also taking them out from afar before making a perilous jump, for example. The kusarigama can be fired in all compass directions when possible (i.e. there aren't walls or floors in the way), and both the blade and chain can be temporarily upgraded once for better utility. 

Ninja gear discovered in levels in all sorts of locations makes for the bow that wraps your ninja's offensive package together. These come in the form of myriad weapons, abilities, and health-bestowing items to utilize in a pinch. From traditional shuriken and kunai to less typical ninja fare like shotguns and miniguns, your ninja can acquire quite the arsenal--though only a handful of ninja gear can be equipped at once before they're tossed away upon collecting a new one.

The ninja gear that you keep in your possession by the end of a level is put into the shop for permanent access, where at the beginning of a given playthrough you use the money you've earned from slaying enemies to purchase an assortment of ninja gear to start your next playthrough. The highest amount of money you've earned is the benchmark for future playthroughs, so there's never any worry about messing yourself over with a low budget to buy gear on a playthrough.

The six levels themselves are sometimes overwhelming affairs. Practically every few steps in a level sees your ninja encountering some kind of enemy, trap, or pit to deal with. Yes, in these levels death is less of a possibility--it's more of a certainty. Fortunately, levels are also split up between multiple sub-areas, which serve as checkpoints. Now, that doesn't mean that these sub-areas aren't lengthy endeavors onto themselves, meaning that I never died deep into a sub-area and had to redo tons of progress. Oh, I definitely and frustratingly did. But at the very least there's the option to continue that is available after the somewhat patronizing and overlong "Game Over" screen plasters itself on your screen--a screen that I got a little TOO used to.

With six levels, Shadow of the Ninja: Reborn might not seem like a lengthy endeavor of a game. Truth be told, if you have the skills to rush through every level like a master ninja, then Reborn won't give you too much longevity. Fortunately, most of us aren't equipped with that advanced skill set. Instead, you'll find yourself replaying levels, making slow but steady progress, earning new ninja gear to assist you on future playthroughs, and finally, FINALLY, making enough headway to take down the final boss and successfully beating the game. 

There are two difficulty modes in Shadow of the Ninja: Reborn--normal and hard. The first is the base difficulty, suggested to beginners and standard players alike. The latter presents more enemies, advanced attack patterns for said enemies, and just a more arduous journey--which the base difficulty of normal is no cakewalk to begin with! Co-op play is also offered for two players locally, which serves as a nice way to lessen the difficulty burden, but unless you can find a co-op partner who can put up with the level of challenge on display, then you'll probably be going it alone.

That said, here comes the troublesome part of Shadow of the Ninja: Reborn--and it's a bit of a doozy: the controls. While hacking and slashing feel wonderful and are done well, it's other mechanics that don't hold up so well. This includes climbing, which makes it so simple tasks like clinging to pipes were efforts in frustration as my ninja would either climb to the other side of the pipe to take damage or drop out completely from the pipe, also taking damage from the fall into the abyss. Then, there's wall climbing, which is all too aggravating and requires double tapping the A button when on a wall to scale it. It's quite clunky and finnicky, offering nowhere near the precision and grace required for some of the later stages' platforming challenges.

Last but not least, the ninja gear you stumble upon that I touched on earlier is a bit cumbersome to switch between. Rather than being able to cycle through all your options with the unused rear triggers, instead you are forced to hold the ninja gear button and press left and right on the D-Pad to cycle through your options. It's rather challenging in the heat of battle to madly switch to the proper ninja gear you want. It made for situations where I'd die and get a game over, right before being able to select a healing ninja gear, for example. 

Shadow of the Ninja: Reborn looks divine with its upgraded visuals. The spritework is tremendous, offering immensely and painstakingly detailed characters, and the biggest charmer here is that of enemies, especially those large ones like the yellow robotic bully that loves to fire flames from its flamethrower. The backgrounds and environments are no slouch either--and that's an understatement. Everything oozes atmosphere and the aesthetics are stellar. The soundtrack has gotten a boost and improvement too, and the tunes feature the guidance of the original composer, Iku Mizutani, delivering a lovely 80s/90s hard rock sound to it.

Depending on your level of patience and perseverance, Shadow of the Ninja: Reborn may be a tough ask to consider playing. This is a massively difficult game, which sometimes isn't helped by the clunky climbing controls or the on-the-fly ninja gear switching. It's also a short game to experience all of the content available, but most players will not exactly be able to breeze through it to see it all in a fast fashion. If you're willing to put in the effort and contend with the level of challenge offered, Shadow of the Ninja: Reborn is a remarkable 2D action platformer that properly transitions the NES original to a new era.

[SPC Says: B-]

A copy of Shadow of the Ninja: Reborn was provided by the publisher for the purpose of this review.

Monday, August 26, 2024

Cat Quest III (Multi) Review

Our next review takes us to the Purribean for a high seas sailing adventure starring cats, rats, and all kinds of cute characters. It's Cat Quest III from The Gentlebros, and here is my verdict of the game, as played on the PlayStation 5.

 A Purr-ate's Life for Me!

Cat Quest and its sequel previously delved into high fantasy. Now the series dives into the high seas with a rousing seafaring adventure that decidedly doesn't stray too far from the established formula seen in the prior two games. With a more open world, however, and a boatload of wordplay, Cat Quest III sets sail and sets its sights to delight players new and old to the franchise. Will you be feline good after playing this entry?

Cat Quest III begins with an animated cutscene showing the burning remains of a ship by the nefarious and villainous Pi-Rat King and his crew. Left over from the wreckage is a bassinet containing a nameless baby kitten, who is taken under the tutelage of Captain Cappey to become a Purrivateer. The Pi-Rat King's crew searches for the North Star Treasure, which our heroes also are in the search for--how convenient and coincidental! What follows is a swashbuckling cat-venture across the Purribean, full of hack-and-slash action, witty writing, and yes, loads and loads of cat puns.

Cat Quest III is set within the Purribean, and inside its seafaring expanses are all sorts of discoveries to be found. There are dungeons to wage battles through, side quests and other optional content to engage in, mysteries and puzzles abound, and towns to talk to various characters. There is truly no shortage of discoveries in Cat Quest III. Every island has a plethora of interesting points to scope out--whether that be caves to plunder for treasure, characters to meet and fulfill their quests, treasures resting on the world map--pleading to be opened, environmental puzzles to solve, or what-have-you.

Of course, even though the Purribean is a wide open expanse--just begging to be explored--it's not always the brightest idea to explore all willy-nilly at your leisure. Enemies in sections of the map that aren't meant to be explored right away are quite high in level, meaning that they can make short work of you with just one hit. Thus, it's best to come well-leveled and well-equipped to best those baddies! Show the pirates who's boss and all that. 

And if you do end up being routed, the punishment isn't severe--you simply are revived at the last "Rest Beakon" (save locations in the form of a parrot which restore your cat's health and magic to full strength) you visited, which there are an immense number in the game. Still, since death is essentially just a wag of the finger to the player, if that, it's most likely meant to be that way, to encourage the freedom to explore the seas without worry of losing tons of progress.

Ah, but what be a pirate without lots o' loot to take! Fortunately, here, Cat Quest III shines. Loot comes in the form of equipment that not only boosts your cat's attack, defense, health, magic, and provides alternate effects (such as increased fire resistance, for example), but also serves as a nice way to customize your cat aesthetically. Equipment comes in headgear, body, accessory, and weapon form. Gold coins are the primary currency in Cat Quest III, and these are used primarily to upgrade gear proficiency. The higher a level of a gear, the more powerful it is. If you discover a duplicate piece of equipment, that simply adds more levels to the original.

Combat in Cat Quest III is fast and fluid. It feels nice. Your cat has three means of dealing damage--direct melee attacks, ranged weaponry, and magic. Each serve their own contextual purpose in and out of combat, but learning to utilize all three in battles can make short work of foes as well as more importantly keep your cat alive. Starting off, you have one magic slot available to you, but as the game progresses and as you level up, your cat gains more slots. Up to four magic skills can be equipped at once, each mapped to a shoulder button. Thus, you have a multitude of potential builds available to your pirate kitty, great for discovering one that works purrfectly for you and your play style.

Yes, as stated, the Purribean is a wide open place, containing chains of islands to explore and plunder alongside myriad points of interest. And yes, you would be right to expect a swift way to sail around the ocean blue rather than having to swim. Thankfully, your kitty hero is indeed well equipped to traverse the high seas with their own ship, able to cruise on any body of water (may it be lakes, rivers, or the ocean blue itself) and put up a fight against any enemy vessel that stands (...floats?) in its way. Much like said hero, the ship is upgradeable as well, with the ability to increase its hit points, attack strength, special attacks, and more--though with blueprints.

Cat Quest III, like its previous entries, is not a lengthy endeavor to beat nor complete. In a sense, it definitely doesn't wear out its welcome. It certainly did not for me, taking about six or seven hours to fully complete and earning the Platinum trophy on the PlayStation 5 version. Your mileage may vary on how long it takes you, but at no point was I ever left wanting the game to end or feeling frustrated. In fact, it was more the opposite. I was yearning for more to do, even after collecting as much treasure as possible, clearing all the side quests, solving all puzzles that attempted to perplex me, defeating all of the bounties, acquiring all of the equipment and spells in the game, and more. It was a yearning that even the New Game+ option did not quite satiate.

I'd be remiss if I didn't mention the wonderfully implemented and hassle-free local co-op play on offer in Cat Quest III. It makes a game that is stellar in solo play doubly so by virtue of another player. I can certainly see myself returning to this game down the road thanks to this feature.

I've no idea what kind of trickery the mad lads at The Gentlebros pulled off to create such a vibrant and gorgeous game, but between the 2D characters and 3D world, it's a lovely combination. Everything looks cohesive and genuinely divine. Whereas the visuals are stunning with the excellent art style, the soundtrack is more serviceable, certainly fitting of the game and the action but nothing I can remember outside of the game. Pleasant, yes. Memorable, not really.

The Cat Quest series may not reinvent the wheel with each entry, but they're the types of adventures that I consider to be comfort gaming. If you know what you're in for and don't expect a massive revolution in gameplay, you won't be disappointed with this latest installment. Complete with enjoyable and open exploration, plenty of customization to find and finetune your play style, and copious amounts of cat and cat-adjacent puns, Cat Quest III may just be the best in the series yet. For a series full of excellent entries, that's certainly a high mark to hit.

[SPC Says: B]

Sunday, August 11, 2024

Aero the Acro-Bat (Multi) Review

Technically a retro review is on the horizon for this Sunday evening, but at the same time, it's more of a modern release--or re-release in this context. Publisher Ratalaika Games brings back Aero the Acro-Bat with some new filters, bonus content, and quality of life features. It's all new to me, as I missed out on Aero back on the Super Nintendo and Sega Genesis in my younger superhero years. How is the game? How are the bonus features? Let's answer both of these questions with a good old fashioned SuperPhillip Central review!

A game that will drive most players batty

The 90s were a wild time where seemingly every developer and studio under the sun were chasing after that platformer and Mario money. Of course, we know quite well of Sonic the Hedgehog, to this day has achieved massive success, but there were plenty of lesser known copycats, imitations, and games inspired by Mario and Sonic that slipped through the cracks of gaming history and aren't as well known. Sunsoft's Aero the Acro-Bat is one such series that despite spawning several games within it, isn't the most heralded or talked about. 

Publisher Ratalaika Games brings back the bat to the circus spotlight with a remastered package of the game for Nintendo Switch, PlayStations 4 and 5, Xbox One, Xbox Series X|S, and PC with several quality of life improvements and other additions to make a case that a new generation needs to turn its attention to Aero and friends. The natural follow-up question, of course, is: Should you bother with this bat?

Aero the Acro-Bat consists of a handful of areas consisting of multiple acts. Each act provides players with a different task in order to open up the goal to complete them. Sometimes you'll need to pass through a set number of gold rings, another you'll need to turn on a series of light switches, or some are as basic in their premise as simply surviving. These various acts provide some nice and welcome variety to the game, making it less about running through a multi-tier area aimlessly as you search for the goal, and instead... well, unfortunately, more about running through a multi-tier area aimlessly as you search for things to open the goal.

Not quite a human cannonball, considering... well, this being a bat--but impressive all the same!

Disappointingly, Aero the Acro-Bat doesn't fare much better when actually playing the game. Aero himself has a main mode of attack where he dives upward or downward at a 45 degree angle. It serves as being beneficial for reaching otherwise out of the way platforms and areas. However, it's NOT so beneficial at attacking enemies with a 100% success rate as hit detection is absolutely miserable in this game. It seems like luck of the draw on whether you defeat an enemy or that Aero takes damage instead. This randomness in dealing damage made me avoid encounters with enemies as much as possible. That said, a lot of the time a foe is simply placed in front of your path as a roadblock with little means to go around.

The spotlight is on you, Aero, so show us your moves!

While Aero also has the ability to collect stars which can be converted into throwing stars (though not shuriken, as one might assume--LITERAL stars being thrown), these become something you are required to ration. Moreover, our bat hero can only throw them while jumping or standing still, so their utility isn't as pronounced as one might like.

Aero is also too fast in movement. While this normally wouldn't be an issue, the camera can hardly keep up with the protagonist--instead, preferring to be sluggish in speed. It made it so I had to saunter through levels at a slow enough pace, inching the camera along to reveal things off screen so I wouldn't rush into a baddie, or worse, those darned spikes!

The first world dazzles with lots of enjoyable circus-themed platforming gimmicks.

Spikes are plentiful in Aero the Acro-Bat, and they're usually hiding off screen where a leap too high or running too fast means you collide right into them. Apparently, Aero is made of the same stuff as Mega Man, as one touch of a spike is a life lost. While checkpoints are somewhat common in levels, these moments once again feel undeserved and most definitely unfair.

Then, you have the auto-scrolling levels that are somehow worse than Battletoads' infamous Turbo Tunnel level. The reason for this is that at the very least, said tunnel would telegraph what obstacles were headed your way, so you'd have at minimum a chance of evading them. Not so much in any of the auto-scrolling levels in Aero the Acro-Bat, whether that's the hellish roller coaster, riding the rotor where it's pretty much trial and error on succeeding, the barrel that Aero finds himself rolling down hills in, or the rapids where the camera does not cooperate at all.

But soon, levels like this rotor one quickly makes this game outwear its welcome.

Fortunately, a lot (note: but not all) of Aero the Acro-Bat's design problems are alleviated heavily by the included rewind function and save states. The former is utilized by holding the left bumper, though you can only rewind about 30 seconds in the past or so (the right bumper, conversely serves as a fast forward option). The latter option of save states is a blessing due to the fact that the original Aero the Acro-Bat game completely lacks any save options. To my knowledge, no password functionality served as an inclusion either. So, thankfully, you can answer the game's many cheap flaws and moments with some helpful rewinding. 

Despite the game itself being less than satisfactory, this remastered version of Aero the Acro-Bat has been lovingly made--no doubt. There are various filters, resolutions, and options to play around with to get the best graphical style that fits your preference. The package also arrives with a lovely art gallery, the original manual in digital form to browse through, and other cool and nifty additions. 

Struggling with a boss? Thankfully, save states and rewinds can alleviate the burden.

The base game itself is indeed a product of its time, complete with all of those nasty and decidedly unfair cheap moments, but you can also tell that there was passion poured into the project as well--from the gorgeous environments to the well animated characters, whether they be friendlies or enemies. The soundtrack is rather pleasant, serving as competent and serviceable background music--some of which I found myself bobbing my head along to, which is always a good sign of its quality for me.

That said, this remaster of Aero the Acro-Bat is somewhat of a case of polishing a turd, or I guess in this case "bat droppings", to put it in apropos terms related to our protagonist. The original game is just not very good, and no matter how much or how many quality of life improvements and extra bells and whistles were added, it was never going to be an excellent game and recommendation without going into the actual game and fixing its fundamental design issues. While there is a lot to dislike design-wise about the original Aero the Acro-Bat, it may be worth checking out if you have the curiosity, plenty of patience, don't mind relying on that rewind button, or would rather just get a taste of gaming history in a decidedly lovingly put-together package.

[SPC Says: C-]

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

Friday, August 9, 2024

Wave Race: Blue Storm (GC) Retro Review

A game perfect for summer, we turn our attention to racing along the waves, bouncing all over the place in the process as we make a splash with this next review--a retro review. It's Wave Race: Blue Storm, a game that no doubt impressed back in 2001 with its jaw-dropping water physics, and heck, in 2024 it STILL impresses! Here's the SuperPhillip Central review.

Let's take to the waves by storm; there are races to win!

The GameCube was still an era for Nintendo where it was competing in the raw power horserace with Sony, Sega, and then-new player to the industry Microsoft. The console launched in November 2001 with multiple games from the get-go that showed off just how impressive a beast the unassuming purple lunchbox of a console could be, whether that with lighting and interactivity in Luigi's Mansion, an amazing amount of geometry and polygons on screen at once in Star Wars: Rogue Leader: Rogue Squadron II, and yes, the water physics of Wave Race: Blue Storm. I jumped on the first two titles as a younger superhero and Nintendo fan, but Blue Storm was a title that I didn't visit until much later in my gaming career. Does it still make a splash in 2024, or did I wonder, "Water you thinking, Phil?" to playing this game nowadays?

Wave Race: Blue Storm puts players atop jet ski for a wet and wild ride through multiple majestic courses with the general rules of passing buoys on the appropriate side. Yellow buoys require you to pass them on the left, while red buoys need to get passed on the right. Failing to pass on the correct side not only lowers your speed back to its default lowest, but mess up five times and you're disqualified from the race. As you properly pass buoys and perhaps even perform stunts here and there to raise your speed, you eventually gain the ability to perform a turbo boost. This is might helpful on straightaways and especially shortcuts to gain a leg up on your opponents.

The Exhibition course Dolphin Park serves as pleasant starting point for perspective Wave Racers. 

There are eight environments total within Wave Race: Blue Storm, from the mountainside, serene waters of Aspen Lake to the rough and tough racing and being required to weave through tight turns and even narrower passageways in La Razza Canal. Blue Storm certainly runs the gamut from natural surroundings to more fantastical city-based circuits.

With water smooth as silk, Aspen Lake is a bit of a pleasure cruise for a jet ski.

One of the--decidedly many--interesting aspects of Wave Race: Blue Storm is that you can opt to choose which order you do races in within its Championship mode, the meat and potatoes of the Blue Storm package. You might ask yourself, "well, what is the point of that? Simply to save the easier races for last?" Yes and no. Each race takes place on a different day. Each day features different weather for each race. You might choose to take on the turbulent waters of Ocean City Harbor on a day where the weather is clearer than when it's stormy and the already choppy waters become even choppier and near uncontrollable. That said, in the case of Aspen Lake, calmer waters aren't always the best, as a low wave height reveals rocks and other obstacles that would one would need not be concerned with any other day. Conversely, having certain races take place in certain weather also opens up shortcuts that might not be otherwise accessible due to wave height.

Depending on the wave height, you can use the ramp to leap over this pirate ship on the Southern Island course.

Here, Wave Race: Blue Storm's most significant part to its gameplay shines through--the water physics. Picking up where the Nintendo 64 Wave Race left off and running with it--or, riding with it, I guess in this case--Blue Storm's water is just something of a mind-blower. Everything from how your jet ski is affected by other riders' wakes, to the environment, such as in the Arctic Bay course where a chunk of an iceberg crashes into the water, causing massive waves that undulate all nearby racers, it's something to marvel at. Just don't marvel for too long, as you're constantly needing to finetune your steering and acceleration on the fly to stay in control. You're on a perpetual tightrope between being in control and out of control because of the varying waves and your opponents, and this, as you an imagine, is immensely challenging. Considering this is 2001 tech, the game was an amazing showcase for the Nintendo GameCube's power and ability to render realistic waves.

Watch out, first place--you're cruising for a bruising!

Going back to the level of challenge, Wave Race: Blue Storm is NOT an easy game. While there are but three difficulties in the Championship mode, these demand mastery of your vehicle, rider, waves, and knowledge of the courses ahead. It's far too easy to make just ONE mistake that costs you the championship. Also consider that as each race passes, you must reach a specific point threshold or face elimination. This continuous, constant pressure to perform well as races go on doesn't help in a relaxing time on the water, for sure. 

Furthermore, the jet skis that you utilize are a touch twitchier than what was seen in Wave Race 64. They react to your analog stick movements much faster, which makes for a game where if you were a pro in the Nintendo 64 game, you have a lot of relearning to do to master Blue Storm. Holding the analog stick back while simultaneously holding left or right to provide tighter turn control isn't the most natural of actions to do, but it becomes more second nature as you progress with the game. You can also opt to hold L or R for leaning into even sharper turns. 

Take tight turns more sharply by holding the L or R buttons as you steer.
Just don't do like your friend here always does and overcompensate.

Herein lies the biggest issue with Wave Race: Blue Storm: it's far too easy to be overwhelmed by the difficult combination of learning and mastering the controls, how your jet ski handles on waves, and the each and every race. You have but one course accessible to you in the Exhibition Mode, and then you're let loose into the game proper. Basically it's Blue Storm's way of telling you to sink or swim without the safety of a life jacket. This previously touched on Exhibition Mode course, Dolphin Park, is as basic an oval as you can get, and hardly prepares you for the more taxing aquatic trials and tribulations ahead. Prepare to get knocked off of your jet ski plenty of times, whether by running into walls, other racers, failing to take jumps properly, etc., all the while cursing the wave racing gods in the process.

Outside of the major Championship mode that unlocks most content within the game, Blue Storm provides players with a plethora of options outside of pulling their hair out in the aforementioned mode. From Time Attack, where it's just you and the waves to ride on in time trial form, to Stunt Mode where pulling off tricks, whether in the air or on the waves themselves grant points in a goal to rack up the highest score possible, there is no shortage of stuff to do on the waters in this installment of Wave Race. There's even a much less stressful Free Roam mode, offering the ability for practice on any already unlocked course in any already unlocked weather condition. 

Outside of modes for a solo player, Wave Race: Blue Storm also presents multiplayer, allowing up to four players to take on each other and ride the waves together. The increase in player count also doesn't affect the frame-rate. It's as steady as ever with the max amount of players taking up real estate.

I've touched on this previously, but Wave Race: Blue Storm is an absolute tech showcase of the GameCube. The water physics, of course, are the star of the show, but even aspects like the gorgeous environments (though you might be too busy trying to stay on your jet ski to admire them), the more detailed racers on said jet skis and how you can see how emotive they get, to the details in said environments like coral and aquatic life like sea turtles moving through the waters below, do a lot to impress. The sound side of Blue Storm presents players with lots of radio chitter chatter from your crew chief, which at first is a cute addition, but after your second race coming in last place, the smart aleck commentary does little to do anything but annoy. What doesn't annoy, however, is the soundtrack, featuring lots of rock and techno to keep your pulse high if the races somehow don't already.

One moment you'll be all, "I LOVE this game!" Then, the next, "I HATE this piece of $@#^!"

Wave Race: Blue Storm is decidedly not a game for the weak spirited or those with a lack of patience. It WILL kick your butt across its choppy, unforgiving waters unless you master all aspects of its gameplay and controls. For many players, this was perhaps more effort than it was worth. Frustrations and aggravating moments do abound where you do well in multiple races and one mistake costs you from qualifying for podium placement altogether. It's hard not to get demotivated from that. Still, everything else from the magnificent and amazing water physics that again, you can't help but marvel at--especially for 2001 tech--and white-knuckle racing in gorgeous-to-this-day environments that vary by weather make for a racing game unlike any others. Is it better than Wave Race 64? No, especially not in an accessibility sense, but it doesn't stumble over the finish line either.

[SPC Says: B-]