Saturday, May 27, 2023

Cyber Citizen Shockman Switch Review

Cyber Citizen Shockman, a classic from the PC Engine era, has made its way to the Nintendo Switch, inviting fans to relive the 8-bit magic. This port offers a mixed bag of delights and disappointments, showcasing its crisp pixel graphics and chiptune soundtrack while stumbling in the areas of control, input lag, and hitbox precision.


One of the standout features of Cyber Citizen Shockman on the Nintendo Switch is its faithful recreation of the game's iconic pixel graphics. The developers have done an excellent job of preserving the retro charm, ensuring that every character and environment maintains its original charm. The vibrant color palette pops on the Switch's OLED screen in particular, adding an extra layer of nostalgia to the experience.
Accompanying the eye-catching visuals is a classic chiptune soundtrack that effectively transports players back to the era of classic gaming. The memorable melodies and catchy tunes perfectly capture the essence of Cyber Citizen Shockman, heightening the overall immersion.


Unfortunately, Cyber Citizen Shockman's transition to the Nintendo Switch falls short in terms of controls. The loose and imprecise controls that plagued the original PCE version mar the experience, making it challenging to execute precise movements and maneuvers. Whether it's the lack of responsiveness or a general inconsistency in input detection, the controls leave a lot to be desired. Unfortunately the controls are also plagued by additional input lag through the emulation layer, making the issue even worse.

Cyber Citizen Shockman on the Nintendo Switch provides a bittersweet trip down memory lane, with its beautifully preserved pixel graphics and nostalgic chiptune soundtrack fully intact. While the visual and audio aspects evoke a sense of nostalgia, the loose controls, noticeable input lag, and sloppy hitboxes tarnish the overall experience. Despite its flaws, fans of the original PC Engine title may find some enjoyment in this port, but it leaves room for improvement to truly capture the essence of the classic.

Monday, May 8, 2023

Ys IX: Monstrum Nox PS4 Review

Ys IX: Monstrum Nox PS5
Developed By: Nihon Falcom
Published By: NIS America
Date of Release: May 9, 2023
Price: $59.99

Nihon Falcom's Ys series of JRPGs has a long and storied history. Though it had it's start in Japan on the NEC PC-8801, most people remember it's real breakout version released for the NEC PC Engine CD/TurboGrafx 16 CD. My first experience with with the Turbo DUO pack-in version of Ys Books I and II (where I was absolutely floored by Ryo Yonemitsu's arrangements on the soundtrack, that amazing boss track in particular!), and I have been a hardcore fan of the series ever since, and i've played them all from Ys Origins all the way through Ys VIII. With the previous release, Ys VIII: Lacrimosa of Dana NIS America took over the localization of the series, and it had quite a rough start with a half-assed translation as well as countless gameplay-breaking bugs. Thankfully that got all ironed out over the course of several substantial patches, and since then Ys VIII has become quite a masterpiece.

Thankfully with the release of Ys IX: Monstrum Nox things have gone quite smoothly, with NISA clearly learning from it's past efforts. The game runs flawlessly on the PS5, and looks quite stunning on my 4K television, and I haven't seen any sort of slowdown or frame drops. Clearly a lot of love has been put into the localization and porting this time around, as I've not run into any bugs, translation errors or the like in my time playing. The game assets look absolutely stunning on the PS5, with a general clarity that the PS4 version lacked. Load times are massively improved as well thanks to the PS5's speedy storage. There's no discernible input lag either, and the controls are tight and intuitive as ever. I do wish however that it had made more use of the DualSense controller's more advanced features such as the adaptive triggers and haptics. It's a shame that so many third party games are getting ported with nary a thought to the system's more advanced features.

 The gameplay is your usual Ys action-RPG fare, but this time with an added twist in the form of large scale tower defense battles. Now I've never been one to enjoy tower defense games, however Ys IX manages to present them in a way that makes them intuitive and fun in fashion that I've never seen in the genre. Though I may prefer the typical hack and slash action that the series is known for, the Tower Defense sections do provide a welcome distraction. As for the story, it is as always engaging and entertaining, living up to the pedigree that previous entries have set as the standard. All in all, Ys IX is a perfect example of what a JRPG can be, and I'd wholeheartedly recommend it for all series veterans and newcomers to the series and genre alike.

 

Saturday, April 15, 2023

Cannon Dancer - Osman Switch Review

Cannon Dancer - Osman
Developed By: Mitchell Corporation
Ported/Published By: ININ Games
Date of Release: April 13, 2023 
Price: $29.99

Cannon Dancer - Osman is a thrilling platformer/shooter game that has been recently released on Nintendo Switch, and I have to say that I was pleasantly surprised by it. The game is a remastered version of the classic arcade game, and it has been adapted perfectly for the Switch. Made by former Capcom developers, it's an absolutely smashing spiritual successor to the Strider series that improves on those games in every way. Players take control of Kirin, a badass hero armed with powerful martial arts, and they have to navigate through various levels filled with enemies and obstacles that will stop at nothing to take him down.


The first thing that caught my attention when I started playing was how well the game's retro aesthetic has been preserved through emulation. The pixelated graphics and the chiptune soundtrack immediately took me back to the 90s arcade era which this title hails from. The visuals are crisp and vibrant, and they complement the game's high-octane action and fast-paced gameplay perfectly.


Speaking of gameplay, Cannon Dancer - Osman is an absolute blast to play. The game's controls are simple and intuitive, but there is enough depth to the gameplay to keep things interesting. That said the levels themselves are pretty decent, if a bit linear, with a decent boss at the end of each one. In my opinion the game is a wee bit pricy for what you get, but this really is the first time it's been available for the home market so it's worth checking out if you can stomach the asking fee.

Friday, February 24, 2023

Panda Punch Nintendo Switch Review

Panda Punch
Developed By: Cardboard Keep
Published By: Plug-In Digital
Date of Release: December 16, 2022
Price: $4.99
Panda Punch is a 2D side-scrolling platformer developed by the indie game studio, Cardboard Keep. It follows the story of a young panda named Dandan who lives in a peaceful village with his friends. One day, an evil force threatens to destroy their village, and Dandan sets out on a journey to stop the villain and save his home. Along the way, he faces numerous challenges and enemies, which he must defeat using his martial arts skills.
The gameplay of Panda Punch is straightforward, with players controlling Dandan as he runs, jumps, and fights his way through various levels. The controls are responsive and easy to master, making it accessible for players of all ages and skill levels. The game also has a good variety of enemies and obstacles to keep the gameplay engaging. One of the game's standout features is its charming and colorful graphics. The game has a hand-drawn art style that looks fantastic on the Nintendo Switch's screen. The game's music and sound effects are also well-done and add to the overall fun and light-hearted atmosphere of the game.
Panda Punch is a relatively short affair with only 30 levels, however it is well-designed and entertaining from start to finish. It also has some replayability, as players can collect hidden coins and unlock new outfits for Dandan. The game also has a local multiplayer mode, allowing two players to play together on the same screen. Overall, Panda Punch is a fun and charming platformer that's perfect for anyone looking for a light-hearted and enjoyable game to play on the Switch. Its simple gameplay, beautiful graphics, and appealing characters make it a must-try for fans of the genre

Monday, February 6, 2023

 Wonder Boy Anniversary Collection (Switch)

Developed By: Bliss Brain
Published By: ININ Games
Date of Release: January 26, 2023
Price: $49.99

Well here we are, once again with Wonder Boy on the Switch. ININ games is up to their usual shenanigans, after claiming that their massive Anniversary Collection for Wonder Boy would be a limited retail only affair, they have gone and released it digitally after all the fans bought the subpar digital edition that lacked most of the content. It's the same situation as their Turrican collections. it's pretty much a lazy cash grab as usual.


Wonder Boy Anniversary Collection on the Nintendo Switch contains the most iconic entries in the series. The original Wonder Boy is a platforming title which will of course feel familiar to anyone who has played Adventure Island, as it is pretty much the same game. Wonder Boy in Monster Land was the second game, and it's very much an action RPG rather than a straight up platformer (it also has some of the most horrifying boxart on the Master System). The third title, Wonder Boy in Monster World, is actually the fifth title and is a metroidvania-lite action RPG. as for the fourth title in this collection? Monster World IV is the only game in this collection that doesn't star the titular Wonder boy, and instead stars a newcomer Asha. it's a full on metroidvania and arguably the best title in this collection. The other games are great too, but anyway.


There is definitely a lot of gameplay here in this set, and unfortunately you don't get much more than that. Each game is well emulated, however some of the graphics settings are a bit odd, with the last two games in the set having forced bilinear filtering with the CRT emulation that muddles the image. All that's really on offer here is a barebones gallery that has boxart and manuals and not much else. At least digital customers finally get the best games in the series, but this could have been the case from the beginning. Which raises the question: why are digital fans getting screwed here?


 Why bother releasing the first gimped digital collection to begin with other than to screw people over with a cash grab, forcing them to buy the full collection later on tog et the rest of the games with no upgrade path for suckers loyal fans who purchased the first release? It would have made more sense to have just one collection with all the games available at the beginning, but as ININ has proven in the past they are ALL about forcing people to double dip to line their pockets. So buy this if you REALLY want the extra games, but otherwise just flip ININ the bird and download an emulator. I know that I for one won't trust any of their claims of "physical exclusives" ever again.

Tuesday, January 10, 2023

Chained Echoes Switch Review

Chained Echoes (Switch)
Developed By: Matthias Linda
Published By: Deck 13
Date of Release: December 8, 2022
Price: $24.99

It's been a very long time since I played a good pixel-art JRPG that didn't just turn out to be a shovelware RPGMaker game. There are so many games on the market with sloppy writing, terrible production values, and stolen assets just slapped together haphazardly and shoved onto a storefront to make a quick buck. That is thankfully NOT what Chained Echoes is. Chained echoes is a one-man effort from German developer Matthias Linda, who drew inspiration from all the games he grew up playing, and his passion shows in every facet of the game. 


From the lushly detailed pixel art backdrops that make up the sprawling overworld and dank dungeons and the finely crafted sprites used for the characters, badass mechas, and enemies the visuals have a decidedly SNES-era flair to them. The majestic soundtrack also invokes fond memories of Final Fantasy, Chrono Trigger, and the like, with brilliant nostalgic flourishes that really hit home. The production values by far exceed the typical indie offering and feel like something that would have come out on a chunky grey cartridge at retail back in the day for sure.


Chained Echoes also does not hold back with the story, taking nearly 30 hours to get through without showing any hint of getting stale along the way. The turn-based tag-team tactical battle system is also well done, and eases players into the strategic nature of the game quite well, and while brutal at times it doesn't punish newcomers if they fail, offering a chance to retry if the party is wiped. All in all Chained Echoes is like a time machine taking you back to the glory days of the SNES, before JRPGs became so mired down in AAA movie studio type production values. At it's price I'd recommend it to any JRPG fan out there.

Saturday, December 10, 2022

DOOM Retrospective

The year was 1993. It was a frigid Canadian December day, you may even say it was as cold as hell.

I was 9 years old, and a pint-size PC gaming fanatic. My first taste of computer gaming had come from the likes of edutainment titles such as Cross Country Canada and The Oregon Trail, as well as some of the Arthur titles which I had played in the classroom. That soon changed when my parents purchased out first home computer, a slightly used but not abused 486, and that opened my eyes to the bold new world of shareware. Through the portal of these magical floppies passed around by my friends I had hopped and bopped my way through the exotic alien worlds of Commander Keen, fought the Nazi scum throughout the moldering corridors of Wolfenstein 3D, and I was totally excited for whatever would come next. Luckily I would not have to wait long.

My friend Ryan called me over to his place, he had just downloaded the newest shareware, something that would "totally blow my effing head off". He bragged about how he had tied up the phone line all night just to download it (he had a 14.4 baud modem, still better than nothing), and then had played all the way through it in the early hours of that morning. He had a damn fine system, a 486 66mhz with 8mb of ram and a sound blaster 16, and a MASSIVE 17" monitor. (It was doubly as good as my own rig, a 486 33mhz with 4mb of ram, no sound card, and a measly 14" monitor.) Ryan told me to have a seat, and simply type in "doom". So that's what I did.

As I typed in the command to launch the game, and the scrolling startup text crawled up the screen, I could feel my heart pounding in anticipation of what could possibly be as amazing as Ryan was hyping it up to be. And then I heard it, the low droning of the title screen theme, and I stood in awe of the color and detail of the green-clad space marine surrounded by hideous, otherworldly foes drenched in the red of the landscape surrounding them. I didn't know it at the time, but this would be the first step on a lifelong adventure through space, hell on earth, and beyond. I chose Knee Deep in the Dead, and my difficulty, and then the screen melted away.

So there I was, in a blue-carpeted landing bay (Oh my gawd, there were floors and ceilings! And different heights too! The walls are at different angles!), the most epic synthesized metal that the Yamaha YMF262 could possibly muster pumping out of the speakers. My hands trembled as I tested the keyboard controls, pleased to find that they responded exactly like they did in Wolfenstein 3D. I took a look around the room, in awe of the colorful and detailed environment visible through the hangar windows. I then walked up to a barrel full of bubbling green goo and did the first thing that came to mind: I started shooting at it.

One messy death and respawn later I was off again, exploring the nooks and crannies of the starting room, finding my way up the stairs to the suit of fancy suit of green armor sitting on a pedestal(no undead grunts yet, I had chosen "I'm Too Young To Die" like a wuss). I then came back down the stairs, and proceeded through the first door I found (ignoring the deadly barrel this time), and came face to face with the first of the game's zombified ex-marines. After exchanging fire and dispatching him, and his compatriot around the corner, I came out into a room with a narrow walkway surrounded by glowing green sludge. It was at that point that I took a fireball to the face, and met my second untimely end.

Another respawn at the beginning of the level, I was starting to realize that anything and everything could kill me. I set out again, confident that I could win this time. I sprinted through, taking out my assailants with ease, and this time dodged the fireballs and nailed the spiny creep on the ledge. Feeling cocky and proud, and avoiding the green goo pooled at the sides of the walkway, I strode through the door into the next room and found myself face to face with another of the spiny bastards. Panicking, I fired blindly at it, setting off another explosive barrel which reduced said spiny and myself into a fine red mist. 

Yet another respawn.

With an enraged roar, and a hearty laugh from Ryan, I set off again through the gauntlet. I managed to rip and tear every demonic freak that crossed my path a fancy new asshole, and even find a pump-action shotgun behind the first spiny's platform in the process. Finding my stride at last I continued my rampage through the next six levels, through nuclear plants, refineries and command centers, until I reached the ominous sounding Phobos Anomoly. I had learned to use explosive barrels to my advantage, and so I had no problem shredding the four butt-ugly gorilla-like pink demons near the entrance. Felling confident I took the elevator upstairs, straight into the lair of the two ugliest freaks I had ever seen, the Barons of Hell.

My first encounter with the barons went as expected, with my head immediately finding a new home up my arse. The second time went slightly better, I actually lasted 10 seconds or so that time! After 20 or so attempts I finally became good enough at strafing between their fireballs while delivering a salvo of rocket fire to take them out. As their still-warm corpses hit the floor the walls started rumbling, lowering slowly to the ground to reveal a vast outdoor arena. I braced myself, expecting to be overtaken by an onslaught of new foes, but they never came. I curiously explored the area, and found a teleporter platform at the end.

As I stepped through the teleporter, everything went black. I heard my space marine being torn limb from limb by invisible attackers, grunting in pain as what was left of his health drained, finally falling to his unseen foes. Then the screen melted once again, the ending text scrolling slowly out. It told me of my marine's fate, and of the battles that lie ahead if I was so bold as to face the challenge. I would have to order the full game to continue the experience. That would cost money. My young mind reeled, trying to work out how we would pay for it. 

I came to a decision.

Eyes wide, I turned to Ryan.

"We're gonna have to shovel a HELL of a lot of snow, man!"