Tuesday, May 31, 2022

Gall Force: Eternal Story (Famicom Disk System) Review


Gall Force: Eternal Story (Famicom Disk System) Review

Date Released: 19 November 1986

Date Played: 31 May 2022


Gall Force: Eternal Story is actually the first commercial release by HAL Laboratory, who are better known for for the Kirby series. It's a vertical shmup based on the anime of the same name.  While very primitive and unbalanced, it has some unique ideas that set it apart from other games in the genre as well as some ideas lifted from other games that aren't quite as successful.  If you are a shmup fan and have a Famicom Disk System that you can actually get to work, chances are, this one is on your radar.



Gameplay:

The game is a basic vertical shmup.  At the beginning, you have only a single fire button and you'll soon become very aware of the game's outrageous difficulty.  Enemies fly in at lightning speed all with the intention of crashing directly into you.  Not only that, there are tons of enemies that fly in from behind you and cause you tons of damage that seems unavoidable.  There are powerups hidden around the stages in various blocks of both the visible and invisible varieties.  This is an idea lifted directly from Square's abysmal King's Knight and the game would have been much better without it. If you want to know the general distain that old school gamers have for this idea, read any King's Knight review (preferably mine) to see the myriad of ways that they are a bad design choice.  In essence, these blocks get in your way and always seem to prevent you from being able to shoot the swarms of enemies flying towards you. Imagine being at bat in a baseball game. The pitcher launches the ball towards home plate, but before you can hit it, you have to knock down a giant sandcastle that's right in your way. Think you have time to hit the sand castle, draw back, and then hit the ball?  You don't.  And you don't have time to blast through all of the obstacles in this game before you get smashed in the face by the bad guys.  It's no issue for them. They can fly and shoot right over all of the obstacles with no trouble at all. If you're lucky enough to find a powerup hidden inside, you'll be treated with a more powerful shot, speed up, shield, or even a 1UP.  These are highly needed and you'll spend most of your time frantically searching for them instead of focusing your attention on actually killing the bad guys.

You start off on Terra which is green and lush.  Once you make it to the end of the stage, you're greeted with the option of choosing the next stage from several choices. It's kind of like Mega Man, where you can pick the order of the stages.  Except in this game, all of the stages feel and look the same and most of the levels end up being pointless. In each of these different space levels, you'll blast your way through tons of enemies, space stations, turrets, and plenty more boxes before facing off against a boss.  These bosses are all very similar and are much easier than the stages themselves.  They mostly have the same sort of attack patterns and even with your basic shot, you should be able to dispatch them relatively easily.  Sadly, they take about 100 shots to kill... so they can take a lot longer than you'd expect.  Also, if you're unlucky enough to die on one of the bosses, it doesn't just kick you back to the beginning of the stage, it kicks you back two whole levels.  How annoying.

Once you take out one of the bosses, you will rescue one of the other characters from the all female cast of the movie. These extra crew members power up your ship.  This will then kick you back to Terra to play through another stage before selecting which crew member to save next. Each one of these characters has her portrait displayed at the bottom of the screen.  You can press select to highlight the portrait and the press the B button to activate her ability.  One becomes a mobile turret at the bottom of the screen, one gives a side shot (actually useful), one gives a spread shot (highly useful), one gives a backwards shot, and another gives an all around shot.  After you save the final crew member, you'll get to make your assault on the final boss of the game... assuming you're good enough at this game to actually get that far.  

The game is brutally difficult and extremely relentless. It feels like everything in the game homes in directly on you and you'll constantly be taking damage and praying for a reprieve.  Luckily, the game doesn't have 1 hit kills and instead opts to have parts of your ship get destroyed piece by piece (three total) and after you get down to just the fuselage, that'll put you into 1 hit death territory. On top of that, you also get extends at 30k, 100k, and then every 200k (I think).  So you'll be racking up quite a few extra lives as you play.  Obviously, these were added in to ameliorate the insane amounts of unavoidable damage that you'll be taking.  On top of that, your ship heals between every level... another blessing. It's a symptom of bad game design. They didn't know exactly how to design interesting and well thought out stages, so they just throw a bunch of junk at you that you have to tank your way through, then they throw some extra lives and healing at you to smooth out everything.

One other interesting mechanic of the game is that you can fire your basic shot just as quickly as you can tap the button.  This is a rarity from the time as games loved to limit how many bullets could be on the screen at any given point.  The downside to this is that the game has no turbo option (stupid hardwired famicom controllers) so you're going to be hammering the ever loving daylights out of the fire button.  After an hour, my thumb was so sore that I actually had to put an adhesive bandage on it for padding.  If you could hook up an NES advantage to the Famicom, it would greatly improve the gaming experience of this game. Too bad that isn't an option here.



Presentation: 

The game looks fine for a somewhat early Famicom Disk System game.  The sprites have some good detail and there's a much welcome lack of flicker and slowdown, something you'd expect from a game from this period with so many sprites on screen.  Terra is nice and colorful and reminds me a bit of Xevious in terms of its art design.  However, the space levels where you rescue the girls all take place over a boring starfield and look the same.  After a while, the repetitive nature of the levels sets in.  You fight on Terra, go to space, back to Terra, back to space, etc.. Repeat this 14 times... then you get to go to the ending of the game.  It's overly long and could have been cut down significantly.  You can tell they were trying to get as many characters from the anime into the video game as possible. 

The music is fairly catchy but also repetitive.  I'm not sure if it's the theme song from the movie or not, but it's only about a 30 second loop before repeating.  After a while, you'll zone it out and totally forget it's there. 



Conclusion:

Gall Force is kind of fun to play.  It's primitive, of course, but that doesn't make it a bad game.  The all female cast is a nice touch, but I wish each new crew member provided better powerups.  Only a couple are useful, and it makes your ship feel like it reaches its maximum potential in the first 3rd of the game.  The levels and music get repetitive... as does constantly mashing the fire button, but these are all relics of the time period.  Sadly, the unbalanced difficulty and intentionally frustrating enemy placement and bullet patterns sort of kill the experience.  Instead of learning the best way to kill everything, the game is more focused on trying to get lucky and take the least amount of damage possible to make it to the end of the level or until you earn (or find) another 1UP or get healed.  Also, spending all of your time destroying blocks while looking for powerups instead of blasting enemies. At 15 levels (and around 45 minutes) it's overly long for a shmup.  On top of that, there are no continues, so seeing it out to the end is only for the most hardcore. It's not called, "Nintendo Hard" for nothing.

If you're a fan of old school shmups or early games in general, give this one a try.  It's pretty unique and will keep you occupied for a while. However, it's not a game you're going to come back to very often.

Final Status: Played

Final Score: 6/10 (a little good)

Monday, May 30, 2022

The Legend of Heroes: Trails of Cold Steel (PS3) Review


The Legend of Heroes: Trails of Cold Steel (PS3) Review

Date Released: 23 September 2013

Date Played: 30 May 2022


I tried with this game, I really tried.  Trails of Cold Steel is a spinoff series set in the Legend of Heroes universe.  This universe consists of fourteen interconnected games that span several subseries.  The closest thing I can equate it to is the Marvel Cinematic Universe where characters, plot points, themes, locations, and events all carry over between the individual entries in the various series and a deep knowledge of the lore and background of everything associated with it not only enriches the experience but is essentially required to derive enjoyment from playing an individual game.  This very traditional JRPG , published by Falcom, was met with high praise from the RPG community.  However, if you do some digging on the internet, you'll see that many people have the same issues I do.  The game has been followed by 3 direct sequels that apparently continue the story.



Story:

You play as Rean Schwarzer and his classmates from Thors Military Academy.  This academy resides in the Eribonian empire and is a central location in the overall Legend of Heroes universe. After arriving at the academy, Rean learns that the school is split between the nobility and the commoners, but he, and some select classmates, have been chosen to join an experimental group called Class VII.  This class has been selected for mysterious reasons and they are charged not only with completing their school work and military training, but also taking on a host of field studies, fetch quests, and other time wasting opportunities all over the empire.  

As you learn about the struggles of the various regions of the empire during your field studies, you'll see the class struggle between the nobility and their subjects, political espionage, shady pasts of the characters, masked villains, and the unavoidable "chosen one" concept that creeps into basically every RPG.  You're supposed to learn all about your classmate's backgrounds and their struggles and fears as you build relationships with them. This all builds up to a "twist" ending that you'll see coming about 20 hours before the story concludes. Sadly, the game ends on a cliff hanger.  So, you'll need to invest another 240 hours into playing the rest of the games in this sub series to see where it goes.  You'll need to spend over 1,000 hours to play all of the games in the Class of Heroes cinematic universe.  

Honestly, it's all extremely cliché and I feel like everything in this game has been done before... and better.  The story is just standard anime/JRPG stuff... the military academy, the political unrest, and mystery in the school are all done to death.  In addition to this, all of the characters are just generic stereotypes.  There's the pretty girl who gets angry and thinks everyone is flirting with her, the girl that secretly a ninja, the stand-offish noble, the stoic sword master, the overly flirtatious and heavy drinking older teacher, the protagonist with the mysterious background, the nerdy sidekick, the try hard that feels like he has to prove himself to the world, the genius that is top of the class and knows everything, and even the purple cat that always seems to show up at the strangest times. It's just... exhausting. 

At times, the game feels like a visual novel as there is way too much text and dialog that seems to go on and on.  Whenever someone says anything, every other character has to chime in about it and conversations that should only be a few sentences long are dragged out to an almost comical degree. I'll admit that I have much less patience for this now than I did when I was younger.  However, games like Persona are full of dialog.  Maybe even more dialog than this game.  However, the Persona games have style, interesting environments, likeable characters, and unique stories. All things that Trails of Cold steel lacks.

As I mentioned, most of the beginning of the game involves traveling to various regions in the empire.  These are guised as "get to know the region" missions, but really they all involve doing a bunch of fetch quests.  Go find 5 flowers, kill this monster, carry a letter back and forth, etc.  Then, suddenly, some event will happen and you'll have to go investigate and uncover some sort of secret conspiracy.  The town folk thank you, then it's back to school.  In between classes, you hang out with your friends, but mostly you do more fetch quests.  It's very grating and takes like 40 something hours to get past this part of the game.  Considering this is just the introduction to the game where you're getting to learn about your surroundings and classmates, it becomes very abundantly clear that this game has serious pacing issues.  Like, some of the worst I've ever seen.  That includes most JRPGs, which are notoriously slow. This game has no problem wasting your time.

The fans of this game will tell you that you really need to play the games from the other Legend of Heroes series to fully appreciate this game.  Well, I'm not going to spend 1000 hours of background research to gain slightly more appreciation for a game that I don't think has a very interesting story or characters.  They claim that the draw of this series is the "world building" and how all of the political turmoil through the various regions plays out.  Well, I don't like that either.  I just couldn't muster up any feelings about anything in this game.  Even if a game is tied to an overarching series, it needs to be able to stand on it's own.  And in the case of Trails of Cold Steel, that just doesn't happen.



Gameplay:

It's a JRPG.  There aren't random battles.  Instead you wonder around in the dungeon and can see the enemies.  You can attack them from behind, a la Persona style, to gain an advantage in battle.  After that, things take place in turn-based combat like you would expect.  There are a few gimmicks that you need to use to be successful like linking your characters together to give them dual attacks and such, and positioning your characters to avoid area of effect attacks, but in general it's just the same old attack, skill arts, spells, and items. You also have S-breaks, which are powerful attacks, that the characters can unleash if they have their gauge full. Skills are done through slotting gems that you collect into your Arcus.  The game goes all into how Arcus technology works and tries to explain how it's possible.  But, in the end, it's just putting gems into gem slots like in almost every Final Fantasy game. I enjoy turn based combat, and thought that the battles in this game were decent enough.  They aren't good enough or innovative enough to carry the whole game though.  Not by a longshot.  

The game can be a little challenging as you're getting the hang of the combat and the enemies hit pretty hard. Luckily, you don't really need to grind too much. In fact, grinding doesn't work very well because leveling up is so slow.  It's better to just try to hone your tactics and methodically move your way through the dungeons. Most enemies have a trick or weakness that you'll need to exploit to be successful. Once you reach the boss and take them down, you'll be awarded with enough XP to put you around your target level for the next section of the game. Some of these boss fights can be difficult and slow.  So, when you fail, it really feels like a kick in the teeth. Fortunately, if you fail on a boss fight, they give you the option to try again with the difficulty of the boss turned down.  I know this is an answered prayer for a lot of players and I'll admit I did it a couple of times when I was getting tired and ready to put down the controller.  On top of this, you're able to save anywhere in the game (outside of the lengthy cutscenes) so if you're diligent with saving, you shouldn't lose too much progress.

I was struggling with the game at some point and looked online for advice.  Most of the advice in the game involved exploiting its weaknesses.  Things like, "equip all of your characters with delay runes so the enemies never get a chance to attack", or "the only way to make money is to spend 5 or 6 hours crafting omelets with one of the characters and selling them."  It seems like this is one of those games where more people are interested in "breaking" the game rather than mastering it. 

There's also a minigame called "Blade" that is a card game you can play with your friends.  It's very simple and a lot of fun, and honestly was my favorite part of the game.  I wish it was expanded upon more and served as larger component in the overall game.

Presentation:

The game looks really bad.  I know it's a PS3 game from 2 generations back, but it looks rough for even a PS3 game and would look more at home on the PS2.  The characters are very anime looking and have very few features, the environments are bland and textureless, the animations are clunky and awkward, and everything just feels flat and lifeless. If it weren't for the character's hair and the color of their eyes, I don't think you could tell them apart.

The music, on the other hand, is absolutely fantastic.  This especially includes the combat music which is some of the best in the game and is catchy as can be.  The different regions you visit in the game all have unique themes and the music changes to suit them.  It blends harmoniously well with the different environments and I don't recall hearing anything that I didn't think was great.  It's a stellar soundtrack for sure and is one of the best parts of the game.  

The game luckily has English voice acting to go along with the text.  It's pretty well performed, but feels like your typical anime delivery.  The girls are either shy and quiet, or overly cutely.  The guys are quiet and stoic, or overly aggressive.  There's very little in between these two extremes and you can tell the voice actors did their best to give life to these flat and uninspired characters. 

Conclusion:

I had such an unexpectedly boring and unfulfilling time with this game that it made me question if I even liked RPGs anymore.  I have played dozens of them, and before this, I would have considered them a "loved' genre of mine.  Maybe I'm too old for the cliched anime stereotypes and the cookie cutter story... or maybe, it's just bad writing.  It's hard to tell.  The characters, the story, the world... everything in this game just did nothing for me.  I don't want to have to play fourteen 80+ hour long games to feel like I "get" what's going on in the world that the developers have created.  Those sorts of things should be a bonus, not a requirement.  One person online said, "the biggest draw of this game was the promise of things to come in the next games."  Ugh... no.  

It's not a bad game.  It's a completely fine, boring, everyday, cliched, standard RPG.  There are a million just like it.  However, the enormous Class of Heroes world is unique.  If that's something you're really interested in diving into, this game may be for you.  If you're looking for an interesting one-off story with cool characters and exciting locations... this may not be your cup of tea.

I have a really high tolerance for terrible games and have literally beaten thousands of different games.  I'm not sure how many JRPGs I've finished... but it's a lot.  This game was so boring that it took me 6 months to work my way through it.  Mustering up the energy to play for even a couple of hours at a time was a real chore.

Final Status: Played

Final Score: 5/10 (very mediocre)

Strikers 1945II (Switch) Review


Strikers 1945II (Switch) Review

Date Released: 25 January 2018 (Originally 1997)

Date Played: 29 May 2022


When humanity looks back on the life of Adolf Hitler, I feel like we all think the same thing; "Now there's a man who died doing what he loved... transforming tanks into giant robot crabs."  

Of course I'm joking, but this kind of bizarre humor is exactly in line with the Strikers series.  Developed by Psikyo, an often maligned and notorious B-tier shmup maker, Strikers II tells an alternate history of WWII where giant mechs hide in every battleship, train, and zeppelin on the Western front and you're more likely to encounter a giant alien brain for a boss than Field Marshall Rommel. It is the direct sequel to Strikers 1945 and shares a similar look, playstyle, and mechanics, while improving on them in many ways. Despite the unfair reputation that many Psikyo games have in the community, Strikers 1945II is a really fun and solid entry into the shmup pantheon of games.  It is currently an Honorable Mention on shmupsforums top 25 shmups of all time and has even made it onto the top 25 list in the past.  Sadly, this review is for the Switch port of the arcade game and just like all of the other Psikyo games that have been ported to Nintendo's system, it is lazy, laggy, and almost unplayable for anyone other than the most casual shmup fan.



Story and Presentation:

I hit on the general premise of the story in the introduction, but there is some other overarching plot of a secret faction known as the F.G.R. that has taken over some other faction's technology to create giant mechs.  I'm not really sure what's going on, and I had to grab that information off of Wikipedia just to write this review.  As with most shmups, it's not important.  What IS obvious is that the game is very straight laced and generic during most of it's 8 stages.  It looks like a WWII shmup in every way.  We've all seen it a million times, and if you were to glance at the screen of someone playing this game, there's not really anything to differentiate it from the 19XX series.  That is until you get to one of the game's bosses.  Each one of them starts off as some sort of normal object like a aircraft carrier, a bomber, a tank, etc.. After you deal it enough damage, it will transform into a giant mech that you will have to dispatch.  It's kind of a cool idea, and some of the mech designs can get weird (e.g. the crab boss mentioned above).  However, they aren't nearly as strange as the first Strikers game that had you fighting ghost detectives, aliens, and crystals.  This time, you'll just be dealing mostly with mechs and the occasional alien brain. 

The game's 8 stages work just like most of the other Psikyo games where the first 4 of them are in a random order with the final 4 being set in place every time.  This is a strange design choice on Psikyo's part and a lot of the shmup community aren't huge fans of this mechanic.  While it does add some variety to the game, the randomized stages are different based on which order they come in.  So you may play one time and have the trainyard stage be your first stage and it's a cakewalk.  The next time you play, it may come 4th and will be much more difficult.  It makes memorizing enemy patterns and routes much more laborious because they change so much based on where they fall in the rotation.  In essence there are four variations of each of the first 4 stages, meaning you'll have to learn 16 variations in total.  Then, you'll need to learn the final 4 stages after that.  It's an obvious carryover from the arcade days and you can just tell that Psikyo designed their games this way to gobble up more quarters.

The stages themselves are all pretty pedestrian and unmemorable. The first four stages are the North Pole which is an icy water level, the East China Sea which is a non-icy water level, France which is grey and brown city, and The Grand Canyon which is a trainyard.  The final four stages are vary from desert to jungle settings before moving onto the enemy base.  They are just as unmemorable as the first 4 stages and the muted color pallet does little to differentiate between them.

The color pallet and settings aren't very interesting to look at, but they are done well and the pixel art is competent.  It's not a very pretty game, but it doesn't look bad either.  As for the music, it's vastly improved over the first game in the series.  The first Strikers game had mostly forgettable music, with a few stand-out moments.  Some of these stood out because they were so good... others because they were grating and painful to listen to.  This time around, I'm glad to say that there's not a bad song in the bunch.  All of them are energetic and suit the game well.  There's some catchy melodies and epic chord progressions that really help to elevate the excitement of the game. It's not going to hang in there with the best soundtracks of the genre, but it's good enough to listen to outside of the game and you'll find yourself humming along to some of the more memorable sections.



Gameplay:

The game plays just like Strikers 1945 and most of the other Psikyo games.  It's a vertical shmup with tons of enemies, lightning fast bullets, mid/end bosses, and simple scoring mechanics. You have a standard shot, a charge shot, and a bomb.  All of these vary greatly between the 6 different plane choices you have.  Your standard shot is exactly what it sounds like but has a sub weapon that fires along with it and really is what sets all the ships apart. It can be powered up 4 levels by collecting "P" icons. These will increase your damage output drastically and each upgrade feels like a noticeable change.  As you kill enemies, a gauge will fill up at the bottom of the screen for a maximum of 3 levels.  At any level, you can fire your charge shot which will be a powerful attack that's great for taking out bosses and tougher enemies.  Of course, this shot become more powerful based on how many levels of the charge gauge are full.  Finally, each ship is outfitted with bombs that vary greatly from plane to ship, but will usually clear the screen, block enemy fire, and deal high damage.

The planes themselves are all based on actual WWII era aircraft.  It's a nice touch, but they resemble them in appearance and name only.  All of the different options play very differently, but they are all fun to use.  Not only that, they are all viable ships to use if you're going for a full clear.  Some feel more powerful than others, but none feel useless.

There's the P-38 Lightning that has a narrow, straight ahead shot with homing missiles as it's sub weapon.  The charge shot launches some high powered bombs that deal massive damage.  Its bomb brings out a formation of helper planes that shoot everything on screen and shield you for a short time.  It's a good all around ship but is rather slow and quite large.  It makes dodging dense bullet patterns more difficult.

The F5U Flying Pancake is a real plane from WWII and is well represented here.  It has a tiny spreadshot with semi-homing lasers for it's standard/sub shot.  The charge shot fires out a straight ahead laser that deals a lot of damage.  Bombing brings out 2 huge gunships that shield you and deal OK damage.  It's the fastest and smallest plane and is good for maneuverability.  It's homing laser subweapon is great for crowd control, but in general it feels a little weak when facing tougher enemies.

The Focke-Wulf Ta152 is a very slow plane with a powerful straight ahead shot and straight ahead missiles.  The charge shot releases a purple orb the slowly advances up the screen dealing massive damage and blocking shots.  The bomb is a quick and giant rocket that shoots straight ahead.  This plane has a very weak standard shot, but it's sub-weapon, charge shot, and bombs are very powerful. It will tear through almost any enemy, but has a difficult time dealing with attacks from all angles.  It is pretty difficult to use and is for more advanced players.

My favorite plane of all is the Ki-84 Hayate.  This tiny plane is moderately quick and able to dodge most enemy patterns.  It's standard shot is a medium sized spread shot that will eradicate most popcorn enemies.  The subshot is awesome and consists of these little options (helper planes) that zip all around the screen point blank firing into any enemy they see.  They always seem to take down any baddie that you may have missed and will really help chew through any dense enemy patterns.  The charge shot sends out a long helical column of bullets.  It deals fair damage but doesn't block any shots so it's purely offensive.  The bomb, unfortunately, is rather weak.  A large plane comes down and covers a little more than half of the screen.  It unloads on the enemies with its guns, but doesn't deal a ton of damage.  Luckily, it blocks shots that come in contact with it, but usually there are quite a few that will sneak around it.  So, you'll have to stay on your toes.

The J7W Shinden is a fan favorite and is probably the strongest ship in terms of damage output.  It is armed with a wide, straight ahead shot and a blue missile subweapon.  When these missiles come in contact with an enemy, they slow down and slowly crawl over them as they pass by.  This deals a ton of damage and you'll find yourself letting some of your missiles hit an enemy and slowly taking it out while you move on to the next threat on the screen.  This subweapon does most of the work for you and is a blast to use.  The charge shot fires a larger version of your sub weapon, but it doesn't seem to slowly drag itself across the surface of the enemy as much.  The bomb is a sweeping plane formation that covers the whole screen and blocks all shots.  While this plane is very powerful, it struggles with large crowds of enemies and you'll often find yourself overwhelmed.  You really need to have memorized the enemy placements and routing of the stages to succeed with this one.

The final choice is the DH-98 Mosquito.  It's very slow and has limited mobility despite it's zippy name.  It is armed with a medium spread shot and fast straight ahead missiles.  The charge shot is a flaming figure 8 pattern that does some really good damage.  This charge shot charges up pretty quickly, and you'll need to heavily rely on it when using this fighter.  The bomb seems to be pretty powerful and is a carpet bombing followed by a quick wall of fighters in formation.  This ship is all based around fire... which is ironic, because this plane was made completely out of wood in real life.

After you chose your ship and one of the game's many difficulty rankings (from Monkey up to Very Hard) you'll get thrown right into the action.  In general, the gameplay is very straight forward and not too complicated.  Each level gets more difficult than the previous one but most are pretty manageable until stages 7 and 8 where things really start getting ramped up.  If you've ever played a Psikyo game before, you'll be quite aware of it's notoriety for blazingly fast bullet speeds.  Some of the shots that the bosses take at you are so quick that there's basically no time to react and you need to know they are coming beforehand.  In my opinion, these kinds of shot types are what drives most people away from Psikyo games.  It's just so extreme, off-putting, and frequent that it always feels cheap.  Behind the scenes is a draconian ranking system that makes the game get more difficult based on how well you're doing.  The better you do, the more bullets will be fired at you, the faster they'll travel, and their density increases greatly.  It's a mechanic that's common to many shmups and I'm not really the biggest fan. It makes me feel like I'm being punished for doing well.  It's difficult to know what all factors go into controlling the rank, but dying or crashing into an enemy seems to lower it a fair amount.  Crashing into an enemy doesn't kill you in this game.  Instead it powers down your plane a level.  So, to keep the game in check, you'll need to balance crashing your plane into enemies to power it down while still trying to maintain enough firepower to actually make progress.  It's a touch balancing act and I'm not too sure if it's worth it, but it seemed to work for me. To help out with the extreme difficulty, you'll get an extra life at 600k (around stage 6) if you can hold out that long.  

The scoring is simple and seems to be exactly like the first game.  Shoot stuff to score points and occasionally, these gold bars will appear on the ground.  They have a sort of glimmering sheen to them and if you pick them up right when the glimmer is its most shiny, you'll get bonus points.  Mastering your timing when picking up the gold bars is the real crux to achieving a high score in the game.  It's tricky to do, but rewarding when it happens.

In terms of difficulty, this game is... extreme.  All of the Psikyo games are quite tough and this one is no exception.  The almost bullet hell density of some of the enemy shots mixed with the comically fast bullet speeds makes these games a herculean feat to master. Getting a 1 credit clear on the lowest of the 7 difficulties is doable, but getting up to Normal difficulty or beyond is only for the most hardcore of players. It'll have you pulling out your hair and becoming very frustrated in no time.  But, it's a shump, right?  It's what you signed up for.

If you have a perfect run, the game will loop for a second run through.  These are infamous for how difficult they are and will add even faster bullets and the dreaded suicide bullets from enemies you kill.  Getting this far is only for the most battle-hardened players out there.  Good luck.

This game is already very challenging for anyone but that is only exacerbated by...



Porting Issues:

All of the Psikyo games on the Switch have been ported over by City Connection and to say that these are lazy ports is quite the understatement.  Not only that, but they are essentially unplayable for most serious shmup fans.

Firstly, there are no extra features to the game.  There are no training modes or ways to only practice sections you're struggling with.  Keep dying on the last boss?  Well, play through the entire half-hour long game every single time you want to practice against him.  These are essential for home ports of shmups.  We're not in an arcade and we don't want to keep practicing the same sections we've played hundreds of times just to have a crack at one midboss so you can make another $0.25.  These training modes have been standard in most shmups ported from the arcade to the home console for the last 25 years.  Its absence here is appalling.

But more appalling is the nail in the coffin for ALL of the Psikyo ports on the Switch... the input latency.  Every game that has ever been released has some amount of lag or latency involved with it.  This is the amount of time that passes in a game from when something happens until you're able to see it actually occur on the screen.  In most modern games, this isn't much of an issue, but these old school arcade style games required split second timing to have any sort of chance at completing them.  

Strikers 1945II has at least 6 frames of input latency. With a flat screen monitor (these add more latency) you can bump that up to 8 frames or more.  Now, you may be telling yourself, "That's not that much... it's only 1/10th of a second."  Let me tell you, that in a shmup that's near unplayable.  Remember those ultra fast bullets I was telling you about?  Well, they are so fast that when you combine them with the latency of this port they become undodgable.  Meaning, the bullets have been fired and they have hit and killed your ship before you ever see it on the screen.  It's like when a star goes super nova a billion years ago, but it's light hasn't made it to Earth yet.  Yes, the event has already happened, but we still can't see it because the information hasn't made it to us yet.  Or, how when someone fires a rifle from 300 yards away, you can see the flash and the smoke but you don't hear the sound of the gun fire until half a second later.   Imagine in this scenario that someone shoots you from 300 yards away while you're not looking.  You feel the bullet strike you, then half a second later, you hear the gunshot.  That's what playing this game is like.  You see a bullet fired at you (it actually was fired about a 10th of a second earlier), you press left on the joystick to dodge it, 1/10th of a second later you see your ship move on the screen.  You didn't dodge far enough... so you go to press the bomb button to save yourself.  You press the button, but instead of bombing the screen, you see your ship die.  Why, because you were already dead before you hit the bomb button.  There is a reason that old school gamers and speed runners use old CRT monitors and original hardware.  The modern conveniences of flat screen TVs, badly emulated ports, and wireless controllers have added so much delay to gaming that these old school games become impossible when played in a modern setup.  

Know that ultra fast shot from the boss is coming up that you're waiting to dodge? Doesn't matter.  It already happened and you're dead.  About to fly into a stray bullet and need to bomb to save yourself?  Doesn't matter, you've already collided and are dead.  Trying to time the perfect point to pickup the gold bars on the ground to get the bonus score?  Can't do it because the chance has already passed.  It's so frustrating and is unfortunately a common occurrence on the Switch.  The arcade PCB has 2 frames of lag (which is standard), the Steam port has been updated and has 3 frames of lag (much better).  Hopefully, the upcoming PS4 port of this game will improve over the Switch version.

Conclusion:

Strikers 1945II is a really good shmup and is one of Psikyo's best by far.  Any fan of the genre should play it and spend some time getting to know it inside and out.  If I were to score the game based on it's actual merits, I would give it 8/10.  Unfortunately, the porting job by City Connection is so horrendous that it renders the game almost unplayable in the way that it was meant to be played. If you want to casually try out the game and don't care about achieving a competitive high score or getting a 1 credit clear and are just planning on credit feeding your way through the game, then the Switch port is fine.  However, most shmup fans don't do this and try to master the game. If you want to spend dozens of hours learning to perfect your runs, it can't be done on this version.  

It's a shame that this keeps happening over and over and publishers need to learn that just because a game technically "runs" on a console doesn't mean that it is ready to sell to the public.  It also doesn't help when game reviewers unfamiliar with the genre play through the game once while dying 50 times and then give it a review that says, "9/10 old-school shooting fun!"  The dedicated shmup community has been very vocal about the substandard quality of these recent Switch ports and hopefully the publishers out there are taking notice and will seek to improve on their future endeavors.

The Switch port of this game is good enough to let you see if you like the game so that you can then go out and play a better version on a different system... 

Final Status: Beaten (1 Credit Cleared on lower difficulties.. I can do much better on other versions)

Final Score: 5/10 (would have been 8/10 with a competent port)




Saturday, May 21, 2022

A Hat In Time (Switch) Review

A Hat In Time (Switch) Review

Release Date: 18 October 2019

Date Played: 21 May 2022


I saw one review online that described A Hat In Time as, "a beautiful mess."  Despite my best efforts, I can't think of a more apt way to describe this game.  It's full of extreme framerate drops into the single digits, sub-par graphics, tons of texture pop-in, wonky and slippery controls, an incredibly frustrating camera, game crashes, and near game-breaking bugs.  But, despite all of that, it has so much variety and charm that it manages to overcome what would normally be a nail in the coffin for most other games to present itself as not only an above average game, but also a must play.  In the last 20 years of gaming, I can only think of one other game that was so broken and janky that it should have been relegated to obscurity but managed to win over the hearts of most of the people that put in the time to appreciate it.  That game was Deadly Premonition.   



Story:

You play has Hat Kid, a little girl who is trying to return to her home world on her spaceship.  After passing over a planet, the Mafia comes to collect a toll and Hat Kid refuses to pay.  In retaliation, the Mafia bust open the spaceship's time vault and all of the hourglasses (the ships fuel) spill out over the world below.  You have to travel around the planet's four areas collecting time pieces by completing various tasks. These different areas are locked behind a minimum number of hourglasses, a la Mario 64's stars. With 25 hourglasses required to finish the game. Along the way, you'll make many friends and enemies.  You'll complete tasks for the Mafia in their beach-front, tropical themed world, help make several movies in a bird themed version of Hollywood, sell your soul to the devil in a haunted forest and mansion, and platform your way over perilous crevasses and tricky puzzles in an alpine themed stage.  Obviously, the game is not only quite zany and silly, it's also quite varied. The characters you meet are fantastic and have some very funny dialog.  There are some campy bits, but it just adds to the abundance of charisma that the game has. Every stage feels very different and unique and is one of the game's best features.  



Gameplay:

A Hat In Time is a 3D platformer.  Which, if you've read any other my other reviews, you'll know is not a genre that I'm very fond of.  So, to say that this buggy and wonky game won me over is a huge complement on its behalf.  As mentioned above, the game's 4 stages all play very differently.  The tropical Mafia world plays like a 3D collectathon style game in a sandbox type environment,  the Hollywood stages are more focused on stealth and investigation,  much of the haunted forest area plays almost like a survival horror game, and the alpine section is straight up white-knuckle platforming. The game can be a bit challenging at times, but dying is never to much of a setback and you're always able to jump back in at the most recent checkpoint. Of course, most of these area's are split up into different levels that will have you performing various tasks and challenges. They all really feel different and the game does a good job of never really letting itself get into a lull where you feel like you're doing the same things over and over again. 

Hat girl can double jump, wall climb, dash, attack, crawl, and all of the other things your would expect to be able to do in a 3D platformer.  While you do finally get the hang of the controls and the camera, a lot of the time, the controls feel slippery.  You'll constantly miss platforms, overshoot your landing, come up short, wall-jump when you don't want to, and fight with the camera that loves to swing around right at the last second and makes you miss your landing.  It can be extremely annoying at times, and I didn't really feel like I had the hang of controlling Hat Kid until about 75% of the way through the game.  Once I did though, the game became much more enjoyable to play.  Luckily, the tougher platforming sections are reserved for the end of the game and are opened to you at the perfect time. If there was some more serious platforming towards the beginning of the game, I'm not sure I would have stuck it out and seen Hat Kid's adventure to the end.

To help out Hat Kid, you can collect balls of yarn scattered around the various stages.  This will allow her to craft a new hat that comes with a new set of abilities.  One lets you run faster, one lets you explode walls, another reveals hidden platforms, one lets you jump to hidden areas, etc.. You can also unlock badges to put on your hats to give them additional bonuses. These can be mildly beneficial while you play but aren't required to progress. These different mechanics give the game a bit of a metroidvania feel as some areas are inaccessible until you've gained an ability to reach it.  You'll have to come back and revisit old stages once you've unlocked a few hats. Some required storyline chapters require specific hats.  So, you'll have your progress halted a few times where you have to go visit a different area than the one you're currently working on in order to get some yarn to craft the hat you need.  It's not too bad, but I wish the game explained this better.  At one point, I was playing through an area of the game and was given a notification that I couldn't progress anymore.  I had no idea what to do and had to look online to figure out what was going on.  Apparently, you're supposed to go on to the next area of the game to unlock a new hat, then come back later to finish off the previous area. A bit esoteric, but not a grievous sin.

There are also some really awesome platforming challenges that you can unlock by finding hidden warps in the 4 areas of the game.  So, be on the lookout for those.  But, make sure you don't jump into one while you're in the middle of completing another objective during a stage, because once you enter the warp, you'll lose any progress you've made on your current mission.



Presentation:

A Hat In Time looks like a Playstation 2 game.  I'm not sure if this was on purpose and trying to cash in on the retro look, or if the developer just didn't know how to do any better.  It looks pretty bad, to be honest, and I have a pretty strong tolerance for older looking games as I mainly play retro stuff.  Luckily, all of the fantastic art design and little details scattered around the game once again make up for its short comings and allow it to rise above the sum of its parts.  Cute touches like the Roomba that wonders around the spaceship, the fantastic artwork on the title screen of each level, the character's cute mannerisms, and the remarkable humor of the game puts such a big smile on your face that you're more than willing to overlook the shoddy graphics and the insane amount of texture pop-in.  

To top it off, the game has a stellar soundtrack that once again elevates it.  It's catchy and can be either very calm or exhilarating when it needs to be. My daughter and I both found ourselves humming along to the music whenever we were playing. She said that it was her favorite music in a video game ever, and considering she played Mario Odyssey not that long ago, that's a pretty huge complement.

As I mentioned earlier, the game is a mess in terms of its technical presentation.  There are spots where the game drops into a single digit framerate.  This often coincides with some of the more epic, and difficult, set pieces that are thrown your way and will almost guarantee that you die because you can't see what's going on or control your jumps.  At one point in the game, in the haunted mansion at an especially tense point, I had to sneak into a room and solve a puzzle to get a key while being chased.  Every time I walked into the room, my entire screen would glitch out and I would only be able to make out what was going on in the very bottom right corner of the screen.  It was almost game breaking.  I had to watch a playthrough of this section of the game, and then just jump around until I got lucky enough to solve the puzzle.  It was almost like playing the game blindfolded.  What should have taken about a minute ended up taking over an hour.  There were also many times that the camera rotated when I wasn't expecting and caused me to miss my jump.  It was a constant struggle fighting against this camera, and once I decided to play with its settings in the options, it became better, but not good by any means.

Conclusion:

A beautiful mess... That's really the best way to sum up this game.  It's just so charming, fun, varied, cute, interesting, and well thought out that it's impossible not to love.  It's really hamstrung by all of its technical problems and it's substandard controls and if these weren't an issue, this game would be one of the best 3D platform games ever made.  You know all of the beloved games that RARE made on the N64.  Games like Conker's Bad Fur Day, Donkey Kong 64, Banjo Kazooie, etc.?  All those games that everyone loves, right?  Well, not me.  I have never enjoyed playing any of those... and I LOVED A Hat In Time. I'm really taken aback that this game is so good that it not only overcame its shortcomings to be awesome, but it also made ME overlook my aversion to 3D platformers and reconsider my opinions of them. I wish I could say that it would like me appreciate them more, but it's just so good that it might make me be more harshly critical towards them. Yeesh... only time can tell.

You owe it to yourself to try out this one.  Yes, you'll have to work for your enjoyment at times, but it's more than worth it.

Final Status: Beaten

Final Score: 8/10 

  
 

Tuesday, May 17, 2022

Metropolis: Lux Obscura (PS4) Review

 

Metropolis: Lux Obscura (PS4) Review

Date Released: 11 October 2017

Date Played: 16 May 2022


Introduction:

Metropolis: Lux Obscura is a blatant cash grab in every sense of the word.  It's an extremely short game that is mostly focused on telling a story that's ripped off from Frank Miller's Sin City. It's full of dark and moody comic book style art overflowing with hyper-sexualized images of women and a brooding and edgy anti-hero that screams, "I'm too cool to follow the rules..." On top of that, what little gameplay there is consists of choose your own adventure dialog choices that alter the game's ending interspersed with Match-3 puzzle gameplay a la Bejeweled or Candy Crush. It feels like something you'd find for sale on a mobile phone for $0.99... or less.  All that being said, Metropolis isn't a bad game.  I'm shocked to say it, but I had a good time with it and actually wish there was more content to sink my teeth into.  I played through the game 4 times and unlocked every trophy and despite some frustration with the gameplay, had a very enjoyable time.



Story:

As mentioned above, the real focus of this game is on its story.  You play as Lockhart, a convicted criminal, who is recently released from prison and is ready to sink his teeth back into the seedy underworld that he's been so desperately missing.  While looking for his missing girlfriend, trying to find the jerk who testified against him in court, and taking odd jobs for an organized crime boss, he's thrust back into the dangerous and nefarious past.  

Towards the beginning of the game, you're given several choices to make.  Let the junkie go, or beat him and take his dope?  Give the dope to the crime boss, or keep quiet? All of these choices have some consequences and will lead you to one of the game's 4 endings.  All of these are quite different, and in classic noire style are rarely happy.  Lockhart is lovable jerk, but he has too much baggage from his past to walk away unscathed.  While you root for him to have a better life, it's easy to say to yourself, "well, I guess he had it coming to him" whenever something tragic occurs.  

Much like the rest of the game, the story takes some strong queues from Bruce Willis' story in the movie Sin City.  There are some strong comparisons in the plot, characters, and outcomes.  However, if you're going to rip off something from that movie, that's the best choice by far. It manages to walk that tight rope of plagiarism/inspiration carefully, but it's quite obvious where the developers got their ideas.  Even then, you're probably going to want to play through the game several times to try to see all of the endings. Yes, it's a ripoff.  But, it's a good ripoff.

Gameplay:



Well, outside of the dialog choices that affect the game's endings, there's not much to say.  You select a location of the city map to advance the story.  Sometimes you have options, but usually not.  Regardless, it's mostly a linear affair.  Once you get there, a bit of the story will play out and will result in you getting into a fight.  These battles are played via Match 3 puzzle style gaming.  You have a grid with different icons on it, and you slide and shift the pieces to make matches of at least three.  Doing so deals damage to you opponent.  If you're able to match more than three by combining 4,5, or chaining together matches, you'll deal bonus damage. Every few turns, the enemy will attack you, and the first one to lose all of their hit points lose the battle. There are also med kits you can match for healing, rage icons to boost damage, and police badges that will damage you if you accidentally match them.  It's all very basic, and we've seen it a million times before in games like Bejeweled, Puzzle Quest, and even everyone's mother-in-law's passion, Candy Crush.  It works well, and is always addictive, but does feel like a bit of a cop-out in terms of gameplay.  It's almost as if the developers just wanted to write a graphic novel, but decided to turn it into a video game at the last second. Then, they realized that they didn't know anything about video games, Googled, "most popular video games" and then saw that Facebook and mobile games had the most downloads... and they just went with that.

They somewhat combat the appalling banality of their gameplay choices by making the puzzles randomized and rather challenging.  You'll fail a lot of the combat encounters and will have to try them several times. Luckily, the game autosaves before each one, so dying isn't that big of a setback.  After winning a battle, you're given the option to upgrade one of your character's aspects.  These range from dealing more damage on matches, healing more from health matches, getting bonuses from matching 4 or more at a time, etc.. These can really help out with the tougher battles and once you've learned which skills to upgrade, can make the game a cake-walk. Your first playthrough might make you pull out your hair, but the subsequent ones are easy to fly through once you learn what works best. 

Presentation:

Well, the game is just a blatant ripoff of the Sin City graphic novel. I don't know how else to say it. There are lots of grisly dudes and scantily clad women all presented in black and white.  Most of these will have a bright pop of color to draw your eye to some blood, fire, police lights, or (more often then not) lingerie. Metropolis has a very strong emphasis on sexuality and it's pretty much the main draw for most consumers and the developers really tried to wrangle in some potential buyers with promises of lots skin and thongs. I'm not sure how that works as a business model, but there's plenty of nudity, violence, foul language, and drug use for even the most deprived of us out there. After all, they suckered me into buying the physical edition of the game (which only got a release in Europe as far as I can tell). My advice, you better make sure the kids are in bed before firing up this one. 

Despite it's lurid nature and general "over-the-topness," it's done very well and the art department knocked everything out of the park. All of the components fit together thematically, and you can see why Lockhart couldn't wait to get back into this world. 

All of the fantastic comic art is presented as a still image with some text and voice over. The developers describe it as a "motion comic," But take that with a grain of salt.  The motion is just some aftereffects to ad some scaling and movement to the motionless pictures.  Even though this is a bit more "budget" focused than you would want in a game, the quality of the artwork makes up for it, and your eyes will still be glued to the screen. The accompanying voice over work really brings a since of life to the characters and is a very welcome addition. Some of the voice acting can be hit or miss, but it's never so bad that it distracts from the whole experience and I don't thing the game would have the same impact if it had just been text only.

There is some music during the match 3 fights, but it's just a basic loop that's pretty bass heavy.  It does a good job of adding some sinister energy to the "combat" but it's not memorable at all.  Outside of this, I don't even remember if there's any music anywhere else in the game.  I think it's just mostly sound effects and voice over work.

Conclusion:

Like I said, there are some really lazy design choices in this game.  The match 3 puzzle fights and the blatant Sin City ripoff are a bit off putting.  But, the artwork and storylines help save this game from being a completely forgettable and cheap experience.  I personally think the game would work better as a graphic novel, but that might be a little too on the nose and would certainly evoke a response from Frank Miller's legal team.  As it stands, I guess I consider Metropolis: Lux Obscura as a visual novel with a healthy dose of puzzle gaming thrown in.  Personally, I wish there was even more story and that the game was 2 or 3 times longer.  I wanted to spend more time with the characters and really get to know them better.  You can knock out all of the game's endings and all of its trophies in just a few hours.  So, if you like Sin City, don't mind puzzle gaming, are an adult, and have an evening to kill, you should try this one.  It's better than you would think.

Final Status: Completed (100%)

Final Score: 7/10 (The artwork and stories saved the day)


Friday, May 13, 2022

Dungreed (PS4) Review

 

Dungreed (PS4) Review

Release Date: 14 February 2018

Date Played: 13 May 2022


Dungreed is a cute, fun, addictive, but faily flawed rogue-lite dungeon crawler.  It certainly came out during the rogue-lite craze that was taking over the indie game scene in the late 2010s and is still going strong.  It draws heavily from the games that influenced it and seems to mainly take its queues from other rogue-lite darlings, Rogue Legacy and Enter the Gungeon.  While it isn't as well designed, expansive, and well... good as either of those, it's still a nice game that can get it's hooks into you for at least a dozen hours or more before you're able to wriggle free.



You play as an unnamed adventurer who visits a town that's been swallowed by the gaping maw of the anthropomorphized dungeon gate. As you explore deeper and deeper into the dungeon, you'll rescue the town's inhabitants and build new homes for them as you rebuild the world above.  Of course, your goal is to venture further and further into the dungeon to stop whatever great evil is hidden there. It's a basic story without much lore going on.  It really only serves as a vehicle to get you into the gameplay, and that's totally fine with me.  If you're one of those gamers that likes to delve into subtle clues and hints about the game's world, you're not going to find much of that here.   

The gameplay loop is the same as most rogue-lites and consists of two parts.  There's the main gameplay element of exploring randomized dungeons that are full of randomized weapons and upgrades.  You're supposed to "build" your run around the strengths of the items dealt to you in order to string something together to conquer the dungeon.  You'll collect gold, unlock new items, rescue town members, and defeat bosses as you work your way deeper and deeper.  When you die, you lose all of the items you've collected on the current run and are only able to carry back a fraction of your gold before attempting the dungeon again.



The second half of the gameplay loop is the "meta" game that occurs in the overworld between your attempts in the dungeon.  As you progress you'll earn experience that will help you level up your character and make him a little stronger for the next run (up to level 30).  Depending on which skills you decide to improve as you level up, you'll gain new abilities like a double jump, and damage bonus, and extra dash, etc..  Since you have a maximum level, it won't take long until you realize that you can't put skill points into everything and you'll have to pick and choose how to best build your character for your playstyle.  Luckily, you can rearrange your skill points at will with no penalty.  In addition to this, you can unlock new costumes (which are actually new characters) that have different strengths and weaknesses to take into account.  Finally, the town members you've rescued can provide you with randomized gear to help you get started on your next run. This is supposed to give you a sense of progression in the game in those moments where you fail miserably in your dungeon crawling attempts.  Unfortunately, the "meta" game isn't very expansive and you'll soon exhaust that sense of progression and will be stuck trying the dungeon over and over again without any changes or improvements to aid you.

The gameplay itself is just a sidescrolling hack and slash platformer almost exactly like Rogue Legacy.  You run around, and avoid enemies and their projectiles while killing them for their loot as you explore the dungeon.  Each room serves as a battle arena that has to be cleared before you can move onto the next room.  There are a couple of tweaks to the formula to help Dungreed stand out from Rogue Legacy.  The first is that you have access to guns in addition to melee weapons.  This is where the game draws its inspiration from Enter the Gungeon.  Often times, these guns are very powerful as they let you keep your distance from the hordes of monsters.  To balance this, they have to be reloaded when they run out of ammunition thus leaving you vulnerable to enemy attack.  Luckily, unlike Enter the Gungeon, you have unlimited ammo for your guns and don't have to worry about running out of it.  The second tweak that sets the game apart is the hunger system.  Near the entrance of each floor of the dungeon is an tavern keeper who sells a randomized assortment of food.  This food is used to strengthen your character and make them more powerful during each run.  The food also comes with a fullness level that will fill your character's hunger meter.  As you continue to find and clear new rooms of the dungeon, your hunger meter will deplete and allow you to purchase more food.  Thus, it behooves you to find the tavern keeper as soon as possible on each floor and then to fully clear all of the rooms of the dungeon to build up more hunger so you can eat all of the food you possibly can.  If you're able to manage your hunger meter well, you'll soon find yourself absolutely wrecking all of the enemies you come in contact with.  This is by far the most interesting mechanic of the game, and I wish they had expanded on it more because there is some real potential there.

You'll also run into shop keepers, treasure chests, challenges, and other various non-combat rooms as you work your way downward.  Hopefully, you'll find some equipment to help synergize with your current build.  You have two weapon slops and 4 accessories you can equip to make a loadout and you'll often be tinkering around with the items you've collected while trying to make your character as strong as you can.  After you've explored sufficiently, you'll find the entrance to the boss fight for that floor.  There is only one boss per floor and they are always exactly the same.  So, once you learn their patterns, they become more of annoyance rather than a challenge.  When you take them down, you'll be rewarded with a boat load of gold, a healing item, and your choice of 1 of 3 items (or upgrades) to help you along your way.  With enough min/maxing, skill, lucky upgrades, and awesome items, you should be able to build a run that will take you all the way to the end.

The graphics of the game are very cute and have a nice pixel-art aesthetic to them.  Once again, it's very heavily influenced by Rogue-Legacy and at first glance, it might be difficult to tell the games apart. Still, everything is nice and colorful and all of the areas feel very different from each other.  It really breaks up the flow of the game, which is desperately needed in a repetitive game like this where you're doing the same areas over, and over, and over.  The music on the first floor is an absolute banger and can hang in there with some of the best video game songs of the last decade or so.  Unfortunately, after this the music isn't quite as memorable or catchy.  It serves its purpose well enough, but it stands out in stark contrast to that awesome first track.  You'll be humming along to it while you play... the other songs, not so much.


On the technical side, the game plays fine.  However, as of the current date, the game's trophies are bugged and almost none of them unlock if you're playing the physical copy of the game.  Even after putting in a dozen hours I hadn't unlocked a single trophy in the game (some of which are just for killing the first boss in the game, etc.).  The only two trophies I was able to get to unlock were the one for eating 13 pieces of food in a single run and the one for finishing the game for the first time.  It looks like a lot of other people are having the same issues getting the trophies to unlock.  I messaged the publisher, Nicalis, and didn't receive a response. Oh well...   If you're a trophy hunter or completionist, you'll have to stay away from this one.

Conclusion:

Dungreed is fun, but just doesn't have the staying power as many of the best rogue-lites out there.  The overworld "meta" game hits a road block with only 9 town members to save and a cap at level 30.  It makes the vast majority of your runs feel like a waste of time.  There's not really anything to spend your gold on outside of buying food from the tavern keeper, so bringing it back to town when you die is pointless.  Not only that, the items the people in the town give you to help are usually garbage items that you don't even want to bother using.  Also, the vast majority of the items you pick up on your run don't do anything to help.  Most of the items are different weapons, and once you have the one that you've decided to use for your run, picking up another weapon that you're not going to use feels like another waste of time.  There's nothing like finding a legendary weapon that you built your run around, and then the next 25 chests you open are all common weapons that you'll never use.  Also, being limited to 4 accessory slots really inhibits how much fun you'll have in the game.  It prevents the ultra-zany builds you get in a lot of rogue-lites where you're so overpowered that the game becomes more of a spectacle than a challenge.  I think this is one of the best parts of any of the games in the genre and Dungreed really shoots itself in the foot by curtailing your ability to go out of control. It gives players an endorphin rush knowing that there's the possibility that they'll find some crazy combination of items that will allow them to get past the hurdle that they've stumbled over again and again.  In Dungreed, you never really feel that way.  There are extremely powerful items, but the same ones show up over and over while others never appear.  The game needs a bit more randomness and items that work together rather than replace each other.

In the end, Dungreed is just an average game.  It is more fun at first when you're leveling up, unlocking new items, and saving townfolk.  But, after a few hours of that, you've unlocked everything.  If you don't finish the entire dungeon, you've just wasted an hour of your life because your previous dungeon run was meaningless.  With only a few characters, a smallish weapon and item selection, and limited accessory slots, most runs start to feel the same.  This is not something you want to happen on a game that's meant to be played over and over in an endless manner.  If you've played some of the rogue-lite greats (Binding of Isaac, Rogue Legacy, Enter the Gungeon, Hades, Slay the Spire, and Faster than Light, etc.) give this one a shot.  You might be able to kill a couple of dozen hours with it.  If you haven't played one of the aforementioned games, play one of those instead.

Final Status: Beaten

Final Score: 7/10