SuntannedDuck2
User Overview in Games
5.9Avg. User Score
User Score Distribution
positive
9(16%)
mixed
38(68%)
negative
9(16%)
Highest User Score
Lowest User Score
Games Scores
Dec 30, 2025
Rango (2011)7
Dec 30, 2025
A fun movie game with fair personality, movesets/level design suitable for the animals/small scale character approach, fair upgrades. It has a fair amount of chapters, levels with small scale and you climb on staples, have human scale objects in the world, a fair mix of platforming, the grind rails to avoid sobracles range from simple like Ratchet to a bit more conplex (not as fast as a Scaler though). Ok scenarios (ok light stealth but nothing special). Fair weapon use but not the best aiming. Ok power ups. Bulls eye moments to direct (fit for Wii motion but inverted on sticks on PS3/360). Or spreadshots in normal combat waves. Irs a solid licenses game action adventutre game. Has probably not as much personality as the film but good enough. I was never that big on the film but the game does a good enough job as a sequel or whatever scenarios Rango tells. The movesets besides the rail grinding are typical of PS3/370 and still PS4/Xbox Oen onwards in a bland way. But less weighty and annoying as those gens. Its a fair game. O had enough fun. It didn't surprise me or anything its solid like many Behavoiur/A2M games. Decent. Its no Scaler/Wet or Jersey Devil or Monsters Inc Scare Island from them or even other AA devs but its decent enough ti a Monsters Inc Scare Island level but for Rango. Just less exciting ideas this rime around. Just easy to understand guns/platforning any h7man coyld. I get they are talking animals but the movesets are pretty basic. I have seen better in PS1/2 era games human like and cartoony or otherwise and certainly from animals not bland like nowadays. There isn't a lot to say. Fair western/desert or scrapy locations. Fair inside/outside. Not much else to say. It functions. It fits the universe but its just solid. Not exciting just good enough in every way. Gaemlaly is finctional. Plays well. But basic song and dance like many gamss these days prher rhen odd gameplay fiest exceptions rhat arw rare due to bland story/worlds and movesets of modern era. Yes I would rather still play a Rango (hence why reviewing it/playing thr story levels/whatever collecibles to minr/hit thr fish bowl can find in levels, ulgrades to purchase (none I care about but tackle enough of the core of the game, just nothing exciting just standard stuff of what thr game offers very little but tweaks ghem slightest, barely noticed so I did it to grt dmrid of sheriff badges not becaude I cared for the benefits. Like many skill ttees, get it over with, not care about stats/numbers and sometimed a no upgrades playthrough and still barely noticr a diffrrence) and not the other bland games out there Indie safe in some genres besides the great Indies in other genres or bland AAA and sadly AA rhese days). The game is solid. Not a lot to say about it. Its probably on the better end of Behaviour/A2M licensed games like Brave movie game I also beat and enjoyed in a solid game way, not amazing but good enough (not Brave Spirit Dancer) or Monsters Inc Scare Island. So if looking for something solid gicr it a go.
Xbox 360
Nov 16, 2025
Valentine's Venture: True Love Odyssey7
Nov 16, 2025
A short fun Indie platformer with ok level design to challenge easy to bit hard, awkward menu colour scheme to see highlighted red and unhightlighted pink buttons due to the colour shading, awkward analogue stick menu navigation you get the hang of, fair moveset, cure chatacter, letters to unlock levels, hearts for health (have 3 hits no stack to 4 if collect one and have 3)/heart cookies for score/potions for another collectible was not sure what they do, and very few levels. The game won't take you long to play through but it's a short fun experience. Whether as a seasonal short game type experience or a fun short platformer to give a go. DLC is OS I would put it in few minutes to 1 or 30min depending how you go with platforming. With 14 levels & particular angles to them. There is 3 textbox/NPCs to read. 1 on first level the city level, one on the & 1 on final level. Ok dialogue but not all are there to explain a tutorial with how few there are and checking the controls you may for the pick up move as you use it once. Glide/dash are used enough to remember. You can restart from checkpoint, restart level, view controls or quit to level select when in a level. You can continue or delete save. Only 1 save file it seems. Some letters are tricky but most are easy to acquire. Letters are needed to unlock levels. There are 14 in total. Many very easy to acquire and unlock levels but difficulty with enemies and platforming gaps/moving platforms or rotating ones due to how the character stands and doesn't move with it can take time to work out but fair once get used to it. Seen other games do this so was clear to me. Rotation of a character with the platform I don't expect is easy to program. There are 3 letters per level (14 x 3 = 42) and the levels required very few letters collected to access 1 to 30 so you can have half to three quarters before access to the final level. Levels vary. One type being a small city 2 to 3 at a village area, most are in the sky with platdorms above the Japanese villages & final level a space level with a really easy exit. 1 enemy type you jump/spin attack but can be harmed if not careful of how hitbox is. Blue jump pads sometimes. You see far gaps & sometimes you do have to use dash & glide move even if it looks like you can't reach you can, 1 level requires a long enough glide with just enough height after a dash. Others good enough to glide & land or pull your character up as they have a pretty good gtabbing platform animation I eas imrpessed by. Movement is very much like skating or more a different walk pace then you think. Not as bad as some games or old game re rel3ases that do bad analogue stick use to fit in line and feel worse, but was noticeable. It wa playable and easy to get used to. It did not hinder my experience. You will make it across gaps well enough. Or moving platforms you have to wait for a few times or collect heart cookies if want/avoid wnemies in the mean time. Other times it's higher platforms down to others, or through teleport rings. So be careful. 1 later level has red block platforms in the way of the exit so be careful of the grab move or gliding/jumping down to it despite how much is blocked by it above the exit. Levels are short but fair of platforming and enemies for rhe type of game it is in scale. 1 level had to use a box on a button with a fire wall. But thats it. Most is platforming and few times enemies are in need of defeating for make letters or a teleporting appear. But be careful of the enemy hit boxes. Sometimes enemies attack other times thry don't seem stunned just stay in place and bob around. Camera is fair to see around platforms or the character's position. Heart cookies are just for score but you lose them per falling odd the stage/level. By defeat from an enemy I think you react to checkpoints as later levels fell off and level restart but the enemy defeat to checkpoints pretty sure. Didn't need touse ghe crouch move but did the jump, dash, glide and spin moves. Didn't run much. Picked up and dropped a box once. To me this feels like Moet the Chicken but instead a small scale Indie game woth a fair personality, a fair attempt and short but fun. You could say it's the beginning **** and something like a 1st or 2nd world of levels but I am fine with the way it is. Just like Mort the Chicken. They had as many ideas as they did. Made a fair game and I enjoyed what I played. It can seem very budget but I wasn't disappointed by it. If ai see enough ideas and fair executed design I'm happy. Not much else to say. As described the whole game. Fair moves. 1 enemy type unless you count it as more 2 enemies. 1 small type, 1 big type. The village levels are beautiful for what they are and the sky levels are fair. Can feel a bit generic but isn't a bad thing. I had fun. It's a start woth some good ideas. If you want a short fun game like a good short story I would recommend this.
Nintendo Switch
Nov 1, 2025
Hummer Badlands7
Nov 1, 2025
Surprised me. While like.Dodge Charger vs Challenger, Mercedes Benz Wprld Racing, Ford Racing/others its a fair one make arcade style game. Budget sure but it's a lot of fun for what is given don't expect deep career/multiplayer but its above shovelware. I'd say C or B grade game. I enjoyed my time with it with the right mindset for what it is despite purpose. Got $8. Avoided $100 sealed. Features H1 4 door open top, H1 4 door top adventure, H1 4 door wagon, H1 4 door wagon adventure, H1 4 door cap back, H2 base, H2 adventure & H2 SUT Base or more. Most modes have access to all. Besides Beat the Time. You can choose Auto, Semi auto and Manual control. 4 controller configurations. You can turn the HUD off if want to. I had a screech after a point of jumping over a small part but it went away after. You have access to a fair amount of Hummers, few colours, visual and performance upgrades woth up to 3 performance upgrades at once and I would say they make a difference. I did unlock some Hummers per certain modes like Bsat the Clock Amateur. But other mdoes have pthers more open. Elevation and set pieces are fair per region/layouts used. Some paths can be unclear but enough arrow signs or foliage can make it clear or hinder what path to go through. 5 layouts of vary per region, 4 in the USA the 5th being Peru. 5 regions.fair modes and a fair range of Hummers, visual and performance upgrades. The physics are floaty and ghe opponents can vary of getting stuck or catching up but still fair to overtake. Each Hummer while won't be realistic do feel different from one enough while.being an arcade experience. The physics floaty and tossing a Hummer around is odd but it's still fun. Regions vary. In one its the noteable Arizona dam, in another a Hollywood set with a cruise ship/Titanic alongside a highway and farmland. It has standards out creativity for being a budget game and a one make.game it has personality people overlook. Road/dirt isn't that noticeable but can be. Cars feel different. You can still toss them around which for how heavy these vehicles would be is odd but charming in a way, it's hilarious and **** best arcade handling but still playable, even still. Replays appear at the end of each race and irs just camera angles changing woth replay text in ghe top left corner No controls which is sad but not a big deal. Graphics I think are fair for ghe type of.game it is. You can understand what everything is. The Hummer are big vehicles yet floaty. It's ok. 4 opponents was fine by me. Sure other games with trucks/other vehicles may offer more but I am not a fan of more then 8 opponents in games. Sure TOCA/MotoGP/F1 have 20 or so on PS2/Xbox, GT 6, Forza 8. But I don't like more in any racing game the AI or hindrance. The help.feature to hold Square or Xbox version equivalent is odd but yiu get used to it. I see few gamss have a controls list per menu. I like the games that do offer it. Voice lines such as Checkpoint time.bonus are charming & easy to hear. The camera in 1st person changes to 3rd person only in bumper cam over water streams/traps but not in 3rd person/bonnet camera. There are 2 first person (bumper and bonnet) with 2 far & even further 3rd person cameras. Behind view is high & good/awkward. There are odd additional paths to go (I guess shortcuts but more so other roads). Set pieces are interesting. In 1 it can be movie set, highway & farmland. Another can be a tunnel, train rail and small town area. Another a dam/construction area, canyon & water trap/stream. It varies but they give enough personality for what is there. I really like this. Sometimes a metal gate or cones or a mix of different sides per layout to see around 3 sides of reused layouts regions that are smartly reused to create while not Project Gotham Racing scale but still enjoyable in same way presents layouts. Each region had fair amount of roads cut off directing you through different tracks per region. 5 modes. Extreme Offroad has Granny Gear (preview) & Pike's Peak (none)). 3 difficulties & practice. Count down timer. Accurate to Pike's Peak no clue. It's no GT2 1 path Pike's Peak. Beat the Clock with 9 checkpoints on 1 track from each region. 3 checkpoints per lap ans they do move around to do parts close enough to prior so they do mix things up. At least it seemed that way on some tracks. 3 difficulties for mode. 4 tracks in Amateur. I assume difficulty changes on time then layouts. Championship has 2 open at the start being Arizona & Peru. There was 5 layouts with other 3 being California, Colorado & New York. With point totals before moving on and unlocking one of the others. Professional was same 9 checkpoints but different layouts & faster time. Quick race only allows access to layouts completed in championship. Can see layout maps/see all per region. Time trial you set times not dev set times. Soundtrack is limited. Ok Rock tracks but limited, repeat & have ok moments in songs.
Xbox
Nov 1, 2025
Hummer Badlands7
Nov 1, 2025
Surprised me. While like.Dodge Charger vs Challenger, Mercedes Benz Wprld Racing, Ford Racing/others its a fair one make arcade style game. Budget sure but it's a lot of fun for what is given don't expect deep career/multiplayer but its above shovelware. I'd say C or B grade game. I enjoyed my time with it with the right mindset for what it is despite purpose. Got $8. Avoided $100 sealed. Features H1 4 door open top, H1 4 door top adventure, H1 4 door wagon, H1 4 door wagon adventure, H1 4 door cap back, H2 base, H2 adventure & H2 SUT Base or more. Most modes have access to all. Besides Beat the Time. You can choose Auto, Semi auto and Manual control. 4 controller configurations. You can turn the HUD off if want to. I had a screech after a point of jumping over a small part but it went away after. You have access to a fair amount of Hummers, few colours, visual and performance upgrades woth up to 3 performance upgrades at once and I would say they make a difference. I did unlock some Hummers per certain modes like Bsat the Clock Amateur. But other mdoes have pthers more open. Elevation and set pieces are fair per region/layouts used. Some paths can be unclear but enough arrow signs or foliage can make it clear or hinder what path to go through. 5 layouts of vary per region, 4 in the USA the 5th being Peru. 5 regions.fair modes and a fair range of Hummers, visual and performance upgrades. The physics are floaty and ghe opponents can vary of getting stuck or catching up but still fair to overtake. Each Hummer while won't be realistic do feel different from one enough while.being an arcade experience. The physics floaty and tossing a Hummer around is odd but it's still fun. Regions vary. In one its the noteable Arizona dam, in another a Hollywood set with a cruise ship/Titanic alongside a highway and farmland. It has standards out creativity for being a budget game and a one make.game it has personality people overlook. Road/dirt isn't that noticeable but can be. Cars feel different. You can still toss them around which for how heavy these vehicles would be is odd but charming in a way, it's hilarious and **** best arcade handling but still playable, even still. Replays appear at the end of each race and irs just camera angles changing woth replay text in ghe top left corner No controls which is sad but not a big deal. Graphics I think are fair for ghe type of.game it is. You can understand what everything is. The Hummer are big vehicles yet floaty. It's ok. 4 opponents was fine by me. Sure other games with trucks/other vehicles may offer more but I am not a fan of more then 8 opponents in games. Sure TOCA/MotoGP/F1 have 20 or so on PS2/Xbox, GT 6, Forza 8. But I don't like more in any racing game the AI or hindrance. The help.feature to hold Square or Xbox version equivalent is odd but yiu get used to it. I see few gamss have a controls list per menu. I like the games that do offer it. Voice lines such as Checkpoint time.bonus are charming & easy to hear. The camera in 1st person changes to 3rd person only in bumper cam over water streams/traps but not in 3rd person/bonnet camera. There are 2 first person (bumper and bonnet) with 2 far & even further 3rd person cameras. Behind view is high & good/awkward. There are odd additional paths to go (I guess shortcuts but more so other roads). Set pieces are interesting. In 1 it can be movie set, highway & farmland. Another can be a tunnel, train rail and small town area. Another a dam/construction area, canyon & water trap/stream. It varies but they give enough personality for what is there. I really like this. Sometimes a metal gate or cones or a mix of different sides per layout to see around 3 sides of reused layouts regions that are smartly reused to create while not Project Gotham Racing scale but still enjoyable in same way presents layouts. Each region had fair amount of roads cut off directing you through different tracks per region. 5 modes. Extreme Offroad has Granny Gear (preview) & Pike's Peak (none)). 3 difficulties & practice. Count down timer. Accurate to Pike's Peak no clue. It's no GT2 1 path Pike's Peak. Beat the Clock with 9 checkpoints on 1 track from each region. 3 checkpoints per lap ans they do move around to do parts close enough to prior so they do mix things up. At least it seemed that way on some tracks. 3 difficulties for mode. 4 tracks in Amateur. I assume difficulty changes on time then layouts. Championship has 2 open at the start being Arizona & Peru. There was 5 layouts with other 3 being California, Colorado & New York. With point totals before moving on and unlocking one of the others. Professional was same 9 checkpoints but different layouts & faster time. Quick race only allows access to layouts completed in championship. Can see layout maps/see all per region. Time trial you set times not dev set times. Soundtrack is limited. Ok Rock tracks but limited, repeat & have ok moments in songs.
PlayStation 2
Sep 5, 2025
Nikoderiko: The Magical World - Director's Cut0
Sep 5, 2025
A Crash Bandicoot/Mario clone. Structure/gameplay matters to me and style hides nothing. This game is heavily insoired and pathetic. 2D/3D segments, good artstyle, blatant character inspiration, blatant ridable toad, fair tweaks to riding toad, fair side areas, hit and miss use of 1 jump, glide and slide. Interesting cutscene of villain cutting Fuse on **** overall quality is fair, the game design and inspirations are blatant and boring, unoriginal and nostalgic copy paste garbage I refuse to support from lazy studios with no original ideas, no good soin on those ideas, no good.bade to work with to spin up ideas, they are so brain dead lazy, miss the pointdevs dod in the 90/00s and put out garbage rhat doesn't fit their game and thry don't care. Thry would rather sell to idiots, arw too childhood atteachex but miss the point of rhe design principles or can'treplicate rhr same skill levels as them back then so make shortcuts, copy other popular games ideas and waste time making a reskin. Sure level designs are different, sure characters are 'different enough' but inspirationtoo heavily or deeply clear is not exciting, I want dramatic or enough of THEIR POTENTIAL which is to do nothing worthy at all, rather then to spin up something of random ideas or other recont3xtualised things with a gameplay mindset, but these devs have no ideas, no brains and make me mad, like many lazy Indies. AAA of thr past has good competitve ideas, animals, perosnality, thid and ma u others don't, they don't problem solve themselves, they create things to a tee for familiaroty and laziness. Weak minded, can't be bothered to think for themselves and not make a fan game or copy others homework type game, but still put enough of your own into it, but weakly so. Enough to get by. Its not good enough. That's just lazy. A disgusting product. Bad Indies. Weak minded audiences. These devs need better execution. And better audiences with a brain not easy appeal allowing lazy products. Irs not shovelware irs just lazy game design by overly I spires devs and miss the point of other games left behind by AA/A/B grades wtc. And their ideas as well as the deeper meaning behind why AAA did what they did with tbose abilities, movesets, level design, they just copy and miss the point, thats why I get mad. If I can create more original ideas in seconds and from other games that are empty and tbeir cores to use other idras and stillcompetwoth othwr son thr market it shoes I can peoblem solve or think gameplaycreatively and make an original product, why can't these devs or ghr many other lazy AAA or lazy Indies or AAs woth close enough to AAA, minor tweaks from others that are missed and a pretty hit and miss design. Devs are great worse, lazy and can't even make a cover up of animations or decent ideas. They copy and disappoint me. I refuse to support modern games as lazy as this. I want them to do better.
PlayStation 4
Aug 26, 2025
Demon Sword: Incubus6
Aug 26, 2025
It looked interesting. It didn't have much to it that I thought would appeal to me that much but it was a surprisingly interesting experience. I'm not one for side scrolling and stats (I do enjoy 2 or 2.5D (2D but 3D elements) games), and would have liked more vertical level design (whether ladder/steps/cliffs/hills/waterfall/sword/tool to climb/traps to add a bit more to level design) or differences in backgrounds but I can respect what they have made/were going for. The dialogue was fair/enjoyable, the stats were fair even if by the end it seems very challenging. The pacing is fine. The piercing attacks and effect to the player character is fair. The combat moves are fair. The customisation is fair and unlocked after each level. Grinding for XP points wasn't too bad to max level or to keep up with what the game was after and other enemies/bosses. It's got fair clothes after beating each level, fan service is fair, of armour piercing. Photo mode and looking underneath. Enemies were varied, combat moves were varied but like many games of it's type I wasn't too good at pulling off the moves but I still did enough to get by in the game. But that's on me more then the game. They set the time to perform them in and I just don't always match that but it's fine. Or only a few I memorized, and that's good enough to progress. It's an enjoyable time. I have played some other games like it that are side scrolling RPGs or more arena/linear world type ones in the genre (more expansive then this one is) so it wasn't too unfamiliar, it's just this game was going for something different then those and that's fine. It still works even if doesn't have a lot of the things I usually look for. I did get to the last level/final boss and still enjoyed it. So I got everything I could out of the game till the end. But it had enough appealing artwork (despite the busget), combat moves, transitions between areas/bosses, dialogue, character design, and more. It had some charm to it. I like to give all sorts of games a go, regardless of budget, skill level, etc. See what I like/get ideas in head, respect their work, enjoy games. The levels are fairly straight forward (they don't always need like a gimmick for their biomes but enough to mix them up, I think transitions were fair between the 2-3 areas before the boss then new regions, cutscene, etc. But even many other games of it's type I think do mix up stages/levels much better, to me I saw the outside levels repeat 2-3 things but they did try to mix things up enough so most of the experience was good and it is varied just needed a bit more time on background/foreground art as some locations do look similar), they do put a lot of enemies for the player to interact, there was always new ones each area which I did appreciate, with which can be annoying or a bit awkward at times, regardless of difficulty. Not a lot of strategy, I get the game is focused on what it is, but an element or another weapon or something else would have been nice to mix things up. I get for animations or particles, but if not that level design things to see/avoid/aid the player then just health/magic. Grinding for XP wasn't terrible, it was balanced well enough, it could be I would have to really be careful but I did have to redo levels many times more so due to the way bosses deal damage versus the enemies, a major gap there so it was very strange, a large disparity/gap or expectations set for the player was very strange. Level design could do with a few set pieces, or interesting elements, whether in a grass lands have a few cliffs or waterfal/stones to jump on, or mud in the forest or odd cobblestone in the towns, odd tapestries for traps/obstacles. Not enough to be awkward when mixed in with enemies but still. That or instead of main levels could be for bonus levels, so regular levels are more combat based and bonus ones showing more of what the world can offer, secrets, other additional bonuses, not all just combat/leveling up the whole game & waves of enemies. But if they achieved what they wanted to with their ideas/time/accessible game, that's fine. Just backgrounds being very grounded or limiting can be a bit underwhelming or not immersive enough to me personally, but to others maybe is immersive enough. My preferences vary from others so don't my expectations too seriously. Just thoughts/suggestions Fair game, could use more. It feels like a 16 bit beat em up with RPG elements and fan service it wants to bank on. Around 10 or a bit more levels and bosses. It's not as good as a Senran Kagura or others woth beat em up mechanics, level variations, story or fan service/customisation but it has a different budget. I'd recommend Earth Dawn or others similar for side scrolling beat em up RPGs. But if you want something simpler, so just enemies/basic level design, stats and flashy combat then this is ideal.
Nintendo Switch
Jul 28, 2025
Monster 4X4: World Circuit5
Jul 28, 2025
A monster truck game with surprisingly good tight motion controls easy to learn but takes a bit at first, a 30 minute 11 track singleplayer, 2 multiplayer modes and ok presentation along with fair monster truck designs, stats and barrels to hit opponents, fire stream on one track, 1 oil puddle, 1 icy water puddle, fair lighting on one track, fair biomes and unclear of nitro/boost as never found the button or collected enough to fill the bar from half to full. 3 laps, 11 tracks or whatever multiplayer. It's a short put in a few times game, not great but controls well. It has afew track gimmicks or designs but is short and forgettable or memorable depending on your experience.
Wii
Jun 23, 2025
Biped5
Jun 23, 2025
Biped is an interesting but annoying to control puzzle game with a co op focus. Reminded me of EA's Spare Parts on PS3/360 (but no abilities in same way) or some Pikmin like look in intro. Robots are controlled by analogue sticks (walk, stretch out legs or skate depending on your use of sticks & direction, together you I assume stick & can stretch futther, move the legs quickly to walk only on sideways are a pain to do that, hold it out you move the legs quickly, hold there & grab objects for coins, conrrol stepping for pressure plates/buttons, I wish moving legs or skating was on triggers or better paced of animations, but it's not, Joycon I think is more ideal, similar to how I played two player Rhyrhm Heaven Fever, but nope Biped its sticks only simple but frustrating how inflexible it is) and while I don't hate this as played PS2 era games that use the right stick for item use, dodging & more or PS4 games like Knack for dodging or Darksiders Genesis for twin stick shooting I think how Biped does it for movement is cool but badly executed. Because it co op based you can reach further, in singleplayer you can't. So many areas are very annoying due to what paths or what gaps you would usually be able to clear no problem. Subtitles as no voiced dialogue (totally fine) can be too quick & hard to read in intro even as used to fast subtitle reading. So in areas with moving blocks, logs & such you feel insulted by trying to move your legs fast, & fall off, you move them further out but its slower & you fall off. Moving sideways is a pain, fall off. Coinstantly. Again the idea isn't bad, the characters animations, obstacles and others pacing are. I have played co op first games before & they always make singleplayer unbalanced & under tested of difficulty for combat or controls which as this is a puzzle game with no combat is great but if the core mechanic is this terrible it does ruin the experience. I am not asking for a swap feature between two characters or though that would be nice. Or anything of a singleplayer assist but the weak animations & obstacle pacing ruins the game. In co op I think this would also apply but in singleplayer it is made more obvious how bad it can be. The leg gimmick is a fair one. But depending on the obstacles, platforms and other gimmicks it can wear off too. Short solo are good or with a friend/family member I'd say. The artstyle is nice, times/collectibles are fair if care to get them. Characters have personality with their animations, not a lot but good enough of eyes/sounds/leg movements. Coins are for cosmetics which is sigh, pointless. Characters are either the pink sphere or blue cube. Levels vary of falling platforms, skate easy surfaces ir more slow ones, walling in blue/glass slopped yellow railed walls, a rotating cylinder/more gaps one, balloon, & more. Sometimes a square, circle, triangle puzzle to match will appear. Just step on & off each one or off those buttons to the ground and its fine (besides in air). Grabbing coins from treasure spheres or objects like carrots, barrels non spiked Cacti or whatever else fits a level theme. Avoiding gaps, cacti and others. Checkpoints are fair & marked with a blue hologram and orange plate. But others can be at each major obstacle which is nice. I want to like it and have kept going but irs so awkward to play, I have played enough rough games but this is being awkward but not in fhr best way to keep irs awkward and do it well. I think it needed more buttons or animation fixes but nope. I think it has online now, as it mentions co op, online co op and solo. So it's been patched enough for that & whatever else it added of fixes (besides those I would like of flexibility of movement won't happen, but for as its far enough done by now if relevance sigh). It has a fair mix of ideas/controls but could be better & still simple. Themes of levels are ok, rather generic but do a fair job of personality in them. Music is alright of instrumentation, nothing that memorable, but catchy enough while fitting ambient themes.. Characters look good. Cosmetics & coins are pointless, while I get no need for lives, I would have liked coins be used for like some benefits for players without changing the game but nope. Have worth not cosmetics which is just sad. It's a fun time if can get past the controls. As good as it is, it is no PSP era puzzle game, plenty there I discovered and had way more fun with. Thr co op first isn't so much a bother its that the expecting is just too far. The level design I see trying different obstacles, but many to all I have seen before and it feels different but that's not enough to cover it, so it doesn't change much past that as a gimmick. Due to how thr game is designed to be simple I can't complain but modern games are usually too simple and empty feeling. I have played 3D better puzzle games, almost all of them I enjoyed on PS1/PSP far more. In controls, obstacles and depth/strategies.
PlayStation 4
Jun 2, 2025
MotoGP 38
Jun 2, 2025
MotoGP3 follows the riders/tracks from the season it does, I assume similar modes from the last game and some fair tweaks to the game in this entry from the last, the handling can vary from arcade to simulation in the settings, physics and falling of the bikes is pretty alright. Front and back brake. Turning is heavy or tight and varies. I can't say how accurate or how much it reflects the bikes but they do all feel different enough. It feels different to a Tourist Trophy or Riding Spirits but still feels good like a Tourist Trophy kind of way. The HUD is good enough to read, the reds, whites, black, blue is very good. R Racing Evolution also used it and it suited there too. Modes with arcade, time trial, season and challenges are here. It's not as good as the career modes in other games annual or MotoGP later games but for the time good enough. To me this game sticks out not just for the Namco characters but the 20 special tracks not in any other Namco MotoGP game to my knowledge. People may only care for the real track licenses but to me those are expected and I don't really care. The bonus special tracks vary but are my besides MotoGP16 the ones I care about. Like WRC 3 for PS3/360 (not to be confused with the PS2 one for it's career mode/events). These to me make them better entries then the others as more into modes/progression/management/upgrading and content then the physics which can be a factor but in annual games not so much. There is tuning but that's about it. No upgrades or anything like a Gran Turismo, Sega GT, Forza Motorsport or anything from the era. Just tweaking aspects of the feel of the bikes. So it's light on that but still good enough for the time to skip keep enough of the arcade/sim feel. Lap counts vary of 2, 5, 7 and full or infinite or larger or something. The settings of the special custom tracks may not be amazing as just a skybox and white barriers, green edges and road but the layouts are very creative of different shapes or different corners. These can be played in challenges or in split screen multiplayer. They vary of things like a spiral, an arrow, and some that are also point A to B and others that are complete circuits. Multiplayer is fair for modes, track access and character selection. Challenges are fun to get pictures, riders and Namco characters from other games such as Mr Driller. The challenges vary of overtaking, to a time to beat to just a lap of the tracks to different cone layouts and to go through cone gates. The soundtrack is excellent, a good mix of vocal samples related to MotoGP bikes or referring to MotoGP with some good electronic, maybe rock in there. It's very well done. I think they are all per track and menu too. But they stand out with interesting sound design and are distinct but still fit the game.
PlayStation 2
Mar 26, 2025
Rayland 28
Mar 26, 2025
Rayland 2 is a puzzle game with a focus on lasers, reflectors and the laser spawner/receiver blocks. The goal is to point coloured laser of it's colour from one point to the other. With Red, Blue and Green. The odd blocks (whether solid or hole blocks where lasers can go through them but dont have to on some levels and is more just a thinner solid block equivalent obstacle in purpose instead) in the way limit space and lasers are limited of paths to go through. There are also gaps that I found more challenging then the blocks themselves as knowing where to position the receptors to get around those was more the thing to keep in mind. Receptors have to be on a surface no some around the outside edges would sometimes need to be used and the gaps on the outside far between them or inside near some goals was a thing to work out where to place the receptors with limited space to direct lasers to. A crystal of sorts appears above the goals with lasers that have hit the cube to show which ones the laser has met with versus when it has an obstacle like a lens or receptors have been swapped and it disengages. All the assets of the cube goals, the laser spawners and other obstacles are different then the first game's assets. There are also lens that don't open unless the player has made the lens with the colour it requires be met first. So it could be a red lens and the blue or green lens is on the other side (may or may not need to be past through, it varies per level). So the red lens won't drop unless the red goal has been reached. Rotating receptor blocks is just as simple as B on Nintendo Switch (equivalents) to pick up the cube and A (equivalents) to rotate them, or using the d-pad. They can not be positioned diagonal or top/down, only any of 4 sides. So only 4 faces. That would have added more depth but it's fine with what it's goal is of puzzles besides the depth it was not intended on/designed around. Lasers can not be strengthened of two of the same colour or combined with colours to make other colours (so no colour combos), or pass through more than 2 reflectors (either of these strengthened laser or colour combos or passing through other lasers then restricted by 2 reflectors features, would have been cool but the game is very simple and focusing on it's core elements and that is totally fine). With 50 levels and a fair layout to each it is a fun puzzle game. The reflections and shadows look good when rotating the levels, the zoom in and out is nice to have when studying the levels. Many do get challenging due to their openness or limitations due to what blocks, how many goals and starting points there are per colour, it varies. The game is simple, many levels to play, challenge varies. I found it more so being the case probably around the 30s or 40s. There is no time limit, just take your time and study the level layouts, try a few strategies and if it doesn't work restart, rotate/position them elsewhere and you'll eventually get the lasers to the correct goals. I don't know if there are multiple solutions or just one solution especially with at least two of the same colour laser and directing them to others close by of goals or others further away. So you may go oh this is easy, then change it later to the other side of the level to the other goals instead. It does what it sets out to do. Has simple controls, a simple premise of laser start to goal and obstacles to work around 50 levels. Is fun for a few hours or if on PS/Xbox a few trophies and Achievements but I still enjoyed it on Nintendo Switch. While having good reflections/shadows during rotation/set angles the player leaves the camera view of a level.
Nintendo Switch
Feb 18, 2025
SteamWorld Heist II5
Feb 18, 2025
Has the same charm, lot new I hate. The writing/humour and world design is on point as always. The ocean then space setting, I am totally on board with. As a gameplay person eh, story good. Gameplay design is additions I didn't like when I saw them, I hate them even more with context/gor to buy/play. I was open-minded but still. The aiming is the same, maybe minor tweaks. Some abilities have stabilisation thats fine but why? Why not just make a character have a shakey hand or gun fear? Or all stable. XD Classes & gun restrictions really confused me. Ok idea. Level ups are fine & all 1-3 perks open per level, cool. But 5 levels? Who wants to mix characters weapon types all the time because there is nothing else to do with them? Others have done this class swapping better & had classes & still whatever weapon access/didn't feel as off. Not all players are going to experiment. Ship controls fine, no health lost by bumping it against anything. Guns on ship (side, others to buy), aiming lines, interact button to shoot not tactics mode button to fire so different. That & it's automated. Just press, aim but still feel off. I get it's not a top down shooter but it feels so unearned of shots. I'd have been happy with no combat/or tweaks. Stealth wouldn't be great either but even still. It's so half implemented to me at least. It's an ok feature, it adds depth & fits the themes/threat but still. Early on you can't repeat missions, failed bonus mission. Was like oh no repeat missions but it allows it once you get to the second area (pretty quick) & have bounties. Bounties to me are not exciting. Bonuses you get points for I assume a bonus task/some missions? You use points for water aka currency, side abilities, fragments for ship upgrades, weapons, random weapon but I don't find these exciting (you can buy weapons/guns/recruit with water, fragments for the ship & bounty poins for those). Eh 3rd currency. Bounty menu can be viewed anytime, only purchases via resting. Bounty poins turn to water as well if not used that day. I like the idea of more water gaining besides missions besides scrap (or scrap from boats you fight in the ocean) but I also hate it because what if I don't want water from unused bounty poins I want to save them they become worthless, so got to balance it develoers can't buy these bonuses that easier huh. Sigh. Resting I hate the most. Besides bounties later I was like ok it somewhat justified itself besides exhaustion of missions. But why? They are robots, we don't oil/water their joints, they aren't out of ammo, reloads are an action anyway for sniper classes. To pass for storytelling dialogue & certain scenes sure otherwise I hate them. It breaks the pacing.& is a restriction I don't like. I appreciate good use of restrictions for players in some games layouts, not like this. Hats still have no purpose then cosmetics. Crew mated are great & varied personalities & base classes but they had 40 to 100 water after I recruited one. That's a bit much. Sure if you come.back it's the same it doesn't increase the next day but even still. Understandable but silly. Forget if 1st game had 2 crew mates at the same location & upped the price.. Upgrades for the ship & characters vary. Weapons for the ship & characters are availableat bars. Bar customers and staff tell you different things worth listening to abouta location or character off somewhere. Unsure if some are quests or not. I take them as just insight to what is out there. Difficulty is fair & has 6 to choose from so that's good. I just went with the default it highlighted so the middle or 3rd difficulty. Some missions offer more stars, a survival/alarm, others are limited turns. All done before in the first game but still fair mix up missions takes. Tutorials are well explained. Side abilities/moves are still here & good for a side arm to give another attack, some have it already as a personal one of asecond shot. Grenades, health kits, stable aimline shots & more. Map is a fair size. Objectives/bars/mission boats are clear. Rapids to go one way appear around the map sometimes as one way paths. Enemy boats appear from time to time. I sawthebig boat that's blocking off the area of purpose & a small enemy ship appear was a bit of a consistence there. Sigh. Some missile turrets stationed so later game that big boat. Or the goal I guess later on. Blocked areas aren't too bad to get through once cleared enough. I want to like this game but the additions kind of put me off & seem forced, depth to go we have ideas but don't impress, are bloat, have been done better (yes Indies so I will give them some chance & 2nd Heist/tactics game of the series in this format and I know they do a different genre each time so sure it is a lot to mix things up for the series). But I think the simplicity ofthe1st game in areas whether selecting levels I can take or leave but the RPG systems and other aspects feel forced depth & I don't like them.
Nintendo Switch
Feb 15, 2025
Run the Fan8
Feb 15, 2025
Run the Fan is a ball maze puzzle game with electric sparks to lead along paths to fans. Reminded me of Ratchet & Clank Tools of Destruction's Decryptor gadget (ball & electric sparks to it's end goals) with connectors & particular ends to follow along. Run the Fan does sets itself as its own. Run The fan takes things further with obstacles of capacitors, ribbon cables, ports (USB, other cable ports), etc. More challenging aspects like no walls or more gaps with spaced out walls so ball has to avoid falling off edge in Stage 2 levels & more electric spark spawner/fans Ok menus, good level presentation. Some paths can seem to lead somewhere, others are ideal paths. The ball is pretty fair of movement & like R&C TOD very similar of moving around like a ball & awkward to move in place. Run the Fan has RZ/:Z to hold the ball in place (very useful feature I appreciate). When the ball is near connector ends, it will make the electric spark pass so be careful when moving along the levels depending on the pace the spark is going along the connectors faster The player will have to sometimes work around 2 or 3 sparks at once & go one side of the level to the other. Capacitors, cables or walls can be in the way so the player has to navigate the ball around 1 electric spark is necessary per 1 fan, so 3 sparks & 3 fans. The game can be played with motion controls/accelerometer on or off. Left & right stick sensitivity, but left & right stick or can be used. No d-pad support. So only sticks & LZ/RZ are used for controls, the rest is up to the level design & key details. 18 levels are available per stages. With 3 stages. Green is stage 1, blue & walls removed sometimes in parts so it challenges a bit more besides obstacle/connector placement. Some levels can be crowded with walls to work around, pausing the game only shows the menu buttons so unless you want to screenshot to get an idea of the map you can' really tell where to plan out your ideal path to the goals. Some paths can make you go around in circle so make sure to plan out your route to avoid this as some connectors aren't reachable from other sides & you don't want to go along some & find out you loop back around or hit a dead end. I do think the game balances more around connector paths, obstacles & levels don't put too many gimmicks in which I think kind of works to it's benefit. I like variety or level gimmicks but with how many & enough can be a challenge with just multiple sparks/fans, or different path layouts I think it's good enough. The ball movement is loose but also kind of makes sense even if it can seem like it's on ice in how it looks/may feel. There are no holes to escape from or higher objects, it tries to stick being a believable com[uter design layout. The game is very much just levels, no additional modes which I think is fine. The levels are well designed even if can be a bit too much based around connector layouts more so to challenge which can be ok but also not that exciting even if the simplicity/consistency I can understand. Or not more mechanics then need be also makes then then making new ones, balance it, how often it appears/has worth, & other factors besides as much for the player to remember. Assets/artstyle look really nice, sound is good, few songs in the game, I thought it was per page of levels but now I think it's just how it feels like it/ There is probably some structure to it or whichever stages it applies to to mix it up but I forget which. When playing though it's noticeable, but when going back to old levels it isn't clear to me. The sounds are calm but electronic enough to fit, the sound effects are alright, the victory sound is really nice. Hitting a wall is noticeable with a sound & feeling for it. Navigation can vary due to the ball physics & how walls/other obstacles blocking the paths can be. It's a great puzzle game not just because it was similar to another game's minigame & does more to be it's own thing. I just enjoyed a lot of aspects of it to fit the themes well, good music, controls, looks good & play well for a good puzzle game. I do look for a good one from time to time & mostly have enjoyed more PS1/PSP platformers, but finding this & never knowing with any ball maze type puzzle games like a Labyrinth Plus Edition for Microsoft Plus Windows XP & most being pretty eh with eh physics, lacking maze layouts or holes/other mechanics to them. But no issues with more Mercury, Cube, Practical Intelligent Quotient, Kula World/Gravity Trickster, & other types as my preferred puzzle games of a character, some doors, laser, etc type obstacles, yeah this one was different enough but still in my realm of puzzle game type of games to engage with. Like Collide a Ball on 3DS with ramps/other things. I think the Switch puzzle game selection is pretty good this one just caught my eye more. It could offer more Run the Fan but for what is here I think it's a fair game for what is still offered.
Nintendo Switch
Feb 10, 2025
Mr. Sensei: Life as a Foreign Teacher in Japan3
Feb 10, 2025
English Sensei copied review. A shovelware VN/dating sim with stats, ok CGs, lazy dialogue & decent images/menus, ok goals. It has fair ideas but is very clear of it's budget/shovelware/CG baiting quality.I saw no videos/text reviews so I thought I'd give it a go & see how bad it **** by screenshots alone & publisher's other games on Switch eshopr I could tell the quality. $7.20, full price is $18AUD. It's shovelware but I'd rather $7 then $18. But some can surprise me so I was interested.First up this game & English Sensei Teaching In Japan are the same game. Just asset swaps and maybe a few different scenes. But mostly the same **** same can be said for others by this publisher with many educational choice based games or appealing character design low effort dialogue visual novel shovelware with male/female character asset swaps but different themes/are different looking but can be repetitive options/different looking **** game starts with an introduction message of 10 months, 10 situations, 1 new school year.Goal is to avoid temptation/suggestive questions by students (male teacher female students, vice versa the game). A tension meter is on the left, and 3-4 options students ask when in school option **** main menu has the 3 options (really hard to see buttons being highlighted by being stretched like a gum/candy animation/changes or none at all in sub menus with the blue X and otherwise some other element highlight themselves, so it's a bit confusing).There are 3 things to do: school, work and shopping. Along with underneath buttons for things like the diary which just shows different roles the teacher will be in.Stats for willpower, right handed, fun & charismatic or items the player has purchased at a **** camera icon is the gallery, CGs will be available at the end of each school scene.While there is the morning, afternoon & evening I didn't notice the differences of a sun icon or anything really to indicate besides if worked or school advances a lot of a month. Maybe because I chose work first, then shopping had not enough coins to do more and did school afterwards.School option does warn about advancing the month though.Work you can do in the morning straight away if you want, which I did to get coins, while school sort of fast forwards things more of a month or a few sessions (it is not clear).Work allows the player to pick between bakery, kid's parties, hospitality and personal trainer. You use this option to get coins. Yes doing school hours does not grant the player coins like the other jobs do.Shopping has 4 stores and 3 items. The player starts with 50 coinsSport, Beverage, Book, Clothing store. Items vary by humour, resistance to provications. Dexerity, willpower,. A book/other items to inventory. 40-100 **** the introduction scene to students it's pretty fair, makes sense & no dialogue seems to repeat. It's what I'd expect, while class scenes are more repetitive & feel like dialogue trying to be like those quiz with the same questions with slight changes. It's really strange & lazy writing.Such as posing & drawing, typical scene in an anime. But how the dialogue flows into a scene is fine, once it gets to the responses it's very much like 'the way you pose is truly inspiring' How can I avoid getting distracted and stay focused on capturing every detail.Answers to me seem predictable of what;s higher & lower of the tension meter. To me the top 2 gave off more use guides/sketches to adjust, or focus on proportions as more lowering the meter.While Keep your focus on details and avoid distractions or focus on one aspect you might lose sight of rhe overall drawing, don't get discouraged.Gave off more higher tension meter results. I don't mean that in just the dialogue I mean as in any time I picked options.Move on to different poses (keep in mind the same character asset/frame, they move to the centre, to the sides when 2 are on screen, 1 after the teacher answers, etc. it's very low budget). I don't expect Live 2D but it is still very minimal effort then CGs or a ew types of positions or more responsive dialogue.Focus on shadows/lighting, depth and volume.Then more student dialoggue of change poses in fascinating how to improve dynamic poses, the light as a factor., your poses leaves me speechless, detail in pose is amazing, what technique for complex poses.A lot of similar option & dialogue from students appear with minor word changes. It's very repetitive. Is it on topic yes, but it's very we generated a bunch and swap **** scenes go for about 4-5 responses or so with the 8 response stops in art class scene 1. 9 in nurse's office scene 2.More around the final response was 3 options. While most have **** of other roles (not even appeared yet) like swimsuit, or odd angles. woodwork etc.Nurse scene about health/feelings,swapped out words & repetitive 'on topic'.I don't know how save. 2 scenes/days sums it up.
Nintendo Switch
Feb 10, 2025
English Sensei: Teaching in Japan3
Feb 10, 2025
A shovelware VN/dating sim with stats, ok CGs, lazy dialogue & decent images/menus, ok goals. It has fair ideas but is very clear of it's budget/shovelware/CG baiting quality. I saw no videos/text reviews so I thought I'd give it a go & see how bad it is. As by screenshots alone & publisher's other games on Switch eshopr I could tell the quality. $7.20, full price is $18AUD. It's shovelware but I'd rather $7 then $18. But some can surprise me so I was interested. First up this game & Mr Sensei Life as a Foreign Teacher In Japan are the same game. Just asset swaps and maybe a few different scenes. But mostly the same game. The same can be said for others by this publisher with many educational choice based games or appealing character design low effort dialogue visual novel shovelware with male/female character asset swaps but different themes/are different looking but can be repetitive options/different looking menus. The game starts with an introduction message of 10 months, 10 situations, 1 new school year. Goal is to avoid temptation/suggestive questions by students (female teacher male students, vice versa the game). A tension meter is on the left, and 3-4 options students ask when in school option dialogue. The main menu has the 3 options (really hard to see buttons being highlighted by being stretched like a gum/candy animation/changes or none at all in sub menus with the blue X and otherwise some other element highlight themselves, so it's a bit confusing). There are 3 things to do: school, work and shopping. Along with underneath buttons for things like the diary which just shows different roles the teacher will be in. Stats for willpower, right handed, fun & charismatic or items the player has purchased at a store. The camera icon is the gallery, CGs will be available at the end of each school scene. While there is the morning, afternoon & evening I didn't notice the differences of a sun icon or anything really to indicate besides if worked or school advances a lot of a month. Maybe because I chose work first, then shopping had not enough coins to do more and did school afterwards. School option does warn about advancing the month though. Work you can do in the morning straight away if you want, which I did to get coins, while school sort of fast forwards things more of a month or a few sessions (it is not clear). Work allows the player to pick between bakery, kid's parties, hospitality and personal trainer. You use this option to get coins. Yes doing school hours does not grant the player coins like the other jobs do. Shopping has 4 stores and 3 items. The player starts with 50 coins Sport, Beverage, Book, Clothing store. Items vary by humour, resistance to provications. Dexerity, willpower,. A book/other items to inventory. 40-100 coins. In the introduction scene to students it's pretty fair, makes sense & no dialogue seems to repeat. It's what I'd expect, while class scenes are more repetitive & feel like dialogue trying to be like those quiz with the same questions with slight changes. It's really strange & lazy writing. Such as posing & drawing, typical scene in an anime. But how the dialogue flows into a scene is fine, once it gets to the responses it's very much like 'the way you pose is truly inspiring' How can I avoid getting distracted and stay focused on capturing every detail. Answers to me seem predictable of what;s higher & lower of the tension meter. To me the top 2 gave off more use guides/sketches to adjust, or focus on proportions as more lowering the meter. While Keep your focus on details and avoid distractions or focus on one aspect you might lose sight of rhe overall drawing, don't get discouraged. Gave off more higher tension meter results. I don't mean that in just the dialogue I mean as in any time I picked options. Move on to different poses (keep in mind the same character asset/frame, they move to the centre, to the sides when 2 are on screen, 1 after the teacher answers, etc. it's very low budget). I don't expect Live 2D but it is still very minimal effort then CGs or a ew types of positions or more responsive dialogue. Focus on shadows/lighting, depth and volume. Then more student dialoggue of change poses in fascinating how to improve dynamic poses, the light as a factor., your poses leaves me speechless, detail in pose is amazing, what technique for complex poses. A lot of similar option & dialogue from students appear with minor word changes. It's very repetitive. Is it on topic yes, but it's very we generated a bunch and swap words. The scenes go for about 4-5 responses or so with the 8 response stops in art class scene 1. 9 in nurse's office scene 2. More around the final response was 3 options. While most have 4. CGs of other roles (not even appeared yet) like swimsuit, or odd angles. woodwork etc. Nurse scene about health/feelings,swapped out words & repetitive 'on topic'. I don't know how save. 2 scenes/days sums it up.
Nintendo Switch
Feb 9, 2025
Super Woden GP II7
Feb 9, 2025
Super Woden GP 2 is a 90s inspired racer with a mix of Gran Turismo 1 & 2 style menus/event types, star/HP compact to race car types with isometric arcade micro machines style racing feel. All cars/tracks are fictional but clear what their (sigh Indies) "inspirations" are of car models/track layouts just without licensing. 18 road circuits some real track layouts I recognise like Laguna Seca (Wamonines in game), Tsukuba (Ichkawa), Brands Hatch (Limestone Hatch), Spa (Proano Speedway), Monza (West Millswood), others I don't. 18 Rally linear (Point A to B) stages (no idea if actually based on rally stages of a certain year). Tracks look good, a fair mix of trees, barriers, grand stands, some rally stages have log obstacles. It's fair for what it's going for and as much as the isometric camera needs to show. It's not elaborate but it doesn't need to be. It shows as much as necessary to feel lived in Players have start with credits & 0 stars (stars are kind of like GT6 but instead 1st to 3r4d status) and prize money/car rewards are better then Woden GP so the pacing is more flexible even without using upgardes Woden GP 2 has that Woden GP 1 doesn't have any upgrades at all so is more skill/car choices. Woden GP 1 had Soop (US), Cinder (German), Raven (JP), Mylene (Freance), Nanwolf (UK), Aalia (Italty) with paint shop, options, garage, car wash, go race,, stats, free race and music room. While in GP2 car wash, oil change and paint (changed no cost), are moved into the garage. Oil/wash bars also exist. Endurance has higher lap counts. Common events have 2-4 laps. There are oil & 1 damage icon & gear change light. Video options are Off, GP, arcade & retro PC & flare. Tuning offers engine, gearbox, tires, chassis, brakes & suspension with 3 tiers, some blocked.. Weather is in GP2 but not for time trial while in GP1 is in free race. Woden GP 2 has more EU country dealers like Decastro (Spain), Enhorning (Sweden) & Zaphir (Argentina), a garage, go race, time trial, arcade, workshop, music room and stats. I think this is fair and also a bit unoriginal but the point is to sigh sell nostalgia and appreciate old games/motorsport so I get it. Doesn't also feel weak like they could try harder though. The game focuses on road, rally and endurance. Races have stars in both games, but HP is more the focus then PP, so if familiar with GT2 HP entry then PP (as in-game not just referencing) of GT6 or Forza Motorsport. Events vary of HP, 1 car types, very simple and just locked behind star counts. Events have 1-3 stars to achieve. There are no license tests but is a time trial/arcade mode for players to play split screen multiplayer or to learn tracks instead of a tutorial players can just drive to get used to the controls/track layouts. The driving feels fair, better then Super Woden GP slightly. The progression is fair of single race and championships. Physics can vary but early on the drifting/sliding around corners and turns can take getting used to if not used to 90s isometric racers, as someone that **** at them this game is actually fair to play/get better at them. The hub map is filled with country based dealerships (rather then dealerships of many types). So you will see many Porsche/Mercedes types in the Cinder dealership for example, and others in their country dealerships. I do think the game needs a camera to be behind the car, the camera is different per track and takes getting used to it's positioning. But the stick use is very lear. You can not rebind controls, so if you use A or RZ your fine to accelerate. No d-pad for driving only left stick. LZ or X to brake. B to reset on track. Right stick to zoom in and out. Really wish this was a rotate or the camera followed the car but nope. Sigh. Minus button to change music. Left and right is how it's expected but left is down and right is up (depends on direction of track view). Right stick can be used in the hhub menu to see more of it. Options are limited to language, flag, sound, vibration, damage, difficulty, RPM (analogue/digital displays can be changed on track as well) corner warnings (not as good as pace notes on rally stages as on road it's Exclamation marks or Woden GP), KM/H or Miles, Minimap zoom or static, clear data and save files (auto saves anyway). Time trials offer circuit/stages, lap count of 1 to 99, and time of day 0:00 to 23:00, which is nice to see, I don't think lacking weather is a bad thing, this game is doing enough fine details as it is. Arcade mode is normal A route or Hard B route, pick a rally car, paint (different cars limited per route) then start/info to cycle times. The rallys are in order. Time of day/time limit is also set along with 3 credits I assume 3 attempts. I had to guess where controls were as it was not clear till pressing buttons. The game boots you back to the title screen if you leave it in the menus at all (unless in a race), for burn in or just inactivity I get it but it is annoying.
Nintendo Switch
Oct 11, 2024
Astro Bot0
Oct 11, 2024
Has ok ideas/some fair moves/others too weak, otherwise museum of old recycled popular games ideas, snooze, from any 5-6th games whether PlayStation, Nintendo 1st/3rd parties that were popular when B grades were BETTER at more in depth compelling concepts which is why I'm playing and researching them not this recycling trash then fun enough but still rather applying other ideas instead for combat TOO MUCH EVEN THESE DAYS AAAs which is why some are so boring & repetitive as they think they peaked/they go eh story/graphics. Forget the gameplay make basic gameplay for audiences, who cares about gameplay audience type players they can go elsewhere, people want graphics and nonsense coming out of character's mouths or boring dialogue around boring themes in these family friendly IPs instead, forget the gameplay we don't have to do anything about that anymore, cameos and so on buy it. If you want more higher percentage of original design but fine cameos buy Playroom or Rescue Mission instead. Or play or buy anything else. There is a reason I'm not buying modern games it's the game design is bad. The experimentation gone for more basic designed games. Game has fair artstyle, it has cameos on point, it has gameplay work but the problem is the gameplay that is it's own is weak, like mouse in trailers, why is it I can think up a sound related hearing or attack ability, or helicopter ears or something, but no it's just cosmetic because your small. How boring and generic can you get for a theme but not have something more gameplay compelling with it. Other levels may have better ideas but I highly doubt it. Astrobot to me is a museum title & nothing more but even museum advergaming racing games have still something about using the cars well in challenges or something it's about the cars, you want to use them you want a fun mix of events to use them in. It feels like if PlayStation had so many people that were nostalgic mixed with a Disney video game. It wants to present IPs & it's own ideas well but problem I find is instead of being good/making original game design for this game, they did that, only small amount of the time make some fair joining parts/odd original design & ripped off & recreated the key points of these games so in turn it's lazy, disgusting & I'm surprised these devs can get away with it. Too nostalgic, too easy to manipulate audiences/yet people are too emotionally stimulated to have a brain we let products like this pass because they are delusional. I play 5th/6th gen platformers not because I miss the 2000s, I play old games. I seek out those b grades & any I never played before of their ideas, not because of nostalgia/emotions, I want NEW/FRESH game design because I'm starving for something not modern, safe, money making, garbage values & safe, nostalgia game design trash with other priorities taking place over gameplay because audiences are too stupid casual/hardcore to care, bad players, bad devs/pubs with emotional manipulation for a wasted product. I want better spins/NEW IDEAS. Not cute characters & oh 1 new mechanic an Indie platformer has but it barely does anything exciting/impactful to the level design/AAA repetition. They just **** & make me not want to buy any of them, too much heavy inspiration, ok upcoming talents. I want unique ideas not nostalgia/emotional milking audiences like many dull Indies/AAA & only few Indies have a brain & make more original ideas because they prototype things longer with out of the box attempts than 2 seconds. They don't have to all be The Witness with a dots like puzzle game odd idea similar to the Game & Watch type of approach inspired by a calculator pressing buttons to pass the time type of inspiration. Or a weird dream someone has. Not everyone does, but enough thinking outside the box would be nice. But no Asobi go lets make a museum title but rip off these popular games that's a great idea because were so nostalgic & PlayStation wants to milk the nostalgia in ways the other devs can't & it works because audiences are stupid enough to buy it. These devs did fine with Playroom/Rescue Mission or even the camera Playroom game for PS4 where the Astrobots started before the VR demo that then became Rescue Mission but Astrobot feels like an excuse of a museum to me then a good game. Nintendo Land is a theme park but it doesn't rip off level design from all those IPs it represents them fairly for minigames, sure a few themes but if the level design/ideas differ & fit the theme park not recreate them. Nintendo golf games recycle the same golf courses & I'm like come up with something new seriously. It's like Mario sports games of 3DS, Wii U and Switch, they are like eh bare minimum. Instead of oh we can have piranha plants at the nets or we have Sunshine like mud to be an obstacle to put a good arcade or video game spin on the sport instead lets make this basic as possible Mario is marketable, people will buy it anyway, we don't have to try.
PlayStation 5
Oct 11, 2024
Akimbot2
Oct 11, 2024
Akimbot is like Astrobot I want to like, yet hate. Rift Apart the same. Kula World & Gravity Trickster, Sega Rally/Micro Machines/Outrun, etc. Art/tone good. Audiences are safe emotion/nostalgia delusional as usual. Astrobot unlike Astro's Playroom/Rescue Mission prior are good original enough or with cameos. Astrobot itself is a museum, a recreations highlight reel from Nintendo/PS 1st & 3rd party pasts. The kind of thing that is fine but no award because it's recreating things fairly, it did it's job, if does get an award this industry is a joke, I don't applaud recycling/5% different. Akimbot to me is like every Indie platformer/racing game, sad. Clive & Wrench was fine for 1 person but felt empty or 'modern'. I mean empty design that lacks a compelling pace of mechanics/level quirks. Spyro 1/Glover & more, simple paces, intro enemy/obstacles/new moves well, other games complex, modern AAA/Indie games are, empty/repetitive. They recycle things/ok original level design but game is too heavily inspired of 'past ideas' & boring, I don't want Ratchet, Jak, Spyro, Banjo, Sonic, Donkey Kong or Crash clones. Oh jetpacks & other stuff, be more 'fun & exciting to spin off' or original, not heavily inspired it sticks out like a sore thumb & I don't want to buy your game. I don't care if the attitude is balanced, crude, serious, funny or whatever, I can look to Journey to the Savage Planet & go this does parody humour, gameplay, I don't go oh it's inspired by other games, it may be some other media sure, but I can say it's still original enough from whatever was. Akimbot is too inspired it's boring/unexciting to me. Having aiming that looks like Jak 2 & 3 which that aiming system ****. Vehicles that are probably fine set pieces to mix things up. Even later CODs dropped those & I enjoy a good vehicle segment or vehiclular combat game. Stealth is probably fine, fair variety. Ratchet did it ok, they fit situations/mechanics. The companion likely if a Clank as in playable but fair personality of their own sure if a Daxter that doesn't do much besides talk or be there for 1 area in the whole game if that, why are they even here? Biomutant I went huh Space Station Silicon Valley I was inspired by for it's animal movesets. BIomutant wants to be simple so lets go digging, swimming & flight. Why because it fits some animals & navigation of level design in the game. You have the Jet Ski but swimming as a trait would allow slower but still possibility to navigate. Flight would be limited to but better then the glider. Digging for treasure or other thigns. Sims has traits.CRPGs have key parts of a character? That's how I use inspiration. Space Station Silicon Valley has different mechanics for each robot animal. I took it in a different way thatsuits the game, not ripped another game off. Foamstars same thing. I can look to Splatoon sure but I won't. Instead of 2 done to death modes in Foamstars, why not think with foam or the surfboard. Why not a clean up map mode of all the foam, a foam building contest, a chemicals/traps modes so it effects the foam or surfboard, a sufrboard race or other events/modes? Like that's just me prototyping in my head without putting the code & art assets together. Sure it's a, lot of work to make those things but I still thought them up in original ways. If Splatoon can use ink & tofu characters during it's prototype phase & end up with squids with ink that reload, stealth around and fire/jump to platforms to then a fair grapple & while a grapple isn't new the way it's applied to the level design is still fun. Some games have minigames, not all need them, but I got used to them in a Banjo or Ratchet/Spyro. But they were different teams, talents & more. Different hardware too or time span to make them. But I can look at a Glover or Space Station Silicon Valley or Chameleon Twist & go CT has a still unique grapple for some uses of the tongue for platforming or picking up enemies. Glover has great hand animations & ball transformations for points or weight to put on a button or something. Where is THAT level of creativity I don't see it just recreated pieces of nostalgia to milk audiences or the fans they are as developers. I find it disgusting & how weak their lack of out of the box thinking is. If Useless Podcasts can say hey we played Mario but making Ratchet was your Mario yet you can make Zelda or other comparisons sure you can but at the same time the games are so vastly different in setting, in items/gadgets/weapons, pacing, level design & more they are completely different games. Akimbot to even some racing games to Indie platformers are so weak at original ideas it's really boring the state of the industry & I don't want to fun Indies too nostalgic or heavily inspired they can't think up any original ideas. Ratchet 2 VR by Rybread69 sure but that's different. A whole game than a fan game/other project like come on. Be more original Indie devs your ideas & products are weak.
PlayStation 5
Aug 19, 2024
Juiced 2: Hot Import Nights7
Aug 19, 2024
PS2 & PS3 review. The game presents the HIN and import tuner culture I assume well.Presentation from PS3 to PS2 is different kind of how a DVD/Blu-ray are in menus & online career only in HD versions while split-screen or Twin Drift mode on PS2. Thing is PS2 version I prefer the content in then the PS3 version's content & **** sure of 360 version but PS3 version requires 4096MB at least of space (& complains if less (for other game install/Juiced launch) don't know if for save files/something else as no videos/photos or otherwise I can tell it needs this for) using the 1.0 version off the disk and not any updates if your PS3 is low on storage it will complain. Even though it installs 2.2GB of storage onto console. So if have a 4GB PS3 & 1.0 disk used/no updates best to not try to install this game as it won't let you. Just a random detail found.Game has a mix of fair narration to explain the game for basics & DNA menu by Ursula, a presentation of cool sounding names for tracks, some flashy presentation to I assume match import tuner culture & many models from HIN of the time. I have no idea about any of this but it's interesting presentation even if a bit strange but like Street Racing Syndicate/others of time seems in line with them.Singleplayer is split into leagues, from Rookie to League 7 all the way up to 1 then World Elite then High Impact Nights class. Some cars can stretch the almost all leagues so sometimes they are the best to go for while others fit smaller ranges of 1 to maybe 2-3 leagues.Many sporty hatches, sedans/muscle of 2000s are present. US, EU, JP. With many major brands while nowadays wouldn't go anywhere near this type of thing.Game itself has various race modes of typical races, eliminator ones, drift ones that have different strict/more fair differences of requirements & pink slip. So some like Drift King/Obliterater/Endurance will differ of multiple on the track or more longer drift chains to meet point counts.Endurnace ones vary of just around 15 laps or any more than the usual 3 to 4. But for endurance drift is more about drift point limits to meet.Eliminator & Last Man Standing will focus on lasting as long as possible. Last Man Standing is more restrictive in not being allowed to hit walls so spooking opponents is usually useful.Championship applies to any objectives/mode.Spooking is fair mechanic & makes some sense then R Racing Evolution having it with more professional race drivers, in this game just being street racers that are more confident makes some sense. From a blue to red bar then they go whichever sideways or spin out & may hit a wall by turning to the **** game has objectives the player needs to complete & they use their cars, customise it with livery details, focus on stats & use performance upgrades by completing events of a lap time, speed limit to be above & not falling under, a drift point count to reach or a higher level league car to stay in front of & a handicap at the beginning.Prototype upgrades appear after around League 5 and are a Nitrous or other type of benefit upgrade. Brands appear in the upgrades after the player wants to buy event upgrade access. The brands don't really matter which is selected. Cosmetic ones also are won in events, unlock decals & other livery assets.PS3/360 version has unique CPU bet mode & different tracks, some similar design/names from the PS2 version do feature but most seem to be completely different tracks so picking up PS3/360 or PS2 ver will be fairly different of tracks but similar objectives.Twin Drift is a PS2 split screen mode of 0.5-2.0 multiplier by bottom player distance 1st/2nd. Best **** of city/snow tracks. Fair cosmetic damage model of car parts (hood, bumper, sides).PS2 version has better tracks/road pillar/islands, split paths/longer tracks/modes. In HD versions they offer more simplistic/smaller tracks besides fair presentation & unique HD version CPU bet mode as spectator mode/objective. Meaning you watch opponents drive & bet on them. You have until a few seconds after lap 3 to bet. I usually just wait a bit in lap 1 & 2 then bet whatever amount. It's an ok mode can skip.Gold objectives only unlock once other common objectives (number mentioned per league) of speeds, air time, drift point counts, 1st-3rd range finish, a bet with another opponents, pink slips (car bet not only money bets), beating an opponent on UK/US or city name track. Some countries iconic landmarks appear like Sydney Opera house on a drift stage (drift track on the water), Coliseum in Italy & many others.Drifting/general feel is fair for arcade handling/physics, cockpit/fair cam view, sometimes more speed/braking or holding a drift chain can be challenging still depending on car/track.Nitrous/boost given by drifting, some cars are more drift/muscle/crew capable then others & good for entering those **** stats of play style. Fair crew hire (2 a team by DNA) events.
PlayStation 3
Aug 19, 2024
Juiced 2: Hot Import Nights7
Aug 19, 2024
PS2 & PS3 review. The game presents the HIN and import tuner culture I assume well. Presentation from PS3 to PS2 is different kind of how a DVD/Blu-ray are in menus & online career only in HD versions while split-screen or Twin Drift mode on PS2. Thing is PS2 version I prefer the content in then the PS3 version's content & presentation. Not sure of 360 version but PS3 version requires 4096MB at least of space (& complains if less (for other game install/Juiced launch) don't know if for save files/something else as no videos/photos or otherwise I can tell it needs this for) using the 1.0 version off the disk and not any updates if your PS3 is low on storage it will complain. Even though it installs 2.2GB of storage onto console. So if have a 4GB PS3 & 1.0 disk used/no updates best to not try to install this game as it won't let you. Just a random detail found. Game has a mix of fair narration to explain the game for basics & DNA menu by Ursula, a presentation of cool sounding names for tracks, some flashy presentation to I assume match import tuner culture & many models from HIN of the time. I have no idea about any of this but it's interesting presentation even if a bit strange but like Street Racing Syndicate/others of time seems in line with them. Singleplayer is split into leagues, from Rookie to League 7 all the way up to 1 then World Elite then High Impact Nights class. Some cars can stretch the almost all leagues so sometimes they are the best to go for while others fit smaller ranges of 1 to maybe 2-3 leagues. Many sporty hatches, sedans/muscle of 2000s are present. US, EU, JP. With many major brands while nowadays wouldn't go anywhere near this type of thing. Game itself has various race modes of typical races, eliminator ones, drift ones that have different strict/more fair differences of requirements & pink slip. So some like Drift King/Obliterater/Endurance will differ of multiple on the track or more longer drift chains to meet point counts. Endurnace ones vary of just around 15 laps or any more than the usual 3 to 4. But for endurance drift is more about drift point limits to meet. Eliminator & Last Man Standing will focus on lasting as long as possible. Last Man Standing is more restrictive in not being allowed to hit walls so spooking opponents is usually useful. Championship applies to any objectives/mode. Spooking is fair mechanic & makes some sense then R Racing Evolution having it with more professional race drivers, in this game just being street racers that are more confident makes some sense. From a blue to red bar then they go whichever sideways or spin out & may hit a wall by turning to the side. The game has objectives the player needs to complete & they use their cars, customise it with livery details, focus on stats & use performance upgrades by completing events of a lap time, speed limit to be above & not falling under, a drift point count to reach or a higher level league car to stay in front of & a handicap at the beginning. Prototype upgrades appear after around League 5 and are a Nitrous or other type of benefit upgrade. Brands appear in the upgrades after the player wants to buy event upgrade access. The brands don't really matter which is selected. Cosmetic ones also are won in events, unlock decals & other livery assets. PS3/360 version has unique CPU bet mode & different tracks, some similar design/names from the PS2 version do feature but most seem to be completely different tracks so picking up PS3/360 or PS2 ver will be fairly different of tracks but similar objectives. Twin Drift is a PS2 split screen mode of 0.5-2.0 multiplier by bottom player distance 1st/2nd. Best mode. Mix of city/snow tracks. Fair cosmetic damage model of car parts (hood, bumper, sides). PS2 version has better tracks/road pillar/islands, split paths/longer tracks/modes. In HD versions they offer more simplistic/smaller tracks besides fair presentation & unique HD version CPU bet mode as spectator mode/objective. Meaning you watch opponents drive & bet on them. You have until a few seconds after lap 3 to bet. I usually just wait a bit in lap 1 & 2 then bet whatever amount. It's an ok mode can skip. Gold objectives only unlock once other common objectives (number mentioned per league) of speeds, air time, drift point counts, 1st-3rd range finish, a bet with another opponents, pink slips (car bet not only money bets), beating an opponent on UK/US or city name track. Some countries iconic landmarks appear like Sydney Opera house on a drift stage (drift track on the water), Coliseum in Italy & many others. Drifting/general feel is fair for arcade handling/physics, cockpit/fair cam view, sometimes more speed/braking or holding a drift chain can be challenging still depending on car/track. Nitrous/boost given by drifting, some cars are more drift/muscle/crew capable then others & good for entering those events. DNA stats of play style. Fair crew hire (2 a team by DNA) events.
PlayStation 2
Aug 9, 2024
M.A.C.E. Tower Defense7
Aug 9, 2024
Demo review. I was browsing the PS4 demo like I do. Thought I'd check this out like I did Gravity Trickster. But instead of that as a Kula World style puzzle game successor here is a tower defence game that I think is fair but nothing amazing. Was not familiar withthedevs otherworks but on a quick look they have done some fair variety but nothing I haven't seen before of flash/mobile games of years ago. But I applaud Devs making their start somehow. Now onto the game itself or the demo of it at least. The game loads well, for a mobile game to console port it's good. The menu is very clearit'sa mobile game but that's fine it does the job with its icons to tell what does what for sound, game stats and level select. With the sound for all, sound effects or off. Question mark being help. Use X to select towers, d-pad/stick to use the cursor, additional buttons for other non tower assists of special weapons (to use on enemies along the path, the specials being atom bomb, bomb surface and air support, all available via Square, Triangle and Circle). General goal of enemies along a path to defeat with towers placed on the outside of the path, some vehicles that are big and harder to deal with and a boss. Lives are lost by enemies reaching the other end of the level path. Graphics are fair for what they are. They look sharp, buildings and ground look fair, enemies look complex enough and fair detail even on a TV then mobile screen. The art assets are fair, art style is fair. Towers can be upgraded, with the $ on the left being to sell/destroy towers, with the X on the right changing to an arrow to show the upgrades available. This confused me at first but I got used to it. Towers are limited I assume for the demo or unlock as levels go on. Now to me the tower choices and variety is fair but I think the lack of descriptions did besides icons being fair of what they look like/act like, but a description would be nice or just a tower name (less to translate) or what damagethey do as numbers/a rank or enemy types (whether the enemy asset or some group colour to make clear what ones more stronger towards). I also think while yes more a quality of life seen in Bloons Tower Defence I do enjoy the strongest, weakest, newest, oldest filtering. I think those or something different like filters would be nice. Waves are mentioned by the level select and highscore. Stars are used intheshop to offer tower upgrades in the store. Selection/preview of an upgrade happens, a brief description at the bottom then the same useofthr X button to buy. These vary from fire rate, piercing through enemies, setting enemieson fire, slowing them down with shocks, splash damage and more.Withstats in the top right, upgrades to the left. The level select shows a preview on the right and the number of waves (1st level is 10, as shown by the skull at the top of the level) and high score below the preview image. Once the player loads a level they will see from top left toright, currency, wave count, lives, fast forward (more for next wave then faster speed, this changed from x1 to 2 and 4 times, it does not effect wave generating time at all). Pausing the game will stop with any of L1-2/R1-2 or Options. Touchpad does nothing, d-pad andleft stick for cursor. There is no controls page so just go by what's listed on screen or general (besides pointing them out in this review). Loading screens have pretty typical but maybe useful to some people tips. Levels have ok buildings/sand, grass and trees with winding paths for enemies to follow along. Once all waves for a level are beaten the player can play it endlessly which is nice. Finally towers.These vary of Gun, Laser, Fire Blaster, EMP, Cannon, Rocket, Flak, Artillery, Mine, Block Wall, E Field, Range+ and Damage+. In the demo only Gun, EMP & Cannon (to start) are available. Laser & Fire Blaster can be bought in the store. So 5/13 towers. 2-3 upgrades & 5 maps. Even if a demo I think it's fair showcasing. By names Range/Damage ones are assist towers. Gun is the standard, EMP is more an electrical shock slowing down type or does some electrical damage (reminds me of Bloons TD ice tower, has slowing benefits but may have damage as an option than the tack shooter). With the cannon being the more power missile type one for tougher enemies or bosses. It can go either way with the suggestions or what I said of other games features as this does it's own thing I assume. The 3 specials are nice, They do need to be bought though so that does change things up be wise use of them. Players can grind past levels for more stars to use in the store & for future levels so it's a possible strategy. Store buy button prices & blue/white menu icons hover/selected can be hard to read/understand. It gets a 7/10 for being fine. Nothing I haven't played before, doesn't add much, is fair for a TD offering then what MACE offers. Looks fair, plays well if familiar with TD games. Not much else to say.
PlayStation 4
Aug 2, 2024
Gran Turismo Sport6
Aug 2, 2024
2024 review/1.69 review details to keep in mind. 1.Livery feature is gone so any customisation is now gone, only manufacturer colours instead (was in 1.68 offline but was removed in 1.69 along with the online features). 2.Achievements (were used as a way for players to level up faster, so instead of grinding credits which would now be the case with these removed, they could play for 10 days or create 5 liveries, drive a certain amount of Miles/Kilometres, drift a certain amount, stuff like that and there would be solo and sport/multiplayer type ones. They helped with leveling up faster, credits (more grinding without them, which for 20 million classic cars takes it's time then the 2 million one that isn't competitive enough to beat it's events it can enter into) and mileage points used for upgrading cars to tune them (sort of like GT PSP with the favouriting but now with points to level up and unlock ranges of what can be tweaked for certain aspects than a favourite to unlock tuning for 30 cars that GT PSP offered) 3.With the server check/save gone the game functions normally like past games of a save feature. In the past offline was any content the player had access to from the online and arcade mode. So if they had played arcade mode online, they had their arcade mode progress saved, if offline no saving. If they had progressed enough to the Driving Challenges or other content progress (Career/League or Circuit Experience), players could still access them. But because the game was very restricted, garage cars or progression of driving challengers were technically impossible to access the second half of them. They were playable just not progress possible events. 4.Daily work brief drive reward cars cut. Same as PS store option to hide. With 1.69 all events are available for League, Driving Missions & Circuit Experience, progress for arcade mode should work fine. But yes Liveries, achievements & the Sport/multiplayer is removed. Split screen is still available though. Now for actual review now that the 1.69 details done. When starting GT Sport you'll have access to arcade mode, time trial, drift trial VR tour (VR arcade mode with 1 car, it's no career mode in VR like GT7 offers (was in a later update, no idea if works on a disk with later updates as PSVR reprint later), league/career (later update like VR tour), driving missions similar to GT6, some new ones with 30 laps, but others like the fuel or cone challenges are here. With circuit experience being like license tests but more segmented learning of the tracks every few corners at a time then a full lap, there are trophies to be graded on against times like license tests but different livery cosmetics were offered of Bronze to Gold of the tracks. Licenses are the same as past games, a time to beat & tutorials of the series to learn different things about how to control the car, deal with opponents, corners on certain tracks, etc. The levels go to 50 but career mode wise around 20-30 is enough. Music is fair in the league mode it's the GT1 or 2 arcade mode menu music, while others are fair licensed music. Some Daiki Kasho GT5, others new in this game. Physics are fair, cockpit view, settings I recommend removing the forced brake, same as Forza Motorsport 5+ do the same. It can help but in later events or even in GT7 a hindrance so even for newcomers don't recommend. Tuning can be as fine details as given along with the mileage points level barriers for ranges of speed, weight, everything else can be tweaked without mileage points. There is no tune shop. Brand Central/Dealers have fair range of cars, not as many as past games but there is no GT5/6 premium/standard cars they are all remodeled from scratch. History details for brands/cars are great & good videos for more info. Vision GT is more expanded then GT6 even 2 cups use them. Rally events are hmm pretty weak. Used in what a truck event and a rally event and that's it. I found them better for drifting points for achievements but those are gone so...... Very under used even if new Rally tracks. Many new original tracks feature here in this game with no old original tracks only previous world tracks return. That includes the annoyingly tied to their youtube channel then in the game license test/driving mission/circuit experience videos. I think built into the game would be better but if need to find them it's possible there too find them online as a guide/demonstration for what to do in those events. Ai are ok, sometimes I think tuning is needed to compete/other cars, other times not. Recommended/opponents list helps. AI/opponent in the F1 (different types), endurance (end of career mode), some high end one make events to be really unbalanced and tough, but the rest were well made enough. Pits don't need to be bothered with besides endurance events. More driving challenges unlock with a second lot of them. It's a fair game for a offline 1.69 state.
PlayStation 4
Aug 1, 2024
Aliens: Colonial Marines7
Aug 1, 2024
Goingin blind with no understanding of Alien/Aliens films (same did with Stuntman Ignition then Driver 3DS then San Francisco later or Riddick or others. To me it seems fine. Sure lighting isn't as great but I don't care for any of that or the marketing. If story sure, If high points sure it's pretty standard but I still had fun among the shooting, exploration, stealth, and fair areas and what is there. Same with Duke Nukem Forever. Average but I had fun with them. I get games that play worse, or less personality but if I still get something out of it to still want to play it that says something going on blind to an IP I have no experience with. I wouldn't buy a t short to celebrate an artist I don't know about but I would a licensed games to experience it license familiar or not and experience the films later. Co-op campaign is nice like many others for the time as 7th Gen has plenty of co-op shooters available. Didn't try multiplayer as servers aren't available anymore and don't care for Xbox Live. I mean the AI it's not great but I've played racing games with just as much on and off good/bad AI and still gotten something out of them.i think the weapon upgrades were fair,theguns do the job aren't perfect but do enoug. This games AI depending on the level they work well enough of a threat and I eamn on the disk 1.0 version NOT with updates. I played this offline. Frame rate may be different too I didn't pay that much attention to it compares to games like Coded Aram at 20 FPS. I didn't notice the frame rate being all over the place if it is. Didn't care, still got through it Some bonus tasks were tricky to line up with some levels enemies to melee or use a certain weapon but I prefer them being there then not they add more to the experience then just story and upgrade drops or other factors. It made me more motives to try and play the game that way similar to me good I might do this with these weapons in a Ratchet game. I mean if people replay games with challenges of their own rules, these feel kind of like that but they change once beaten and offer more and upgrades unlock per level and the XP per doing those challenges (unless some other way I'm forgetting). Sounds I don't care that much or noticed. Environments look fair, again sure the lighting isn't good enough compares totheprior builds, footage, marketing, etc.butI don't care, some areas look too dark and I'dturnup the brightnessor contrast or gamma to see anyway or my TV settings if they did release it that way. No Wii U port sure, but I care more for a Project Cars 1 Wii U port then I do this game on Wii U butI enjoyed Devil's Third and many other 7th gen shooters for PS3/360 for their mechanics and curiosity. Enemies are fair and not all stand around or rush forward types (unlike The Club where it's intentional for it's arcade shooting gallery design).Thegame I can understand for Alien/Aliensfansbut as an outsider loopingin it seems fair to me of a product, not much high points, enough personality, it functions but if visualsI couldn't care less about that at all. I ignore trailers because I know well enough I want GAMEPLAY or to a degree. I don't wantvisuals, CGI trailers or whatever clipped together. If things are cut that's fine. If agame is too safe I will hate it but it depends on the series. But for me this game was fair as an outsider playing 3/4 of it and having FUN with it.
Xbox 360
Jul 23, 2024
Hot Lap Racing7
Jul 23, 2024
Hot Lap Racing is great, lacks unique modes/track personality 2013+ racing genre continues to disappoint, safe modes, pushing brands & generic mechanics. Forget region system/car builder/unique ideas. I get central focus on racing type/EU Motorsport, sigh. Performance/physics/AI ok, jitters rare. US $40/AUD $80, get cheap. Zero Games/Maximum have done well like past games Fair game. If want another racer after Grid, RIMs, Gear Club. This is closer to Grid but less polished. Game starts at license agreement, accel, brake, left/right corner & end of training before menu. Training has Accel/brake/turn/speed gates in MotoGP6/Enthusia way. Some time tests. Main menu & loading into events is fair. Multi offers split screen & online public/private. Options offer HUD display, placement indicator, minmap type, size, split orientation of the minimap. Rebinding controls, main controls are good. Audio settings are just master, car, music and sound effects. Music is ok, nothing memorable but fits what it's going for. Fair EDM/rock I guess. Eng, French, German, Italian, Spanish languages. Singleplayer offers career, hot lap, quick race& chmapionship. In hot lap to practice, records times, leaderboards to compare and share with others and separated by modern/historic. Quick Race you pick a class, track, vehicle & race. Championship, pick a class, cup, number of AI, the AI level (rookie, confirmed or expert). Career is more a tour mode, it offers 4 training (3 with 3 then 4th with 2), a 1 bernier challenge. FRS challenge, then 3 rows of a ladder with single seater, GT & endurance cups, with D, C, & B licenses for all 3 classes before Formula X-Treme event top of ladder. Example unlock 1 of 2 ways, C GT x4/endurance.x2 (example read in game). Fair length. Digital assistant is a look at Formula Xtreme parts player has/how to unlock. So tier 4 for front wing, 5 B licenses for wheels, tier 2 category for chassis, 5 B licenses in GT/single seater, etc. For reputation, D to S level per cup. Display events with reward cars unlock, no new modes. Forced manual/TCS in events/no options select. Parts good end goal. Cockpit/outer, no rear mirror any view. Codex for helmet/suit/body type/portrait, & frame all have primary to tertiary colour options. So if into customisation I'd say it's fair for driver cosmetics (car colours on car select). Classes vary of GT, Production, Single Seater (open wheel), endurance, electric, free (all permitted no restrictions) & random. Classes vary of Class 1, 2, H.2 (rally/racing) 3, H.3 (same), 4 & H.4 (same). Jumping classes, noticed electric or display event ones locked, 90% unlocked at start. No buying cars they are pre selected for each event, kind of loses the magic/effor Naming a few of Abarth, Noble, Renault, some NASCAR/stock cars, Venturi, Alpine stuck out to me, some with branding seem fictional like a US muscle car (I get confused by some Charger/Challenger or Chevy/Ford/Mercury) or fake Subaru 05 rally car & Nissan GT-R R35, they may be real but give off tuner names, racing brands or fake ones. That's why it was a bit confusing. Besides Whatever 2030 cars it says on the physical Switch cart. Mix of real licenses & fictional appear in the game. Which is fair. Even though for some it makes sense for fictional in some cases, sometimes to me at least hard to spot. For budget or design in general I think the real licenses/fake cars are fair & well presented. Was fine with fake cars/tracks in Wreckfest/anti grav racers. Racing line is fair & toggle. I think some French/Euro tracks we don't usually see, but are here is great. Handbrake/brake no drift. Reset no rewind. Ok track map/lap board. Camera is slow & at sides no 360, fair. Wasn't sure if fake tracks, would have assumed were, but guess is many/all real. Fair mix of speedway (1 but a LOT of inland layouts which is cool, drift layout), GP circuits, some fair EU tracks, Kuwait GP circuit. Hours can be set at 8, 12, 16 & 20 hours as time of day NOT endurance length, sigh only lap counts not timer for endurance. Qualifying laps, qualifying on & off. Settings in quick race. 20 lights and night is ok not great. The physics work fine enough for racing For Switch the graphics look well done, better than screenshots. The photos of drivers, the fair starting grid menu. It's all really nice. Fair RPM, KM/H, TCS, Auto/Manual, starting lights & the starting line. Didn't come across a rolling start yet. Now what I'm disappointed in. The tracks look fine but lack appeal, it's very safe looking, very dull. Weather or something that looks like it would be nice. I don't expect Gran Turismo fantasy tree layout/loch ness monster like Trial Mountain but a bit more in the colours/barriers/crowds/trucks parked for events, balloons, shade, etc. Lack of modes or a unique mode for game, budget spend on car licenses. Drift layout, no drift mode, autocross, touge, rally, etc. Good at race/trial, but too many safe ones exist.
Nintendo Switch
Jun 6, 2024
The Chronicles of Narnia: The Lion, The Witch and The Wardrobe7
Jun 6, 2024
Narnia the video game is a fair Lego Star Wars (March 2005) clone by Traveler's Tales with Narnia out in Nov 2005. It's a fair format to apply (even if safe) but it works. Problems come in the rough edges compared to Lego SW1 being new for TT then. First graphics. Movie scenes are very thin but I could change my PS2 settings for 4:3 or the game's wide screen option & change that. The graphics for in-game are fair, bit awkward looking but they do a good job looking like the actors (which are the same actors as the movie voicing in the game so that's a nice detail). Environments are fair detail/level design. Some instructions are unclear of what areas could use characters in but most times was ok on where/what to do, some secret areas I could reach besides general path. Movie/in-game transitions are jarring but cool. In the beginning upon booting it up the game will load the player into the first level, so if you want sound, widescreen/other settings your out of luck unless you quit to the title screen or beat the first level onwards which upon loading up will bring the player to the title screen every time (or quit to title screen) it's just that 'into the action' immediately is a bit awkward. Similar with subtitles & the first cutscene gets skipped because the menu is on the other end of that cutscene sigh. Yes no subtitles in this game/during movie snippets. 1-2 players can play the game & each of the 4 characters have their own moves & group moves with 2 characters grouped together. Love varied movesets, all 4 felt fair of gameplay ideas. Lucy snowball roll/Edmund stick bundles roll felt off. Combo meter see damage points, not clear what offers. Moves such as Lucy can heal, Susan can use a flashlight/snowballs/bow/magic to make something sleep/highlight secrets (sleep & secret highlight with a 4 button QTE), Edmund can climb trees & Peter is stronger & able to break some barriers others can't of usual barriers. Edmund/Peter can use sticks/light to stop outside Wolves from spawning. O for Ice on branches. Swapping with R1 is fine but I think a general 4 character wheel select option would have been nice. I get it's Lego SW 1 logic here & the free play/story swapping was this way but still is tedious to swap in the I think usual or sometimes changed Peter, Susan, Edmund then Lucy order & cycles back or changes sometimes & cycling during a boss fight I came across. Group moves offer Peter carrying Lucy (good for the thick snow if no Edmund around to drag her through it). Peter & Susan have it where Susan throws snowballs. Edmund & either Peter or Susan can swing him around. Some are needed to break, or get drag Lucy in thick snow or other situations. Character have a different benefit like Susan can reveal statues/areas for bonus items in a boss fight I did where with 4 buttons (QTE) it revealed something. While I had to also have all 4 characters in a certain order try & take down the boss at points. Upgrades can be bought with coins collected in the levels (replacing Studs). There are the Bonus Items or the Narnia icon shield design tokens to collect in levels as well. They can be solo character upgrades or other non-level given group optional upgrades. Unlike Lego games this game only has the 4 characters. But no story/free play it's always story mode so what characters appear are all you get. So none of those absent to play as. No alternate path secrets. Bonus item shield tokens aren't always clear where they are either. Unlocks offer behind the scenes content which is very cool. Unlocking around every level or fair %s rather than all unlock at the end of the game I think nice touch. Each unlock is a fair incentive then just the collectibles or next level. Voice acting behind the scenes when OG cast voicing for the game (all 4 main cast actors), bonus levels, making of/movie story boards, etc. Guessing each time a level is beaten percentage may match 18%, 24% or however much the game bonuses unlock requirement says. I think collectibles matter for those as they aren't used for anything else other than coins as upgrades with the Bonus Items probably being more suited to the % for these bonuses not to purchase them. Roughness comes from areas being hard to see/beat, eh ice paths, eh enemies. Could use Lucy to stop wolves coming out (blends in naturally) & block it or just enter secrets or just other factors, say a ranged enemy & I used Susan to remove them but the aiming is awkward. Animations for attacks (Susan dance attacks/the group ones) are silly but do the job. Sometimes you'll see like with boss fight I mentioned, character icons. This could be for that character to step in to attack or hide & have a timed moment. Could be for hiding from a boss/hiding from another character in the Professor's house early on & a timer counts down for a player to hide in a box/hiding under tables (after breaking boxes but hitting the chairs/moving tables noisily is fine XD). Fun but rough polish.
PlayStation 2
May 23, 2024
Gear.Club Unlimited 2: Porsche Edition6
May 23, 2024
The Porsche DLC is interesting. While not long, it does offer a few interesting ideas. There are 3 championships, all Porsche focused with new cars. The upgrade tier direction is also different in this DLC. Instead of using the performance ship this time it's based on position the player is ranked in. The championships have various races on existing tracks from the main campaign. Assuming those on the island the Porsche DLC menu takes place on. The player wins a new Porsche and access to the next championship after achieving 1st and only 1st. I assume this is for the sake of padding as well as the upgrade system. It is a cool new direction or idea but feels like padding, new for the sake of it or just a bit weak for the most part. Interesting but not great. The Tracks DLC has a workshop station to put down and has it's own differences so I guess they wanted to make changes and put enough effort into each DLC which I appreciate. It's smaller, it does cut on time, I think it's fine but it doesn't not being up such questions of reasoning still. So if the player gets lucky with 10th, and 2nd they have access to all 3 upgrade stages for that car. I myself starting out got mostly 6th, 3rd, or 2nd. So the rank of points put me in that position on the next track start. That and the upgrades only apply at the end of the championship. Whichis why I see it as padding is having to participate multiple times. Standard, car picked for you and the upgrades applied later. I didn't notice too much difference in the upgrades but part of it wasn't driving as coming back to the game years later getting the definitive edition physicalwhenI had the Porsche edition but didn't use the DL code (and also wasn't sure if it was redeemable anymore). That aside for 3 championships, a few more cars and I think these combined these and other livery car packs it's fair. The new ideas aren't much but fair for a fewhours. About as much as any A1-3 or later campaign equivalent of the campaign. The difficulty I'd day is about C1-3 or D1-3 which as the Porsche are 300 rank range would seem about close enough. The dialogue is fair. The 1st place driver will attempt to prep drivers up to banter of competition and the main one part of the championship organisation staff will have Porsche history and prepping too. It was a bit odd and the trivia, rankings and upgrades screen do a fair enough job. Is this probably a NFS Porsche Unleashed tribute or just they got the Porsche brand with more car licensed either may be true. But for what it is it's fair DLC. Not great, not too long, it's fair for what is offered of more cars, same tracks (that's what the tracks DLC is for) and a 1/5 or 3 more championships. I got the definitive editionfor $25 AUD, the DLCs Porsche or Tracks are cheaper than that and the liveries ones a few dollars. The price doesn't persuade me but I thinkI'dyou can find it cheap go for it. Will the physical edition codes work I don't know. But digitally they are I think around $15 USD but my store says $22.95 AUD (checking my region site prices). So to me I got the physical versionwhenthey only sell digital code physical versions nowadays andavoidthe cart to save money so I'dsayI got a good dealthenghr digital of Porsche or Tracks or Definitive edition prices let alone the stand edition price. Or just when on sale.
Nintendo Switch
Apr 10, 2024
Pure7
Apr 10, 2024
Pure, an ATV racing game with 3 fair modes, an ATV builder (parts & cosmetics). Short like Auto Modellista. Fair difficulty. Graphics wise, a fair game with it's environments, ATV details are fair & characters look good enough/suit the game. Starting the player is given tutorials, to accel, turn, use left stick move up then down at hills before doing tricks for boost. These can be repeated later. Went to garage & other modes to see what the game offered. Garage is an ATV builder, so instead of unlocking ATVs you build them/gain parts to match classes/stats to swap them out for to enter into later events. Or auto scale. If you liked the car builder in Sega GT on Dreamcast this goes a step further of parts to put together & consider stats. Love this feature. The player has the choice to either select parts themselves or auto scale parts if they don't care & update per class. In beginning you can just put whatever you want. But later builds wbest to consider stats to get by beside good driving & auto scale per class entry. You don't need a specific part for a class, a class option will just show up when changing parts. So few have a class C to A option. Garage/ATV builder requires a lot of selection choices to get to the cosmetics & to build it. It goes pretty in-depth. I'm no expert on ATVs but if someone wanted to they can make any parts match stats but cosmetic wise the game is limited. For cosmetics which happens about half way to 3/4 of the way through the customisation of the ATV the liveries/colours are limited. If you want sponsors/liveries you have them but you can't move them they are preset options so if you want further creativity you won't find it here. If you want parts presets to select then those prior to the cosmetics offer that. Cosmetics are awarded & can be swapped out like stat changing parts. So while you can change the handles, the fenders, the 3 frame types & more, sponsors, liveries and a few colours. From the engines & other important little to big pieces you get D class (or higher classes) or standard/+1 upgrade consideration in the building. But you will also have five stats to consider. Max Speed, Acceleration, Handling, Boost and Tricks. Sprocket, Boost Systems & Brakes offer Standard & Sprint kits. While Engine, tires & shocks offer class changes. If enter lower class entry the game will prompt an is it ok to auto scale it for you. Modes offered are World Tour, Single Event & Trial Mode, online play & leaderboard. Solo review. There is 3 types of events. Races, Sprint & Freestyle. Races are races at 3 laps default, sprint are shorter tracks, usually 5 laps default. Freestyle I thought was tricks only but it's actually a fuel survival mode with points & power ups. By doing tricks, & gaining a X2 power up the player will do preform well but others like the fuel power up freeze the fuel level not increase it. They vary from fuel freezing, X2 points, a special trick with LB/RB and fire/flame one for boost. Single Event & Trial Mode are more so a look at each of the 3 modes in an easy to jump in way but with minor changes. There are only 2 locations the player can go to in these until they unlock more in the World Tour mode. World Tour mode the player has a few characters to select. Some alternate looks. 2 from the start of each & a bit of a description of each character. From there the event list with the tutorials to repeat or start the first race/time events. 7 categories are in the World Tour, blocked by points similar to MotorStorm & unlocked over time. The points to unlock the next group of events are fair & 4-7 events (mostly a mix of race & sprint with the odd freestyle) each with mostly 1 freestyle. For points they are only granted in each group, so point count is only towards unlocks. Not points totalled across all groups. Points per group. Vary per position. Parts, classes, tracks for single race/time trial mode unlock besides the next group/tier of events. Are few tutorial/briefing cutscenes as well besides the track view loading screens. Got stuck on Group 3 track with water/odd hill respawn a lot. Needed boost/left jump. Tracks have 2-4 paths most times. Boost lowers on not performing tricks correctly. Best to go with world tour & unlock parts/tracks before playing other modes due to 2 tracks at start. Tricks can be fair to pull off but repeats offer less boost/some hill gaps can be short, be careful. Side, front & back tricks work out well for points & boost if done right around each track for points in freestyle or general boost. Tiny fuel on lap completion/tricks. The A, B while for tricks not sure if needing higher boost to allow B intermediate tricks or not. As pressing X is for boost but A and B show on the boost bar so seems to be the case there then to be one or two bar range boost even if not to do with boost bar cartridges format. Manual booklet useless towards many details of freestyle/other depth. Good core, done well.
Xbox 360
Mar 31, 2024
MotoGP '066
Mar 31, 2024
MOTOGP 06 is a fair continuation of PS2 ones in name but same studio as the OG Xbox/Windows MotoGP games. 06 has fair design of the older entries but not as great handling, questionable design & little fun with fair modes. A montage will play as the demo before pressing Start. From there the menu & more footage. Menus do the job with singleplayer quick race (class Grand Prix, Extreme 600, 1000, 1200, selecting tracks, some with weather setting of sunny, raining, cloudy most will be sunny, very few the other, rider & difficulty of rookie, pro, champion with legend locked). Racing career (challenges & workshop points I will get into later practice, qualify and race). I will mostly cover this as it was the main focus of the play time. Finally for singleplayer modes time tirals being class, track and rider to select with local, friends or Xbox live times but only local or friends probably these days. Graphics it looks passable. Raining compatible tracks the reflections are fine but not so much with the camera views I looked at the bikes not reflecting through the road but just a shiny reflective surface more so. It still has some fair looks of the tracks. The camera views vary of some chase, a side view that works for a replay then actual playing from a side view, and yes an on the bike view like past games. So the cockpit is there, the dials aren't moving sadly in this entry just a texture it seems which is unfortunate. So any modern elements of rewinds aren't present which is understandable 2006 was the year for the Tiger Effect of Alfa Romeo Racing and wasn't dumbed down or popularised by Grid 2008/Forza Motorsport 3 yet. The game will be a fair bit arcadey, collisions can be hit or miss of working to opponents and effected myself more when testing. I tweaked laps to 2, and difficulty to rookie to see how easy and lead the player can get and quite a bit. Did this for the career. I checked a quick race on champion in comparison besides my bad riding on certain tracks and the opponentsmay catchupoe the starts may differ slightlyfrom 20th compared to my career 8th to 16th but caught up. So there was some closeness of the opponents that doesn't make it great & will happen like in other later MotoGP games of the AI. Sometimes cornering can be annoying/the odd the track penalties can be annoying, build up/make positions for qualifying rookie it's passable of probably 10+ seconds but it can build up a bit depending on edges, awkward /good respawns to increase seconds. Higher bad chances as expect. Can still win on rookie that many seconds ahead with penalty, not ideal. AI/Handling. Some AI in challenges can be very focused & impossible to beat. Handling is odd. Wheelies are possible they aren't as awkward to pull off on accident like 09/10 or 08. Replays are fair of Play, Pause, Stop, Start of Race, End, Rewind, Fast Forward, Slow, Save. Rider swap (only mentions their name not the feature name) & hide. Couldn't get replays with challenges only races sadly. Settings offer Music/Sound FX only for audio (1-10). Control settings with rebinding of buttons and sticks. Right stick up and down or A & X for Accel & brake. B rear view. Y change view. Bumpers Gear Up & Down. Triggers Left for rear brake, right for front brake. D-pad for leaning forward & backward or turn left & right. Left stick for rider position on up & down & left to right for turning. Clicking left stick is gear down & right stick click is gear up. For defaults. Power slide sensitivity, manual gears on/off & vibration. Storage device selector like any 360 game would have. Rider names, indicator arrows, circuit map (no scale just on or off, I like full maps & it is here. No segmented like other racing game only on & off, so unfortunate for people who want segmented maps). KPH/MPH. HUD visibility and Spector yes or no for I assume a multiplayer game. Multiplayer has Xbox Live (not anymore), Split screen and system link play aka two TVs two consoles method. There is extras with replays saved, unlockables like tracks (reverse layouts or others either from the 06 season as it has 05/06 swaps a pretty sure & otherwise additional tracks but assuming not in the 03 PS2 fictional way), riders, Legend difficulty. The championships with other classes, riders of those classes and a few bikes to unlock. Many are just beat the prior champion difficulty, low seed rank, GP of a prior type or a track in quick race (quick race & seed for 2 requirements). Career is alright. So the player has the seed number visible across the menu which assume it's a rank for the career mode as the player goes it gets lower as they continue the seasons. 2-3 challenges fun per track. Star ratinga lie. Some 3 stars hard. 1 star varies of time left & AI with 0 to 1 sec range. Races laps usual 3/player changed. Usual rules. Point stats per 2 challenge or race varys (4 if 1st). Extra THQ MotoGP cellphone game screenshots/text number. Ok but rough/some fun.
Xbox 360
Mar 29, 2024
Front Mission 1st Remake6
Mar 29, 2024
Front Mission 1st Remake feels like a fair remake but the old design can be hit & miss of annoying or passable. Graphics are fair to modernnise it of details. Text/dialogue box has no visual novel type auto play, previous text log, skip feature. Something any any non Japanese company of any budget should offer still even if mostly a Japanese thing. It's a Square Enix IP but the out sourced developers don't seem to look at quality of life in that area. It's why I appreciate many AA Japanese devs in their tactics games or even non visual novels still offer visual novel quality of life with their dialogue boxes. Other companies need to offer it please. Skipping dialogue I have already read or from a save point of a major mission is annoying. Rock & tree type obstacles/terrain height is fair to the main mission maps. Original camera of hex/oct angle and think is similar to Tactics Ogre Reborn is available. But the modern camera is a nice addition of the viewing angles in Front Mission 1st Remake that Tactics Ogre Reborn I forget if it offers because they wanted to be too authentic for their 2nd remake or 3rd port of Tactics Ogre 2. Instant Battle/Movement options are available in the settings to speed up the pace. But the camera mode not being in settings unless a new game start. Movement speed only can be changed in title screen settings. AI are very focused. Either they focus too much on the objective of your allies. Or shots land more times so your misses seem really annoying. So to me even being say lvl 6 vs lvl 3 opponents compared to lvl 4 vs lvl 3 to me the difference doesn't matter of randomised enemy attacks or criticals/defence. Weapons, grinding & more helps but you don't have any idea what the level of the opponents are until the briefing I think or actually on maps which gives a more clear indication then the briefing. Battle speed is nice & vibration is expected of options. Retreating is an option to go back to the city. No pentalty if underprepared or want to change your loadouts, upgrade, grind, whatever the case at the nearest city. Help is the controls for menus, battlefields (major mission battles), shops, tactical map or map. They don't present the Pro controller only the Joycons in the grip so there is no extra detail there which is disappointing that detail helps shows quality. Original or remake soundtrack are available which is always nice to have. Gamma, blur, visual options. Many audio settings (no headphones/TV/Theatre type but the bars for master, music, Sound effects/SFX and ambient noise is nice). Arena battles for grinding can be annoying. The grind may over time but the annoying way the battles are is the problem. Any battles main missions/arena could have been possible to add a more arms, body, legs focus of weapons not chance & may/may not hit chance in battle can be really annoying & the player will lose at times with some weapons. It's old game design that can be annoying to experience. Something modern tactics games don't face. The method I mentioned could be a modern combat mode as an option like the camera option. But game developers don't do that these days. Setup for the mechs can be a bit confusing. Buying isn't worth it but comparing & adding seems the most suitable then buying & less stat clarity in the shop. Upgrades & melee/ranged weapons are nice offerings. Arena opponents are very awkward on some. Some easy 1.0 odds, others 1.1 can differ in weapons/body. Bar to talk to NPCs is worth it to listen to some tips they have for the player. Besides flavour dialogue. Character stats need to be jumped in & out of menus to find. XP grinding can take a bit, past missions don't think can be repeat & arena grinding it is/whatever different opponents to be able to beat. Odds kind of give a hint of chances to beat them or money output but not best guide. -100 onwards to bet & lose it but on winning only so a little received due to the odds or the opponent type getting 100 money I think is a bit ridiculous being so few money in return player win especially with the sometimes legs, sometimes arms, sometimes miss it's just not worth it for some weapons/mech configuration the player offers them/character level. Mission briefings are fair to explain with some details or the brief dialogue to get the point across. Actual mission maps explain better. Jumping in & out of menus to each new area is fine enough. 4 save slots is good if need be for many situations. The menus are clean and readable. Not amazing design but still fit the game in a SciFi sense even if very simple. Still made with TV scale in mind so small but still possible. Characters and designs/dialogue is fair. Load times are good enough. The repair kits or other items do a fair job in major missionsthey don't apply in arena battles. The guide for areas to go based on how much move stat reach is fair. Some attacks and character/opponent levels can be annoying possible.
Nintendo Switch
Mar 25, 2024
Speed Zone7
Mar 25, 2024
Wheelspin EU/Speed Zone US is a SciFi arcade racing game with tracks/battle arenas, sci-fi 4 wheeled vehicles, upgrades, 3 modes & 8 player multiplayer. If the player wants to get a GameCube controller working they need to plug the controller in before launching the game. The Wiimote/Nunchuck/Classic Controller will update with the Wiimote even during an event selection. For multiplayer any Wii/GC controllers detected will notice. The Wii itself has a limit of 4 Wiimotes but there is a way around this. 8 player multiplayer not sure on the screen size with & due to a combination of controllers. The manual has examples such as:
Example 1: 4 Wiimotes, 4 Nunchucks. Example 2: 4 Wiimotes and 4 Logitech Speed Force Wheels. Example 3: 2 Wiimotes, 3 Speed Force Wheels, 2 Classic Controllers and 1 GameCube controller. It is unclear how many GameCube ports the game or Wii games will detect (if have many test it out, I assume the Wii may not be able to tell compared to GameCube games so it may be 1 GameCube controller but if Smash is anything to go by it may be all 4 possibly but for 8 player on a Wii title like Wheelspin it seems to be some work arounds if the Nunchuck or Logitech wheel is to go by due to how the Wii Classic Controllers/Nunchuck need a Wiimote while GameCube controllers don't while unclear if the Logitech Wheel does as it's wireless & can sync to the console possibly). Graphics. While a Wii title I think its fair. The colours and space locations are varied. They capture a fair amount of the space stations, asteroids/moons/some facilities or sci fi metal race tracks on planets. Colours are more so on the vehicles or weapons besides odd moments of the environment such as lights or the non metal parts off the race track surroundings. Many browns, whites & greys with the odd vibrant colours on the lights, weapons, parts of map. Glass around some edges of the tracks/space station domes. Edges of tracks can sometimes be covered other times be very empty and allow for many drops off the side. That in part being due to the physics and turning/handling. It is very touchy so I found being very subtle movement on the stick for the GameCube controller or Wii Pro Controller more suitable. Same may apply to the Nunchuk & especially subtle touching not holding on the d-pad. Controls are a bit odd though. Classic/GC d-pad/left stick to move. Right stick is weapons. For battle mode it would be left or right (or top left top right) to fire the left and right weapons. But up for the self yellow mines or the green shield & black camo pods. Handbrake on down right stick. Respawn on GameCube is A, B look back, but Classic Controller is B. Camera view offers 2 chase, 1 top, 1 bumper. Bumper is fair. Motion controls are hit & miss, but not ideal of d-pad weapons top, left, right, handbrake down d-pad. B look back. Left/right tilt to steer. 2 Accel, 1 brake. Nunchuk up down weapons/handbrake, Z cam, C look back. Tilt up brake/down accel. Left/right tilt. Vehicles vary of sporty wings, to arrow/pointy shaped front. Upgrades & vehicles I didn't find any to improve the feel. While the game offers a few vehicles & the prize money rewarded is fair to gain & buy the upgrades or vehicles few 1000 to 20k. The skins are just that colour variations. Speed, acceleration & grip upgrades I didn't a difference. I bought 2 vehicles 1 low end & 1 medium range, different engine & weight, forget if jet or gas, had a few upgrades between some & didn't notice. Maybe high end ones do. There are 3 modes in singleplayer. Solo (time trial against a ghost, can ignore times & aim for the speed boosts, the bar indicates seconds of above a speed limit, so it counts down time left above speed limit when green, won't change when red, so look for a speed pad). All modes health each lap +50%, respawn +40%. Secret spanners on solo tracks grant extra money. Race (race against 7 other racers, hit speed boosts, try to survive on the track to not drop positions. Same tracks as solo. The red range of positions are part of the unable to qualify range, this starts from 5-8 as red, with 1-4 to qualify in green, as the events go up the triangle ladder each row of 3 events to 2 to 1 lowers the amount of safe spots from 1-4, 1-3, 1-2 then 1 on the last event). Battle (an arena mode with many coloured weapon pods. Green 1-4 and 5-8 to qualify is the same as the races but based on how many points the player gets from hitting opponents. Times last from 60 seconds to around 80 or 120 seconds so the battles are short & sometimes difficult to drive around landing hits, pick up a weapon, find out what it does, find enemies that blend in even though you can see them on the map in the bottom left of the screen. Missiles like purple & red left, electric light & dark blue left/right. Some thrown. Some self use like green shield, black camo, yellow & orange top as mines/AOE bomb in area, other machine gun. Weapons are strict by top, left, right).
Wii
Mar 3, 2024
Midnight Club: Los Angeles2
Mar 3, 2024
Not fan of open world racing games/some open worlds like Sunset Overdrive, Infamous, Gravity Rush example. Saw a copy for $5 among trying FEAR 2/Conan & went why not play games I've heard about but never played & willing to try. To me MC LA is fine. LA looks fine, not that I care, a fictional city I care about then recreations & it's key areas or as much as possible. Rockstar has always done a good job with cities. Maybe it's accurate for the city/key aspects. No idea. I don't care but it's good. Controls/physics are fair. As someone that hates open worlds the cars usually feel bad. For a arcadey driving game it works. It's very flexible & tight. It isn't going for realistic driving which is totally fine it's easy to get used to. The graphics look fine, it has that sepia filter look to it but that could be the evenings. The dialogue is like GTA, it gets the job done but so uninteresting. I got by without listening to any of it. Read the menus, worked it all out myself. I don't care what they have to say. It suits the street culture part/vibe, but I don't care. Car customisation and performance are fine. I felt the performance for some things didn't feel that different at all. Starting cars show no stats for a first playthrough. I bought a different car after checking the showroom. Bit misleading there but not if you know the game. The city layout and police are ok, headlights to start an event is fine. I hate the controls. Manual/auto makes sense & presets but custom is manual. XD Why? I went with auto buttonsthen auto sticks for the triggers. PS3 L2/R2. I hate devs FEAR2/MC LA as examples of bottom triggers for doing this. 360 sure. PS2 sure. But PS3. L1/R1 anyday and optional on those slip off triggers. So yeah customisation of controls is fine besides oh headlights are key don't forget. I didn't listen to the music because I don't like licensed musicor radios in games. Other than a few games I find 1 song thats suits in them if lucky otherwise eh. In say Wipeout Pulse or something. So I didn't listen to the OST/ST here. The events are pretty eh. Burnout Paradise for as much as Iplayeda fair amount of it then hated the feel, the pacing, the events being varied were good but the layout of the city annoyed me. But the stunts, car combat and more were compelling. It was my first Burnout before 3 then 1 so it makes sense now. I still enjoyed the core of the series even if the open map I didn't. The tutorials are fairly well telling of what to do and many explained well, missions are pretty eh but tell enough of what goals. Such as people to race, reputation amounts to earn after doing events, going to places and probably more. The game is well designed just bland of content, story and themes. Gameplay to me matters then themes. It's not that the themes are bad they are well done, I just don't care about them. It doesn't make them bad because I don't care they are well done at what it's aiming for. I just prefer Underground Rivals or Blur or Juiced not just because of the modes, track layouts and physics. It's also I don't have to care about the characters I can get to the racing more. Like repairs are a bit annoying to make happen between events or many things to cost money, nitrous works fine, slipstream turbo is fair, spin outs from traffic is a tad annoying but expected. Police are ok of execution and AI not great but are what they are. The events are pretty typical and the city layouti is pretty bland because it's trying to be realistic if it's realistic I don't care. Like point A to B with flares some ordered and unordered of where you go and follow, tournaments, circuits, red lightas landmark checkpoint races, freeway races, time trials, series races, wager and pink slip. The wager/pink slip change things up and makes sense MC did it before Juiced but to me the others are so typicalI couldn'tcare less. Exclusively freeways, like who cares. Setting one on a freeway doesn't make it special to have it's own event type. Red light is fine but a marker to get to compare to the ones leading to it isn't special. Where are drifting, touge, cones, Crash & Burn Kamakaze, GTI Club soccer/bombs/tomato, stuff not samey core & slight changes. This is what is such a hyped game. Maybe the dialogue does it for people & yes NOSTALGIA. But the modes are pathetically simple & recycling minor changes of a core around a city then exciting. Modes make a game to me & this is pathetically boring I've played better. Maybe other games in the series offer better modes. If they don't & eh themes/simplified, bikes & real cities don't get a pass. So it gets rated low because it's nostalgia, eh visuals/story, boring modes. Gameplay matters & I always have low expectations but if it has generic modes, themes, a real city recreation & nostalgia no pass. Gameplay first (which Project Gotham Racing series has great layouts, modes having never played before 2020, no nostalgia, no open world either & better tracks).
PlayStation 3
Feb 22, 2024
WRC 3: FIA World Rally Championship8
Feb 22, 2024
WRC 3 feels like 2.5, played 2, then 4 then 3. 3 has more modes but lacks 2's management features & fair different UI design. Audio/voices ok. Me with racing games: modes. Fans authentic/dream cars. Me: depth/strategy. Graphics are fair, teams, stages look nice. Fair photo mode filters/zoom. Classes vary from 70s, 80s, 90s, 2000s, WRC, 2WD Rookie, 2WD Pro, Class 2 (cars under Super 2000 rules) & 3 (Production cars under Group N). Driving physics are fine. Part of it is my driving style over/under shooting speed balancing for corners, gates, time limits/drifting . Some times rolling is easy to do, hitting trees, balancing speeds. Mod stats in the garage didn't do much for me. There is 5 tiers, stars counts unlock for each car and tier mods (Engine are speed/accel, Aero are handling, speed, accel. Gearbox are speed, accel, Suspension are handling, speed with Brakes at handling). Paints offering 3 colours & livery patterns. Vinyls being main/side sponsors, racing number and number plate. Sponsors don't offer any bonus. Which wasn't carried over from WRC2's Road to WRC to 3's Road to Glory. The garage is the mod, customisation, showroom (zoom & look model viewer) menu. No mechanics or sponsor staff to deal with. Which I do miss. Luckily was in MotoGP9/10. Each class has their events used for each Road to Glory assigned goals. Many get mixed per type. Cars & cells/events open per star count. Not pro (cough MotoGP16/Ride 4 Milestone) just balanced whether realistic I can't say but fair for what it's trying to be but doesn't feel that arcade safe either like I've played of some MotoGP titles arcade strong then Sim differences in MotoGP8. WRC3 has 3 sides to it. Road to Glory (not present in Vita version sad), Multiplayer PSN/Xbox Live & Singleplayer modes of single stage, single rally & championship. WRC/Class 2&3 being the only groups. Pick any team, stage/or string of stages. It's more about llength not mix any for a custom. Can be 1-7 stages per location/default calendar. Hot seat to add more players. 1 player = each team. 1 player at a time/not split. Car settings of front/rear sus, gear, body. Saving setups. Road to glory being a career mode with a mix of modes, avatar & name to give, many new to this game not present in WRC 2 or 4. As a fan of various modes in racing games these are a plus for me, cars, teams and stats only go so far that they need to balance stats and cars with strategy to make me care or various things to do them race 50% of the game and 50% menus. So having a special stage (a single stage, the usual experience, 1-7 stars for position and 3 for manoeuvres, such as drifting, car damage of parts, rolling, speed limit reached, position at checkpoint and more, a very arcade kudos PGR or Drive club kind of system). Rally (3 stages, repairs can be done between each stage). There is usually 2-4 special stages and 1-2 rally events per cell and 1 of the additional mode event types (8 cells). With 90 stars per and 7 posiyones, 3 manoeuvre stars, with 1 gate, crash n rush, etc type events offering only 5 stars. The boss stages offering no stars only the last cell progress at the end of the road to glory mode. Each bonus event will show it's Cutscene tutorial video so be ready to skip these every time but be a good reminder also. Gate contests are based around yellow, green and red gates. Yellow being no value and only to transition. Green as the ones to go through, Red to slow the player down. Missing one will grant a point or time penalty. Crash & Run contest (coloured blocks of various colours offer a different amount of points and a star limit to reach, 50 for yellow, purple, green and more granting their 100, 200, etc values, missing one grants no penalty just less points towards the total, be prepared to get almost all of these. Some have 2 of the same or 2 of a different one spread apart, the spread apart ones go the higher value coloured one, both close together of the same colour line up the middle to get both). Top rally contests are a helicopter chase. Beat the helicopter along stage & get a high enough time to get stars. Will change from white to orange/whether in first or not, some can be tight distances between car & helicopter, if it is too far away. Drift contest being to get a high drift score, but at specific spots not any time like stages/rallies. Drifts/physics/driving model is hit and miss, not as bad as others (Shift 2, Pro Street hate feel, slip, slide or no good enough build up/string) Rally school contest is just cones to stay on the stage road & not hit any cones. No odd layouts, only staying inside the road & a time limit to meet. Survival has the car auto break down & wrench tokens must be driven into to survive to goal. Time limit to reach. Combo contest are a mix of any crash & run, gate, drift, survival, rally school. Score or time goals. Bosses vary of arenas/special stage overtake. No stars, a badge. Final battle with all badges won.
Xbox 360
Feb 8, 2024
MotoGP 09/106
Feb 8, 2024
MotoGP09/10 combines the 09/10 seasons, some arcade elements and team management. There was DLC for I think the 2010 season or teams, but I will only cover the base game. First is graphics. They look vibrant, I don't think its that filled with soul in the tracks, the riders seem fine enough for animations but not as good as other entries old or new, but it looks fair. The music in the menu is great & calming, the licensed music is pretty **** you leave the game on the menu too short (even if I was cycling and it changed a few seconds later) it will go to the demo/title screen. The modes are championship, career, arcade, time trial, multiplayer and options. The career and championship will offer races from April to November with each track in the game but mode details will vary. Multiplayer offers Xbox Live, Xbox Live Party (servers for Xbox Live of this game down by now), Split screen and leaderboards.Arcade offers a championship or single race (same with championship). Bike classes are 135cc, 250cc and MotoGP. Online and split screen multiplayer (vertical and horizontal settings to change to one's liking). Options are pretty limited of Gentle, Moderate, Severe and Insane difficulty. Transmission, vibration, vertical/horizontal multiplayer split screen, storage device (on 360). Camera style, camera tilt (had off but even the rear view is titled for some reason so go figure there, maybe for when first person view? I don't own the manual so not sure). KPH/MPH, racing line can be default by the game, the player's personal line, downloaded ones or turned off. Time total ghosts can be on, off or downloaded. HUD on or off. And brightness/gamma. There is music, speech and SFX (no separate for menu music sigh). Default, A to J control layouts that vary. Bike models look good but some animations or details in minor areas during a race besides the FMV may be off. I am no expert at the details of MotoGP but I know they do lack some authenticity in some areas from looks to comments about the game from fans. Controls/physics. The bikes are very arcadey even with assists on, but in an awkward way. You can get used to it. As someone that struggles to play the MotoGP bikes in 16/Valentino Rossi the game or Ride 4 I can appreciate this game at least even if for hardcore fans of MotoGP wanting simulation it isn't ideal. Hence why I prefer Tourist Trophy or Ride 1-3 instead of physics and handling. In races I would wheelie too easily if I held the accelerator down so be careful in standing starts. It's different to other MotoGP games/other bike games that way where it's more controlled/not as crazy of wheelies/power off the start line. You can flip over or wheelie on accident too high so be careful. There is no sensitivity settings either so wait till engineers (level 2, 1-3 races, depends on rep & player skill) to tweak bike for that. You can tweak/tune the bike for assists, tires soft/hard but no gears/transmission till engineers. 09/10 is a fair game with similar to WRC 2 (2010 for PS3/360/PC) in terms of team management in the career mode. You have sponsors & goals to meet, engineers, branding derails like the team name, the rider outfit (helmet, leather, bike livery, colour picker), and rider number (many missing numbers). Press officers are for sponsors & vary on expertise (getting sponsors), confidence & marketing which work around money. There is a compare feature to compare stats of staff before swapping/firing them. With name, discipline, level, wage and hiring fee. Engineers deal with brakes/tyres, engine, exhaust, frame/suspension and gearbox stats along with the same fee/wage details. The narrator does a good job in the tutorials introducing these features for the press officer (doesn't tell you again so get the manual or find a good let's play to remind you), they will tell you certain details about the game in menus or on occasion will tell you about challenges (or braking I'd not doing well on the track to needing to get to 10th+ position) in a Driveclub sort of way. From matching a speed in a section of the track, to overtaking in a quick time limit the opponents in front of you. It varies. There are perfect racing line sectors too at certain corners. These help with reputation along with not colliding with other opponents (as they bunch up this can be a challenge let alone easy overtaking even on Gentle aka easy difficulty just to see how they would do of AI). You gain reputation from perfect line sectors at certain corners, overtaking & slipstreaming or record laps. Any off the track (depends how long), collisions, opponent overtaking will have lost reputation (more so collisions & crashes in reputation, offering C to A breakdowns of points & range, collisions in practice/qualifying aren't too bad but in races they remove a lot of reputation so be careful with awkward rider AI). Reputation fills the player's level/rep bar. Fancy menus. Fair game, awkward at times.
Xbox 360
Feb 7, 2024
inFamous: First Light6
Feb 7, 2024
First Light is a prequel to Second Son and follows Fetch a character introduced in Second Son. This game has few refinements, new features, cuts the maps in half (no bottom side of the city only the top half), half as many side missions (spray paint, camera finding and race catch the neon and boost through neon speed gates), and has a 3-4 hour story then the length of the last game being longer. If the player has a Second Son save on their console they can play as Delsin in arena challenges, the exact same as Fetch just making him playback and offering for skill tree SP points to be gained from challenge tasks. Good or evil powers are selectable before starting the challenges he is able to complete. So like PS2 games that did the same thing you get access to additional content but it's just the ability to play as Delsin in some arena challenges, nothing impactful like discounts on Ratchet weapons, licensed tests completed as bronze, credit carry over in Gran Turismo 3&4. Still cool though. His moveset is the same & powers are accessible of concrete, smoke & neon in the challenges. So treat it as a Lost Legacy/Miles Morales/Far Cry Blood Dragon, Primal or New Dawn, or a standalone game that's quick and short for a cheaper price but had many of the assets available to make it. Now the story is fine. Gets the job done of Fetch and her brother. A bit more focus on the crime people in Second Son. Betrayal happens and it ends as Second Son began of the guy Delsin meets in the prologue to get his smoke powers. I won't spoil the villain even if he is part of 50% of the game and ending or anything more. Just the premise and where the game ends and Second Son begins. You get some back & forth moments from time to time between the main boss of Second Son & Fetch talking in the captivity of Conduits. Well the arenas she fights in. A trophy or new arena with 2-4 (Fetch or Delsin but same challenge for each of that challenge type) opens up after certain open world story beats and it goes back to the cavity for the arenas each time. The skill tree is fair and less awkward then Second Son so that's a good refinement. The abilities are given throughout the story but quicker as it's a shorter game. So no missiles till later. New skill tree branches unlock but about 70% of them can be purchased after doing all the side missions and getting enough SP points. Or also taking out the DUP vehicles/saving people. There is no good or evil elements in this game like the other games it's very straightforward. You can beat the side missions pretty well, in Second Son I gave up on catching the conduits but those types aren't in First Light. Music/visuals/voice acting are fine and Sony top quality. The gameplay is just refined or cut back is the easiest way to sum it up but not telling the whole story. The ending portion is very Uncharted 3 hallucination & walking around & I hated it. I got the point of it in both Uncharted 3 and First Light but it feels uninspired & stupid. Blame **** Punch for replication that wasn't needed. Hallucination, climbing & walking for cinematic/dramatic effect, snore, don't change the game to another one please. But nothing more than refinements, a prequel story & if you want to know more about Fetch's side of the story. With some extra content if liked Second Son as well or could start with this & go to Second Son after. The movement and animations were slightly different but the Neon and the powers work well for how similar but also different, better and in the missiles case better of Fetch's than Delsin's neon missiles requiring more precision to hit enemies. But as they are Fetch's power originally I guess that also makes sense besides just making them different to play in this game which I appreciate. So if you want a shorter open world game for a few hours then a 20+ hour lengthy one I'd say go for it. I found it better being shorter, many aspects I got bored with in Second Son's story of talking, fighting and finding things. In this game you may hate the shooting segments that can be very turret section like or surviving the truck transports. But besides that some looking around or beat the clock missions. It's a fair mix I'd say. I didn't mind the cuts, I didn't the story, It's better than Second Son because its shorter and less nonsense with some refined gameplay. Not that much a jump but still fine. But also had some of its own annoying missions, Enemy AI can be similar of annoyance as Second Son. But as a prequel and shorter experience it does what it sets out to do and also refines or keeps some consistency in areas. I didn't have high hopes & it's not a title to have high hopes for. It serves it's purpose well to get more out of the assets of the last game, offer something short/refined, & is a few hours of fun/while also promoting the older game.
PlayStation 4
Feb 7, 2024
MotoGP 09/106
Feb 7, 2024
MotoGP09/10 combines the 09/10 seasons, some arcade elements and team management. There was DLC for I think the 2010 season or teams, but I will only cover the base game. First is graphics. They look vibrant, I don't think its that filled with soul in the tracks, the riders seem fine enough for animations but not as good as other entries old or new, but it looks fair. The music in the menu is great & calming, the licensed music is pretty fair. If you leave the game on the menu too short (even if I was cycling and it changed a few seconds later) it will go to the demo/title screen. The modes are championship, career, arcade, time trial, multiplayer and options. The career and championship will offer races from April to November with each track in the game but mode details will vary. Multiplayer offers Xbox Live, Xbox Live Party (servers for Xbox Live of this game down by now), Split screen and leaderboards. Arcade offers a championship or single race (same with championship. Bike classes are 135cc, 250cc and MotoGP. Online and split screen multiplayer (vertical and horizontal settings to change to one's liking). Options are pretty limited of Gentle, Moderate, Servere and Insane difficulty. Transmission, vibration, vertical/horizontal multiplayer split screen, storage device (on 360). Camera style, camera titl (had off but even the rear view is titled for some reason so go figure there, maybe for when first person view? I don't own the manual so not sure). KPH/MPH, racing line can be default by the game, the player's personal line, downloaded ones or turned off. Time total ghosts can be on, off or downloaded. HUD on or off. And brightness/gamma. There is music, speech and SFX (no separate for menu music sigh).. Default, A to J control layouts that vary. Bike models look good but some animations or details in minor areas during a race besides the FMV may be off. I am no expert at the details of MotoGP but I know they do lack some authenticity in some areas from looks to comments about the game from fans. Controls/physics. The bikes are very arcadey even with assists on, but in an awkward way. You can get used to it. As someone that struggles to play the MotoGP bikes in 16/Valentino Rossi the game or Ride 4 I can appreciate this game at leastevenid for hardcore fans of MotoGP wanting simulationit isn'tideal. Hence why I prefer Tourist Trophy or Ride 1-3 instead of physics and handling. In races I would wheelie too easily if I held the accelerator down so be careful in standing starts. It's different to other MotoGP games/other bike games that way where it's more controlled/not as crazy of wheelies/power off the start line. You can flip over or wheelie on accident too high so be careful. There is no sensitivity settings either so wait till engineers (level 2, 1-3 races, depends on rep & player skill) to tweak bike for that. You can tweak/tune the bike for assists, tires soft/hard but no gears/transmission till engineers. 09/10 is a fair game with similar to WRC 2 (2010 for PS3/360/PC) in terms of team management in the career mode. You have sponsors & goals to meet, engineers, branding derails like the team name, the rider outfit (helmet, leather, bike livery, colour picker), and rider number (many missing numbers). Press officers are for sponsors & vary on expertise (getting sponsors), confidence & marketing which work around money. There is a compare feature to compare stats of staff before swapping/firing them. With name, discipline, level, wage and hiring fee. Engineers deal with brakes/tyres, engine, exhaust, frame/suspension and gearbox stats along with the same fee/wage details. The narrator does a good job in the tutorials introducing these features for the press officer (doesn't tell you again so get the manual or find a good let's play to remind you), they will tell you certain details about the game in menus or on occasion will tell you about challenges (or braking I'd not doing well on the track to needing to get to 10th+ position) in a Driveclub sort of way. From matching a speed in a section of the track, to overtaking in a quick time limit the opponentin front of you. It varies. There are perfect riding line sectors too at certain corners. These help with reputation along with not colliding with other opponents (as they bunch up this can be a challenge let alone easy overtaking even on Gentle aka easy difficulty just to see how they would do of AI). You gain reputation from perfect line sectors at certain corners, overtaking and slipstreaming or record laps. Any off the track (depends how long), collisions, opponent overtaking will have lost reputation (more so collisions & crashes in reputation, offering C to A breakdowns of points & range, collisions in practice/qualifying aren't too bad but in races they remove a lot of reputation so be careful with awkward rider AI). Reputation fills the player's level/rep bar. Fancy menus. Fair game, awkward at times.
PlayStation 3
Jan 20, 2024
Another Code: Recollection8
Jan 20, 2024
This is a game about a 13-16 teen girl trying to find out family mysteries, with a focus on family, exploring island mansion rooms/town talking to people/puzzle solving. These are based on visual novel/point n clicks with DS/Wii hardware. Think box art lacks island/town. I am not the target audience but enjoyed my 1st of 2 games playthrough. No spoilers. This is mostly a gameplay/key things to know review. It is not a collection of two games but a combined one. Disappointed no game select menu. You play DS one first then Wii one in order every time. The Wii one in development had a girl react to the story & it hit for her, so can be touching for teens. The games are based on but altered (cut puzzle, no clock) modern & for Switch differences of Joycons. I think modern angle works, I don't find games about menus bad & the difference of old better even though never played OG games, but I hate modern design being eh walking & other design for a modern audience, as if menus bad. Only some have motion used (twice in 1st game, rest buttons of the around 10-12 puzzles() They vary in select re order books, place coins, work out wiring, piano notes play order, move key out of chair. Some visual cues. For puzzles, if want hints/navigation guidance you can select them in settings. There is a map in chapter 2 to help players where to go/QR crane. With navigation guide & hints off it will be needed for something & also tell you rooms messages are found. You have a Switch like device, same as the DS like in the DS game, it can be used as a camera, saving up to 10 pictures, they can be deleted. I found using the Switch internal capture tool useful for some & for more than 10 photos. You have a relationship tree. This updates over time depending on what details you uncover, it will update not based on who but also their status & what point in the story/clues found as reminder. So be sure to read before updating. There are QR code paper cranes messages to scan with the DAS. These are also worth reading for more character context. While other clues you uncover can be related to Ashley & other characters, the messages seem more so related to another character's point of view then just the other character who them and Ashley have conversations about these. The messages are optional but worth finding & reading then what is shown in the main story. Background info helps/fun to read. I didn't find a language select & the sensitivity on 20 is fine by default but I think 50 is better. You have these moments of gameplay: Cutscenes, 2 panels of 2 people talking. Sometimes a key word will appear and you can hear more about them. This usually can be continued by pressing A or using the autoplay function like many visual novels. You have a backlog that is very long but does cut off after a while but you will see a lot of past dialogue here encase you missed any. Or you could screenshot any key dialogue and messages with the Switch internal capture tool. Sometimes found this useful as some areas you can't use the DAS camera when looking at an item or map. Walking around/interacting with objects in the world. There is a sprint but in certain areas. I found myself still having no issue using it in most areas. Using the item (say a key, photo, coin) on a door, an object or passage in environment. Puzzle solving using motion (2), analogue stick/buttons to perform a number of different actions. They all vary. The music is very calm, the tone does change but it works. It's very background noise like but enjoyable. Voice acting & animations vary. Sometimes it's on point, other times it's stiff. Don't have an issue with this I see plenty of games have stiff animation & it doesn't bother me. Sometimes it's per next frame/panel in the panel talking moments which is fine but what they say & next frame/panel act is a bit jarring. Even in more flashback or cutscenes moments that flow well can have lacking animation/in some cases expressions. This also turns me to the voice acting. It's passable to me. Sure sometimes it's a bit off or lacking emotional impact. But fine. New actors or not does job. Some parts could be better of expression/emotion or character looks. I did find one bit off with 'internal thoughts' but same voice even when saying it out lout the last 2-3 words. Like when eating a character changes. So I thought that was a bit distracting. Most times it's internal & spoken out loud is better conveyed after that part though. With specific moments/bubbles to make that clear it's her thinking/internally speaking. Some scenes are touching. Camera to open doors is annoying, prefer character facing to open. Gyro for chair puzzle on right Joycon was awkward, needed balancing handheld/TV. Prefer handheld for puzzle. X in other menu layers or exit DAS is fine but B on top layer is odd even if all higher levels are B. Art is hit & miss. Some details for say rocks & wood really good. Others sad & ugly/lacking. Varies.
Nintendo Switch
Nov 26, 2023
The Order: 18865
Nov 26, 2023
Ready At Dawn tried & have had success with Lone Echo/other games. A game that while understandable for the time of 2015 or early PS4 has many things God of War 2018/Last of Us does of gameplay that don't suit it alongside a fair world, tropes from trends of the time. Also no touchpad? Mix? Gyro? How a tech demo? It's ok, not as good of alt history games like Wolfenstein/Resistance. The Order 1886 as Steampunk Victorian with odd werewolves is really cool. I didn't care for the characters but they do a fair job for the situations they are in. The strafe movement is really annoying, not all areas you can crouch which in fire fight sis annoying. Why have strafing from a horror/survival third person game of the Last of Us in this alternative no melee other than punching, God of War I guess but for aiming the axe not regular movement. No grenade throw only dodge/QTE laughable. Door puzzles are fine, sticks, rumble and timing. If hate QTEs, hate cinematic games don't play it. I hate cinematic games but I wanted to give it a second go/complete more of my PS4 library. Some locations are fine of intrigu.e. You visit streets, council inside, subway, brothel, blmp, bridge, docks and more. Its around that point halfway through the game that the story gets interesting. Not because the early parts were bad just I was waiting to see what gets going as well the gameplay isn't my thing. The story/setting were good enough for me as a only cares for story sometimes, it's story isn't anything special & is predictable but still it does the job The game people say oh it's too short uh I think for 13 chapters it's fine. It's cheap and forgotten nowadays anyway. Spend full price on 13 episodes of anime/Ratchet at 10 hrs/New game+, get the same just one is 4 hours anime, other is longer of 6-8-10 hours of certain games. 3hr Indies (just Wouldn't say tech demo much. A game mixing Sony cinematic/alt history/COD linear. It's not a 2016+ appreciated like the others it's the 2013-2015 period with Infamous, Little Big Planet 3, Killzone Shadowfall, Knack, remasters of PS3 games. PS4 era many forget. Last of Us to Order 1886 to God of War that you notice gameplay, story telling & a studio used to PSP games like Bend, Ready At Dawn or High Impact games do a good job, some may think are B teams & try but people don't appreciate enough yet they did good jobs handheld or otherwise with the IPs they worked on & probably have after not being part of those studios. The Order is a fair game of graphics & sound, fair menus, fair voice acting, fair characterisation. The gameplay is very Last of Us/God of War 2018, like, hate, tolerate. Other features include a Red Dead, Dead Eye like system in a way the Blacklight that's a parts of the enemy line up targets on their limps to shoot, shoot enemies, build up the bar, press L1 and move around to look at points on them for a limited time and fire during that time. Stealth/melee is ok if close enough, lighting paths, nothing special, the werewolves are ok but just be careful when walking around and hitting them the early ones aren't great the later ones are more QTE heavy but better then shooting in a corner to hit 3 of them when I can see them, that's really not testing me at all. Trophies are fair too of general things in the game. Headshots, using blacklight to headshots using science weapons (thermite/lightning), enemy hits, interact with objects, general stuff, a fair particular ones. Works with locations but what you do in them isn't all too interesting. Walk through, odd documents, audio logs or object to look over, side paths are whenever the game says you can. See a door on the roof, wait till it opens after shooting someone required to progress. Push a cart with an NPC nearby, follow them or the path on your own in some areas. Guns are fine, the science ones are brief but really cool. The regular guns do the job & have a handful rifles, shotgun, pistols, sniper, sometimes rocket llauncher as brief as the science weapons. Visuals fine, 16:9 movie forced black bars look does take getting used to. Some blur/motion blur, no off setting. Game is fine for being linear but most collectibles are still super easy to find no sidepaths just odd rooms or on your main path. Find to interact with but not go out and find. The setting, a hand holding, some alone moments, sprinting thats situational. Strafe movement that's annoys. No vehicles or turrets, I prefer them then not but had door puzzles, and it's modrrn aka takes out that design to be more 1 focus or fewer variety, which even later COD's don't do this which it competed with. No Devils Third janky but I had more fun than Order 1886. Or Killzone Shadowfall. Any 6-7th gen shooter. Same with Knack as old God of War but some differences. Order 1886 is a Sony cinematic experience but forgotten/less on some areas. Granted I have no interest in any of them but because it is an earlier, it's fair to compare 2013-2015/16+
PlayStation 4
Nov 15, 2023
inFamous: Second Son5
Nov 15, 2023
A game with good side missions, fine story but they don't connect at all. I'll get these out of the way, the open world design is very 2014 and older and that's totally fine. The graphics/voices/sound and more are great and the quality is there but even playing the intro to Infamous 1 it's Sly series aspects continuation was even more compelling then Infamous Second Son. The missions I enjoyed were the spray painting (the gyro/hold it on the side like some Vita games holding it like a phone vertically is fun and smart use of controller's features), the camera spotting, the chasing down people ones I couldn't get the hang of and skipped them (not bad missions I just struggled with them compared to others in other games). The outposts/battles for unlocking the fast travel weren't great, you notice toughness of the enemies and it's not fun. The karma system is understandable at points in the game/people to save/harm to increase the hero/villain points for it but you gain so little story/out in the world to level up/even access skills don't bother swapping just commit to one. The more you do of side missions you gain what you need of points to unlock skills but they end up being repeats of each next ability or minor percentage differences, so nothing exciting. The story missions were hit and miss. The story was fine other than some odd moments in the third act. Gaining/using the powers is fun but the dialogue and acting while good the gameplay is going somewhere, hearing what they have to say and moving on. No connection to the side missions. Sure spray in cutscenes maybe but otherwise none of it makes sense. You feel more like the character in the side missions then the story just following it. So the story missions were really boring and also felt disconnected from the character other than what they say and basic. I have no interest in story/gameplay meeting but if they intended on that other than the audience accessibility/simplification for those seeking story it fails to mesh. Sure you track down characters so it's somewhat similar to those type of side missions but otherwise it couldn't be more distance or lacks it's own unique form of story missions. The smoke/neon/video abilities look cool and the going through vents/up buildings/gliding differences was appreciated but sometimes it didn't feel different enough. Some missiles/punches/ranged shots didn't feel that more powerful just variations. Some were more suitable but many times felt like animation swaps which isn't a good sign. Devs only have so many ideas I get that but not with so little here. The buildings/world is fine looking and for navigation, the odd story specific areas inside were nice but most is outside and that's fine. The size of each region to focus on makes sense. The story/take over of the world and actions make sense enough. But at least I enjoyed it more than the eh of Spiderman with only platforming missions/puzzles and the rest being so boring. While Sunset Overdrive has platforming, weapons, tower defence (aka it's own, or Far Cry having animals as an option not just stealth/guns blazing, little differences/details matter in their formulas/spins on things) and enough spin on things. Infamous Second Son sits in the middle for me, it's not the most amazing but it wasn't boring, frustrating enemies at times sure/some trending formulaic boring missions but more fun ones of it's own still to be enjoyable. I usually have more to say and take up all 5000 characters in my reviews but not so this one. Without spoilers or overexpanding when I don't have much more to say really here it was just average 5-7/10. Voice acting/music/graphics were 'fine' but I don't put that much focus/points on them as the music is whatever blockbuster/somewhat fit the world/character's personality but still forgettable to me. Graphics made sense for 2014, voice acting was high quality. Nothing else to say. Open worlds I only care so much and even then just because it's set in a real place doesn't make me care more. It's fine.
PlayStation 4
Oct 21, 2023
Dodge Racing: Charger vs Challenger5
Oct 21, 2023
Fair one make museum game. Has potential but rough budget edges. Enjoy it as Dodge Charger/Challenger fans for an arcade racer. Zoo published was skeptical. Played some by them & gone yeah that was ok fun besides budget. Ideas are fine, execution is ok but matches the lacking budget in polish. That & playing or researching one make games some are quality like Lotus Challenge, Ford Racing, Alfa Romeo Racing Italiano (first racing game with rewind & had some fair RPG elements) so curious. Menus/visuals are good, very basic & uninteresting but get the job done. You make a profile name, pick a character from a few options of character types with fair backgrounds. Pointer ok navigation. Car damage model ok. 1 each 4 stats: blue/yellow/orange. Have city/dirt mountain tracks. Then pick to stick with Charger or Challenger side similar to Ford vs. Chevy (brand), but model instead. With few cars seems odd but to keep up with game design makes sense I guess....Then create up to 3 other profiles (4 slots) and load your existing from the menu. Once profile is loaded/created the player has options to the following menu elements/modes: Championship (15 events day/night races, dialogue based on goal/how you race). With low points, re-race is required. Re-race to repeat/custom race set what you want with unlocked tracks (fast lap time set, time: day/night, direction: forward/reverse, lap count: 1-5 laps). Multiplayer = re-race, P1 & P2 car/track select/replay (2 player vertical split, 2 AI so 4 on track). Leaderboard in championship position. Status menu for buying other cars, upgrading car [minor tweaks, once bought got to rebuy cars is an oversight] or upgrading the support team (track map details). I'll go deeper into this later. Options being: Profile (Load/Create), language (Eng, Esp, Fra, Ita, Deut), controller (Wiimote & or Nunchuk and Wiimote), credits, music & SFX. Driving ok on Wiimote + Nunchuk of stick left/right, A accel, B brake, C camera when not full nitro bar (C with full nitro bar, seems off some buttons aren't used so odd there). Z Handbrake, + pauses the game (resume, restart race, quit), stick back for rear view. Wiimote only is 1 button brake, 2 accel, B handbrake, nitro d-pad up, rear d-[ad down, + pause. I don't recommend this options as the titling is very touchy, not in good way. Too wide while stick is smaller movement of car. Just change to motion control sensitivity/range/speed of titling better & would have worked better. Replays auto switch camera is ok. AI hit & miss, driving ahead, falling over, bundled/hitting others, follow path only/get stuck. Prevent you driving when you turn/they follow racing line/stuck on you & into wall. Rubberband/diving nitro or normal. Varies on race. Not smart AI. Coins (buy cars, upgrades engine, tyres, extras being paintwork/support team bonus). Multiplier on collect. Nitro bottles (1s & 10s), Full bar use only, full bar visual off/camera zoom in. Multiplier on collect Wrench (fixes all damage), Damage fixing pads (fix car as stay in space/drive through). Puzzle pieces, add to puzzle bonus track (2 & many pieces in shortcuts or parts of the main roads). 1 on each track. 15 tracks in championship (day & night tracks). Fair map/analogue dial/lap/pos/time HUD. Camera is far/top/bonnet tilted ground. Played far view. Load times are quick. Auto save, no manual save. Ramps, drafting cars increases nitro bar, arrow walls at roads to direct player on track. Walls ok to stuck. Engine upgrades 0 (base), 750, 1000 coin cost, other than names no HP increase, maybe minor tweak to car, or noticeable on different cars base stats.. Same with tire cost & slight driving change or no functional difference. The tyres are different in the menu, whether on the car itself no idea. Extras offers weight, traction and launch options from 750, 1000 & 1350 coins. Paintwork is red, blue, white & black. Decal (vary per car, flower by default on Charger, STX 2009 (default Charger car), red stripe on Challenger SE 2009 (default Challenger car) so cars have strict decals of small/large 7 cost 250 coins. Don't expect deep customisation like other games). Support team offers intelligence, track knowledge, engineering knowledge & repairs shop. Vary of shortcuts on track maps (before start race), car status for opponent racers & what their cars upgrades are, fixing car after races & effectiveness at which they fix the car. 12 cars (6 for Charger, 6 Challenger). Start with free models (Challenger SE 09 SE or Charger SXT 09) & buy from 5 others later. Charger: Charger SXT 09 (free/starter), R/T 09 (11K coins), R/T 440 V8 1968 (10K), R/T 1971 (12K), SRT8 09 (18K), SRT8 Super Bee 07 (21K) Challenger: Challenger SE 09 (free/starter car), RT 09 (11k coins), T/A 340 6PAK 1970 (10k), R/T 426 Hemi 1971 (12K), SRT8 09 (18k), Super Stock Concept 06 (21k). Each car has cost/description/stats. Assuming upgrades effect these at all, illusion or starter stats. Music is ok.
Wii
Oct 19, 2023
Need for Speed: Shift7
Oct 19, 2023
NFS Shift was an fun experience. Comparing to Shift 2, Project Cars 3 then to Shift 1 especially. I really enjoyed Shift 1. Driving model is fair not Forza heavy, not sim deep. Arcade/sim aspect is fair on settings/feel. Drifting is more playable then Shift 2 so that helped or I just got used to it quicker/more in Shift 1. Whiplash effect when hitting walls/opponents is still a nice detail. The graphics are good for the time. The menu looks fair and aren't hard to navigate. Driving settings tutorial drive, then shows the career menu/other options appear (not visible when starting the game only after tutorial). Some event/tier cutscenes at times. The varied game modes of career, quick race, online multiplayer (not tested servers likely down by now). Events vary from races (regular, cars limited to country), time trials (4 min), drifting, car battles (5 second split, 3 attempts, 1 on 1 1 lap/sector), 10 or 30 lap endurance (10 circuits, 30 oval/figure 8), one car events (manufacturer events). They do the job for event types. Other games do the job for hillclimb/touge & more. Controls/sounds/deadzones/sensitivity/Y axis/inverse shifting,ABS, TCS, visual/full damage model, auto/manual, presets, AI difficulty. L2/R2 not ideal (good enough) to X/Square/O or L1/R1, Shift 2 limited configs too. There is a Right Stick Up & Down (config 3) & a few changes to camera, gear up/down (config 2). Career mode was good. No Shift 2/Project Cars 3 awkwardness of design. Update 1.2 I can't play on Autopolis in Shift 2, it loops & doesn't progress but otherwise it was a good career mode structure of events. Playing 1.0 of Shift 1 on PS3 disk for review so can't say for updates. Everything works.. Credits & event access are really easy. Had Level 14/50, 280 stars, played half the game and tier 5? Ok. The variety of event types is good for what races, drifting, endurance, one on one and more. I used few cars due to limited car slots, however many cars you do or don't need to use but I got to every tier 1 & 2 event & had enough to skip tiers 3 & 4 to access the NFS Championship at the end of the game. Not a bad thing just odd I can skip half the game that's how fair it is to the player to progress. Like Gran Turismo 6 of get needed stars, move on. If struggle with events sure but half the game? Level system unlocks invite events, garage slots, customisation, sponsor credits. Level gap 50. The customisation is fine of a reward but not something I'm interested in but various options exist/I can't compare to past NFS games. But if you do all the events in each tier and the next invites I think the player may get to a certain level and not care to grind to level 50. The level up rewards are fine but not amazing. The limited slots for car purchases I wasn't sure on but if your careful you can get by. Which as car slots open up by player level it can be a factor. You have credits or PS/Xbox store but just go credits, the stores likely don't offer any benefit these days and progression is really easy you get credits without having to put that much effort in. The variety of brands/cars are fair. Major US/EU/JP brands are included. A few sports, muscle, supercars, nothing too out there and wacky like a GT/Forza game would have of the time. NFS games usually have small rosters of cars and it's about fit to those. Probably around 50-70 cars (not counted) but fair variety of cars. The stats/differences do help with events. You have works cars that can be upgraded and used in works events. drift cars for drift events (can be used in races just specialises in drift for those events), and Nitrous for cars that have the option to use it. Prices vary with cars so stats/how you drive is important but I'd say just how you drive is and you can get by with a slightly heavier/slower/faster car depending. If they fit the tier your good to go. Opponent AI are fine, not outstanding. Tracks on offer/track design is fair of real locations, cut off for drift events or varied types from circuits to GP/smaller layouts to a few ovals/speedways. NPCs in the stands look & act fine as well as those standing around before you start the events. Clean/aggressive driving scale can be hit & miss of player driving. The amount of drafting, clean sector, overtaking, trading paint, power sliding & more it varies. Have a fair amount of points & x2 period happen in points bar. Livery options: paint (colour wheel, finishes, different areas), rim (15''-20'') & vinyl (5 livery presets and custom) with no copying sides from what heard. Can't compare to other NFS games. Best check other YT/Meta reviews instead. Performance upgrades vary from 1-3 stages for drivetrain, engine, turbo, brake, suspension, tires. Body **** reduction for aerodynamics & race parts from exhaust, shorter final drive, increase boost, seam-welded chassis, brake master cylinder & wider tires/wheels. Quick tuning/advanced slider views. Works cars have more upgrades.
PlayStation 3
Oct 12, 2023
The Gravity Trickster7
Oct 12, 2023
Demo Review:
Was browsing PS4 demos out of curiosity & this one seemed interesting. Looked at screenshots & the sunset/bricks (ice, metal, darkness & more) immediately looked like Kula World/Roll Away/Kula Quest on PS1 or Labyrinth Plus Edition WinXP. My fav kinds of puzzles platform puzzle games (Kula, Cube PSP, Mercury Meltdown, etc.)/ball mazes (Labyrinth Plus). Its most familiar to Kula World, more environments, various platform types (Ice, metal, trampolines & more of it's own touch). Trampolines stringed together (jumped over avoid using, lead off stage/some not). electricity trigger arrows, lasers, spikes, spiked enemies, darkness (minimal light platforms/light power up), etc. Clear when see/play. Either own thing, inspired/a successor, don't know for sure. It's likely one of these or another possibility. Love PS1/PSP puzzle games so I was interested. I am only covering the demo not the full game. This is a first impressions. But if sounds like your thing go for it. It is digital only as with many Indie games to expect. So in the levels I played you have the robot character (smiley faced) you play as who you can customise with a few colours & designs. Limited in demo of course. Movement is 4 ways & old-school, not bad but can be awkward at times. Suits levels but still. You have the option of 3 difficulty settings. Paraphrasing/briefing following details: No Stress - No time (counts up) to complete levels. Facing any accident will not cause any penalty to your Total Score. Game auto saves progress every 5 levels. Easy - Complete level before running out of time (1 min or higher end second time limits). Failing with not give a penalty to Total Score. Game auto saves progress every 5 levels. Normal - Complete levels before running out of time. Failing time limit/hazards will cause a penalty to your Total Score. Score goes below zero, start from last checkpoint. Auto saves after 5 levels. When changing difficulties make sure to press a button to get it to restart the level/confirm the settings or else the game will sit there with just the level, no menu. You can go to the resume, restart, load, options, stats, extras from the pause menu (I know not that surprising but I want to elaborate what's available in these sub menus). In options you can yes change music repeating or not (it's pretty chill or lounge music I think, whether royalty free or their own OST I don't know for sure but it's enjoyable background music), typical music/SFX slider settings, brightness slider. Language (various European & Asian languages mentioned). Time format of 12hr/24hr for some reason that's in the top right corner so if you need to know those details while playing to get in a quick session by all means. And so you don't have to exit out to the PS4 menu to view the time (various reasons people need to see the time). The Save 1 out of 3 and Level number are in the top left of the Game Menu. Vibration on/off. HUD always on, auto hide or off. Difficulty to change between the 3 difficulties. Controls (Viewable not changing the binding) those being D-pad and left stick to move (it does feel like Kula World in a 4 different directions sort of movement, not a tank/vehicle controls at all, it's following a grid/path as expected for the level design the controls match that). X/Cross to Jump, Triangle for HUD, Options/Start for Game Menu/Pause Menu, R3 (clicking the right stick in) for resetting view, right stick to look around which is super helpful (for spikes down below so you don't leap of faith jump onto some, yes I did XD). L1 to go to the next music track, L2 for the previous music track, R1 to look up and R2 to look down. and resetting the settings with 'reset'. The levels are very much platforms. Mostly just lines or hollow squares/shapes to travel around. The robot can be on the edge of platforms but once you move again you are re-aligned (same as Kula World). The time limit is at the top middle of the screen but also on the robot (a nice touch I liked). You can jump between a 1 space gap, anything more and you need a trampoline to get across. There are keys to unlock the exit which are required to collect. Coins and gems for score, spikes to avoid damage, you aren't getting over two gap spikes only 1 gap spikes (1 hit no multiple hits). 30 Sec+ hourglasses. Red arrows that trigger electricity (direction only matters for entry/exit surrounding are electricity triggers). Laser walls. Rotatable corners (strict), ice forced travel with minimal (jump)/no control (so make sure you have a platform that ends along the path your planning to go or find a rotateable side ice platform or else you will fall off the stage). Bonus letter items to unlock the bonus stages (mostly seemed like a void with blocks you travel over and go from black red outlined blocks to green outlined.Collect the coins and jump between platforms. It's fun, quick levels, easy/challenging, movement as old/awkward but fun.
PlayStation 4
Sep 20, 2023
Monsters, Inc. Scream Team7
Sep 20, 2023
[SPOILER ALERT: This review contains spoilers.]
PlayStation
Sep 13, 2023
Pikmin 45
Sep 13, 2023
Good additions eh QOL. Controls/QOL confused/hate. New controls fair, no control binds. Newcomer friendly/no both audiences annoyed. Enemy health change fair. Moving bases great. Core QOL changed for 4 silly, newcomers play 1-3, confused with different controls/core mechanic changes (flowers/onions/snap aim, etc). Can adjust, but annoying. Area 3 water level detail. 3 Pikmin type bad balance excuse. Grey Thermometer hidden in charred magma hard to see. Piklopedia good, info/arena to view. Castaways missions for sparklium. Easier controls to learn, did lose features like dodge, rush is upgrade, multiple captains (Oatchi now) & more. Cast fine. Dialogue heavy. Some set scene, some not, when 'informing you' always ignored & don't need a reminder. Can't turn off. Not as frequent. Singleplayer + 2nd player assisting cursor. No Oatchi/crew for 2nd player for some reason. Play Dandori for 2p competitive. Or 3 Deluxe for co-op campaign. Dandori in story mode/side mode & can be challenge later (to showcase other mode/padding, fun though). Fair addition of side content/difference in caves. Caves are smaller/similar as 2 I think. Quick actions d-pad good, don't remember what assigned but on me. XD All 4 d-pad buttons & L stick in can bee rebound to menu options. Ice/Yellow in caves, Onion for flowers to change to flower priority? Lose PIkmin colour, game over. Rewind time. Bosses ok. Final ok but tough. Olimar fun mini Pikmin 1 mode. Candypop buds change Pikmin colour yay. 2nd area, specific cave in? Why? Main flowers change confused, do cycle in areas. Hub all red, newest onion colour though? No onion, hard early for Blue/Ice/Rock units. Pikmin throw limit, annoyed if want throw more than need, delayed once hits limit, wait then throw. Better camera/Aiming not. Level design good, exploration/objects (map many markers), problem is unlike past games where can go 'ok I can't do this/need to uncover' some days limit early on, annoying. Pikmin AI is fair/same awkward times. 'When' Oatchi can swim (5+ days in, earlier drowning/scared), or Ice Pikmin get Blues. An upgrade later to dive. Have the strength of 10 to 20 to 100 Pikmin is fair, rush, swim speed and other benefits. Less replayable, slows game down more. Have to wait for days to happen, caves to enter to allow new Pikmin (want ice pikmin to be able to get blue onion (thought needed pink flying Pikmin in later area but nope, learn in a first area cave). Constantly halting progress & 'when can do things' opens up once done. The tutorial is fine. Path to hub is fine, first area is extended tutorial. Let players learn as go. It's story/in battle 'when' can I do things 'Other M' problem in area 1. Opens up, odd start hours. Character creator fair options. Prefer preset character. Flowers change confusing why balance it? Once the onion of Yellow/Blue, etc. is collected of said colour it's fine. But when you don't have it the games is picky on enemies/flower pellets so caves only to start. 1-3 better. Until later areas? What odd change. Which if Ice/Yellow/etc. die (newcomer or not) that's unfair. Oatchi (upgradeable, early on 3 Pikmin strength in 1 strength, later 5 by default once grown up a few days in then with upgrades can go to 100 and helpful for water once they changed a few day in) 100 default unit count now 20 start. No 60 hard or 100 easy of 3 Deluxe. Now upgrades Not fan. Games show you can work without upgrades. Some helpful Oatchi/player. RPGs/upgrades can help, but felt like padding or 'follow industry' don't like. Felt lazy. Cut corners/time/copy paste then a smart decision. Not everything needs skill tree/shop. Pikmin isn't typical strategy game with buildings/other focus so upgrades makes sense. Why shop & organic day 1-5 Oatchi changes? No consistent rules surface/caves. Pikmin follow cave rules, then surface rules. Why? 2 counts (player/max) then 3 saying overall (onion only view). Crew (talk to, to view menus like treasures/gadgets/upgrades, Oatchi upgrades & more depending on the crew/castaways) Caves, while small & little different as Pikmin 2 are back. Night level are mini defence, fun, Glow Pikmin good use. Pin missions. Ice Pikmin (berry like obstacles/freezing water, can float, can't swim so balanced for Blue Pikmin, Oatchi when can dive and the rest their uses still). Sparklium used in gadgets/items/bridges (some core mechanics in past games, bit annoying, some nice & helpful, some new, some not). A joke, 1 cave had gap, pick up items, send in, return to gap, why? 1-3 bridge immediate.. Motion controls worse then 1-3. Snap & move around. A button throw & move around. That's not useful, it's restrictive. 'No option to change to original' so stuck with it. Old stick cursor (wish more flexible, ok in all games). Can swap to a gyro control cursor, but use case is restrictive, not ideal gyro aim change. Pikmin 3 Wii U controller/Wiimote aim higher, 4 limited. Upgrade for this? Nope. 1-3, 1+2 all control better.
Nintendo Switch
Sep 7, 2023
RIDE 44
Sep 7, 2023
Worst racing game ever played. Collected 2-4 past year, excited for 4, hate it. Own 100s of racing games, the worst AI/balancing, track corner penalties. Intro/licenses physics/bike movement & AI moments say all. If can't beat intro give up. Casuallybplay Ride 1-3/other bike games. Somehow beat tutorial at 10 attempts. First events nope. (20+ rewinds EVERY race, changed bikes, tuned max, difficulty lowest for 2hrs. Nope. 4/7/10th always, need 3rd+. Blame Sim fans, brain-dead AI path). Scaling what scale. Tuned/40% easy default? Even my tweaks preferred physics/other settings nope. Sigh. Series tried different angles. 4 is hard Sim/worst/boring. Forza 2 style career, nothing else. Skill ceiling too high. 4 has good ideas but it's hard. Physics/AI fair in 1-3, 4 still can't. Doublt it's Asia region career bikes I picked. GT4 no issues, Forzas (haven't iRacing or others, Project Cars 3/Shift 2 were 2nd bad to Ride 4.. Ride 4 is Motorcycle Club awkward bad. Bike rewards for licenses are similar to Ride 3 gold them all & get bike. Do cups, buy bike, fit class. AI seem to not notice you. Seems the same in 5, same issues as PS2 GT games not PS4+ era. Milestone need to fix this. Pathing fair, only some off track. Just work around AI always. Vary, difficulty 'apparently'. Can change settings of Sim/simple joint brake (if not good at regular & rear brake (handbrake on cars)). Same as Forza Motorsport tweaks of simplifying/making settings harsher/a Sim. Has career/arcade (single race, time trial & endurance). Scale day/night/weather/time, time compression (rate), variability of weather & chance of rain settings. Not as much as Ride 5's 6 phases to transition conditions, it's a start. Can change laps, AI difficulty (had on 40%/easy the default), opponent number 11 by default, tire wear, fuel consumption (off by default) and starting position. Tuned bike. Still hard. 1st hr. Reward bonuses (aids/race settings) scale. Racing line, rewind, off track help, auto brakes, manual/auto, physics change & presets to switch to/customise. On 1.0 disk copy 6 US, 10+ EU (circuit & highways) & 7 Asia/Oceania tracks if remember correctly. With updates (& DLC packs) you get 8 US, 18 EU & 8 Asia/Oceania. I mean locations not layouts they vary from 1 to 4 depending. Many return, some new. Listings/preview, didn't buy DLC. Mostly circuits, few EU highways, no original tracks, game is about licenses/bikes/driving of bikes. All updated & look great after seeing graphics comparisons between all 4 games. Riding gear/liveries, not my area so brief. Plenty of gear just lacks in colours, has 1000 layers for helmets, & fair variety of logos & stickers & designs on suits/helmets. 2 racing, 2 road, 1 Harley Davidson, 1 Yamaha MT (can't edit) & **** category/template.. Element I was curious was career structure it was like FM2 but fills in what it was lacking. Not start with car, but region restrictions till a point in the game where opens up to other two. While could have gone badly. Is flexible. I thought we could get FM6 track order linearity issues, happily not. Have less looking content but limited tracks/cups per region makes sense than dragged out. So hard even see it? Cups allow track selection of events & are varied. Usually see races, some time trial, track day. Not Ride 3 variety, instead the basics. Then World League & Final Leagues. Opens up after certain points count from cups. Bronze to Gold vary. License was 13-16-20, early cups 16-20-25. Bronze, Silver, Gold order. With a low point objective to pass & a high total. Example 45 low, 70 high total. Think say GT2 of the region cups then GT World series. Weekly challenges/other online stuff. Only covering offline. Have 3 level bars, bike/make affinity & player level. Messages for, add-ons,, titles, shared contents, career & manufacturer/bike affinity in the message centre. In career you choose between US/EU/JP & from there your restricted to campaign, those regions bikes, regions tracks all untill the world championship. You don't do many cups so it doesn't become too boring. I do think content may be thin, but it doesn't drag out either. Balanced? License tests have time trials, track day & track tests (speed gates). Always appreciate mixed events. 3 or 6 event cups,/licenses it has variety. Challenging badly so, can't get the right lineup of opponents/path to ride around tracks. For track day license did it 10 times (not ideal) to line up the AI & my pace with the timer as 3 times it was not possible to brake & overtake on less than 10 seconds around a corner it just wasn't. Not happy. Driving model is odd. Realistic & harsh then 2&3. Take/leave if find it too hard, it can be possible/fun I think (simple physics too didn't use Sim). Ride 1-3 felt tough but fair & got used to over time. 10 repeats of track day license test no. Music great. Sounds fine. Good HUD.
PlayStation 4
Sep 6, 2023
Ratchet & Clank: Rift Apart4
Sep 6, 2023
Fine third person shooter platformer Not to the tech highs of crack in time at all. Story fine. Gunplay fun. Platforming ok. Blizar highlight. Not an improvement over the 2009 PS3 game's ideas and execution.
PlayStation 5
Sep 3, 2023
Driver: Renegade7
Sep 3, 2023
Driver Renegade is a game I was always curious about. Not an open world fan. Never played a Driver game prior so going in blind. Only played Stuntman Ignition for relation & assuming what the series vibes are vaguely. I wanted to know as a launch title period game why fans weren't into it, critics over thinking, Nintendo fans ignore it, what it's actually lacking qualities are, after a few hours I can see why. It does feel rushed out, while still 'some' personality/fun in there. First did I enjoy the game, yes actually. The 1 liners, themes & contexts were odd at times but still worked/enjoyable in their own way. But the gameplay was entertaining. The camera photo at the beginning is a nice touch for your profile in the main menu. Next the camera moves around the mechanic/uncover cop looking room for each option. It's small but nice personality. Options bottom screen, fancy top screen. Would I rate the game low for personality over all, hmm, in the city I know most people do, it is fairly empty, odd cars pass by besides opponents, it's got a mix of streets, buildings, parks some up & over bridges, tunnels, standard stuff, I don't mind it really I'm not picky on empty cities as long as the missions are enjoyable enough, menu has more personality but still. While the city isn't memorable (you can get used to the layout even if does blend in) but you can get around it & the bottom screen map does a good job telling you where to go if you get stuck. With it being the odd cars it can be easy to avoid them and hit/miss opponents. The controls/driving model do a fair job for what they are. Circle Pad/D-pad to move works great. B to accel, Y to brake, A to boost/rage meter, X to handbrake, L & R for car attacks left or right side (or strafe/force left & right I guess even if intended as an attack). I was sad no rear view camera button/mirror HUD element, or drift help button but oh well. You can get by. Controls are fixed you can't edit them. But they are a good layout. They are fair vehicle controls. For driving and hitting cars/buildings in missions. You can drift with enough control to get little Rage meter increases even on the tight bridges or tunnels in the game between areas. But special buildings or lamps/benches/roadworks objects increase rage as well. You don't go that much faster but it does the job. I wish the checkpoint missions had a line to follow then only an arrow/flare smoke though but it's still playable. For a game for teens/adults, the themes make sense the difficulty is really easy even on hard. But if you want that by all means. Didn't bother me then if annoying missions and hard ones in a short game even if 20 story missions/84 career side missions, 50 cars total in the game (20 via story hard mode, rest gold cups in career assuming?). For a handheld it works. The story is about an ex police officer named Tanner that isn't a fan of the way things are going in the city/with the law so he quits. He then saves a senator in story mode mission 1 and things go on from there he goes uncover and you do 20 missions. Without saying much more just the intro and you meet more people as you go along. It's a fair start to the game. The rest of the cutscenes are enjoyable. Some voice acting like I said earlier is odd at times (gameplay or cutscenes) but it didn't put me off the game at all. All a mix of vehicle missions (hit cars, point a to point b, destroy buildings, that sort of thing). All what I expected. I'd compare it to Burnout with it's stunts/takedowns and so on but less polished/more cop story focused which is fine and was intriguing to me (besides what I'd heard of Driver San Fransisco's story as context). This is not GTA style game. Driver never was either so don't compare it to that/think of it as that if you seer it in stores/pick it up After you do the story (cutscenes in between, easy missions even on hard difficulty and you get a car for them on hard mode, the cars are fictional but vary in stats and design of a pickup truck/Ute, sedan, RX-8 looking, some supercars, etc.). You can do the career mode at any time. These are the side missions and what the story mode preps you for is the types of missions this mode offers. Missions vary from time trial (point a to b), -Rampage (destroy cars in limited time), -Demolition Run (stunts/destroy objects in time, had issues understanding how to do stunts, destroying objects only doesn't count I tried), -Killing Road (checkpoints without rules) -Elimination (opponents gone after each lap till last one left) -Afterburner (takedown everyone by hitting them enough times) -& Freedom Racing (finish first no rules). 12 per type, 7 types, 84 short missions. All points on the map. You get two times for time trial of gold/silver & position. With a level bar to showcase progress. Gold cups offer cars I think? There are 9 rock/9 techno/8 funk songs to select while doing missions.
3DS
Sep 3, 2023
Candle5
Sep 3, 2023
The game is the type of game you may want to enjoy for point n click but struggle to or ace. It's old school strict so go in with that in mind. If not up for that avoid. Sigh I sometimes hate Indies too inspired or too particular. There is nostalgia and there is wanting new ideas to seek and going so I struggle to support Indies when they don't appeal to me, nostalgia audiences sure you go for it me I seek ideas not nostalgia safe games. But anyway that aside how is the opening hours. I will play more I am fair on games but still. Get a video/walkthrough for this one or else happy point n click old school fun you fans that know the quirks of them. I am not always aware in games (depends what a game requidez of me usually that and used to 3D games quirks not 2D or certain genres quirks yet) but you need to be here and open to dealing with its strictness or in some ways split second moments aka developers think it's cool, you as a player hate it and find it not cool but stupid and frustrating. I randomly picked it up among some cheap physical games. I like to be surprised by Indies. I buy for gameplay not art but it looked appealing regardless. The platforming/item use cases are VERY point n click foreground and background awareness specific. Some platforming makes you question what to do at times. Some platforms are way too small so you run with whatever space you have. Or over a gap to a 2 second trapdoor releasing water. The Dev thought that was cool. I find it insultingly stupid as a platformer fan. The point n click/graphic adventure puzzles are very particular. Jumping for a rock with some unstable planks sure and a trophy for messing up to hide from a weak platform when the rock rolls. But jump underneath and your good. It's puzzles like this where I get annoyed at the 100% accurate and strict puzzle rules. I enjoy obstacle course puzzles but the way point n clicks want things to be done annoys me so much. Not because I can't solve them it's the 1 way they want you to do and and it's likely the least fun to pull off that they want you to do anyway. The intro is fair of a tutorial then it expects you to be an expert at point n click and awareness of not always interaction icons like vines to stop a trap. Sure thanks game. The game has its moments but the start is a clear sign of nonsense. Even the beginning after the tutorial I went oh do I get past this creature, nope, climb ona. Box I wasn't checking it's reach and then get a pot for later and then jump up to outbeat the creature thanks game. I can't use the block over the gap but run to jump a platform from a creature. The game can be fun but it's got so much nonsense of old point n clicks as inspiration (not a bad thing but some of it is still frustrating) go in knowing this as you will hate ighr game otherwise. I don't hate the game I just think it's very awkward at times and the split second jumps or interactions in order to do things is so specific it's boring. It isn't handholding boring just every step has to be in the exact order unfun. Many puzzles are yes but I find it really less fun than others I prefer with more ways I can mess up or ignore besides the foreground and background moments are not well telegraphed. Narration fine, arttstyle fine it's a painting beautiful, nothing to say really, it sounds good, 8 Dave slots really helps, that's about it so far after a few minutes of playing, I care for gameplay so I found it frusrating, It's what I expect from games that don't test well and think it's ideas are icool and ithey aren't. Nothing against strict or old game design but sometimes they bore and sometimes they leave little flexibility or imagination when they are one for one required to jump here, do this thing in this spot with a torch, lining up positions being tedious in all games with specific view or region interaction prompts AAA or Indie it's a problem I'm sick of. I will play more but I'm literally still at the beginning and have 3000 words to say about it. I expect like other reviews it has a good mix of puzzles but I will see IF I even get anywhere in them. I am open minded but if they are too picky on tasks/order to do things I struggle to pull off after 10 times or so I give up, sometimes next day others not for a while longer or just give up forever.
PlayStation 4
Aug 20, 2023
Gran Turismo 49
Aug 20, 2023
Now for a look at GT4. Lot of content, some reward cars can be awkward and the manager mode an entire sub genre I think started here (I may be wrong but can't recall other niche games or notable doing this till GT4). First is the menus. The orange and blacks of menus, HUD and more are gone in favour of a more white modern look. I enjoy the other design but the quality of it (resolution I mean) it still looks appealing as if it came out in this generation for a map in GT Mode to options/arcade mode (also less boxes and blandness like modern games too). Music remixes are still here & great. While licensed music has more variety of genres and artists. The driving model is more higher level skill. The variety of FF, FR, MR, 4WD & RR are still different enough & quirks that cars are known for are present. Many tracks do look like their real life counterparts now. While some new ones have been added alongside some less appealing too many cars for advertising big number counts when its too many versions of a Madza MX5, Honda Civic or others. Too many trims included. No car classes or Gear Score/PP/PI system, no level system (didn't till GT5 & further focus, even stricter in GT7. Only Corvette/Alfa Romeo Racing Italiano/Racing Lagoon as RPG focused for the time. Licenses tests offer 80 tests (16 per 5), 3 1 lap trials each (15 total), then 8-10 per of GT1-3. There is variety but some are filler (repeats). GT4P save import offers bronze tests & 100K. Coffee Breaks are fun little side challenges. No 1L Fuel left of GT6 yet but many cone focused (cone maze/spiral) or marked Gymkhana course layouts. Driving Missions are introduced. Many of these are more so overtake missions such as slipstreaming, 1 Lap Magic aka time limit back of the pack and overtake all opponents (Sprint in FM6&7), 3 lap overtaking with opponents scattered around the track & overtaking just 1 or 2 opponents of a similar car range. 1 lap magic times can get long to wait for so be careful about how to beat them. Some around 30 seconds others 100. You did have R Racing (story/challenges)/MotoGP time trial, checkpoints, overtaking challenges to get concept art and bikes, or MotoGP3 20 custom tracks never seen again or TOCA story mode/motorsport variety but GT4 offers it's style of content offerings. Like those listed above to the GT2 approach of: -one make events (no randomiser this time so no filtering Super Speedway anymore XD), -Endurance from 1 to 24hrs (3 24hr events) (no dynamic day/night) or 100 lap counts, -Drag Race (1 Las Vegas Strip so not as many as Sega GT on Dreamcast or FM3), -photo scapes to position cars in photo mode, -speed tests or races (5 credits and a custom race based on the car you selected), -3 difficulties and many rally events -B spec mode useful for tracks you don't like or endurance events which does cut out after going to the pits so you have to reset it again. You can x3 speed which isn't present in GT5&6 B spec sadly but GT6's player control option with R1 and accel/brake does put it up a bit then just paces. The event variety is good. You have a good mix of drivetrain, supercars/Horse power requirement, car classes (hatch, muscle, trucks and more) old era or modern era, one makes, rally and more are available. Tuned cars offer different complete/better parts than makers. With some rewards as concept/historical, some not all can be used in main events only in arcade mode/speed tests. But it varies, try out some concepts to find out (message will tell you if you can't use them). So be careful winning concept cars for some events you worked hard to beat. Events can be repeated/sell those cars. Car selling prices vary, concepts aren't worth selling anything (unless fan mods). The mix of road, wet, dirt & snow for rally is great. Some tracks are tight, so get creative with ways to pass single opponents. Some GT2/3 tracks are removed (some still there like Tahiti Maze/Swiss Alps). With some new added like Grand Canyon, Paris, Italian cities (Coast de Amalfi, Cita Di Aria), Tsukuba wet & Cathedral Rocks. Used car dealers return, results of car types/region are fair but still awkward. Especially for non-Japanese cars you can find some for certain events, but best to go with new cars. For trucks go for new dealers. Besides day 690-700 silhouette cars. If you complete Beginner & Professional events you receive the end movie. But Extreme Events are available as a bonus besides the rally, endurance (after 25%), US, EU & JP events. The game can easily last 100s of hours, be played many different ways even with the fair event requirements (something many modern games like FM6's linear & side content approach could learn from. But different in structure to a PGR2 that has car class event careers but is allowing many event types/tracks still) events so many are open ended (main or side). With many ways, casual/custom challenges/B spec/roleplay.
PlayStation 2
Aug 20, 2023
Forza Motorsport 64
Aug 20, 2023
If enjoy GT7/Forza in general/simcade racers go for it. If enjoy linear career modes/less car detail event entry racing games enjoy. Wasn't fan of some ideas/directions. Singleplayer only review, no expansions/multiplayer. Bought FM6 to complete the series (only FM1 to go) & see what changed from 5-7 as never owned 6&7 prior. 6 the last Xbox One to get. For singleplayer offerings you have the career, showcases & arcade. Intro videos play per tour volume/narration overview for each car class with nice personality of narrators. Same FM5 & May/Hammond. Can choose between any of 6 car classes per tour (swap whenever it lets you for a tour, 3 tours per volume and 5 volumes. Car class swapping is optional to repeat each tour with another class. 17% appears after the first tour run. Repeating while optional I think is weak to offer content. FM5 may look like it had less (even if sometimes 100 events) but it sprinkled signature, high/low PI score, auto cross & more in-between, these events have been moved to showcase. So it's only racing & only 'same order of tracks' so if get bored/struggle to progress on tracks this is why, do the showcases whenever feel like it/when they unlock. Some unlock from other showcases but most do the career mode. If preferred giving up on a car class like FM5 well can't really. You can I think change the car class but you aren't changing the track in FM6, in FM5 you could pick any car class championship whenever you wanted, come back & your fine. When you finished the major events you had optional race ones & can redo them but they were all flexible afterwards, FM6 is not flexible & tells the player what to do. Showcase doesn't tell the player what to do just set the scene (history, endurance, cone events, etc.) to have fun. Or FM7 whatever race/special events and car needed. FM6 is very restrictive. If want a straightforward/hand holding career by all means. Compare to PGR2, track/event variety even if car class limited. no PI/PP. I think a bit more flexible in track selection not only car selection/car class focus. It is very much focused on car classes. If you don't want menu jumping that's fair. If you don't want car details of this HP, K cars, tyres, country only, etc. Then you'll enjoy it. If you want to enjoy events with those requirements like GT games or FM1-4 to go about events & strategy limits or the FM3&4 calendar 3 choices/all events list yeah you don't get that here so you might not enjoy this game. Night events are hit & miss. Cool idea to return. The cosmetic option makes the lights break so good luck driving. :) Just word of warning. Track selection is good. Personality is there.. Some old tracks don't return, but some new, some returning. Many layouts. Many real circuits, some good city tracks. No touge/hillclimbs events/locations but many modern racing games don't offer them (some do drift still) as I assume open world ones fill in that gap instead? No idea. PI score like usual. Like gear score if familiar with shooters/RPGs. I look at the car stats not these ranks. Tuning helps but I just went high stat stock cars. Cost vs tuning parts to fit rank ceilings for events wasn't worth it against opponents (that & Forza auto-tuning exists still I think with roulette cars, not dealership). Roulette is new with 1 of 2 level up systems. Still manufacturer discounts for cars level up, roulette for player level. Varies from credits, cars & mod packs. Progression can be broken. If want a fast car well, use it in multiplayer/arcade as class isn't likely open in career tour/volume yet (I think) (PGR2 had quote of fast cars not accessible from start, so 3 fixed that with open approach) as far as it seems. To me this is odd. **** got the right cars 'in order' in FM1-4, FM6 1hr into game a supercar roulette can't use? 2.GT7 has a similar roulette & invites to cars/car parts. Gladly FM6 has none of that. Mods are tweaks. More weight for credit payouts, more grip/more grip on a track, that kind of thing (are other types just picking a handful). There are Green, Blue & Purple. Blue & Purple are more involved positive but a negative catch. Can only use 1 of each not 2 green/blue/purple. Other than weight during a Raptor showcase event I didn't notice any different. I could not beat the event with the mod installed, when removed had no issues. Grip may be there but didn't notice. Use mods if wish, can go without them. Driving model/physics/graphics/damage model are fine no complaints there. It's similar to FM5. FM6 to me is FM5 remixed/few new features. Damage model, auto brake, sim/arcade driving feel & other settings still here & offer xp/credit differences to be easy/hard. AI/drivatar difficulty was ok. Almost struggled with bit above average (in the intro), kept it at normal level/sometimes lower to see how it varied throughout rest of game.
Xbox One
Aug 20, 2023
Gran Turismo 3: A-Spec8
Aug 20, 2023
Time to review one of my favourite games not nostalgically, but fairly. First off is the quicker details. The music is memorable in the menus, the licensed tracks are good regardless of regional soundtrack but the menu ones just offer that bit more. I think they suit the time period, the racing & while mostly Rock or DnB in the PAL soundtrack compared to the variety in later entries it does enough of the job. Remixed menu songs are present but they feel different enough and offer enough of a different sound/feel to them. The driving model is fun and easy to get used to. Not that realistic as GT4 or other racing games of the time. Each car does feel different though so you will need to get used to how each FF, FR, MR, RR or 4WD feels as well as traction on and off (like the license test demos). Auto/manual options are available. The menus are big & bold text, flashy banners, a mix of in-game cars/tracks & mixing colours. Some mistakes like Else 5 then 10 or the Grand Valley Endurance test. The lighting on track are interesting. You still have a mix of day and some set in the evening or night on a few tracks. Not dynamically though like Grid 2008/Test Drive Le Man. Evening like Grand Valley Reverse, Laguna Seca or Seattle Circuit. With Night SSR5/11 (new layout then GT1), or Wet SSR5. No cockpit. Others of the time like TOCA PS2, MotoGP or PC racers did. I can take or leave this. But 1 bumper, 1 chase cam. 5 opponents again. Others of the time had either 8 (whether kart racers/car racing) TOCA PS2/MotoGP with 22. TOCA PS1 games having around 15. I can take or leave this sometimes it's too crowded/the AI aren't good enough to justify more on the track even if impressive. The AI aren't the best in this game (until GT5 they did notice the player then their strict routes or slight nudges). They are either standard routes or challenging due to some pit routes, some cheating (cars in events or tuned) or crowding. Not really any nemesis, keep going or mix of the two like newer racing games or others of the time. The car list is very noticeably low though. Some makes have just 1 car, others 2, others around likely 15 (mostly Japanese makes) & needing to scroll to see them all. It has a mix of race, rally, hatch, sedan & more. You can store 200 cars in your garage but even with purchases/reward cars you aren't going to fill it up like GT2 if you were doing the one make events in that car & selling them after finishing the events to make space. One make events are now part of the main event lists not dealership like GT2/GT4/GT5P. So expect GT3 as more a GT1 or a next gen console 'some parts had to be quick & sacrificed' because they were considering yearly with GT 2000 but put more time in. You could easily think some parts are rushed due to the lacking cars, very few new tracks & many short variations not included either with some tracks like Autumn Ring missing but appearing in GT Concept 2001-2002. Fun besides limits. The track count is very much the major tracks (no short) & 3 new ones. Tokyo R246, Complex String (I wish it was more than a license test track) & Cote de Azur. All good in their own way (besides the 15 lap pro events), but Cote De Azur & Test Course appear very rarely in the career mode. Others renamed like Smokey Mountain South to Swiss Alps. Tahiti Circuit then Tahiti Dirt Route 3. The arcade mode like GT1 & 2 has a progression or time trial/free run. You have 3 difficulties & can do either on any available tracks unlocked. You start with 6, 6 each group. With A to F group & arcade mode ending movie. Forward & reverse layouts, wet SSR5, Test Track & more. Normal/Hard Group unlock cars in C to S class based on difficulty. As well as the 10 time trials giving a Pennzoil R34 Race Car as a reward. You have access to C to S (race cars), rally from the start & garage cars. 2 Player split screen on unlocked tracks. i-Link support (system link like PS1 or Xbox). Clearing status or importing garage. (In GT mode a car trading menu between memory cards). The career has a smaller GT1 like map. Tuning, Licenses (Rally but no IC), dealership, speed test, events, GT Auto & garage. 5 event tiers Begin, Amateur, Pro, Rally & Endurance (1-2hrs, 60-100 laps). 1-3 laps begin, 3-6 laps amateur, 10-15 laps pro, 1-3 laps rally. No 24hr. In Pro events 1 pit & predicting when they will is a tough. Amateur/Pro have at least 5-7-10 events & some cheat or some odd cars in events. Some 80s/one makes can have off car choices, or there are too highly tuned (Yaris/Vitz, Elise, TVR, Zonda, TT, etc.) cars in events. There is a 4:3/16:9 aspect ratio option, music on/off (each song or all), controls (if want to L1/R1 then the X and Square pressure sensitive buttons), I think stick support if prefer that control scheme. Among other settings. Not many but the basics. You can import your GT Concept 2001-2002 save to get credits, and the license tests all bron
PlayStation 2
Jul 22, 2023
Wanted: Dead8
Jul 22, 2023
Wanted Dead is my Devil's Third (2008-2015) successor. It's like PS3/360, skill tree, mods to guns in a TPS + walk around HQ. Mix of H&S & TPS combat. Rough in areas of AI, aiming, some performance but fun. Varied missions (1 regular, another helicopter snipe like COD4 MW) & minigames (gun range/ramen rhythm,/crane). Police HQ & anime cutscene backstory (hallucination) surprised me. The Devs tried besides the jank left & I appreciate it. Janky but playable. Silly fun action movie story. Though Wanted Dead is more on events that make no sense of a company, some politics, & criminals in police/army positions & historians thinking common seense has gone. The story is silly but fair at setting the scene at least. Silly action stories. i appreciate it. Play for gameplay/silly fun. Old school fun yes. It's clode but very different than Devil's Third & I'm all for it. :) I got a hack n slash/shooter that's fun. Hardly PS2 unique then PS3/360 TPS format + skill tree/hack n slash/walk around HQ. Some sixth gen fresh then 7th gen formulaic tweaks of 8th/9th. The shooting/sword combat aren't great but good enough. This game has improvments to Devil's Third & other times not. It's made my similar Devs so it seemed fair to compare. Chainsaw with a censored bar too in my Aussie copy. Points from different attacks on enemies or collectibles. Hits are possible but depends. Recoil on SMGs can be fast/tilt up quick, but Assault Rifle is good enough to aim & the pistol is automatic/no ammo but reloads so don't worry about it (works with melee or on own). You can customise pistol/assault rifle only. I played on normal & it offered what I expected of a bit of bullet sponge enemies (for main enemies), a few segmented areas for cutscenes to play out. Some ok hallways and wider rooms with tables or walls to hide behind but a more Tomb Raider automatic hide behind. Not a fan of this. The camera can get confused when up against walls/change quickly during melee. Pistol snaps onto enemies. Unlike other games with melee with the butt/end/grip of the gun you have a sword. But you have your rifle on R2 & your Pistol on Triangle so kind of like Bayonetta/DMC hack n slash Square (sword) & Triangle & you can combine Triangle sometimes in a combo. Very basic combos. A dash, L3/R3 bullet time shots once filled up circular bar (ok not great), grenades/types, many passive/minor perks. Aim guns with L2 & R1 with grenades early in the skill tree. Grenade types also to swap with R1, d-pad. Careful of fire grenades. Points from enemy kills/executions. 3 presets of controls, talking default. The tutorials are button press checks, quick & easy to learn to vault over with X, sword with Square (few combos done + Pistol), other guns with R2, aim guns with L2, reload on O & Triangle + O for finishing move. If shiny enemies hit enough or timed well with 10, 19, 100 points then single. While L1 guarding with the sword/time right at red lights to parry or just use it in general to guard. D-pad Down with healing you get 3 of these just like the 3 grenades (you get 1 heal from one of your 3 teammate NPCs in your squad if you fall down once that's free, next time you game over & it sets you at the checkpoint. Yes you have to assign your skill tree points again). Up on d-pad is to swap between auto, single bullet modes. So something like Black 2006 or other games with single bullet/full firing modes. I always liked when games did this. There is a few scopes, grips & things to customise (drone to access customise menu or start of missions). Stats display changes. Not sure if major noticeable changes yet. You have 2 weapons. Left and right d-pad. Like Killzone Shadowfall you have a mandatory gun & a use whatever you pick up from enemies one. They vary from shotgun at few shots to a SMG close to your Assault Rifle ammo count. The humour/fan service can be very particular. If the first hour like Binary Domain doesn't set the scene enough of the action, the fan service then yeah. Though that game only did it in the start & I assume the same is here.. But just to point out encase. It has over the top action so blood on characters &v enemies where cuts are during melee. Face, arms, legs, arms off & such. So if that's off putting there wasn't a blood option to turn off. I do think profanity & blood/gore/dismemberment options should be in games. I can take the content but if you can't no settings to turn off. You have around 30-60 ammo on Assault Rifle/SMG guns & about 5 or so Shotgun (have enemies to encounter other weapons) (so far for the 1st mission) & you are meant to go between melee & guns. Devil's Third had enough ammo that you only rarely needed to use the sword for a few boss fights/melee enemies. The skill tree offers grenade/types, teammate assist, bullet time, dash, slide & passive perks. Characters/tropes ok. Odd scripts/direction fair voice/plot. Music o
PlayStation 4