Showing posts with label switch. Show all posts
Showing posts with label switch. Show all posts

Sunday, May 31, 2020

Raging Loop (Switch) Review


As promised in my tweet last month, I'm reviewing yet another visual novel.  It seems like that and shmups are all I'm doing lately.  Sometimes, it does feel like that's all that I'm playing, too.

While I say it a lot, the setting and idea for Raging Loop are great.  It's a visual novel that combines the Werewolf game with the idea of Groundhog Day (the movie).  Werewolf, aka Mafia, takes a group of people, a few of which are killers, and the rest innocent.  During the night phase, the killers agree on a victim, and that person is then out of the game.  During the day phase, everyone debates who one of the killers/wolves are, and vote to kill that person with a majority rule.  This cycle continues until all killers are, well, killed, or they outnumber the innocents.  Another wrinkle in the setup is when some innocents/villagers have special powers, which will be discussed later.

The game starts with Haruaki getting lost, and finding his way into a secluded village in the middle of the mountains.  He even starts to befriend a local named Chiemi.  However, things quickly go askew when the wolf game starts, and people begin dying in gruesome ways.  As an outsider, can Haruaki infiltrate and end this nightmare?  One wrong move can end his life...or does it?  Interestingly, all the "bad ends" actually happen.  You see, if he fails, Haruaki starts back at the beginning of the story, sometimes with knowledge of what transpired.  Until he can solve the mystery, he is doomed to repeat the werewolf game again and again.  That's where the Groundhog Day inspiration comes in.

This looping is also woven into the main plot.  Several choices are locked until you find the appropriate keys.  While not while unique, as the concept of cleared flags is constant in near every game made, it's done well.  Locks show which key(s) are necessary.  To find them, you just need to keep playing and try different choices, even obviously wrong ones.  Thankfully, the game includes a handy flowchart.  This makes it very easy to hop around, making choices, and getting keys, all while enjoying the story.

Raging Loop's story might not sound linear, but it surprisingly is.  There are basically three main routes that must be gone through in order.  It strangely didn't bother me.  I attribute that to how interesting I was finding the story, and how each built upon the previous.  Trying to figure out who were the wolves, who were the innocents, and who had the powers of the guardians was fun and surprising.  The guardians are the special powers mentioned earlier.  The village has four extra guardian deities that will choose a non-wolf person to give an extra ability to.  The snake can check one person per night, and be will be told if they are a human or wolf.  The spider can protect one person per night.  The crow will tell the bearer if the person hung the day before was a human or wolf.  There are also two monkey guardians, and each knows who the other is.

Honestly, while this works for a visual novel, it also sounds really awesome for another video game.  The idea and psychology behind how and when to use your powers, if and when to out yourself as a guardian...it sounds like a lot of fun.  My kids told me there is a similar sounding game in Roblox, and I might just have to check that out.  I don't know if I'd want to play with other people, but an open ended game using these powers, trying to find the killers, or even be one yourself.  It sounds fun.

Anyway, back to Raging Loop.  Several solutions rely on Japanese word/alphabet play.  Thankfully, the game takes the extra steps to lay it all out, so you won't get confused.  The one aspect holding the game back from being amazing is the ending.  It's not bad, but it wasn't that satisfying to me.  I'm not going to spoil specifics, but it tries too hard to make things mystical, and not, at the same time.  It's just not pulled off well at all.  It asks us to believe in magic, show us how the trick is done, but also include actual witchcraft, all after a massive info dump right near the end.  Still, the game is worth completing.  Besides some nice epilogue scenes, there's a commentary mode that injects character's thoughts during several scenes in the game.  The ones I read were okay, but not really worth going through the game again immediately to see.  Maybe some day in the future.

I know you've heard it before, but Raging Loop is a definite recommendation.  While it loses steam right at the end, it's not enough to stop the huge heap of enjoyment I got reading the rest of the game.  It's got a solid idea, and is pulled off very well.  I'm anxious to see if any other visual novels come from this same world in the future.


The Good:
Great premise and a captivating story

The Bad:
The story goes astray in the 11th hour.

The SaHD:
If you get this, definitely do not look at the artbook until you have completed all of the routes!  Massive spoilers!

(Raging Loop was purchased by the reviewer)

Thursday, October 31, 2019

Ghostbusters: The Video Game Remastered (Switch) Review


Everything old is new again.  Ten years ago, Atari published the Ghostbusters video game, reuniting the original cast to voice their respective parts, craft an original story continued from the movies, and was even written by Harold Ramis and Dan Aykroyd.   Originally released 20 years after the second movie, the game has now been remastered on the eve of 35 years of the franchise.

While it's not as exciting to me as an Ecto-1 themed Transformer, I was eager to play the game again. I bought and still own the original on my Xbox 360.  Why not try it again with a shiny, new coat of paint?  For better or worse, that's what this "Remastered" is.  It looks nicer, but no other additions are present.  No new levels, modes, or anything like that.  On the contrary, the buggy multiplayer mode has been cut out entirely.  According this article, it should eventually be patched in after being re-built from the ground up, but it's certainly not there yet.

The gameplay is the same as the original release, but since I haven't reviewed that, I will cover it here.  You are the newest Ghostbuster, and must join forces with them to...what else, bust some ghosts.  The game dubs this as "zap 'em, cap 'em, and trap 'em", which is fairly accurate.  For the ghost enemies, you must start by zapping them with your proton stream or one of the other 3 weapon types.  Some are more suceptible to the different attack types than others, but the basic gist is to hit them and do damage.  Once their "health" is down enough, you can capture them with the proton stream.  A trap is thrown out, and the ghost must be lead into it.  Ghosts struggle while being captured.  Slamming them around will stun them and make it easier.  Despite the proton stream being appropriately inaccurate, the whole thing feels very satisfying.

That's all well and good, but the game isn't perfect.   While trapping ghosts can be fun, it can be a bit much when fighting multiple at a time, or some of the more annoying enemies.  It's very easy to get blindsided by something off-screen, or not be able to actually use the dodge move to get out of the way.   Many hits will knock you on the ground for a few seconds, leaving you unable to do anything.  Yes, the games around that time loved to make you ragdoll for some reason.


Another thing that was super popular to do in games around that time was not give a health bar.  Part of the "hud-less" craze, you won't know your exact health in Ghostbusters.  There's a tiny meter on the side of your proton pack, coupled with the growing red border of the screen, to give you a general idea of how you are doing.   It's not the biggest help, considering how quickly you can get downed, even on the "normal" setting.   Plus, the AI goes down even quicker, and isn't the best at helping you up. It's easy to get a "game over", sending you back to the nearest checkpoint.  That isn't the worst punishment for losing, but there could definitely be better placed checkpoints.

As is customary in video games then and nowadays, you can upgrade the different functions of your loadout.  It's not too involved, as each function only has 2-4 different upgrades, and each of those only has 1 upgrade.   For example, some attack types can be upgraded to reduce the heat gain from using it, or increase the damage.  The trap even has a few upgrades to it.   To get the money for upgrades, you simply need to advance through the game, and trap ghosts.  You should get enough to fully upgrade by the end, so there's no grinding.

While the gameplay is a mix of fun with some aggravation, the story is solid.  Written as a psuedo-replacement for the third movie, it actually fits the bill.  There's even reasons to have iconic locations and characters return, just so fans can experience them.  Re-hashing encounters with Stay Puft and the Grey Lady (librarian ghost) wouldn't do in a theater setting, but should put a smile on the face of long-time fans.  To top it off, the original cast is back to voice their own lines.  It's not necessarily the best voice acting ever, but it's good and authentic.  Characters talk and act like themselves, mostly because they are themselves.  Although some of the chatter is repeated too much, especially when you aren't the fastest at an objective, there is plenty of humor in the writing.

Overall thoughts on the game?  Mostly positive.  The core "zap 'em, cap'em & trap 'em" gameplay is fun and satisfying, even if several fights are not.   Dialogue and story scenes are the highlight, being written and performed by the iconic Ghostbusters themselves.   Multiplayer is absent, but will likely not be missed by many, even if it does eventually get patched in.  This game is worth playing for Ghostbusters fans.  If you already played the original release, I'd only recommend coming back if you really enjoyed it.  Otherwise, there's nothing new to entice you.


The Good:
Story, characters, and strapping on the pack to bust some ghosts with the original cast.

The Bad:
Get downed too quickly, annoying to fight too many enemies at once.

The SaHD:
Busting makes me feel good!

(Review code for Ghostbusters was received from the publisher.)

Thursday, October 10, 2019

Habroxia (Switch) Review



Since I'm always in the mood to try a new space shoot-em-up (aka shmup), I jumped at the chance to review Habroxia.  Its old school, charming visuals are very reminiscent of classics like Gradius, but with some new twists to make it a unique experience.

At the start, you can only do Story Mode.  This presents the stages in a linear fashion.   Each is fairly short, and most end with a boss fight.  There are 15 in all, which is more than I would expect, but compliments the shorter stages rather well.  The bosses themselves feel different from each other, but aren't the most visually distinct.  They do fit with the game's aesthetic, however I'd be hard pressed to name them, or tell you what stage they are from, if just shown a picture.

Most of the stages are side-scrolling, but sometimes one of the game's unique features kicks in.  The "perspective" will shift, and the game briefly becomes a top-down scrolling shooter.   It's done really well, as you are usually safe when it happens.   The choice to include it is interesting, for sure, and breathes some fresh air into the genre.  Some bosses are even top-down, as opposed to side-scrolling.  I don't always advocate games outright copying each other, but this idea could easily be done in some other shmups, and it would be neat to experience again.

The game is not overly hard, even though there was a stage or two that I failed a few times.  This is thanks the game's rogue-lite system of upgrades.  Some enemies drop credits when defeated, which can be used between stages to buy permanent upgrades to the ship.  These are persistent through story mode.  Costs increase for each as their level rises, and they are very useful.  It's not necessary to fully max out the ship to complete the game, either.  I went for shot power, speed, and spread, but never ended up getting the health upgrades.  That might explain why I failed a couple of stages.  Even so, I made it through with only a few rough spots.

However, credits are not the only way to upgrade your ship.  Power-ups are also occasionally dropped by enemies.  There are even two flavors: ship power-ups, and items.  Ship power-ups are similar to the upgrades.  You can get stronger shots, missiles, and health.  It seems redundant at first, but these can temporarily be used instead of upgrading your ship.  By temporary, I mean they only last on the current stage.  They are also vital for the other modes discussed later.

Items are things that should be familiar to shmup fans.  Bombs that damage everything on the screen, a shield to take a hit for you, and a few others.  One is a powerful but short laser beam in front of your ship.  It penetrates, and does a lot of damage to bosses.  Very useful. There's another one, with a wave-looking icon that I couldn't figure out what it does.  I didn't see any kind of tutorial, or explanation, and there was no visible effect.  I tried to avoid that one in lieu of one that was actually useful.  If someone finds out what it does, let me know!  The ship can only hold one item at a time, and once you use it, it's gone.

Habroxia's controls work well, but took me a few minutes to get used to.  Instead of using a face button to fire, players use the shoulder buttons.  The R Button shoots in a straight line in front of the ship, while the L Button fires shots above and below you.  This would be great, but shots are not very quick, even when maxed out, so switching to the top and bottom shot was never useful to me.  Plus, it only fires in both directions when you aren't moving.  If you move, it only shots in that direction.  So, even less useful than it already was.  I'm sure there are some players would can use it effectively, but it's not me.  Also, I rarely needed it.  Luckily, using both triggers to shoot will give you a small spread shot.  This is what I used most of the time, while occasionally switching to the front shot for a few parts.

As for the other modes, they are unlocked after beating the story.  First is Invasion Mode.  Ever play Space Invaders?  For this mode, it is vertical, and you must destroy random waves of enemies before they reach the bottom and get past you.  This mode also contains bosses, power-ups, and items.  It's easily the most interesting of the extra modes to me, but still not as exciting or fun as Story Mode.  Second is Rescue Mode, which tasks you with rescuing astronauts.  It's an okay mode, but gets a little boring after awhile.  The levels are random for this mode, and repeat fairly often.  Killing an astronaut ends the mode, so you have to be careful with your attacks.  The third and final unlocked mode is Shield Maiden Mode.  Your ship only has 1 bar of health, so you have to rely on the plentiful shield items to keep yourself alive.  Shields tend to be very useful in games like this, but I don't like the ones in Habroxia.  They seem to disappear on me.  I'm not sure if they have a timer, or the hitbox is the shield and not the ship, or maybe both of these.  If it's not reliable, I'm not really a fan.  So, a good concept for an extra mode, but not one I would play very much.

Habroxia is a fairly simple game that harkens back to early shmups, while adding modern features to the mix.  It's pulled off really well, and is definitely a neat little game that I recommend shmup fans try out.


The Good:
Fun retro-inspired space shooter with modern, unique elements.

The Bad:
Extra modes are not that exciting.

The SaHD:
The credits mini-game is fun.

(Review code for Habroxia was received from the publisher.)

Monday, September 17, 2018

Senran Kagura: Reflexions (Switch) Review


Early on in the Switch's life, Kenichiro Takaki, the producer of Senran Kagura, wondered about making a game using the enhanced rumble.  Fans of the series dreamed about what would come next...and then we got Senran Kagura: Reflexions.

If you have ever messed around in the Dressing Room feature in any of the other SK games, then you will have a good idea what this game is all about.  Except now there's dialogue to go with it!  Asuka will talk to you, then you will message a part of her hand.  Depending on which part she responds to, and which part you rub, you are then taken to one of the game's "arcs".  Asuka will be dressed appropriately for the arc, and ready for you to practice your reflexology on her body.  Yes, you read that right.

There are two main actions in the body reflexology, squeezing and touching.  Well, there's also caressing and using the water gun, but they don't seem to do anything.  I take that back.  The water gun mode lets you rotate Asuka around, so you can touch her back.  Not really a function that needs to be tied to it, but it is.



Anyway, you will poke or grab various parts of her body.  When you do, a colored circle will appear.  Getting more and more of any color will be reflected the background effect.  Once you've done that enough, you can use a tool to...message her.  As you go through the arcs, you will eventually earn all 4 different tools.  Once it's time, just select one and go.  Each has its own mini-game that rely on the same principle.  Keep Asuka's happy meter in the right zone, which increases the heart meter.  The trick is to keep it in the right range, as doing something too long or too...um, hard, won't work.  If you get the heart meter to the specified level within the time limit, you win!  And by "win" I mean fill her heart crystal more.  Then back to the hand reflexology and repeat until the crystal is filled.  You will need to do this at least five times to fully fill the crystal.

Both reflexologies can be done with motion controls or the controller buttons.  The motion controls are fairly responsive.  Half of the motions felt appropriate, while the other half didn't feel like they were mimicking the actions they were trying to.  I pretty much stuck to using the controller sticks and buttons, as they were a lot more reliable to succeed in the mini-games.  It was a lot easier for me to find the rhythm when using the sticks.  I would encourage players to try both, as the motion worked better than I would have though, and was fun for some of the mini-games.

The crystal fills with whatever color effects you had when going into the mini-game.  Mixing colors will change the overall crystal, and whatever color it is when it is fully filled, that's the ending you get.  That's good in theory.  In practice, the endings aren't really that different, just different dialogue.  The main reason to end with each of the five colors is to get the "true" ending, which unlocks the second main menu picture.  Other than that, getting all five colors in an arc will unlock that costume.

I'm sure that's not how you use a brush

As for other things to do, there is the mini-reflexology, where you can just squeeze and touch Asuka in the classroom, and it won't go to the mini-game.  It's easiest to dress her up in the various outfits here as well.  If you want a more static experience, Reflexions also has the dressing room option.  This is where you change Asuka's hair, accessories, and outfit, plus it allows you to put her in various poses.  It wasn't something I used very often in the main games, and that hasn't changed here.

Well, Senran Kagura: Reflexions sure is an interesting idea, if not a bit creepy at times.  It does feel more like a tech demo to me, since it relies on the motion controls and vibration for most of the interesting bits.  Otherwise, it's pretty much the stuff you can already do in the dressing room function of the other SK games.  Those also have the added benefits of more (and better) girls and outfits.  While you will be able to buy other girls as DLC at some point, I'm not sure it's enough to make me go back to the game (unless there's Murakumo DLC).  There isn't a whole lot to do, but at least the price reflects that.


The Good:
Interesting use of the motion controls and the vibration function.

The Bad:
Making a stand alone game out of a rarely used menu section of the normal games doesn't automatically make it good.

The SaHD:
The "big brother" arc is of course creepy, but the idol one ("Oh, Mr. Producer!") also feels a little uncomfortable in today's world.

(Review code for Senran Kagura: Reflexions was provided by the publisher)

Tuesday, September 11, 2018

Shikhondo: Soul Eater Review


I'm always game to try a new shmup.  Some are good, some are bad, but it's a genre I enjoy.  When Shikhondo was announced, I made sure to ask for a review code.  I figured it would play really well on the Switch, and happily received that version.

Once on the main game menu, you do have a few options.  There is arcade mode, hardcore, novice, and boss rush.  Arcade mode is pretty much the normal game.  As with a lot of the other modes, you can choose one of four difficulty levels.  Boss rush is pretty self-explanatory, as you just fight all of the bosses.  Novice is supposedly easier, but didn't feel that different from the easy setting of the arcade mode.  Hardcore boasts 1 life, no continues, but double the speed of soul charging.  When I tried it, it let me continue.  Once I did, I had the normal amount of lives until the end of the stage.  Starting the next one seemed to put me back to hardcore, as I only had the one life.  I'm not sure if this is intentional, but it did feel weird.  To round it out, there's a customize mode that lets you change a few options, and local co-op.  Sadly, I couldn't find anyone in my house brave enough to try that out with me.

The controls and ideas behind the game are pretty simple.  There is a shot button for your normal attack.  There is an alt-fire button, that you hold with the shot button to do a slightly different attack.  This will also make you move a lot slower, so it's easier to weave between bullets.  When you pass close by an enemy bullet, it will fill a bit of your soul gauge.  When it is full, pressing the soul button will have you enter a powered up state for a few seconds.  Pressing the button again will consume a soul stock, but power you up a second level.  If you press the soul button when you don't have a full soul meter, it acts like a bomb attack, damaging on-screen enemies, and taking away some of the bullets.  The soul system is pretty nice once you get the hang of it, just make sure to look at the meter (or listen for the sound) before you hit the button, so you get the power-up instead of the bomb.  Both are useful, but the power-up is better.  Well, for the most part.

There are two characters to choose from, the Grim Reaper and The Girl.  Really descriptive, I know.  Of course I tried the reaper first, as I figured she was like Botan (assuming anyone else remembers Yu Yu Hakusho).  Both have different shot patterns, so the choice isn't superficial.  The reaper has a normal spread, while holding the alt and shot buttons concentrates her fire.  The girl has two orbs with her.  Her normal shot is fairly concentrated, but the small shots from the orbs will automatically aim toward enemies.  The alt-fire send the orbs next to an enemy, and blasts them at short range.  At first I liked the reaper's shot pattern, but eventually found the girl to be better for me.


I did have some problems using the joy-con's analog stick.  There were times where it wouldn't respond, especially if I was moving it back and forth rapidly (like when dodging bullets).  The d-pad buttons worked fine.  I switched to the pro controller, and the stick worked fine.  It may only be a problem with my joy-con, but it's not something I have encountered in any game I've played with them before.

Just like most shmups, you die in 1 hit.  You will start right where you left off, but will be out any soul charge you had.  Of course, these rules can be changed in the "customize" game type.  Thankfully, the characters have really tight hit boxes.  Coupled with the slower movement during alt-fire, it feels good to dodge the bullet hell.  Even if you do run out of lives, you can continue, and it still places you right where you were.  It's very possible to brute force your way through the game, which is nice at least for completing it, and practicing later stages, since there is no feature to select them.

I will say the game can be hard, but it's mostly because the enemy bullets are sometimes hard to see through your shots.  This problem is magnified when using the soul power-up.  I'd also heartily recommend playing in TV mode, as the small screen of handheld mode plus lots of small bullets is a recipe for disaster.  At least some bullet types disappear when the enemy dies, which saved me more times than I can count.

There are 5 stages, each ending with a giant boss battle.  After the fifth one, the game goes on for a few seconds, leading me to believe there is some kind of hidden final boss.  I don't know if there is, and I don't know what the qualifications are.  I would imagine having to do it on 1CC or something like that, but I don't know for sure.  In another unique feature, after completing a stage, you can choose to get an extra life, or another soul.  It isn't much, but I like it.  Obviously, they don't offer it in hardcore mode.

Shikhondo: Soul Eater may not offer many modes or characters, but it's a very solid and fun shmup.  The soul charge and power-up is a nice and unique gameplay mechanic that I enjoyed.  I'd easily recommend it to fans of the genre.  Just be sure to play in TV mode.


The Good:
Good differences between the two characters, tight hit box, unique soul system for power-ups.

The Bad:
Very much a "no frills" experience.

The SaHD:
I really should have invested in the shmup Switch grip Kickstarter thing.

(Review code for Shikhondo was provided by the publisher)