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Showing results for tags 'Switch'.
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Played it for an hour, walked around the monastery talking to the house leaders and each student. I love it so far. The anime cutscenes are beautiful and the music has been very good. A very enjoyable first hour.
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This is a little known indie RPG from a couple of years ago that has a 16bit JRPG style. On the surface it pulls a lot of inspiration from Chrono Trigger with regards to its battle system, but instead it has a sci-fi setting where you play as a team of future spies. It has been good so far. Well, the story I'm a bit unsure about. Maybe it just needs some time to pick up but currently it has a dodgy mix of some regular sci-fi and a Saturday Morning Cartoon, but in a way that isn't quite working for me. I just want them to pick one so far. But I've been very impressed with the battle system and that's the star of the show here. You have basic moves, moves that can be used once until you've gone in a turn consuming defensive stance, the moves have a lot of different kinds of properties even early on. Every fight with basic enemies feels meaningful. JRPGs are often more of a marathon than a sprint, where you have to get from one place to the next, doing lots of simple fights and making sure you're prepared enough for it. Here, all of your health and abilities are restored after a fight so they're very self contained, puzzle-y things and don't shy away from making regular encounters feel like boss fights in another game like this. It's cool. It's very cheap on Switch as of now and if you want something to challenge your decision making in a JRPG style I think it's truly worth looking at.
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I thought there was a thread, there should be, Ape Out got a lot of coverage for a few days at release. It's a simple premise and a simple game. You're a captive ape and have to escape. Your captors are gun toting guards or various types, and you bound through the level smashing guards, grabbing them to use as shields, or flinging them into other people or walls. You can take 3 hits, every few sections you start a new level and get your health back. Killing the guards doesn't really do anything for you other than clear the way, there's nothing to stop you from just gunning it, which is what I tend to do and it probably does rob the game of something The thing that makes Ape Out stand out is the jazz soundtrack which is tied to what's going on in the game, and the old European cartoon look. It's a cool game. The problem is that there's not a huge amount to it. I like it but you're getting as much from it on disc 1 as you are on disc 3. You get new enemies and the challenge they throw at you changes, but it still amounts to you grabbing and splatting. For example, the game introduces enemies who smash through windows wearing body armour, they're more dangerous and more useful as weapons, but they still die from being twatted about by a gorilla
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Ok. So, this game is awful. Sorry, but it is. I’ve loved the Contra series for a long time, ever since I started with the awesome Super Probotector (aka Contra 3) on the SNES. This is absolutely one of the worst entries to the series. Graphically it’s nothing special. I’ve seen worse, sure. But considering we’re at the end of this generation, it’s nothing to write home about. The effect where an enemy gets thrown into the screen, Turtles in Time style, is pretty laughable. The overheat mechanic is terrible. Your main weapon overheats in a matter of seconds, unless you hold off from keeping the fire button held down. Your secondary weapon is usually more powerful, but that overheats even faster. There’s quite often a ton of enemies on screen. So your natural reaction is to try to shoot them all. Except you can’t, because your bloody weapon overheats. Leaving you frantically rolling around, waiting a good 8 seconds before you can fight back. Within a few levels, content gets recycled. Hope you like seeing the same bosses and mini-bosses, over and over again. There is a store where you can buy upgrades, but it’s absolutely baffling. Huge amounts of stuff to buy, with not much indication of what it actually does. All of which cost an obscene level of cash to buy anyway. Oh, and if you die in a mission, none of the cash you earned gets kept. So that’s fun. You can’t pause a mission. At all. Even on your own. So you’d better not need a piss, or anything better to do for a good 30-40 minutes. To top it all off, it’s just bloody boring. The whole appeal of Contra is running and gunning your way through waves of enemies. Here, the overheat mechanic completely and utterly ruins the flow of the game. Reviews are tearing this game a new arsehole because of it. And they are absolutely right to do so. It adds nothing to the gameplay, instead it restricts you. Oh, and the spread gun? One of the most iconic weapons in the series. Here, it’s a temporary power up that you get to use for about 5 seconds. If you even find it at all in a level. Utter shite.
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So. Fairy Fencer F: Advent Dark Force. Brought to you by the geniuses behind the Mega/HyperDimension Neptunia series, it's a medieval JRPG for the ages. Ok. It's not. It's a bit of a pervy game wrapped in a lovely little Dark Ages anime art style. @Sly Reflex was asking me about it last night, and the only answer I really had was that it's inoffensive. Which I then immediately clarified by saying the GAMEPLAY is inoffensive. The story itself just seems to be an excuse to get questionably aged female characters into questionable states of undress. One character in particular, Harley (who thankfully, looks of age), has a particular comfort with herself, so gets herself into situations like this... Anyway, I've just discovered this game is a remake of a 2013 PS3 game. It uses a modified version of the Neptunia battle system, so it's a turn-based JRPG. You have a circular battle arena and your characters make their moves, then the enemy makes theirs (obviously depending on speed levels). When it's your turn, each character gets an area they can cover, where they have to get close enough to an enemy to make an attack. Or far enough away if you're defending/healing. It's easy enough to get to grips with, and as you progress they introduce more and more twists on the formula. You level up as per RPG rules, then also gain a kind of ability points that allows you to increase your attack, defence, movement and attack range, as well as the amount of physical attacks you can do in a combo. It's a nice idea and lets you personalise each fighter to your play style. The story involves finding swords - known as Furies - and using them to release the Goddess. Well, in my story that's what's happening. You can also release this other dude - he's a bad guy - or there's a third option. I'm not sure if you can release both or what. I assume so. A few other systems are in place, but that's the main gist of the important stuff. After about 10 hours of gameplay I'm around level 10-12 and have 4 characters in my party - Fang (the main character), Tiara, Harley and Galdo. All 4 have three hits in their combo, I've unlocked a few extra moves for all of them, and they all have a Fairy giving them benefits/bonuses. It's good. Not great. But there's enough there - besides the perviness - that's keeping me playing, so i'll carry on at some point this weekend.
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Steamworld Heist is a game that’s out on everything. It was initially released on 3DS in 2015, and I’ve played it for a couple of hours on Switch. It’s a fun turn-based space faring rpg with an eye-catching visual style. Battles take place inside ships and the ship layouts are randomised. Missions are selected from a node-based map. I’ve been playing on the default “Experienced” difficulty and it seems like a reasonable challenge. I’ve had a couple of characters die during missions. When a character dies they don’t receive experience for that mission but they are resurrected when the mission is over. The game has all the features that you would expect from the genre - special abilities, equipment, loot, new characters to recruit - but it’s the visual style and the ricocheting of bullets (as you can see in the picture) that makes it unique and fun.
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There's a new Picross RPG game that was both announced and launched today. @Hendo https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/PictoQuest-1617140.html Currently 15% off.
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Was the thread for this deleted? I feel like there was one... Anyway I played a good chunk of this before I went home last Christmas. I booted it up today and continued where I left off, which led to me restoring the colour yellow to the world. And then I played on a bit more after that. According to my Switch profile I’ve played it for “more than three hours” so I’m probably near the end. The selling point of the game is the beautiful art and music but I’d forgotten how enjoyable the game’s gentle puzzles are to solve. You could describe the game as being style over substance, which it probably is, but I feel like the gameplay foundations of the game are pretty solid.
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Bit of a strange one, it seems a little like Wolfenstein's gameplay in a service game. It's not quite as punchy, the guns, particularly the shotgun, feel weaker. Enemies have levels, so far they've been low enough that the fodder have been easy to kill, but there's also some that have armour, and the boss took ages I really like the two girls, they're funny, we'll see where it goes but I'd be up for giving them another game.
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aka Tetris Battle Royale. 100 Tetris pieces fall out of a plane..... Actually it's 99 players and it's not quite what I expected from the trailer. What I thought it was going to be was everyone puts down a different piece, but this is 99 people all playing at once and everyone fires garbage at a different person (random, I assume) until that 99 player base gets whittled down to 1. I got 27 out of 99 on my first match, so that's an acceptable first try. Get in a lobby with the Japanese Tetris masters and you'll soon be boned though. Completely free to download for Online subs, no extra purchases as yet, just another Online sub incentive.
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This is £2.50 at the minute so I picked it up. What I wasn't really expecting was that it's kind of hard? Maybe I'm missing something but there's a couple of things I've tried on it that I just can't do, not helped that the controls seem backwards to me. The general set up is that it's Tony Hawk (on a scooter) meets Splatoon. So you need to Scoot around pulling off tricks, which earns you points, but quite often the way you win is to fling more paint around than everyone else. The level I'm struggling with, which I think you can just not do, is that, only one of the racers infects other people with his colour (you too if you aren't careful), meaning he's potentially got 4 other people colouring in the map, I've managed 2nd on it once Another event is picking up crayons, you get an indicator to show where to look which helps, the controls are more of an enemy there. Which brings me to that. Jump is on the analogue stick, down then up (or just tap up), boost is on B. The tricks are also on the analogue stick rather than face buttons, I think my old man brain still remembers jump in this kind of game being a button press, I'd rather that. Progress is 2-fold as far as I can tell. You earn medals for winning events, but levelling up gets you challenged, beat the racer who has challenged you and you climb the leader board, plus you open up new worlds to race events in The other issues are the loading and generally how long it takes to get in to an event. I'd rathe menus than a hub world really. It's not bad though, more work than I expected or wanted so I probably won't stick with it. I might try it on the tv at some point and see if that's a better experience than handheld
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Gato Roboto is a kind of miniature monochrome Metroidvania where you play as a cat who can hop in and out of a robot (and other machines). The cat itself is powerless and defenseless but can get to places where the robot can’t. Movement is very fast and compared to other games of the genre you’ll explore large areas of the map very quickly. I’m at 15% completion after one hour. So far it’s exactly what it looks like, plays very well and seems like excellent value for money.
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I got the hyrule version today, seems like it’s supposed to be a bit easier, the amount of times I’ve died on the second screen is very high, I’m not sure if I’m getting better or it just seems that way because I’ve unlocked better weapons through perserverence. Also one time I found a shop but had no money, now I have money but I’m miles away from the shop dammit. I’ll die soon so that won’t matter anyway. Not really sure what I think of it yet, never got the original because I don’t like rogue likes, but I really like rhythm games, but it looked like I’d hate it, then they add Zelda music and make it easier so I got it, initially i was right and I hated it for a bit as I died over and over again straight away, as said I’m doing better now and not hating it as much, probably because I have better weapons and more hearts. Oh yeah I started off as Zelda, which seems to make it really difficult, started again as link and the shield not running out of power helps a lot.
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Diablo 3 had an open beta last weekend, a stress test for the servers, but there's was a decent amount of game to play through It's Diablo, point where you want to walk to, click on enemies to attack them, hit your hot keys when your specials are charged, pick up loot. I'm not sure why these games work, and I'm not sure why Diablo and Torchlight work better than Dungeon Siege. I only played as the barbarian, with these kind of games I tend to find I get swamped, so playing as the character best suited to close combat suits me, but he does seem a lot less interesting than some of the other characters. I will say, and I know it's very early in the game to make any sort of judgement (you play the first act), that it hasn't grabbed me as much as Torchlight did, but it's still enjoyable and hugely compulsive. It's quite easy too, apparently that's just how Diablo plays, and I certainly wouldn't want it to be too hard, but it was only on the boss fight that I had to use a health potion. The problems though, the game has to be connected to the net at all times. It doesn't matter if you're playing single player with no intention of ever taking it online, it needs to be connected to the net. And not just connected in a casual way, checking in every now and then, it seems to be virtually running the game from a server. What this means is that if the server is busy you get lag. Click on an enemy to attack and either you wont perform the action or you will and the enemy wont react for a second or so. You also get put back a few steps from time to time, like you've unsynched with the server and lose the last couple of seconds of play. There's also the obvious issue of this meaning you cant play the game if your net, or Blizzard's servers, go down. I think this is due to the auction house for loot that allows real world money purchases. I get that being offline runs the risk of people hacking the game and selling created weapons when they get online, but I'd happily take the option of never being allowed to sell stuff in exchange for being able to play offline. All this could change as it was a beta, and the lag might never be a problem again. Although I suspect the launch weekend could be a nightmare. Shame because the game itself is very good
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Surprised I couldn't find a thread for this... It's been out a while and i'd eyed it up on other platforms but ever pulled the trigger, but finally bought it on the Switch and it's superb. It's a rogue-like where you keep pushing further through a dungeon, unlocking new equipment that makes your life easier for the next run with the big twist being that all movement has to be timed to music and monsters also have their own movement pattern to the beat. The soundtrack's superb as well. It has that 'one more go' factor, and it never feels unfair. I'm still pretty shit at it, and have only made it to the third area so far but it's still throwing numerous surprises at me even in the first few stages, and I can feel myself improving the more I play. It seems the perfect fit for the Switch - a game you can pick up and play for five minutes or a good long session.
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All these years later, and I finally get to play this, after coveting the super expensive MD cart when it came out. I never played it in the arcade or on an emulator, so the Switch version is my first experience of this. Firstly, really impressed with how it runs. I've heard that this 60fps was not on the arcade original but it's bloody smooth as silk. I was expecting it to look really old but it actually looks really stylish and I could imagine someone making a new game in this style and it looking equally great. The only time it looks bad is when you change the view to cockpit view and the amount of frames of animation for turning the wheel is comically low. Only 6 quid as well. A reasonably priced port that they've done a great job with.
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Moonlighter is a game about running a shop by day, and adventuring at night. That is the most basic way of explaining it without getting too complicated. You want to know more about it than that, so here goes, Moonlighter is viewed top down and is split into a few parts. There's a bit where you manage a shop and a bit where you go out adventuring to stock the shop with items to sell.. Lets get the fighting bit out the way first. There are 4 (maybe 5) dungeons in the game that work off tile sets and are randomly generated each time you enter them. You know the deal. The fighting is not complicated, there's a few weapons that you can equip, 2 at a time, and then go hit or shoot stuff. You can heal yourself if you have potions, as well as use and evasive roll which has a very large invincibility period. Killing enemies or opening chests in the dungeon has loot in them, or artefacts as the game calls them. It's these artefacts you sell in your shop. Except it's not as easy as that, because of course it never is. Item inventory plays a big part in this. Remember all those times you spent moving stuff about in Resi 4 trying to get everything packed in? Well, it's the same here, except it's got a different spin. Items from chests sometimes have requirements on them. They either have to be kept in the left or right of your bag, or the top or bottom. Now this doesn't sound too bad, but there's other items with arrows on them. You have to read the banner on these items, because it all comes into how you pack your bag. Some of them immediately destroy items if the arrow is facing towards and item, some items break an item they're pointing to when you teleport back to town, other can break if you take too many hits, there's an item that changes whatever is pointed at to the item it is so you can transmog a bit of junk into something nice and finally one where the arrowed item sends something home to your box back in the shop. Dungeons are split into 4 floors, with a boss on the fourth floor. They gradually get harder as you plunge the depths. You have a pendant that can teleport you back to the shop, however the deeper you go the more gold it costs to send you home. If you are caught short on gold you can also sell items to a mirror which you find when you go down a floor. You get a percentage of whatever the item you put ins worth. There's also another item called the catalyst which allows you to put a gate down and return to the point you're at for 2000 gold each time, although I'm sure this will go up as you get further into the game. This is a one use only, you have to pay each time, but I can imagine once you're rolling in it plopping it outside the boss door will be the smart thing to do. I think the biggest pain in the arse here is selling stuff to the mirror, instead of assigning it a button so you can send shit right to the mirror you have to directly drop the item in and it sort of feels like it was done with a mouse in mind and not a controller. It's easily patchable, whether they'll do that is another question entirely. If you do not survive the dungeon and your HP reaches zero, it spits you out. Any items in your bag are lost for good. However, items on the top line of the inventory are kept, so if there's something really important you need you can bring it out with you no matter what. When you're in town you have a shop where you can put the items on a table and open the doors. People come in and depending on how you've priced stuff will take of leave it. Occasionally you'll get a rich person come in that will buy inflated prices. More likely you'll get shoplifters who you have to apprehend once they've picked something up and tried to do a runner. If they get out the door your items are lost. What to do with the gold you earn from all this? There's a blacksmith, a enchanter, a trader, a decorator and a banker you can spend gold on to bring into your town. These all use gold and items found in the dungeons to craft and upgrade weapons and armour, as well as enchanting them. The trader can get you items at an inflated price if you can't find them yourself, and the decorator allows you to put RPG like buffs on your shop, such and making people move faster or tip more. The shop itself is also upgradable. You start off with a chest and a table with a bed to sleep in. As you progress you get more storage, bargain bins as well as more places to put decorative items that later the way your customers act. The bed gives you a set amount of HP above your standard health, I think it's bugged because it specifically says you get the buff after sleeping in the bed but you get it whenever you return from a dive. There's also cash registers that add tips to the base cost of an item which help mark up those items you cannot sell for a lot. There's other stuff in here as well, stuff like supply and demand also rear their heads, if you flood the market with a certain item people will refuse to buy it at a regular price. I think that's about it. In a way it reminds me of Rogue Legacy or The Swindle in that although you can die and lose your stuff, there's a part of the game where everything is still set in stone and is safe as long as you've banked it. Although I've not actually seen the boss of the first world I'm not that far off it, depending on how hard it is I'll have probably beaten it the next time I play. I'm wearing the thickest armour I can, I'm wielding the toughest weapons I can craft, it's just a case of getting to the fourth floor and giving it a hiding so I can get to the next dungeon and repeat until the end. This game isn't for everyone, but there's a select few here that would be all over it. It's also the type of game I reckon would play well on Switch.
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I seem to remember @illdog posting about playing this, but I can't find the thread where it is. I'm a big fan of the original Megadrive game and this is basically that game but looking a bit better with added enemies and friends, online multiplayer and stuff. I don't think it's a sequel, seems more of a reboot of the first game. Anyway, it's a rouge-like if you haven't played it before and it is '90's as fuck. The music has always been great with extra funky basslines, and this one is no different. I was a bit concerned when they announced it that it would end up being shit, but a few hours of play on it so far and it's been fantastic. I'm not sure what people new to it would make of it, but for fans of the original, it's great. Level 0 is still there, so they didn't fuck that up.
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Finally, after years of watching videos of other people play this, bought the Switch version and had my first go of this with a couple of mates. Initially, we had the bomb defuser holding the Switch out of the dock but as there are two couches in my mate’s living room, eventually just settled on sitting on the couch not facing the TV and either using a laptop or phone for the manual. If you don’t know what it is, one person can see the bomb and has to cut wires and press buttons. The other person (or people) either download and print out the bomb manual or view it on a screen and have to guide the bomb defuser by communicating what the bomb holder is looking at. Colours of wires, how many, etc. It’s a manic affair and best if you swap over a few times, as then the bomb defuser will know what information the manual guy is really after and which information is superfluous. On the PC and PS4, it’s playable in VR which is probably the best way to play it. But we figured out we could actually play it together on Skype with only one copy. It really starts ramping up in difficulty, throwing memory puzzles at you, morse code, etc and we got as far as extra modules you had to keep an eye on that couldn’t be solved from the manual. There’s these things called “needy modules” where they’ll be like a short timer on it and before it gets to 0 and blows up the bomb, you have to hammer a button to reset it. That’s along with the modules that will actually disarm the bomb. Plus the lights will occasionally go out for a few seconds. Or the alarm clock next to the bomb will go off really loudly so you have to put the bomb down and hit snooze on the alarm. It’s fantastic but I’m glad I played with people I have good friendships with!
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Refunct is cool as fuck, really chilled It's a first person platformer, which ordinarily is immediately bad game design, but it's very generous with ledge grabs and how likely you are to just fall off something. The game is jumping up pillars to activate switches, which will cause more pillars to rise. What's cool is that you pretty quickly start to learn how to play without being told how to (although it is worth mentioning there is a duck button). You go from carefully lining up jumps to rebounding off. It's really short, like 20 minutes or so, but it is also only 65p on Steam at the minute
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Picked up the Pikachu version on Friday and put in about 5 and a half hours so far. This is the first Pokémon game since X/Y on the 3DS years back so I've been away from the series for quite some time - partly due to believing the Stars Switch rumours that never came to fruition. So far though it's been nicely familiar. I think what has surprised me most is just how much of a Remake to Red/Blue/Yellow it is, that may sound a bit silly but in my mind I was massively downplaying the Remake factor of the game, just expecting it to be so vastly different thanks to the 2018 visuals that it would feel like a completely different game. But it doesn't, and that's great. It has brought back memories already, the songs that play, Team Rocket, Misty and Brock, early areas like Mount Moon, Professor Oak and all that good stuff, it has brought back some fond memories that I didn't even know were still swimming around in my head and does feel in lots of ways like a very authentic remake of the original games. The much publicised changes to the formula though have been divisive among long term fans. As I've spent a number of years not playing a Pokémon game I was always willing to overlook a lot of these changes and embrace them purely because I just wanted to play through and experience another Pokémon game again after all this time. You know what though, I actually really dig a lot of the changes they've made. Being able to see wild Pokémon in the tall grass means I don't have to waste time engaging in random battles with shitty Pokémon I'm not interested in - or have already caught - and can just spot which one I want in the tall grass, run up to it and capture it. There's no random battles with Pokémon in this either which is a bit strange at first as I'm just so use to having to battle/run from random Pidgey's etc. At the start of the game. In this though all you can do when you encounter a wild Pokémon in the tall grass is attempt to capture it. The capturing mechanic mimics the Pokémon Go mechanic of flicking your finger to catch a Pokémon. But now you flick your wrist with the JoyCon/Pokéball Plus into a circle on screen to capture the Pokémon in question. You also have a variety of berries you can feed a Pokémon in order to make it easier to capture them - a coloured circle denotes the difficulty of capturing a specific Pokémon. The new capture mechanic puts much more of an emphasis on capturing Pokémon rather than just using them to grind or level up. With only the original 151 Pokémon in the game it means for the first time ever I can realistically hope to fully capture all the Pokémon in the game and fill in the Pokédex. Everything else though is still remarkably similar to the mainline Pokémon games of old, the trainer battles are similar to X/Y, the Poké Marts/Poké Centres work just the same as you'd imagine, there's TMs (although I believe they no longer remove obstacles in the environment) and the whole game doesn't feel so vastly different, it feels like a Pokémon game - just with a few bits and pieces spiced up - and that's great. Playing with the Pokéball Plus just makes it even more of a blast too. It's smaller than you expect and features an analog stick on the side - which you used to move your character - along with a hidden button on top the lets you cancel things and access the in-game menu. When you capture a Pokemon in a Pokéball just the act of virtually throwing an actual ball at a Pokémon is just cool and feels great, similarly when you catch or fail to catch a Pokémon all the lights and sounds that are emitted from the Pokéball just makes things feel that little bit more immersive and invests you a little more, it just feels cool and a little bit more like you're a Pokémon Trainer, there's just an inherent childlike joy from using it. It's just so jolly and relaxing to play. You can play with one hand (either JoyCon or Pokéball) and just sit back and stroll around a Route/Dungeon/Town whilst watching TV or something, hearing the charming music playing along and having an absolute blast. If you like Pokémon games I still think overall not a massive amount of things have changed, but what has changed spices up a formula that had long grown a little stale and injects it with a little bit of innovation and originality.
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I bought this ages ago but have only just started playing it. It's a pretty good action RPG - my only memories of Wonderboy (bar Jack Black and KG) are from the simplistic original platformer and one on the Master System that I didn't like because it had stats and shit (like this, really). I think it might have been Dragon's Trap. Oh well, will have to hunt it down. Anyway this is a great little game, it's quite frustrating in places - as soon as you die you go straight back to the title screen, and saving costs you money so it can get quite tough. So far I'm enjoying it and it's something a bit different so I'd recommend it. Here's a bit of gameplay footage to watch.
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I don't really have a lot to say about Box Boy + Box Girl, it's another Box Boy, so if you've played one before it's more of the same. If you haven't, the game is a slow puzzle platformer. You're a box boy who can produce other blocks, you have to use this ability to get through the level. That might mean dropping 1 block so you can reach a new platform, making a row of 3 to make a bridge, or maybe building a staircase. You're limited in the number of blocks you can produce depending on the level, which is where the puzzle comes from. Getting through the level is the basic task, but there's crowns to find, plus bonus rewards depending on how few blocks you've used. You have to get quite creative if you want to get all the bonuses while getting through the level To give an example of how the levels work, I'm on a section with springs. Standing on a spring will launch box boy in the air, meaning he could then reach the next platform, but maybe there's spikes on the ceiling, in which case you're going to have to put a box on your head to stop yourself from hitting the spikes. Maybe the spring needs to be activated by a button, if so you'll need to find a way press the button while you're stood on the spring by way of a tip, one of the things I've been doing is using my blocks to move me without making them permanent in the world, meaning they don't count against my wall 2019050121520500-BF8B423169A80825B3832B694E38C6B4.mp4
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Started this earlier on the Switch. Played the opening 20 minutes or so. The game reviewed well when it came out last year and the comparisons to Studio Ghibli were enough to convince me to buy it. The game is basically a side-scrolling adventure in a Ghibli-esque world, or something out of an Enid Blyton story. The setting seems to be a world where forgotten things go, most of the characters in the game seem to be objects and household items, things like that, but you play as a girl. There’s also an older man who is trying to develop a way to get back to the real world. From what I gathered. The game looks beautiful and the opening is very cinematic.