First Impression: The Legend of Zelda – Echoes of Wisdom (Switch) ~ Renewing the Echo

Wikipedia Nintendo Microsite

After the release of Tears of the Kingdom, I was afraid that we would never see a new game in the style of the 2D Zelda game. Yet, I have been proven wrong when this game was announced. To be very honest, I didn’t have very high hopes for this game. Especially since this game was announced this summer and released in late September. I felt that this game going to be a game to fill a gap while the developers are working on a much larger game. Now, the game is released, and I have played through a fair chunk of it. So, what is my opinion on this game? Well, that’s what I’m going to tell you in this first impressions article, while I all invite you to leave a comment of your thoughts and/or opinions in the comment section down below.

Renewing the Echoes

After a short introduction where you play as Link, the main story of this game is introduced. There are all consuming interdimensional rifts appearing all over Hyrule, and it’s eating various people in the kingdom.

Link gets eaten by one of those rifts while freeing Zelda and when Zelda tells her father, the king, about these rifts… A new rift appears and replaces the king with an evil clone of himself. Zelda gets thrown in the dungeon and there she meets a fairy named Tri. This fairy gives Zelda a special staff where she can summon objects into the world using echoes. With those echoes, she escapes the dungeon and sets out on an adventure to save Hyrule from doom before the land is fully consumed by the rifts.

Something I always love about the Zelda games is that there is a different core mechanic at the base of the game. In this game, we get two things. We got the rifts to another dark world, but we also got the magical staff, which we can use to summon various echoes into the world. These echoes mean you can tackle this game in various different ways. But I’ll talk more about that later in this article.

In terms of story, this game is hitting all the same beats as your typical Legend of Zelda game. It might be disappointing, to some, that in this game there is no voice acting anymore apart from the grunts and various emotional noises. Personally, I think it adds to the charm of this game. That’s because the characters in this game are way more expressive. While the story isn’t going to leave you at the edge of your seat of “what’s going to happen next”, it’s still well quite enjoyable, and the more expressive characters add quite a lot to the charm and atmosphere of the game.

Something I really like is how in this game, you are free to explore the world at your own peace. This game isn’t limiting you to go in a certain order. While this game isn’t fully open world like Breath of the Wild or Tears of the Kingdom, it’s somewhere in between. You can tackle parts in a different order. Like the first two major dungeons can be done out of order. Each area is its self-contained puzzle, and everything you need can be found in that general area.

In my introduction of this article, I said that I was afraid that was afraid that this game would be a short one where you were able to beat it in a few hours. That it was going to be a game that’s supposed to hold players over for the “next big 3D Zelda title”. To my surprise, this game is rather lengthy for a 2,5D Zelda game. It clocks in at 25 hours of casual playtime, which is, to my knowledge, one of the longest 2,5D Zelda games.

Climbing with beds

Something I find myself doing quite a lot while playing this game was climbing the area with beds. I summoned various beds stacked on top of each other to climb a wall. Since, I wanted to know if the developers hid a secret on that cliff face.

The exploration of this version of Hyrule is a blast to do. While you visit a lot of familiar places and meet your usual suspects like the Zora and the Gerudo, it’s a treat seeing them again. The only thing I missed a bit is showing the impact of the rifts. Something that this game only tells through dialogue was how things got impacted by the rifts. I wish it was shown a bit more visually. Like different animations of the characters before and after. But maybe, Tears of the Kingdom set the bar a bit too high for those expectations where each major area had a certain curse.

In terms of gameplay, this game really leans into the echoes mechanic. It also remembers that Zelda is a princess and didn’t really have combat training. So, you have to use summoned enemies to your advantage to let them fight for you. Now, you do have a sword, but you can only use it when your power meter has charge. I always reserved that for the dungeon bosses or when the situation got pretty dicey. Since recharging that meter is either done with potions or by defeating monsters from the rift world. These enemies aren’t exactly common in the overworld, and the energy bar drains fast.

In general, this game hits the same general gameplay beats as all other Zelda games. You go from dungeon to dungeon, learning a new technique or skill, defeating the boos and moving forward to another dungeon. There are also side quests in this game, that give you a nice reward. In this game, you also have a nice system to keep track of these side quests, like in Tears of the Kingdom. Something they also brought over from that game is the cooking system to a degree.

That’s something I personally feel mixed about. Maybe it’s me, but I feel the ingredients are quite rare to come by and there is no real way to farm certain ingredients like in Breath of the Wild. I have to admit that it adds a certain charm to this game, but I feel it’s a bit under implemented here. Like when you first meet the potion creators Deku shrubs, they talk about recipes… And I had a hard time finding any.

Like in Tears of the Kingdom, you can also eat most of the ingredients without cooking them. While I personally dislike the fact you have to do two clicks to consume an item, I do understand why they did it. To avoid you consuming them too much. Yet, this is a change from the two previous games and I honestly really feel it’s a set backwards. A fine solution would be to give the player an option to switch between both systems.

Grezzo playset

This game was co-developed by Grezzo. Their previous original Zelda game was Tri Force Heroes. But, this game looks very similar in graphical style to the remake of Link’s Awakening on the Nintendo Switch from late 2019.

This game looks like a plastic toy set and it looks amazing. While I was playing this game, I felt amazed at how expressive they were able to make everything without breaking the illusion that this is a toy set brought to live by our imagination. I don’t have a lot of complaints about the visuals and animations. And most of my complaints aren’t that big of a deal in the grand scheme of things.

Just like, I don’t have any complaints about the music and sound design of this game. If you take the music and sound design in a vacuum, you would say that it sounds just like very other Zelda game. It sounds like a remix of the familiar melodies we all know and love from the Zelda games. But, this isn’t a problem, since it sells the illusion that you are a child playing with a sort of Playmobil toy set of Hyrule and trying to recreate the sound effects and music of the game.

In terms of controls, this game plays like a dream. I rarely had problems with the controls and something I really like is the fact that with one press of a stick, you can see a view from on top when you feel the camera is blocking something. Now, there is one thing that I do have some things to criticize about. And that’s about the jumping.

It’s pretty difficult sometimes to judge how high Zelda can jump. I had moments in combat where I wasn’t aware I could jump on a higher ledge until I saw an enemy jumping backwards on that ledge. I also got tripped up several times with how far Zelda can jump. Her jump is shorter than I think, and the amount of times I jumped into a pit misjudging the jump is quite a lot. Something that would have helped is something a small landing shadow when Zelda was coming down. Then again, that must have been a nightmare to implement… So, maybe I should keep her shorter jump just better in mind.

Now, something else. Something I really like is how this game has two difficulty modes. I’m playing through this game on the normal difficulty setting and I have to say, I’m happy that I did. This game can lure you into a false sense of security. I wouldn’t say that this game is hard, but it isn’t a cakewalk either. You really need to keep your wits about you and think fast sometimes.

Being aware of what’s around you is also quite important since this game loves to hide things in little side area’s and using the map system is a must. I love how you can put pins and such on the map. Yet, I have to admit that I still keep notes in my phone like: “treasure in Gerudo dungeon, need to check later”.

The more I play through this game, the more I realize that the critiques I can make about this game are more on the minor side. Like how it feels like a waste of time when you are scrolling through a long list of echoes when you just want to find one. An easy solution would be to give the player an ability to favorite certain echoes. But then again, the sort function in the quick menu has “most used”, “recently learned” … So, it’s kinda that.

Now, you have two save slots in this game. So, you can play through this game and let a friend or a sibling play through a different slot. Now, this game also autosaves for you frequently, in case you forget to save. The game also keeps like several autosaves in case you want to return to an earlier point.

Something I really like is how this game also has a quick travel system. The system works similarly like an owl statue in Majora’s Mask or a water vane in Link Between Worlds. It makes it easy when you feel stumped by a puzzle and want to return later. The fast travel locations are very fairly placed all over the land.

While I went quite critical in this game, the more I played it, the more it won me over. This game is a new 2,5D Zelda adventure game I hope we were going to see again. The last new, non remake 2,5D Zelda game was released almost 11 years ago. And, I’m so happy to see a return to this style. I’d love to see a this style also making an appearance very so often since it’s clear there are still various unique ways to explore Hyrule and tell a story about the Hyrule legend without going fully 3D.

Apart from a few small complaints you read in this article, I honestly don’t have any major complaints about this game. This is a game I’m going to finish for sure, since I’m enjoying my time with this title quite a lot. If you are into the series, I highly recommend this title to you. If you enjoy exploration and playing with unique mechanics, I also think this game is for you. This game is totally worth it’s price tag and it pleasantly surprised me.

And with that said, I have said everything I wanted to say about this game for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then, have a great rest of your day and take care.

Preview: Cave Hikers (PC) ~ Point and Drag

TrailerSteam store page

Today, I want to talk about a new game that’s going to come out later this year. It’s called Cave Hikers. It’s being developed by Porcupine Parkour. This small Croatian based studio reached out to me to review their demo in July. I would have written an article about it before, but I have been suffering from a writing burnout. Thankfully, I’m slowly getting back in the groove. And I’m going to make it up to the developers by publishing an article on their game today. Let’s take a look at the demo together, shall we? And I have a small surprise in store later.

Demo review

In this demo, you get an introduction to the gameplay. If you ever played a game like My Brother Rabbit, you will feel right at home in this game. This is a point and click game where you go from screen to screen. Each screen has a small puzzle or hidden object moment for you to take part in.

This game feels like playing through a children book. The voice of the narrator sounds like a (grand)father telling a story to their children. It’s extremely charming, and the story book art style really helps to sell this story.

Overall, there is no real tutorial in this game. Yet, the gameplay is quite simple. You learn quite quickly that this game is controlled with only the mouse. The menu system exists out of icons that make the game a lot easier to localize.

The demo is rather short but gives a very good impression of the full game. This game looks like it’s something I’m going to play. It’s a charming point-and-click game with hidden objects that feels nostalgic. Since the demo is so short, I don’t have a lot to talk about in terms of feedback.

The art style, voice acting, animation is all pretty well done. I only have a few minor complaints. The first complaint is that clicking to unmute the music or sound effects can’t be done right away. It doesn’t always register right away. And the second complaint is the in some rare spots, like with the red crystal at the end of the demo, the hitbox of placing it in the crusher is too tiny.

So, the game describes itself as:

Cave Hikers is a relaxing and humorous 2D interactive cartoon mockumentary that follows three characters through a cavernous world, on a quest to find the mystical “cave with an infinite ceiling”.

And I think it fits the game pretty well. Like I have been saying, the humor and charm of this game is there, and it’s pretty clear that maybe from some very minor things, this game is going to be an extremely charming game.

Now, how interesting would it be if I asked some questions to the developers of this game? Well, I had a few interesting questions in mind, so I went and asked them. Here are their replies.

Interview with the developers

– What games inspired you take to make this one?

It was mostly HOPA style games, which are usually made by much larger companies with inexpensive artists and a pseudo-realistic and kitsch-y style. So we went more in line with our own kind of art style, with some inspiration from Amanita games.

– What’s your process in creating puzzles?

It’s a strange process. As we started making the game in our free time for fun between odd jobs and more “serious” projects, we made a number of locations, creatures and simple mechanics. First we take a look at what already exists on the screen, then we intertwine the narrative with some clicking and potential puzzle elements. Then we play around with it until we are happy with the amount of “work” the player needs to do before accomplishing the goal.

Sometimes it includes a bit of moon logic. First, we make it clearer through conversation clouds and drawings. Then, whatever is unclear or hard to find for testers, we explain further through the Narrator.

– What are the funniest bugs or whoopies that happened during development?

For a while, we had a splash screen that looked exactly like the main menu, which created a lot of confusion! That was because the engine was upgraded, and also we started working with a much better programmer, we consolidated it into a coherent menu.

As for actually funny bugs, at one point we had Valeriano’s secret twin showing up at the cutscene. It took a while to realize we accidentally put two Valerianos of which one was outside the camera view.

– What engine did you use and why?

It’s Construct 3. At first, we made this project for fun and the Animator wasn’t exactly a programmer, so he used a really simple engine. (Un)fortunately, the project got out of hand and got some funding. Now we have a real programmer, but he had to learn Construct with all its limitations, but it’s also a really simple engine so we can still make a lot of the game without much hassle.

– What are some things you learned during developing this game?

Something that we re-learned time and time again… a game is easier to build if you have the whole team and a proper plan. Because otherwise you leave a lot of work and frustration for “future you”. We also learned that Construct can be a lot stronger than we initially thought… but also that it can be really stubborn in some areas.

– How many people worked on this game?

It first started with Sven the illustrator and Zvonimir the animator. At first, we were building a completely wordless game. But some testers were a bit confused at what the characters are really doing. So we hired Tom Bennet as the narrator and also Lea Konjetić to compose original music for the game. In the last six months, Fabjan the programmer also joined the team and superpowered our development process. All in all, five people, excluding all the translators.

Final thoughts

I’m very happy that games like these are getting more attention. Hidden object games have a strange reputation of being “too casual” or “boring”. Yet, I dare to argue there is something to love in these games. Especially when a game is created with this much passion and love.

I want to apologize to the developers again for taking such a long time in creating and article about the demo. But, I’m happy I did today. Since, if you have any interest in playing this game after reading this article, go and play the demo. Or share this article with somebody you think will enjoy playing this game. The demo takes roughly 15 minutes to finish.

I wish the developers a lot of luck and success with their game and when it’s fully released, I’m going to play this game and most likely review it on my blog. And with that said, I have said everything I wanted to say about this game for now. Thank you so much for reading this article, and I hope you enjoyed reading it as much as I enjoyed making it. I hope to welcome you in another article, but until then, have a great rest of your day and take care.

Indiana Jones and the Infernal Machine now supports custom levels

Everybody has several games that mean quite a lot to them. For me, one of these games is Indiana Jones and the Infernal Machine. I not only grew up with this game, but I also have a lot of memories of this game. Outside of that, I also met some amazing friends through the community behind this game. I even did several speedruns of this game, and I’m an active member of the community. Now, color me surprised that 25 years after the release of this game, we got new fan-made content for this game. Not just fan made content in the style of fan patches to solve bugs with the game, a whole new level and promises of a level editor to create even more new custom content. This blew me off my socks and in today’s article I want to talk about it. So strap in and let’s get ready to play new content for one of the best Indiana Jones games ever made.

The new level – SED

There is a speedrunning discord server for this game. Well, it was a speedrunning discord server but for a few years now, this server has grown into a server of people who appreciate this game. If you want to join this discord, here is an invite link. When the server started to grow, several modders joined our server. One of these modders is going under the name of Urgon (currently) and what we didn’t know is that he was decompiling the whole game. Not only that, he was creating a level editor based upon an existing level editor.

This existing level editor is for Star Wars Jedi Knight & Mysteries of the Sith. Those games used an engine that formed the basis for the Jones3D engine. While he was developing that editor, he tested his skills by creating a new level. So, basically, parts of this new level are tests of the new level editor and what you can do with it.

Now, information about this new level and the download link can be found at this GitHub repository. If you want to download the actual level, you have to go to this page and click the green button named “Code”. In that dropdown, you can choose “download zip”. You’ll need that later if you want to install/play this custom level. Now, if you read the pre-mod or the installation instructions for this level, you might feel overwhelmed if you aren’t very technically inclined. That’s why two community members wrote two special tools to aid you in preparing your game.

You might ask yourself, like Klamath did in at the end of our stream of this custom level, why are there two tools for basically the same? Well, let me tell you the history about it. When I wanted to play the custom level, I had a bit of trouble myself while figuring out the tutorial. I also found that the required steps were quite a lot to do. So, I decided to start writing a PowerShell script that did all the steps. I announced that in the Indy3D discord that I was writing this. When I almost completed my tool, the_Kovic dropped his version of the tool.

Personally, I didn’t want to throw my work out the window and continued finishing my GUI version. When I finished, I didn’t convert my tool to an EXE and left it just as a script file you could run using a command line or a code editor. The next day, Kovic released a GUI version of his tool and I gave some feedback on his tool. In the days after that, I created an EXE version of my tool and we both kept adding features in our tool. He wrote his tool in C#, which is a bit friendlier to create an EXE. If I didn’t release my first version as a script only and converted it to an EXE, I think it might have been less overwhelming for people.

That said, Kovic thanked me for creating my tool since like he said on our stream: “It put my butt into gear to create a tool and write a GUI, which I normally don’t write“. On top of that, our tools aren’t meant to compete with each other. I can’t write C# and Kovic can’t write PowerShell. And it would be a shame to just delete work because somebody else was quicker or made their tool more user-friendly first. The result now is that we both have two very strong tools with a very similar, maybe even completely the same, feature set.

Outside a different choice of coding language, the biggest differences between both our tools are under the hood. In Kovic’s tool, you get more files than in my tool when you download the tool. And that’s because to prepare your game for custom levels, you need to extract several files in the resource folder. The tool used for extraction has a bug where instead of extracting the folders of the archive into the resource folder, it extracts them into separate folders, like if you would extract a zip file. Kovic packs a modified version of this extraction tool so that part of the process goes a bit faster. In my version, the tool just downloads the latest official versions of the tool and prepare the game that way.

In the end, both our tools give you the same end result. They prepare your game to install custom levels and play them. If you want to try out the_kovic’s tool, you can find the latest version on this releases page. If you want to try our my tool, you can find it on this releases page. Feedback to our tools is always welcome! If you find an issue or if you have an idea, feel free to hit us up, and we will look into it.

Earlier I talked about a stream of the level we did. Klamath, the_Kovic and me did a live stream where we played through this level. Now, I have to emphasize that release of this level is an impressive technical achievement. Creating a level for a 3D game isn’t easy and requires a lot of work. It’s even more impressive when you know that not everything is documented about the engine, and you have to decompile a lot of it. In the next part of this article, I’m going to talk about the level itself and critique it.

If you don’t want spoilers, I’d advise you to skip that section for now and come back later. Now, I want to say that I start reviewing the level in a moment, but this feedback is mostly meant for people who want to make new custom content. What did this new level do right and wrong if you look at it as a player who doesn’t know the technical background of this level? This isn’t meant to break down the amazing work the modders did to make this work.

Reviewing the new level

Editorial note: this review will spoil quite a lot. If you don’t want to get spoiled, you have to skip this section of the article. This isn’t a walkthrough of the level either. Some sections are skipped, I’m only going to talk about the sections I want to talk about.

The new level takes place 25 years after the ending of the original game. Indy returns to his Canyonlands dig site. You are set loose at the tent where Sophia picked Indy up with a helicopter to start the Infernal Machine adventure.

In terms of new content, there isn’t a lot new to see. Some ladders are missing and some parts of the level are blocked off. Also, all treasures are missing that you would usually find in the level.

Before I continue, I want to mention that some parts of this level are made quite difficult on purpose. The developer wanted to give us the feeling we were young kids again, playing this game for the first time, and have us figure out the new puzzles by ourselves. Yet, finding a correct balance between difficulty and unfair is a very fine line to thread. Personally, I think that in some sections, the developer crossed the line into unfair level design.

When running on the top section, you notice that there are some new voice lines. These voice lines are made possible with a voice cloning AI tool that was trained on lines from Doug Lee, the original voice actor for this game. The new voice lines sound amazing, and if you didn’t know better, you’d think that Doug Lee came back to record the new lines. In most cases, these voice lines really fit Indy’s personality and fit right into the game.

We come to our first snag when we want to go to the new content. I can understand not seeing the shovel and being confused, since it’s hanging at the jeep on top. And you know what’s even more confusing, the other side of the jeep model has a shovel in its texture! Anyhow, when you pick up the shovel and dig up the Infernal Machine part, it’s clear that you need to break a wall. Here comes one of the worst parts of this level. The location of this cracked wall is insanely well hidden. It’s in one of the last places you’d look, and several of the first players ran around for hours upon hours in Canyonlands before it was found. And when it was found, it made us annoyed.

It’s a clear example of how players who are used to the level, overlooking the obvious. The wall you need to break has an actual cracked wall texture, but it’s behind something you can’t see through. I think it would have been fine if the location, where it is at, had a bigger ledge so you’d notice it somewhat instead of just having to go on a wild goose chase.

Now, we enter the new area. We come to a big open space where the next set of puzzles are. The first puzzle is actually a jumping puzzle. Now, I highly advise you to not play this level if you haven’t played through most of Indiana Jones and the Infernal Machine. Not that there are spoilers, but because some of the jumps in this level are straight up difficult and not what you really expect from this game. Kovic calls it “Kaizo Jones” for a good reason.

There are some small platforms and not having the look key working is going to be a pain in this section. Since, there are some moments where you need to be able to free look and not being able to see beneath or above you will make things a lot more tricky. After you finished these jumps, you might start to notice that the developer of this custom level added some details. Like, the rope bridges are gently moving in the wind. This is something that isn’t present in the original game. It’s a new “COG” script that makes that possible.

These cog scripts are a blessing for custom content. Since, this game isn’t hardcoded at all, so if you learn how to write these cog scripts, you can basically write new mechanics as well. It’s insane what possibilities there are going to be in the future for this game. I hope there is going to be good documentation so that custom level creaters know what’s possible and what’s impossible with the level editor.

While you are exploring this area, you notice that it’s huge. This also explains why it takes quite a while to load this level. Currently, modders are looking into why it’s running so slow. Since, we don’t really know if it’s the level size or something else slowing down the loading of this level.

So, after jumping around the central column, you’ll arive at the shed. Here you notice you can actually enter the shed from the top. Kovic explains it quite well during the stream. If you want to hear some technical explanations on how this level works, I’d advice you to watch our stream. Since there is a lot of interesting development talk in there. Later, Kovic and myself had a contest in trying to quote voice lines from the main game. We got close to 200. Kovic won that because I said a line he already said.

After you picked up everything from this shed and climbed outside, you experience another new mechanic of this game. It’s a mechanic that gets backported from Indiana Jones and the Emperor’s Tomb. The fact you can use your whip to go over a zipline.

After you returned and struggled with getting across the other bridge, you will encounter other parts of this level. Here you’ll encounter two voice lines that straight up lie to you. The first voice line is that you need more force, explosives to break a rock that’s blocking your way forwards. Here is the issue with that, you get an explosive barrel later. You need to find an extremely hidden swim tunnel in the water. It’s not the only hidden thing in the water, so investigate behind and underneath rocks quite well. Since, these puzzles in this water border in the unfair territory. What makes that explosive voice line even more evil is that there is a box of TNT in the shed earlier. But what’s the second voice line that lies to you?

Well, that is after you made your way past said boulder. You find a minecart and interacting with it, Indy says that it will run with gasoline. And there is still gasoline left in the shed. Sadly, you can’t pick it up anymore. Now, this is a red haring, you don’t need this minecart at all.

By now, you have learned that this level likes to break the rules of how the main game is designed. You’ll have to think outside of the box sometimes to beat this level. But, for some jumps, you need to use your knowledge of what’s possible and impossible to progress. This makes it quite tricky sometimes to progress. And this brings me to a conclusion we also said on stream. I think that the issue is that people expected a more tame level than what we actually got and that might turn some people off. But, I’m so glad that the quick save system exists in this game. So, abuse the quick save system and make multiple saves since you’ll need them if you aren’t a veteran player of this game.

Anyhow, let’s get back into the flow of the level. After we completed the lever puzzle, we go back towards to the huge open area and take the lift to a new location. What follows is a totally new area where it’s a good thing if you saved up on health packs and you have a great sense of direction.

So, the short minecart ridge comes to an end. It doesn’t take long before you find yourself into a watermaze. This watermaze is unfair in my honest opinion. Klamath had a tricky time solving it and he had to use almost every health pack to get through it. Without Kovic pointing out the right tunnel, I think it would have made the stream quite a bit longer. There was supposed to be a minecart section instead of this swimming maze, but the developer had a hard time making the minecart section to work and he gave up and made this swimming maze.

Now, I’m all fine with this swimming maze, but the map glitches out at certain parts. I have a mediocre sense of direction and I wanted to rely on the map. The map doesn’t always render the tunnels correctly. You sometimes swim off the map or “in nothingness”. Sadly, I have to draw my own map. I wish I still had it, since it would make for a nice screenshot here… But I threw it out but me and my clumsiness… I knocked over my waterbottle over it.

After the swimming maze, we get a new section of “Kaizo Jones”. Where we get some extremely tricky platforming. Here is where you need to use the look key again and be sure you are playing in 4:3. If you are playing in another resolution like 16:9 or 16:10, this will also be one of the moments where you don’t see all the information.

The block puzzle that follows, feels right out of Tomb Raider. The initial reviews of this game called out this game as a Tomb Raider clone. While, this game does the formula a whole lot differently. We even talked about that during the stream. In terms of theming, Infernal Machine is a lot better. Tomb Raider feels like obstacle courses. But that’s thanks to a different engine and control style. If you want to hear the whole discussion, you can watch the stream from this point. Excuse Kovic’s internet being spotty while he was replying.

After the block puzzle, a new path opens in the swim maze. Then, some platforming comes. Something I love is how there is even a troll hidden inside the platforming. It caught me off guard and made me smile. This platforming section was also love to do. It felt like a real test on how well I know the game. This platforming section feels a lot better put together and feel less cryptic on where you need to go next. You really start to notice that the developer was getting more used to the level editor and made better puzzles. The moment of having to use the whip to swing over the gap while the platform underneath you was breaking was amazing.

After that, we get into the finale of this level. We jump into a portal and we land in a playable area which is shown at the end of Shambala, the 4th level in the original game. That area that’s shown to you after you have beaten the Ice Guardian. The path that takes you to Palawan Lagoon. It was possible to explore that using cheats and modified saves, but now it’s in a level for real. Exploring the little house at the end brings us to something you totally don’t expect this custom level to do. You’ll find a parchment inside with a riddle and at the end you notice something in red saying: “MAT -> ZIP”.

There is some meta gaming now going on. You’ll need to make a hard save and exit your game. You’ll need to go to your resource folder & then open the MAT folder. In there you’ll need to rename “SED.MAT” to “SED.ZIP”. You’ll also need to enter the password for the zip, since you get a new cog script to continue the level, which you need to place in your cog folder. In there, there is another surprise. But, that’s something I’m not going to spoil. But, be sure that Kovic is playing with that surprise and maybe I’m going to dig into it. PS, the next paragraph is in white with the right spelling of the password:

The way the level ends is bittersweet. If you solve the final puzzle, something special happens and you can beat the level. You could argue that the ending of this level is “lazy” or “creative”… But, it’s an amazing way to wrap up the story in one level with a nice bow.

At the start of the custom level, I felt that it was quite rough around the edges and it had some moments that felt badly designed. In terms of game design that is. If you look at it visually and level flow wise, I personally think that this level would fit right into the original game as a final challenge. But, the further you go into the level, the more you start to notice that the developer of this level is getting used to the tools and the editor and more polished puzzles and area’s are coming through. You notice the journey of the developer and see it becoming better and better.

I want to give a big congrats to everybody who was involved in releasing this custom level. It’s a blast to play and I can’t wait to see more custom levels. The stream I did with this level was one of the best streams ever and it was also quite a lot of fun to write the tool to help people play this custom level. I’m curious what you think about this custom level and/or the content of this article. Feel free to drop something in the comment section down below.

And with that, I have said everything I wanted to say about this for now. I want to thank you so much for reading and I hope you enjoyed it as much as I enjoyed writing it. I hope to welcome you back in another article but until then, have a great rest of your day and take care.

First Impression: Trinity Trigger (Nintendo Switch – eShop) ~ Just A Bit More

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I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key staff on this game worked on amazing games like Chrono Cross and the Mana series. Now, is it any good and should you pick up this game, or is it a game that you should skip? Well, in this first impression I have after playing 1/4th of the game, I want to tell you my opinion so far. I’m also curious to hear your opinion on the game and/or the content of this article in the comment section down below. And with that said, let’s dive right into Trinity Trigger.

Just A Bit More

In this game, we take on the role of Cyan. Cyan is an average boy from a small village. He is also a treasure hunter that one day learns he is chosen by the God of Chaos as his Warrior of Chaos.

In the fantasy world of Trinitia, there are two main Gods. The God of Order and the God of Chaos. In ancient times, they used to wage war for control of the lands. Now, they chose a warrior each to represent them and fight the other warrior to the death for dominance. Cyan doesn’t know what that even means, but it might explain why he has amnesia, those weird dreams and that special glowing mark in his eye. In search for answers, he sets out on a journey, and that’s how this game starts.

When this game was originally teased, the main setup for this game was to create a game and story that was nostalgic to those who played old school JRPG’s. A lot of talent who worked on other big titles like Xenoblade, Pokémon and Bravely Default II were working on this game as well. I always find it dangerous to mention these things, since it might set the expectations of players way too high. What if this isn’t going to work out or when the story just doesn’t hit the mark?

You can never predict how the chemistry is between people, and it’s possible that they are unable to work together. But, it’s also possible they hit it off big and make something extremely unique and special. I remember how a game like World’s End Club could have been so much more with two amazing directors behind it, Kazutake Kodaka from Danganronpa fame and Kotaro Uchikoshi from the Zero Escape fame. Yet, that game was decent but could have been so much more if it had more depth and polish.

If I’m honest with myself, Trinity Trigger falls into the same boat then World’s End Club. Take the story, for example. When I started playing this game, an amazing world was being setup and I started to get interested and immersed in this new world. But, it didn’t take long before I noticed that this game hits all the familiar story beats you expect from a JRPG. But the biggest issue in this story is that it doesn’t do anything special during its journey. I have already visited a couple of towns and each time it’s the exact same basic premise that happens.

The best way I can describe the story is that it’s unoffensively bland. It does what it’s supposed to do, but nothing more. It’s a shame, since the amazing voice cast behind this game brought this game to live so much. I have nothing to critique there. The only thing that can be a bit annoying is hearing the same grunts over and over again while you are fighting in the dungeons, but that’s part of the course in JRPG’s.

Playing it safe

For some people, having a bland story in a JRPG’s is a dealbreaker. But, I can handle that if the main gameplay loop is enjoyable. In this game, you go from town to town and explore the town dungeon to become stronger and get new unique abilities.

The battles in this game aren’t turn based like in other JRPG’s. This is an action JRPG, after all, so you have to dodge and time your attacks well. You can even choose to ignore battles if you want to, apart from scripted fights or boss battles, that is. The combat system is decent and does the job. The only complaint I have is that your stamina drains a bit too fast, making your attacks quite weak against enemies. So, you have to use other mechanics like having better damage when you dodge roll an attack in time.

After each dungeon, you unlock a new weapon that has a slightly different playstyle. You can choose between which weapon you use on the fly with a weapon wheel. It works quite well, and it’s fun to figure out which enemies are weak against which weapons. Especially the bosses, since hitting them with the right weapon creates even more damage.

During your exploration, you can find hidden chests with items. Underneath the mini-map, you can find a counter with how many hidden treasures are still left in the area. I find it quite enjoyable to explore the whole map to find these hidden treasures. Some of the hidden passages are hidden away extremely well, and finding them was a blast.

Something I also really enjoy is that you can easily choose between which character you control. Some characters have unique skills and being able to quickly switch between them is amazing. Since, some enemies have a long range attack, and then it’s a blast being able to switch to a character that can use a bow to take them out more easily.

Enemies also drop various items that you can use to craft items in shops or at special stations. And crafting these items actually cost in game money. The amount you have to spend for crafting is a lot lower, but this is a mechanic I’m hesitant about. It would have been quite a lot of fun to be able to craft healing items during your exploration. Maybe these healing items were less effective than the potions you can buy in the shops. But then again, it might break the balance of the game and make you a bit overpowered.

You can only carry so many potions and to be very honest, I never really had problems with a boss battle or a dungeon when I was stocked up on potions. When you don’t do anything crazy and keep your stock high and manage your stat boosting items well, this game becomes quite easy. So easy in fact that boss battles become an endurance test and extremely repetitive.

Each boss battle has the same basic premise. You have to dodge their attacks and use the right weapon to break the shield of the boss. In most cases, this is the newly unlocked weapon. After you have broken the shield, you can damage the boss. If you have broken the shield 4 to 5 times, and kept hitting the boss, you have beaten the fight.

Now, the dungeons play like your typical The Legend of Zelda dungeon to a degree. There is one main theme and puzzle mechanic for you to solve. Once you reached the final room of the dungeon, you fight a final boss and progress in the game. When I think about it, the structure of this game resembles 2D Zelda games here and there. And maybe, the structure of a Zelda game would have fit the game better than an action JRPG. Since, I wouldn’t be surprised if players drop this game and call it repetitive. Since, it really is. I tried to play this game in longer sessions, but I started to feel bored after playing it for an hour or two. Yet, I kept enjoying myself with the game while playing it on my 30-minute train ride from and to work.

Middle of the Road

The more I play this game, the more I feel like this game could have been so much more. The basic foundation of this game is rock solid, and I barely have anything to critique there. Like the controls and the UI for example. The controls are extremely responsive and a blast to work with.

Now, the other characters are AI controlled. Overall, the AI does an okay job following you and aiding you in combat, but it can do some brain-dead actions as well. One of the dungeons where it frustrated me to no end was the ice dungeon, where your AI allies slid into the spikes every single time.

Visually, this game looks pretty decent. There is quite a lot of detail put into this world and the underused area exclusive mechanics are quite a lot of fun to play with. For example, I love how in the forest area the mushrooms can have different effects depending on the color. Especially the one that allows you to light up the area.

But then you have moments where some textures are bland and look like they are from an earlier generation, creating a mismatch. And on top of that, some battle animations can’t be canceled. And the final attack of the bow is just silly. Yet, if a certain attack is in progress, you can’t switch weapons. This is something that annoyed me quite a lot as well.

The soundtrack of this game is quite enjoyable. It fits the atmosphere of the game like a glove. Overall, this orchestral soundtrack is a joy to listen too. But, there are some tracks that are a bit too short and the rather repetitive melody isn’t it doing any favors. Thankfully, these tracks don’t appear to often so I don’t mind it too hard.

The sound effects are pretty good too. I’d recommend that you use the option menu to tweak the sound balancing to your liking, since the basic sound balancing is a bit off when it comes to the balance between sound effects and music. I had to lower the music a little bit so I could hear the important sound effects better during battles.

This game really feels like it’s walking the middle of the road here. My biggest complaint with this game is that it lacks depth in almost every aspect of the game. And it’s just that lack of depth that’s hurting this game. This game has a lot of great idea’s like how easy to read the UI is, but it barely does anything with the stat boosting items.

The game also has local co-op, but I don’t see a reason why to play this game in co-op. There aren’t enough elements to justify for me to have a friend over and play this game. It’s just too bland for that. It’s a shame, since if the combat system was more in depth, it would have been an amazing feature. Now, it’s just another ticked box of features this game has.

Just like how some of the monster design is amazing and sometimes even looks somewhat creepy. They also telegraph their attacks quite well, so you can easily dodge them. Dodging attacks in time is quite important, since you can do special attacks or even more damage. Now, you also have your typical enemies like your slimes and bees, but they look unique and fit their setting quite well.

To be honest, this game is the perfect entry game for young childern to get into roleplaying games. I think that if you have played other more expansive JRPG’s, you will notice the cracks this game has and feel mixed about the game like the whole reception is for this game.

This brings me to the price. To be honest, I wouldn’t pay the full price for this game. The asking price for this game is 40€. And if you want all the DLC, it’s even more. Around 50€. Now, I don’t recommend buying all the DLC apart from the one that comes with the Deluxe edition. The other DLC is just a one time booster pack you can buy to make the game even easier than it already is.

The asking price is too high for this game and it’s length. This game can be beaten in 15 hours and it doesn’t really have replay value. I personally feel that 25€ would have been a better price for the base game and Deluxe edition should have been 40€. If you are interested by this game, I’d buy it if it were on sale. While this game isn’t doing anything new or innovate, it still manages to be enjoyable.

I’m happy that I gave this game a chance. While I expected a lot more from it, I don’t think it’s a bad game. I can totally understand why people don’t like this game or drop it. Since, it’s a very basic middle of the road JRPG that could do something unique but doesn’t. Now, the Japanese publishers of this game FuRyu have developed a game that became the basis for another larger game (The Legend of Legacy feels like the basis for The Alliance Alive). Maybe this game is creating the basis for another larger and better game.

If that’s the case, I’d love to see more unique puzzles in the dungeons for a start. The dungeons were so easy to beat and didn’t provide too much challenge. Maybe some puzzles were only the unique dungeon weapon has to be used to progress or even exit the dungeon.

I’d also love to see more expansion on the armor and stat items. I felt they barely had any impact in this game and I often forgot you could change the stones in your equipement to increase the damage output in certain cases or decrease the taken damage in certain cases.

The biggest thing I’d love to see improved is more depth in the game. Develop the town more and make them more memorable, instead of just a stop to stock up on supplies to go to the next dungeon. The side quests were introduced too late into the game.

I could go on for a while giving examples of what they can expand or improve, but I want to avoid that you get the impression that this game is bad. This game is decent, but not great. That’s the best way to describe this game. I’d recommend it to younger players who want to give an action JRPG a try. If you are in love with the action JRPG games, I’d highly advice you to lower your expecations. I’d compare to that animated summer blockbuster movie that everybody forgets about in a few months. It didn’t do anything memorable but it a fun time while it lasted. It’s a great snack inbetween games for me and I’m curious to see what the developer does next. Since, the potential is there.

With that said, I have said everything I wanted to say about the game for now. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.

First Impression: Tiny Tina’s Wonderlands (PC – Steam) ~ Role playing With Guns

Official micrositeSteam pageWikipedia

Something that is on my bucket list for a while now, is playing a round of Dungeons and Dragons. Currently, I haven’t made the time to actually do it. But, when I saw that there was a shooter with a lot of dungeon and dragons elements, I got quite interested. I mean, I love unique shooters, so I gave it a shot. I didn’t know that this game was a spin-off of the Borderlands series, another series that is on my bucket list but… you guessed it, I haven’t played yet. But, is this game any good? I mean, I placed it on the 9th spot of best game I played in 2023, so you would think it’s good. But perhaps it’s a “me thing” and if I look with a critical eye, this game might be full of flaws. There is only one way to find that out, and that’s taking a good look at it, while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of the article in the comment section down below.

Role playing with guns

In this game, we play as a new character joining a group of D&D players who are about to wrap up a game. At the start of the game, you can customize your character. The amount of customization options you get are quite overwhelming. The amount of control you have in this game to fine tune your character is possibly a game in itself. Now, it’s a shame you don’t see your character yourself outside the pause menu or some cutscenes.

The pacing of this game fully depends on if you do any side quests or just want to explore the world. Overall, the writing of this game is charming. It doesn’t take itself too seriously, and you really feel that the main characters are a group of friends who welcome a new player into their world. During the game, the personalities of the characters really shine through in the world building and through the voice acting.

We get quite the diverse cast of voice actors lending their voice to this game. I have to say, they did an amazing job bringing this world to life. The personality and the emotions of the characters really shine through, giving this game even more of a Saturday morning cartoon vibe. While the story is predictable and silly sometimes, it’s written in such a way that you always want to know what’s going to happen next or how they are going to resolve the current crisis.

The silly puns of the enemies, the charming world, the over the top writing… It’s like I said earlier, this game’s story feels like you are watching a Saturday morning cartoon. There are also various different builds you make, so I think that the replay value of this game is going to be quite high. It wouldn’t surprise me that all the different builds play quite different from each other.

Now there is a whole multiplayer section to this game. Personally, I don’t play a lot of multiplayers. So, I’m not going to talk about it in this article. But, it sounds interesting. I wonder how they balanced this game, since overall this game feels a bit easy to me. Maybe I got quite used to keep moving and prioritizing enemies after playing games like Metal: HellSigner and Doom Eternal. But, if you balance your weapons and equipment to your playstyle, this game isn’t too much of a problem on normal difficulty.

On the fly polish

Visually, this game goes for the Borderlands style. This game uses a lot of shell shading and comic book style to present their world. It has quite realistic environments, but I do have some complaints.

The first complaint is that after fast traveling or traveling between zones, the game took quite some time to load in the high resolution textures. If I compare my computer specs to the recommended specs for this game, I shouldn’t have any problem. Thankfully, this is something that quickly fixes itself. After max 5 seconds in an area, the whole area loads.

The second complaint I have about the visuals is that in some houses, their front door is open. Yet, it’s a complete black hole with an invisible wall. You can’t even enter the houses. I can totally understand that modeling a lot of houses and balancing the loot and such inside of them is a lot of work, but this is just bad. It feels unfinished. You would think that there is only one of these houses like this, but oh no. There are several. Even some side quests have an NPC exit a house and, behind the front door, it goes completely black. Why?

But my biggest complaint is how quest markers aren’t visible enough on the mini map. In the screenshot I placed a bit higher, you can see that small blue marker above my ammo count in the right corner. Guess what, that’s a main quest marker. Now, you also notice that same marker on the mini map on the top right. But, if the area isn’t on your mini map, you don’t see it. You don’t get a hint in which direction you should go. So, we start playing a game where we have to open the pause menu to look at the map.

Overall, this game looks and runs amazingly fine. Just like the options to create your character, there are a lot of options you can tweak to your liking. There is even in a built-in benchmarking feature. I raised every setting to the highest it can go, and let me tell you, the game looks amazing. The vibrant colors and the smooth animations of this game are really great. Apart from the complaints I talked about above this paragraph, I don’t have anything really that I didn’t like about the visual presentation.

Now, let’s talk about the gameplay. In this game, you go from area to arena to finish battle arena’s. Honestly, I call it Doom in a Medieval fantasy setting. That’s one of the core gameplay loops in this game. Now, this loop has one negative, the risk of the game becoming repetitive. Let me tell you, this game can be quite repetitive. Outside the battles, there isn’t a lot to do in this game, and the fact that the enemies respawn in certain area’s for you to grind isn’t doing the game any favors.

Now, you also have the overworld sections of this game. This is nothing more than a fancy level select. Now, you do have these wild Pokémon encounters… Well, I call them Pokémon encounters because they spawn randomly, and you go into a small arena to battle for weapons amongst other things. The biggest difference is that you can’t really run from these battles and don’t really have a clear indication on how many enemies are left in the encounter. Apart from that, you have some minor environment puzzles where you have to go through a dungeon to get a key to open a gate, or a cheese chip. Yeah, a cheese chip.

Overwhelming

Now, there is a lot that this game does right. The amusing story, the amount of depth are just two examples. Visually, this game is also quite good.

Now, something I don’t really like is how many stats there are in this game. It didn’t take very long before my inventory was filled with various items like weapons and armor that I didn’t know what to do with. Also, the amount of ammo creates in the area is just too much. I rarely ran out of ammo. To a point that I that the ammo that the enemies dropped fill the floor.

You also have a helpful dragon that attacks enemies for you on the battlefield and saved my skin several times. You have a whole tree to upgrade your companion. And on top of that, you also have a melee attack you can preform. But, that melee attack is quite risky, since the animation takes quite some time… more than enough time for the enemies to gang up on you and do some serious damage.

The game feels a bit overwhelming sometimes. Especially for loot goblins like myself, who don’t throw any loot away and think that we can use them to craft or upgrade them for stronger ones. And this game is also hell for somebody who wants to open all chests in this game, since your inventory is anything but big enough to hold all that loot.

You’ll need to make decisions and adapt to the environment. Thankfully, we can run around the environment with responsive and easy to learn controls. I only have two complaints about the controls. The first one is that in certain menu’s like the blacksmith menu, the way to move left/right/up and down isn’t changed with the controls in the options’ menu. That menu uses WSAD to move, and I use an AZERTY keyboard here in Belgium… So, I have to set my fingers quite unnatural to move in that menu.

The other complaint I have about the controls is that you need to hold some keys to preform an action. In general, this isn’t a bad thing, since now we don’t have to deal with silly “are you sure” boxes. But, if your inventory is full, and you are fighting, and you are standing on top of some junk… the pickup key turns into an equip key. Sadly, the communication to the player that your inventory is full isn’t strong enough and I equipped weaker weapons and armor so many times. Just pay attention to that.

This brings me to the music and sound effects for this game. The sound effects in this game are overall very impactful. You really feel the impact of the guns you shoot and projectiles hitting you. I don’t have any complaints about that part, apart from sometimes not having a clear enough sound effect when you pick up health or when your inventory is full. I mostly had this problem in hectic battle situations. Thankfully, the visual effects sometimes helped to solve this.

The music in this game is amazing. I didn’t hesitate to buy the soundtrack of this game to add to my playlist. It’s very bombastic and orchestral. It’s loud and proud. Furthermore, it fits the game writing like a glove. I tried to play this game without music and the impact of some scenes really was lost. The battles also became a bit boring.

While, I’m currently midway into the main campaign and I haven’t touched any of the DLC’s yet… I’m quite enjoying myself with this game. This game isn’t perfect, it has some flaws. But, the positives far outweigh the negatives in my opinion. I actually had a hard time finishing this article because I kept playing this game while taking notes to finish this article. While I said that the gameplay loop might be somewhat repetitive earlier in this article, I still enjoy it. I also enjoy that you can get a second chance in a battle and revive yourself. The frequent saving in this game and the fact you can have multiple characters in this game is another cherry on this cake.

Personally, I recommend this game to everybody who enjoys playing shooter games and don’t mind having a bit of fantasy in their shooters. It’s an unique RPG where your main weapon isn’t a sword but it’s a gun. It’s a great game and if this is what the Borderlands series is about, I’m quite interested to give the whole series a chance. If I would give this game a score, I would give it a 70/100 for now. But, I haven’t finished the game, so I’ll leave my final score up for when I write a review of this game or fully finished it.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you for reading this article. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another one, but until then have a great rest of your day and take care.

First Impression: Metal: Hellsinger (PC – Steam) ~ Rhythmic Doom

SteamOfficial website

While I love music, I’m not that fond of rhythm games. Because, I can’t keep a rhythm for some reason. Especially in games, since my playing style is quite reflex based, and I act on instinct instead of on the beat of music. Anyway, I was scrolling through the games I got via my Humble Bundle subscription and I saw Metal: Hellsinger. I was like: “Oh, a new indie shooter game, let’s give it a try.”. I only noticed that it was a rhythm game after I installed it and booted it up. So, I was afraid that this game wasn’t going to be something for me. Yet, this game surprised me… And in this article I want to talk about it, while I invite you to give your thoughts and/or opinions on the content of this article and/or the game in the comment section down below.

Going to hell singing

In the world of this game, hell is a place where memories are lost. Demons don’t know who they were and why they are down there. Also, because souls are tortured in hell, something is taken away from you. For the main character in this game, the Unknown, that’s her voice. She is out to get it back and travels through hell to defeat the demons standing in her way to get her voice back.

The story in this game mostly takes a backseat for the actual gameplay loop of this game. I’ll talk more about the gameplay later. First, let me talk about the voice acting. The voice acting in this game is pretty good. Since the main character is mute, one of our weapons is our guide and tells what’s going on. The skull named Paz is voiced by no one less than Troy Baker. His performance here is excellent, and it’s a joy to listen to. The other voiced character is the main antagonist of the game, the Red Judge. She is voiced by Jennifer Hale. I have to tell you, the voice acting in this game is well done.

In terms of the story, I’m not going to critique it too much. Because the game is rather short, and I don’t want to spoil anything. Not that this story is going to move you to the edge of your seat, but still. Howlongtobeat puts this game at a runtime of 4 1/2 hours, and I have to say that’s a very low estimate. If you are good at rhythm games, I can totally see this game taking you give or take 5 hours, but if you aren’t the best in rhythm games, I think that 7 to 8 hours is more reasonable.

Now, something I really like in this game is that the cutscenes are mainly lightly animated comic book panels. This makes the art in the cutscenes of this game highly detailed and give it an amazing atmosphere. A few cutscenes are in-game and they look fine. Let me just say that if I had to be real nitpicky that some textures in action moments were a bit rough and stood out from the amazing looking visuals in this game. Thankfully, it’s something that will be noticed if you review games for a hobby or a job, but I’m certain it will be less noticeable if you are just enjoying this game.

The story is mostly told at the start and at the end of each level. The pacing of this game is quite fast because of certain gameplay mechanics. But, more on that later. If it’s too fast for you, you have a codex where you can look up more lore or more information on the enemies and events in the game. These unlock automatically, and you don’t have to go looking for them… Looking at you, Doom

Rhythmic Doom

If I had to describe this game in a few sentences, I have to say this. Take the hectic shooting combat of Doom, combine it with the combo system of Devil May Cry, and mix it with the rhythm gameplay from Crypt of the Necromancer.

In this game, you go from arena to arena and fight a boss at the end. The arenas themselves are combat puzzles where you have to know how each enemy operates in order for you to prioritize the right enemies. Each arena is gets between 2 and 5 rounds of enemies spawned in. In total, you have 7 main enemy types for you to deal with. They get introduced one by one, and you get more than enough time to learn the behaviors of these enemies.

You also have special elite versions of some enemies, and let me tell you… They are the ones you will hate. They are not only stronger than their normal counterpart but also hit harder. I still hate the first elite enemy you encounter. The shield cambions can go and die in a fire. You need to get close to them and strafe around them to get through their shield, but they have a very nasty wide fireball attack that makes getting close to them quite difficult.

Just like in Doom, you can stagger an enemy. When you stagger an enemy, you can glory kill them. Instead of blinking blue, they blink orange in this game. If you press E at the right time, you will fly towards the enemy and glory kill it. If you don’t press E at the right time, the enemy will get up and continue attacking you. Glory killing is important since you can regain some health from it. This is especially handy when you used up all the healing crystals in the arena.

Now, you might have noticed at the top of the screenshots, you have a multiplier. This multiplier is exactly what you assume, it’s a damage multiplier. Like in Devil May Cry, if you keep fighting, that meter will go up. The higher it goes, the better. It’ll slowly go down, so you have to make a mad dash towards the next arena to fight again to keep it high. There are also sometimes power-ups in the arena’s that either double your current fury OR up it to the maximum right away, which is 16x.

Sadly, just killing enemies doesn’t increase the counter. If you look closely at the crosshair in the screenshots, you might start to understand how the rhythm mechanic in this game works. It’s sort of like DDR/Guitar Hero, where arrows come from one side, and you have to hit the right button when they are inside the arrows of the crosshair. The better your rhythm, the more damage you do and the more your fury meter increases.

But, that’s not the only advantage of keeping a rhythm. When you press “R” at the perfect time during the reload animation, you’ll be able to instantly reload your weapon. Now, unlike Doom, you don’t have limited ammo. So, no need to keep in mind which ammo you still have and which one not. You can only take two guns into a level, so choose wisely. Each weapon has their own special mechanics and usefulness and maybe if you die over and over again, you might want to try with another weapon.

Another important gameplay mechanic is the yellow bar you see in the screenshots. This yellow bar is a charge bar. The better you hold the rhythm, the more you charge that bar with that weapon. When it reaches max, you will be able to unleash the special ability of that weapon. For example, for your blade, it’s going ninja on your enemies with extremely fast sword swings. Another example are the dual pistols, where you spawn a temporary clone of yourself, they not only helps you fight but also increases your fury meter.

Now, interesting to know is that you can revive yourself 3 times on the easiest difficulty when trading in some score. This is an amazing feature in my opinion. This allows players with a bad sense of rhythm to play this game without getting too frustrated, but it’s also a punishment. Now, these points are nothing more than bragging rights for the global leaderboard, but it works quite effectively. I don’t know how different it is on the other difficulty modes, since I’m playing on the easy difficulty. There are four of them, with the 4th one being locked at first.

Metal rhythmic

I think that it’ll surprise nobody that for this game, we get a metal soundtrack. On the Wikipedia page for this game, you get an amazing list of all the tracks in this game.

Now, while I do enjoy metal music, I’m not that big a fan when the vocals are just screaming the lyrics into the mic. I just enjoy my music when I understand the lyrics right away without listing closely, and English not being my first language also plays a huge role in that. Thankfully, in this game, it isn’t that bad. There are a few tracks where it happens and most of them are understandable, like in Amaranthe tracks, for example.

The amount of different artists that helped to make this soundtrack by Two Feathers come true is just incredible. Some of these are real earworms, like the main theme and “Stygia ft. Alissa White-Gluz from Arch Enemy”. I think I’ll have to look up some of these bands later, since I really liked their work for this game. Each level has its own theme and the soundtrack fits this game as a glove. There are also two DLC’s for this game. One adds 9 additional songs and the other one adds two songs and some cosmetics.

Let me be honest, I feel that the second DLC with “essential songs” isn’t the best. There are some none metal songs in there and clash hard with the vibe. The other DLC that adds two additional songs and cosmetics is a lot better and a steal for the price. I’m really curious to see what they are going to do next, since when you look at the DLC list in the main menu, there is a third option saying “coming soon”.

The music and gameplay work together quite nicely to bring you a highly addictive arena shooter with a lot of rhythm game elements. Apart from that, the sound design of this game is also quite amazing. The guns and weapons feel amazing to use, and you really hear the impact they have. Now, sometimes the feedback of getting hit isn’t clear enough, but playing a bit with the options fixed that for me.

Speaking about the options, the amount of flexibility this game has is just insane. You can adjust quite a lot to your liking, and you can even totally disable the whole rhythm mechanic from the game. Now, I advise against doing that since the game is quite well-balanced on the easiest difficulty setting, and you can just recalibrate so the audio and video latency is to your playstyle.

Visually, this game looks amazing. While the colors used in the levels can be quite monotone, everything still stands out and everything is quite easy to read during hectic fights. Also, details like the marionete enemies having strings aren’t lost during the hectic gameplay. You can quickly see when you are low on ammo on a gun or when an enemy is hiding or walking behind a wall. You also quickly see exit when you finished the arena.

Each level also has it’s own unique visual presentation. From a snowy arena to an big church… Each level looks different and looks amazing. A lot of memorable set pieces. I loved the mine level where you always came back to a similar room and had a lot of different fights. Also, the visuals change whenever you are in a higher fury counter. A lot more fireworks are displayed with some more animations.

In terms of animations, these just add to the atmosphere. Attacks are quite well telegraphed and with the quite responsive controls, I rarely felt that taken damage wasn’t my fault. Also, the green glow healing crystals give off, makes them easy to read as well. Something I also love is that you can see the top of the Unknown’s wings when you double jump. There are a lot of details present in this game without the UI and the screen becoming cluttered with information. Oh, and in terms of the animations as well, the animation of the main character in the main menu, oh boy. The way she throws you the peace sign and flies off when you click on the exit button or when she looks at the skull when you look at the codex, just wow. The charm while staying true to the setting is amazing.

Something you need to be careful of is that there are no mid-level saves in this game. One time I had the bad luck that just before a bossfight, Windows Update decided to reboot my PC. When my computer rebooted and I restarted the game, I had to restart the level. Thankfully, the levels are rather short so it isn’t that bad. The game saves automatically when you beat a level so we don’t have to worry about that one.

Something else to keep in mind is that healing crystals can be destroyed with one simple shot. And yes, they despawn quite rapidly. So, stay aware while fighting since these healing crystals are really needed in this game.

I have been mostly praising this game, but are there any negatives I can say about this game? What is this game doing wrong? It’s not the extremely stable frame rate, since I haven’t seen any slowdowns while playing this game. Most of my complaints about this game are rather small in the grand scheme of things.

The first minor complaint I have is that actually preforming a glory kill is quite unforgiving. If you are even a little bit off, you get denied. Thankfully, you get that information quickly with a visual and sound cue. But, still the amount of times I was off by just a few milliseconds and got denied, is frustrating.

The second minor complaint I have is about the default controls. Your blade is the first weapon you have and let me tell you, with the font useed, you barely see the difference between É and E. So, it took me some time to realize I had to press 1 on my number row instead of E… Just show the number keys too on that small icon.

Apart from going for a higher score or finding the hidden coat of armor for more additional bonus goodies, there isn’t a high replay value. Also, the UI before you enter the level gives you the impression that you need the sigils … while you don’t need them at all.

Sigils are bonus challenges that can unlock additional perks but unlike Nightmare Reaper these are anything but essential to finish the game. I only finished my first Sigil after I had beaten one of the final three levels. Yet, they are a fun challenge to challenge your skills with the game with an unique twist. They are also timed as well.

The third minor complain I have is how semi-aggressive the DLC is promoted. “Unlock by buying the DLC”. But on the other hand, I totally understand that the company needs to make money and promote that the DLC exists.

My final minor complaint is that as soon as you have found your two weapons, you are set. Apart from when they are introduced, there is no reason to use them anymore. It’s a shame since all them have unique and nice gameplay styles. Do yourself a favor and change up your weapons sometimes.

Honestly, I’m having a hard time finding negavites with this game. Most of the negatives I can say about this game are rather minor and don’t detract from the amazing gameplay loop. While I can totally understand that this game can feel repetitive to some, I feel that the gameplay loop and unique arenas are addictive enough to stand up on their own two feet.

I’m surprised that a rhythm game is this much fun and provides challenge for every playstyle. Even when you can’t keep rhythm like myself, you can still enjoy this game. You can also disable the rhythm mechanics completely. You’ll be able to experience the whole game but not be able to submit your score to the leaderboards. But, like I said earlier, you’ll miss out on one of the fundemental mechanics that make this game so much fun to play.

I highly recommend this game to everybody who enjoys action/shooter games. Especially if you enjoyed games like Blood, Nightmare Reaper, Quake or Doom. Do be warned that this game is on the short side, but is in my opinion totally worth full price. The amount of polish and care that has been put into this game is fantastic. At first I was afraid that this game was going to frustrate me like all other rhythm games do, but this game is polished to a fine diamond that really makes me want to stay in rhythm since it feels so rewarding to finally beat my score.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another one but until then, have a great rest of your day and take care.

Review: Doom Eternal (PC) ~ Just A Little Bit More

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I still remember when I had beaten Doom 2016, I wanted to play the sequel. Yet, for some strange reason, my PC which was strong enough couldn’t run the game. Now, I was planning to build a new computer and recently I did. Now, I have a totally new computer, and I got Doom Eternal for free via my Humble Bundle subscription. Currently, I have beaten the main campaign, not yet the DLC. So, was it worth the wait for the new computer, or should I have played other games first? Well, in this article, I’ll talk about my honest first impression of the game and what I thought of it. I only focused my playthrough on the main campaign. So, no opinions on the DLC and the multiplayer. Also, feel free to leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article.

Just A Little Bit More

Doom Eternal is a game where the core mechanics of Doom 2016 are taken and expanded upon. Kind of like Tears of the Kingdom did for Breath of the Wild. The first piece of evidence of that move is the story.

In this game, we play as Doom guy. 14 years after the ending of Doom (2016). And of course, we get no explanation why it took Doom guy so long or what happened during that period. We do get some amazing voice acting from an outstanding cast. But the story this time around isn’t the best. While yes, we don’t play Doom for the story… But, this story has some problems.

There is a lot of technobabble in the game. Various things you can understand from context clues, and I mean the word context here in any way shape or form. Others are never explained at all. Of course, we have the scattered lore documents… But, that’s not the way how you pace a Doom story. We don’t play Doom to read notes, we play Doom to shoot demons and save Earth. If there was a bit more: “This is such and such, a member of that demon race that invaded Earth after that energy source was discovered…” or amongst those lines, it would feel a lot less mediocre.

Also, the unexplained 14-year gap between both games isn’t doing the story of this game any good. Quite often I felt I was playing the 3rd game in a story driven series. Where in the second game, a lot a thing happened and step up this 3rd story.

I think the balance between not explaining and explaining things is off here. Suddenly we are hunting for Hell Priests now, why are these important? How powerful are they? Why are we hunting them and… Hold up… Is this taking the gag of not caring about the details of the story to an extreme? Maybe so. Yet, this execution falls flat on its face in my opinion when it takes itself so seriously.

The expanded lore is there through the sometimes quite hidden notes you can pick up. So, if you want to make sense of the story and the events, you can read them. But, like I said… We don’t play a Doom game for reading, we play a Doom game to play a badass and challenge ourselves in tricky arena’s.

Nevertheless, I think the story is okay. I’d give it a just passing grade, out of 10. I just feel that it could have been fleshed out a bit more. Not only that, but I couldn’t help myself compare it to the opening of some of the previous Doom games, where things gradually build up, and we get to learn what everything is. Just like how this game introduces all the returning and new enemies to us.

Oh boy, the enemy roster is quite expanded in this game. And some of the new enemies are fascinating. For example, the Carcass. This enemy can put up energy walls that serve as shields. And they are used to protect their demon kind from an attack. Also, the new Whiplash snake enemies are creepy. They are snakes with whips that are quite annoying to hit when they are moving on the ground. There are other enemies like the Marauders. These just frustrated me to no end.

But I’m getting ahead of myself. At the start of this part of the article, I said that Doom Eternal is an expanded version of Doom 2016. So, if you have played Doom 2016, you will feel right at home in this game. This game is still the action packed and tense shooter where you feel that you are locked in with the demons, but the demons are locked in with you.

Hectic micromanagement

Most of the gameplay loop is still here from Doom 2016. But, like in Doom Eternal tradition, there is more. The first big change is that there is no pistol anymore with unlimited ammo. So, if you run out of ammo, you’ll have to rely on the chainsaw.

You’d think that, like in Doom 2016, you’d use glory kills to refill your ammo as your health. But, oh no. In this game, that’s only for health. If you want ammo, you’ll have to chainsaw attack the enemies. So, it’s a good idea to keep the weaker enemies around to chainsaw them if you are running low. New in this game is that you don’t have to refuel the chainsaw when you are out of fuel. One piece of fuel automatically recharges. You can pick up more fuel if you want or have to chainsaw the bigger enemies.

Now, Doom Eternal got a lot more tricky compared to Doom 2016. If you are quite used to the Doom 2016 combat loop… Well, you will be thrown for a surprise here. This game is even more of a balancing act than before. You have so many options to kill demons, it’s a joy to enter an arena and fight your way through it.

Overall, Doom Eternal is quite linear. You go from A to B and overall, the path is almost always clear on what to do. And if it isn’t clear, a quick glance at the map will help you to figure out where to go next. At first, I was afraid that this would mean that secret hunting would be quite easy, but oh boy was I wrong. When I finished my first level and saw that I didn’t even find half of the secrets, I was surprised.

I can’t wait to replay through some scenario’s and try things differently or look at what I might have missed. Since, sometimes the secrets are quite helpful in your quest. And other times, they are fun collectables to decorate your ship.

Personally, I think this game can be a bit overwhelming. There is so much you can do in this game, it’s hard to keep track of everything. There are so many different types of enemies with their own unique weak points. You also have to juggle your ammo pool and on top of that, you have secrets to find… It took me until over the halfway point before I understood a lot of the finer mechanics of this game.

At a certain moment, the game just started to click. Yes, there is a lot in this game, and don’t expect to be able to find everything at your first playthrough. Unless you are using a guide, that is. Overall, this game took me 14 hours to complete, and I felt I found quite a lot of the secrets. There are several I didn’t find, but that’s for another playthrough.

The gameplay loop is mostly the same as Doom 2016. You go from arena to arena, shooting up waves upon waves of demons. If you stand still or let yourself get cornered, you’ll die. In this game, you can pick up extra lives. Now, these extra lives are extremely worth it. They respawn you when you die without you having to reload from a checkpoint. Let me tell you, if you think that this makes the game easier, oh boy… At the final three levels, I had close to twelve one ups in the bag. Even while being careful, I had zero of them at the final boss fight. This game will punish you if you don’t keep moving and prioritize certain enemies.

If you kill the weaker enemies right away, you’ll be in trouble. Since, it’s quite easy to run out of ammo. Even when you fully upgrade the ammo cap. Then, you’ll have to stagger the weaker “fodder” enemies to chainsaw them for ammo. Or blow up barrels for ammo. Sometimes I felt I wasn’t playing a shooter but an action strategy puzzle game.

Especially because this game becomes a sort of game where you have to make quick decisions. Remembering your controls and what does what is essential. I even mapped various things to my mouse for quick access. The trickiest thing is deciding if you chainsaw or glory kill the fodder enemies. Do you need health or ammo? Since, chainsawing fodder enemies gives you less health than glory killing. I do have one complaint about that, if you have the bad luck a stronger enemy comes in front of you, and you press the chainsaw button instead of the glory kill button, the animation of “not enough fuel” takes a bit too long before you can really preform your glory kill or chainsaw the right enemy… Or even shoot.

Outside the shooting, this game turns into something resembling the modern Tomb Raider trilogy. There is a lot of jumping and platforming puzzles in this game… So much so, that I even considered subtitling this review “Doom’s Identity Crisis” where I started to compare both games. In most cases, the way forward is very clearly signposted, so it’s quite rare to get lost or not know where to go. In very rare cases, it was not. It was either a swing bar being a bit too hidden or a switch that I didn’t know I had to hit. For example, in the later levels, swimming sections gets introduced. In these sections, there are tubes you can shoot into to shoot a button. Thankfully, I know from previous Doom games that this is a mechanic in the series, but newer players will have a tough time figuring that one out.

Happy journey

This article first started out as a first impression article. Since I played this game with a lot of breaks in between, I felt that I had to play this game again for a longer time to fully form an opinion. So, I played it quite a lot these past days and I even finished it.

I wondered if it’s better to play this game in one long sitting or in short bursts. To be honest, I don’t have a clear answer on that. The game is a lot of fun to play and when you get into the rhythm of things, it’s hard to put down. But on the other hand, I felt that this game was repetitive in longer bursts.

Now, during my research for this article, I noticed that a lot of people praised this game for it’s polish and smoothness. I do have to agree for the most part. Visually, this game is amazing. It’s gore and creepy in the right places and gorgous when it needs to me imposing. Very rarely I encountered some visual strangeness. Sadly, a few times I noticed some rough parts of the game. A door texture in the main hub here, a floating arm there.

Something that I felt that was off is when the Archvile spawned enemies, they don’t come alive right away. It’s an amazing effect to see them get “build to life”… But, quite often it took a few seconds for them to become active. As if the newly generated object was loading in the code of the AI for that demon. It felt jarring sometimes especially since this game runs so smooth. Just like me having the game sometimes not boot when I change my screen resolution.

Something that’s also quite impressive in terms of the visuals is the fact you can dress up your slayer as you wish. There are a lot a cosmetic options and skins you can unlock. Some of them ingame, others via cosmetic DLC. It’s amazing to see that all the cutscenes and reflections in game change as well. But, the cosmetics don’t give any buffs or change anything gameplay wise. So, having around € 90 of cosmetic packs in the Steam store, no thanks.

In terms of preformance, this game ran amazingly on my new computer. I had quite the smooth framerate and I have to agree that it’s optimized quite well there. Yes, the game is overwhelming and there is a lot going on… But, all sound cues and visual cues still give the player the information they need. Very rarely I nocited some input lag with the jumping.

The controls are quite good as well. Thankfully, the keys are shown in the UI, so you can quickly find what you are looking for at a glance. The UI isn’t “in your face” but gives you a lot of information as well. The only annoying thing in terms of the controls is that near the end of the game, you have to “use” some doors instead of what your are used too, runnig up to them and open them.

Now, I touched upon sound cues earlier. In terms of the music and sound effects, this game is just amazing. You’ll have a hard time playing this game without the sound. There are so many sound cues like low health or bosses charging up, it’s quite important. Thankfully, most of these sound cues also have a visual cue so deaf people won’t have trouble with this game too much there.

The music as well is amazing. The heavy metal tracks by Nick Gordon just pump you up for the action and add some amazing atmosphere to the game. During writing of this article, I have beene listening to my buddy Kovic his arrangement and I’m reliving the game again. I just have a weak spot for heavy metal soundtracks from shooters.

Now earlier, I said that I mostly agree that this game is extremely optimized. Sadly, I did encounter a few things that raised my eyebrows. First of all, sometimes after ammo depletion of one of my gun suddenly switched to the BFG. In the hectic fight, I didn’t notice that right away and the amount of times I shot a BFG round without wanting too, is just sad.

Also, I did notice some minor bugs. Twice, I clipped through the floor while climbing raising platforms. Sometimes I found a spot where I could clip into the level geometry. Yeah, some parts weren’t solid. Thankfully, these parts are very far and few between.

One thing that really felt “bad” is one boss fight. I’m sorry but the Khan Maykr boss fight is just silly. Just like others, I quite often ran out of ammo during that boss fight. Now, it turns out that when you shoot the new minion enemies in the head, they drop ammo. This is fine and all, but Khan Maykr eletricifies half of the arena and there are no fodder enemies. So, if you really run out of ammo… Though luck. That means you have to redo that boss fight. And how do we learn that these minions drop ammo? Well, from the codex page of course in the menu… Unlike all the other new enemies where you have an introduction screen with their weakspot.

This bossfight was needlessly hard and I honestly didn’t like to play it. Since, a few too many mistakes in your ammo management and it’s game over. Even all other boss fights spawn fodder enemies for you to heal or get more ammo. Why not this time? You can’t recover after a few mistakes and that just feels unfair. Especially when you read online that several weapon mods are quite effective… But, what if you weren’t focussing on these mods?

One other thing that I felt was disappointing in this game was that some mechanics are underused in the main campaign. During one moment in thte campaign, you can take control of a Revenant. You have a battle as that demon. There are also upgrades for that fight in your suit. But, this is only a short fight and once during the entire game. But maybe I can experiment with that more in the endless battles or the new battlemode that update 66.6 brought.

Now, I fully know that I haven’t talked about everyting this game has to offer. But there is just so much that this game has to offer that talking about everything would make this review take hours to read and weeks to write. So, I’m leaving various things as a surprise for you to discover when you give this game a shot.

Conclusion

+Addictive shooter loop.

+Amazing music and audio design.

+Great animations and visual presentation.

+Replay value in a linear shooter.

+Secret hunting is a lot of fun.

+Amazing controls.

+Great voice acting.

-This game can be a bit overwhelming, so it’s easy to forget certain mechanics or features.

-Very minor visual hickups here and there.

-Presentation of the story. A bit too much reading for certain lore points and twists to make sense or have any kind of impact.

-Too many cosmetic DLC’s.

If you enjoyed playing Doom 2016, you’ll love this game. This game is an amazing action game where quick decision making is key and central to the gameplay. I only have two major problems with this game.

First, is the story and how a lot of the lore and background information is explained in notes. Notes that are sometimes hidden in secrets. It’s a shame it’s presented like that since the pacing, writing and voice acting is amazing.

Secondly, the game is a bit too filled with content. This is a very tricky balacing act since as a casual player, you can only remember so much. The game is a bit too hectic to always remember that you have challenges and such. Thankfully, this makes the game quite replayable. Hopefully, the second time you play it in a different way so you unlock the other things.

Now, I’m happy that I played Doom Eternal. I can’t wait to start the two DLC campagins and explore all the mechanics and modes that I have missed. This game is amazing ride and an amazing follow up to Doom 2016. In my Doom 2016 review, I wondered if this game fixes a lot of the grips I had with Doom 2016. They set such a big step in the right direction. I honestly think that if in the next Doom game, they explain the lore eabout certain things more.. I think I’ll have a hard time finding flaws in this game.

If you enjoy action shooter games and don’t shy away from an interesting puzzle… This game is for you. You don’t need to have played Doom 2016 for you to play Doom Eternal. It wouldn’t surprise me that this game will be on my top 10 games of the year list. It is an amazing gamee with a few flaws but overall, these flaws didn’t hinder my enjoyment with this gem of a game. While the main campaign will take you 14 hours, I can totally see myself sinking a lot more hours in it.

And with that, I have said everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reaeding it as much as I enjoyed writing it. I hope to be able to welecome you in another article, but until thene have a great rest of your day and take care.

Score: 90/100

First Impression: Master Detective Archives: Rain Code (Switch) ~ Exposing The Truth

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It’s no secret that I love games like the Zero Escape series, Corpse Party, Danganronpa or Ace Attorney to name just a few. All of them amazing game series, and they pull the player in a tense story while also having great puzzles and mechanics to aid you in the quest to finish the story. After I finished Danganronpa V3, I was quite hyped to see where the studio was going next. To my surprise, a totally new game came out from them called Master Detective Archives: Rain Code. As soon as I saw the trailer for the first time and I saw it was by the same developers, I got hyped right away. Almost overhyped. A new game and it looks like it’s going to be in my favorite style of games… Sign me up. Now, I’m over the halfway point in this game and feel it’s high time to talk about it. Is this game worth our time, is it even sequel worthy or is it better as a one-off game… Or is it better left to rot as a failed experiment? Let’s find out in this article. As usual, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: I do own the DLC’s, but since they aren’t all released, I’m not going to talk about them in this review. This review is written when v1.3.1 was released and the latest version.

Exposing the Truth

In this game, you play as Yuma Kokohead. Yuma lost his memories and woke up in the lost-and-found of a train station with a letter. In this letter, you get tasked by going on a train to Kanai Ward. This city is owned by the Amaterasu Corporation and is locked off from the rest of the world.

On the train, you meet a few other characters, who are all master detectives from the World Detective Organization. Master detectives all have a special magical power that sets them apart from other detectives. For example, one of them has the ability to detect all heartbeats of all living creatures in a room or area. That way, he can make sure nobody is hiding or following him.

Yet, it doesn’t take long before disaster strikes on the train ride towards Kanai Ward and after Yuma faints in the bathroom… A murder takes place on the train. On top of that, it turns out that Yuma actually paid with his lost memories to make a pact with a death god named Shinigami. While investigating the train, it turns out that all the master detectives are dead and Yuma is riding towards a strange locked off town where he is the only survivor and the obvious suspect.

Shinigami reveals she can take Yuma in a special labyrinth where the actual mystery takes form, and you have to solve it before the mystery labyrinth takes a hold of your soul and traps you inside forever. But is this going to be enough to clear Yuma’s name, or is it going to cause even more problems? Or is Yuma getting trapped forever in the mystery labyrinth?

Phew, what an introduction to the story this time around. You might think that I talked about quite a lot and that I may have spoiled several things. While I may have spoiled a few things, I only spoiled them for the first two hours of the game. Yes, believe it or not… All of this happens in the first two hours, and it ramps up after that. If you played Danganronpa, a lot of the story concepts will sound familiar, since this is supposed to be a spiritual successor to the series.

Something that’s bringing this story alive is the insanely good cast of voice actors. I linked to the Behindthevoiceactors.com page of this game and when you scroll through the previous works of the voice actors, I’m just impressed at the various roles they played. And let me tell you, they brought their A-game to this game as well. I have no complaints about the voice acting at all in this game. While I’m playing with the English dub, I can’t praise it enough. It fits the writing and the pace of this game like a glove. It made me even more invested in the story.

If I have to be really critical, the story itself is sometimes a bit too Saturday cartoons like. Each chapter follows a clear arc with a start, middle and an end with a big main mystery that’s tying it all together. Yet, I personally feel that this isn’t such a bad thing, since this makes this game feel like I’m actually playing one of these cartoon shows from my childhood, and I’m having a blast doing it. The only downside of this is that at certain points, this game can become a bit predictable and then the game might take a bit too long to reach the conclusion of the chapter. And in those cases, I have learned myself to just enjoy the ride and seeing the characters figure out something you have figured out a while ago.

Because of the clear story structure, this game is quite linear. You only work on solving one mystery and investigate an area to try and find clues towards the perpetrator. There are also side missions you can do to not only get additional lore and story, but to get additional detective points, but more on those points later. A good thing that this game does is that it tells you when it’s going to lock you in a certain area and when you might want to wrap up any remaining side quests or find hidden collectibles before it’s too late.

There are several hidden collectibles in this game that unlock additional side stories between Yuma and the other characters. Think of it like the additional banter you get when you increase the friendship between two characters in a Fire Emblem game. But unlike Fire Emblem, these don’t unlock additional skills or something else. They are just a bonus item to look for.

The easy mysteries?

The bulk of this game takes place in the big, locked away city of Kanai Ward. While you explore the city, a new mystery draws Yuma’s attention and together with another cast member he goes out of his way to solve it.

The gameplay has two parts basically. The first part is the investigation part. In this part, you do the actual detective work and gather evidence. You go and talk to various people of interest and gather more information, so you can uncover as much information as you can. This part of the game is rather straight forward and doesn’t involve a lot of gameplay. But, it’s here that you are supposed to pay attention and take everything in. Since, the second part of the gameplay is where you are basically tested on your understanding of the mystery.

The second part of the gameplay is the mystery labyrinth. This labyrinth is in concept the exact same as how the trails worked in the Danganronpa series. The mystery labyrinth is this game’s trails. Some of the mini-games and quick time events even return in this game as well. And if you are afraid that the core gameplay of the trials is going to be missing, you don’t have to worry. Since, it’s back in the Reasoning Death Match.

Explaining every mechanic of the mystery labyrinth is going to take a while, but let me summarize it. In this labyrinth, you go from room to room, answering questions and making sure you have a straight path to the answer. By playing certain mini-games, you get more answers and let everything fall into place. Now, the difficulty depends on how many detective points you earn and how many abilities you unlock with that.

Depending on how thorough you are and the fewer mistakes you make, the more detective points you earn. With the points, you earn a higher level, and you can unlock more skills and abilities. These make the game easier to play through. Yet, I feel that it makes the game a bit too easy. I’m currently midway in the game and I have unlocked almost the whole skills tree and I don’t have any trouble using all my skills. This part of the game feels very unbalanced to me. I did all side quests and talked to almost everybody I could talk too.

This makes the mystery labyrinth less fun, since the penalty of failing a mini-game isn’t big at all. And this is the biggest problem in this game in my opinion. Because you can make this game so easy, it really feels like there is no penalty to making mistakes and just brute forcing the answer. Something that doesn’t help either is the fact that you can’t go with a wrong answer or theory. I really can’t put my finger on it, but I feel like the Danganronpa games were more challenging than this game. I’m quite that the ease of unlocking skills has something to do with it, but I feel that it was played too safe.

Thankfully, that doesn’t destroy the enjoyment I get from this game. It’s still a fun game to play through. I can also disable skills when I want to make the game more difficult on myself. I think if you go to this game looking for a game where you can get stuck on the wrong theory, then this game isn’t for you. The game is too linear for that.

But, I think something that would help in the mini-games is that if you make a mistake by choosing the wrong answer, to not directly punish the player and let you retake the question. Since this makes brute forcing the mystery too easy. Maybe let the player take a wrong turn and if they take that wrong turn… Let them think it’s fine for a while but hit them with why it doesn’t work or how it didn’t happen that way and give them an instant game over.

In this game, several mechanics of Danganronpa return. My favorite moments are the Reasoning Death Matches. Since they are just great fun to do. Doing the statements that fly towards you and slicing through the wrong statements with the correct solution key to break their argument is just the best mechanic in this game. I loved it in Danganronpa and I love it here. The comic book of putting the events of the crime together at the end returns as well. You also have a car riding mini-game where you have to choose the right answer in a short time limit, and you have a mini-game where you have to create the correct word. The final mini-game is where you have confirmed the perpetrator, and you go and confrontation. Overall, the mini-games are fun, and it’s very rewarding seeing your investigation and theories come together in the mystery labyrinth, but I feel like there should be more people to banter with. Since, now you only enter the mystery labyrinth with Shinigami and one other side character. Even when the characters are as well written and fleshed out as they are in this game, I still miss the interjection of the the other characters like in Danganronpa. I also feel that after you finish the chapter with one side character they are put to the side and somewhat forgotten and they only get fleshed out during their chapter.

Maybe I’m looking too critical to this game and I’m making a big deal out of things that shouldn’t be a big deal. I think that the reason why I’m pointing out these flaws is because I think that this game is doing amazing things and continuing the formula in a new fresh unique way, but it feels like a lot more can be done and I may have expected things to go a bit different in some places. But, like I already said, this game is still a blast to play and the charm of the characters, story and setting make the issues I talked about earlier disappear like snow in the summer sun.

Going with the bus

This game is exclusive to the Nintendo Switch. This game works surprisingly well on the Nintendo Switch. I haven’t seen any slowdown or low frame rate spots while playing this game. To me, this game is proof that you don’t always need the highest and newest graphics to make a new game these days. The focus should be always on if the game is fun to play and has a good story, like I talked about earlier.

Another focus should be that the game has a good consistent art style. This game has an amazing art style and makes the game come even more alive. The art style mixes elements from Danganronpa like the pink/purple blood and the objection screens, and a brand new 3D artstyle for the series. And it works wonders for this game. Visually, I don’t have any problems to point out. Well, there is one thing I can point out, and that’s that invisible walls sometimes break the immersion. Especially since they tend to stop Yuma in his tracks. You don’t get any sign you aren’t allowed to go there but on the otherhand, making all these side streets and paths blocked off would make for a more unbelievable world… So, I understand where it’s coming from.

The animations as are extremely well done as well. Some of them are going a bit over the top but I rather have that than it trying to be realistic and failing. Since then it’s too easy to get into the uncanny valley, since these models weren’t made for that style of animation. I’m also glad that they show more of the action that hiding things away like in Zero Time Dilemma.

Now, I do have one flaw with the visuals and UI I want to talk about. When you are in the menu, a “new” or “update” badge is displayed when there is something to look at in that menu-item. In the glossary and tutorial item it said “new” for the longest time while I have seen everything. Now, it fixed itself in the third chapter but I can’t tell you if that’s because I went through some random entries…

But, that’s only a very minor issue that might trigger your OCD a bit, but it doesn’t break anything about the game. Which brings me neatly to the UI. The UI in this game is just very well done. The mini-map is quite helpful to use to quickly see if you have people to talk too in a room or if you have still things you need to do in a room. The option menu is also quite extensive and it allows to set quite a lot of things to how you want them to be.

There is also a fast travel in this game, this fast travel is the bus system that drives through Kanai Ward. But, you can’t always fast travel since sometimes the story locks you in one area or it wouldn’t make any sense in terms of the story. You can use this quick travel by either going to a bus station or using the main map in the main menu. On this main map, you can also see in which area’s the side quests are and where the next part of the main quest is.

Something surprising in terms of good UI design is the fact that when you pause the game with the “+” button, you can hide the UI with a tap on any other button. Also, when you tap a button again, it will show that you are paused. So, you don’t have to fear if your game has crashed or froze… This is great design in terms of the UI and controls. Speaking about the controls, apart from sometimes missing a sprint button, I have no complaints what so ever about the controls. The default controls almost worked perfectly for me, apart from me having to move up the sensitivity up by a little bit. The only thing I want to mention about the controls is that during cutscenes, the “R” button isn’t fast foward but skip. Thankfully, you have to hold “R” to skip so you don’t skip anything by accident. But, I’d have loved to see “ZR” for skip and “R” to fast foward, but that might have some technical difficulties to program cutscenes with?

In this 30-ish hour long game, you really get your money’s worth in terms of gameplay. The music and sound effects are excellent as well. I even read that completionists spend close to 50 hours in this game. In addition to that, not all the DLC has been released so it might even take longer. The auto save system is very forgiving and the game saves often. You also have several save slots to save manually too. So, if you want to share the experience, you can. Or if you want to replay a certain part, you can make a save at that moment for later. You can’t name your saves and the only information you get is the location, chapter name and playtime. So, yeah.

Finally, I have to talk about the music and sound effects. In this game, Masafumi Takada returns to create the music and sound effects. This composer is not only famous from Danganronpa but also did music for Super Smash Bros Ultimate, Death Come True, Resident Evil: The Umbrella Chronicles, Fatal Frame: Mask of the Lunar Eclipse, The Evil Within and World’s End Club to name just a few. You really hear the Danganronpa roots in some of the tracks but all the tracks stand on their own as well. I feel like the music and sound effects are refercing the games they came from but also standing on their own like how it works in the AI: The Somnium Files and the Zero Escape series. I’m really glad I got the collectors edition so I can enjoy the soundtrack as well. Since, I already added it to my playlist to listen to while at work. It’s really well done and gets a thumbs up from me.

The final thing I want to say before I go to the conclusion is that I find it amazing how some pop culture references are hidden in the loading screens. Even some very obscure ones. It also contains additional lore and not only that, it fits the theme of the current case. That’s some impressive attention to detail.

Now, that’s a long article. Does this game stand next to Danganronpa as it spiritual successor? Yes, yes it does. While the game is more light hearted than Danganronpa, it’s still an amazing mystery game that is a blast to play. If you are a fan of Danganronpa or Zero Escape, this game is a no brainer to play. If you enjoy detective games or games where you have to solve a big mystery… This game is also for you.

Apart from some minor nitpicks, the ease of making the game too easy and some mixed feelings about parts of the story structure… I don’t have any complaints about this game. Also, apart from the nitpicks, the flaws I mentioned don’t overtake all the positive things in this game for me. Kazutaka Kodaka and his team did amazingly well in this game and I can’t wait which games they are going to create next. This game is a thrill ride from start to finish and shouldn’t be overlooked on the Nintendo Switch. I’m having a hard time not playing this game to strech my enjoyment out as much as I can… It’s that good. I can’t wait to see how it ends and how the additonal DLC chapters are going to enrich the game. If I have to give the game a score it is a 90/100 for me. Don’t sleep on this game, it’s one of the better 3rd party Switch exclusives and it deserves to be played.

In any case, that’s everything I wanted to talk about this game for now. I want to thank you so much for reading and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one but until then, have a great rest of your day and take care.

First Impression: Suicide Guy – The Lost Dreams (Switch) ~ Let’s Find A Waking Solution

Nintendo.com micrositeMetacriticChubbyPixel

Since I started blogging, I have some developers reaching out to me with the question to review their game. One of these developers is Chubby Pixel, the developers behind Woodle Tree and Suicide Guy. Now, this game might have a trigger word in the title, the game doesn’t handle depression or actual suicide at all. In this series, our goal is to wake our dude up by ending his dreams as fast as we can. And how can a dream continue if we die in a dream? So, is this new entry in the trilogy a good entry or did the series run its course? Let’s find out in this article together. Since the developer gave me a free, press key to give you my 100% unfiltered opinion on the game. If you have any thoughts on this article and/or the content of the game, feel free to write a comment in the comment section down below.

Editorial note: this article is written on v1.1.

Let’s find a waking solution

We still play our beloved guy in this game. This guy already went on two previous adventures in his dreams to try and save himself from disaster. In his first adventure, he falls asleep while watching TV and the beer in his hand is falling towards the floor. He wakes up in a diner, where the screens in the diner are warning him on the danger of his favorite beer falling towards the ground. Our beer loving guy doesn’t want that, so we try to end his dreams as soon as possible, so we can catch that beer bottle before it hits the ground. And in the second adventure, our dude drinks an even stronger version of the beer, and let’s just say that he has a very strange drunken adventure.

In this third game, we don’t really know the trigger that sends our guy in the hell that’s layered dreams. Probably, it’s either the influence of his mind playing tricks on him. You know, when your mind creates some strange dreams sometimes? When you are exhausted or just have a lot going on.

Anyways, the story in these games isn’t the main focal point. It just provides an amazing setting for an interesting first person adventure game where the goal of each level is to wake up from your dream, so our guy can wake up and continue with his life. It’s an amazing setup for this subject, since it might be sensitive to some people. Also, while this is the third game in the series… You don’t need to have played or completed the previous two games. These games can be played in any order and the only link between the three games is the main character and the gameplay mechanics.

The main hub in this time around is a spaceship. We have 18 new levels to complete, so we can wake the guy up and let him continue with his life. If you have played one of the previous two games in this series, you know what to expect in this game. Let me cut this article short for those who played one of the two previous games by saying, if you enjoyed those games… You’ll enjoy this one as well. Since, it’s a total new set of puzzles for you to figure out. But, allow me to talk a bit more in-depth about this game for those who either forgot things about these games or just want to know more.

The references game

In the previous two games, you may have one or two levels referencing another game or a franchise. In this game, the amount of references is just through the roof. Quite often during my playthrough I was happily surprised at the references in this game to other games without it being overpowering and stealing the show. Various levels are also themed around big franchises, and I just love it. While I haven’t reached that point in the game just yet, I’m especially looking forward to the Indiana Jones level near the end. The reason I know that there is an Indy themed level is that I saw the trailer and our guy is just running around with a whip in a tomb… The amount of references I counted during watching that trailer was impressive to say the least.

At the moment of writing, this game is currently only released on the Nintendo Switch. Later this year, a Steam port will be released. It won’t surprise me that this game will come to other platforms as well in the future. At first, I found it a bit unfamiliar to not play this game on a mouse and keyboard, but I really quickly got used to playing this game on a controller.

The first level is an excellent tutorial level where most of the mechanics of this game get introduced. Don’t be silly and jump down at the end of the tutorial, since you’ll be back at the start and have to go back using the long away around. The tutorial in this game is excellent and teaches the mechanics to new players and is a quick refresher to those who played the games in the past since it has been quite some time since the previous title got released.

In general, the controls are quite responsive and great to use. Although, sometimes the controls felt a little floaty. Especially while jumping, I sometimes felt I didn’t have control on where I was going to land. Maybe adding a small black shadow underneath the guy, so players can judge the landing more, would be an ideal way to solve this issue. Currently, we have only a shadow to the side, but this isn’t enough to judge distance since you can’t exactly see where the shadow starts.

At first, I also wanted to complain about the slow turning of the camera. But, I was able to crank that up in the options’ menu. A bit higher sensitivity and voila, we were in business. You can also invert the camera controls there, if you want. There are quite some settings you can adjust, so you can optimize the game to how you want to play. Another example is you can enable or disable the rumble. But that seems to be bugged out, since each and every time I went to check on rumble it gets disabled.

If I’m allowed to nitpick, I have a few minor complaints about the options UI. First, in the main menu when you choose the “options” button, you appear on the second button instead of the first button of that menu. Secondly, in-game… You have the language option, but you can’t interact with it. There are also two “apply changes” buttons in that menu while in the game. Thirdly, there is no way to go back to the hub once in a level, only to the main menu. And a final nitpick is, why are two of the sound effects buttons (ZL and ZR) working while in the menu and not the others? I’d disable that, since the other solution would drive people who use the D-pad for menu navigation insane.

Now, the previous paragraph might sound like I’m giving the impression that the menu’s in this game are broken and unusable. But, that’s not true at all. They have some minor issues that should be polished out and that’s that. It wouldn’t surprise me that after the release of this article, the developer fixes several of these issues with a patch. Knowing Chubby Pixel, they are extremely open for feedback and bug reports, and they try to fix as many as they can. Once, I posted a YouTube video on a glitch I found, and one of the lead developers commented sometime later that they fixed that bug. Also, I notice that they really take advice to heart. So, if you have any feedback for them, just go to their Discord server and tell them or contact them, and they will help you out!

This game is quite linear and is mostly a puzzle game. After finishing the tutorial, you arrive at the hub, where you can go to the next level. Each level has a certain theme and your goal is to end that dream while exploring the level and using the tools provided to you. The fun in this game is that you have to figure out how to end the dream, since there is always one solution per level. There is also some replay value in this game since in each level there is a hidden collectible statue you can find. And let me tell you, some of these are quite tricky to find.

If you want to play this game, I highly recommend that you don’t use a walkthrough. Since, most of the fun in this game is trying to figure out what you need to do to complete the level. I’d only use a walkthrough when you are truly stuck and don’t know how to progress. Most levels can be finished in give or take 5 minutes, there are a few levels that are a bit longer, but not that much longer if you know what you are doing.

Since the levels are so short, I honestly don’t find it a big problem that you can’t save during a level. If you exit the game during a level, you’ll have to restart that level from the start once you reboot the game. And sometimes restarting a puzzle with a fresh mind might give you the solution. There is only one save slot and the game automatically saves after finishing every level. So, we don’t have to worry about that.

It’s getting better and better

When I’m honest with myself and look back at the previous games from Chubby Pixel, I’m really seeing growth in quality. While this game would take you around an hour when you know what you are doing, I rather see quality over quantity. When I started to play this game, I encountered barely any strange physics bugs or objects behaving in strange ways. These were present in the two previous games and patched out, but not this time. Also, weird little quirks like you seeing the player object (floating arms) when crouching and looking to the sides aren’t present in this game anymore.

There are also more details in the environments this time around. Visually, I felt like every level was a complete package and felt like a real dream somebody could have, while it still looked cartoony and colorful. I can’t exactly explain why, but I feel that the charm of the series is reaching its full potential in this game. The only thing I can be critical about in terms of the visuals is that if you go to the edges of the levels you can sometimes clip a bit in things and see a bit more than you are supposed to. This also very rarely happen inside the levels, but I only saw one time.

I really mean what I say in that the quality is improving each and every game. The puzzles are more clear, the visuals get better, the world design is improving… I also still adore how the music in this game is played through radio’s in the level which you can enable and disable to turn the music on and off. It also acts like a true radio where if you move away from it, the music grows more quite.

The music in this game just fits the charming atmosphere like a glove. It’s relaxing and just helps you to put your mind in a relaxing state. This game is a perfect game to wind down or just try to solve some interesting puzzles and relax.

This game also has quite the stable framerate. I didn’t notice any moments where the game started lagging or had slow downs. In terms of visuals and preformance, I only have one minor complaint about the animations. And that is that you can’t always see the punching animation when you move the camera a bit to the top.

I think that a great summary for this game is that this third entry in the Suicide Guy series is the best entry yet. The experience of the two previous games really shines through and this game is even more polished than the two games that came before it. I’m really having a difficult time trying to find things to critique. Especially since the quaility we are getting for a game that costs only €8 is insane to me.

Also, most things I can point out to critique could be patched in an update. Earlier examples I gave where mostly UI but let me give an example of a gameplay mechanic. There is a level where you have to jump on red elephant plushies to reach the sun. The level is extremely well built but I found it quite annoying that the red elephants could fly off if you jumped on the wrong area. I’d love to see a way to make these plusies more solid since it got quite frustrating if you were backtracking to get another plushie to complete the route and you jumped on one plushie the wrong way and it flew off to the ground. Another solution would be a midway checkpoint since if you complete the plushie part, you have to jump on the clouds and if you miss there, you can easily climb the castle via a ramp. Maybe I got a few times unlucky but I feel that either making these plushies more solid or giving a mid-way checkpoint during this part would improve that level quite a lot.

And that’s exactly my point I’m trying to make in this section of the article. In the past, there were more glaring flaws in the levels or just frustrating (timed) levels… Looking at you Rube Goldberg machine level from Sleeping Deeply. But in this game, a lot of the issues I found in the previous titles aren’t here anymore or in a way smaller capacity. A lot of things I talked about in this article aren’t dealbrakers. Some of them are (extreme) nitpicks even. I may repeat myself now but a lot of them can be fixed with a patch.

In conclusion, if you enjoy puzzle and/or adventure games, I’d totally recommend this game. This game doesn’t take itself too serious and that makes it a blast to play through. It’s an amazing game to spend an afternoon or two trying to beat all the levels and find all the hidden statues. I’m happy to see the newest entry in the series and looking at this entry, I’m sure that we are going to get more amazing games from Chubby Pixel. A small Italian indie game studio totally worth following.

I enjoyed my time playing this game and I’m thankful that I could write an article about it. But, I have said everything I wanted to say about this game for now. I hope you enjoyed reading the article as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then have a great rest of your day and take care.

First Impression: The Legend Of Zelda – Tears Of The Kingdom (Switch) ~ Where To Now?

WikipediaZelda.com page

In 2017, Nintendo changed the open world adventure game genre forever with Breath of the Wild. We got a game where freedom was the central mechanic in the game. You could play it however you want and have your own unique adventure. Two years after the release at E3 2019, we got our first teaser that a sequel was in development. In May 2023, that sequel finally released. Now, is this sequel worth our time and money? I played this game and after several hours, I’m ready to give my opinion on the game. I haven’t beaten the game yet, but I’m quite close to the ending, hence why I place this review in the first impression category. So, let’s dive right into Link’s latest adventure and let’s take a look if it’s a game we should be playing or if it’s one that we are overhyping since it’s getting high scores across the board from other reviewers. Here is my honest opinion, and if you want to say something about this game and/or the content of this article… Feel free to do that in the comments down below! Enough stalling, let’s go!

Where to now?

In this game, we take control of Link. In this story, Link and Zelda are investigating strange tunnels underneath Hyrule. While exploring these tunnels, they come across some ancient evil. This ancient evil awakes from its slumber and after a small battle, Zelda disappears, Link gets wounded and the Master Sword almost gets destroyed.

After that, Link gets rescued by a strange figure who heals his wounds. But his arm was beyond saving so that strange figure gives his arm to Link. After that, Link walks out of the cave where he was recovering and finds himself in the sky, ready to explore the new world… so he can start his quest to try to find and rescue Zelda.

Since you can experience this story at your own peace and order, it’s difficult to review this story. Due to the fact you can experience it out of order, some dialogues have to be kept vague and generic. Since, writing separate dialogue for each possible option would be a nightmare to write, program and debug.

Yet, I feel that in this game… The story and world building is more present this time around compared to Breath of the Wild. In Breath of the Wild, I felt that each town was its own mini-story with only the main plot holding those stories together. But, in this game, there are a lot more things in the world that gives life to the world. The main and side story segments are more spread around on the map. I can’t really put on my finger on exactly why, but I felt that Hyrule was more alive this time around compared to Breath of the Wild.

Something that can also make or break your story is the voice acting. In this game, apart from your grunts and things of that nature, we have a silent Link. The voice cast for the English version is extremely solid. Overall, I find that the voice acting in this game is good. Here and there, some scenes are dancing on the line of over acting, but I don’t dislike it. I think that the biggest issue is that a lot of people were used to the characters being silent. When characters are silent, you tend to put your own voice and tone on that character. This makes it impossible to find a voice for the character that everybody will like. So, I can understand why people dislike the voice acting in this game.

Honestly, the voice acting still drew me into the game. I feel that they are going on a good path forward here, and Nintendo should start to experiment with putting more voice acting in their games to see what works and doesn’t. Since, I that’s one big thing I missed in a game like Pokémon Scarlet and Voilet. Granted, the grunts of the NPC’s make them adorable, which fit this game nicely.

So, overall, with a world that feels way more alive and a story that’s more present while you are exploring the game… I feel that they improved that over Breath of the Wild by a more than a mile. Yet, I feel there is one issue at the start of this game that I didn’t have with Breath of the Wild. I quite often asked myself, “where to now?”.

After the tutorial sky island, we get dropped into Hyrule. So, we think that the world just has some sky islands now. And then suddenly, you learn about something in the underground. So, you think… Oh, caves. But then you find a hole that goes deeper and deeper… Almost to the center of the world. And then you find out that the map almost doubled in size. I felt overwhelmed at what to tackle first and where to go next.

Is this an issue or a blessing? Well, that depends on your playstyle and how you want to tackle this game. I see this game as a giant playground that we can explore and have amazing adventures in. Like I said earlier, the world now feels way more alive, so there is a lot more to do and explore. Yet, if you want some guidance, the main quest line does an excellent job at pushing you towards your next objective. But, do explore around in each area, you never know what you’ll find.

How shall we do this?

If you asked me to talk about each mechanic in this game, both old and new, we would be here for a while. A long while. The amount of things you can do in this game is so vast, it’s like asking which games you can play with a few balls.

At its core, this game is Breath of the Wild with a lot of new mechanics. And I really mean, a lot. Let’s start by talking about Link’s new abilities. In this game, you have four new abilities. First is the Ultrahand, compare that with Magnesis from Breath of the Wild… but this time you can pick up almost anything. And then, you put two logs next to each other, and you notice that some green liquid puts them together. And then it doesn’t take long before you learn that you can build a ton of machines by putting a lot of things together.

And then you wonder what would happen if I put a rock on your sword? Well, why not use the second new ability, then? Fuse. This ability is just insane. With this, you can create various new weapons and just do unique things. It’s a lot of fun to experiment and learn which things do what.

We do have two other abilities as well. Let’s talk about recall first. With this ability, Link can rewind time on an object for a set amount of time. I’ll explain it with this example. Image an ice-cold river where rafts are flowing over, yet you have to reach the other side. Well, when you hope on the raft and use recall… the rafts goes against the flow back to its previous position, helping you to cross the ice-cold river.

Finally, we have the Ascend ability. This ability feels like a sort of cheat, since whenever there is a flat surface you can stand underneath, you can ascend through the ceiling to the top. And it’s used so well in this game, it’s insane.

You don’t have the abilities from Breath of the Wild anymore, but these just open a whole other way to interact with the world and sets the two games apart and makes both of them unique. Now, I haven’t talked about all abilities, but let’s talk about the new champion abilities.

This is where I have one problem with the game. The new champion abilities are fine, while I miss Revali’s gale. But, the way to activate them is annoying sometimes. After you have completed a champion quest, you unlock their ability. Their spirit runs next to you and when you want to use their ability, you have to get close to them and press “A”. Now, this is where the issue lies.

It’s way too easy to press “A”. Often, I activated one of the abilities by accident. You don’t want to know how many times I activated the Sage of Wind’s ability and saw my sweet loot go over a cliff edge… Or my trying to find the Sage of Fire since I want to break a break-able wall, so I don’t have to use my weapons or a bomb flower. At the other hand, it’s a blessing that they help you fight, and they helped me to get out of tight spots… But, sometimes it works against the player.

Sadly, this isn’t the only small problem this game has. Another annoying problem in my opinion is that when you enter a shrine where all your items are taken away to have a special and unique challenge… Don’t pick up the enemy loot when you want to keep it. Since, when you get your items back, you don’t always get the loot back you picked up. I learned that the hard way. Since, I wanted to charge my battery for Zonai devices.

Oh yeah, that’s another big thing. Remember the Master Cycle Zero in Breath of the Wild? Well, that’s back in a way. But this time, it’s way more than just a bike. Earlier, I talked about how you can build machines with Ultrahand. Well, with Zonai devices you can do some much more stuff. Image making a raft and placing a fan on top of it. Put that raft on the water and activate the fan and away you go. And this is truly the tip of the iceberg on what you can do. Let me just say that people already build things that allow them to fly or make tanks. Yes, tanks.

While there are a lot of build tutorials online… personally, I highly recommend toying around with it yourself. I feel that this game is the strongest when you go in blind and try to do your own thing. I don’t mean that you can’t inspiration from others, but I’m saying that you should make your own adventure in this game. Just like if you want to use the duplication glitches in this game. Yes, there are duplication glitches in this game. While Nintendo is trying to patch them out, a new one or ones are discovered not too long after. Personally, I’m not using these duplication glitches since they would ruin the magic of trying to use what I find for me. But, that’s the beauty of this game… You are free to play it how you want.

Making steps towards the end

I know that I’m leaving out a lot of mechanics from this review. To name just a few: the improved stables, the return of the koroks, the whole depths, the wells… There is so much to do in this game, it is insane. Maybe a bit too much since some things can feel a bit undercooked like the main Gerudo quest before the temple.

Everytime I play this game, I feel like I’m taking more steps towards completing this game. Personally, I try to avoid following guides as much as possible since I love the feeling I get for discovering the solution myself.

Yes, sometimes I run into small little problems like having to fight to remove an icon from the map and place another… But, apart from some minor issues, I have a lot of trouble finding negatives in this game. The controls of this game are excellent, responsive and a joy to use. Sometimes I struggle a bit with rotation and Ultrahand but this happens so rarely and most of the time going out and back into rotation mode fixes it for me.

Also, the game is less silent during exploration. The enviroment sounds are much more present and we get the clamic envoriment tracks being played more often. In this game we get a mix of old and new music and the soundtrack of this game is just amazing. I have to admit that I listen to it while I work from time to time. It just brings back memories of me playing the game.

The game isn’t short at all. According to Howlongtobeat.com, this game will take you at least 60 hours to complete if you don’t use a guide or use speedrun strats. But, have you seen that avarge for 100% completion? That’s close to 230 hours.

On top of that, this game isn’t a cake walk. There are a lot of area’s where you really need to be on your guard. It’s a game that where when you learn the mechanics and how to world works, the easier the game gets. Yet, you have to be on your guard. There are ways to make things a lot easier, but these still require either skill, grinding or both.

Now, visually this game is stunning for the Nintendo Switch. Compared to Breath of the Wild, this game is a huge improvement in terms of the visuals, presentation and animations. GamingBolt wrote an amazing article comparing the visuals of Breath of the Wild and Tears of the Kingdom. Honestly, I have to agree with GamingBolt on this one. Visually, this game looks a lot better than Breath of the Wild but the Nintendo Switch is showing it’s limits sometimes. But, these moments aren’t too frequent and mostly fix themselves.

Now, this game runs at 30fps. Stable, I rarely to never actually noticed frame drops. Now, some people are saying that this game should run at 60fps or higher or “look better”. I even hear arguments that this game look like it’s stuck in last decade. Please, don’t let these comments pull you away from this game. This game runs smooth and 30fps is still very playable. Also, having a higher framerate (then 30) doesn’t mean that the game runs smoother. For some people, they don’t even notice the difference between 60pfs and 80fps. Why does it matter as long as the game runs smooth? As long as you don’t have any visual glitches and everything reacts like it should without delay? I just want to enjoy playing a game with a stable framerate than worrying about how high that framerate number goes. And that’s what Tears of the Kingdom really delivers in both handheld and docked mode with a minimal amount of issues. But, I honestly think that most of these issues don’t come from the 30fps but more from the aging hardware of the Switch.

You might have noticed that I compared this game a lot to Breath of the Wild. That’s because this game is promoted as the direct sequel to Breath of the Wild and it has a lot of subtle references to it. Just like there are a lot of easter eggs and references to previous titles. Yet, I feel like the two titles can’t be seperated. If you enjoyed Breath of the Wild, you will have a blast with this one.

Honestly… When I started playing this game, I was afraid that this game was going to be more of the same. That it would be a rehash of Breath of the Wild with a new story. But no, what we got is more than that. We got new unique mechanics, two new layers in the world, a more alive world, a lot more side quests and side content… Nintendo raised the bar again. Now, I’m honestly worried that the sequel to this game might become too big for it’s own good.

If I have to be overly critical, then I do have a few things I would love to see improved in the sequel. First of all, make the core mechanic of the temples/dungeons more unique. Please, stop with the “active x amount of terminals” since it just doesn’t help to make them unique. I feel like this time around they blended in more since you didn’t have the interactions with the Divine Beasts. The quest before entering the dugeon is a lot more memorable… But, thank you for letting us enter the dungeons after beating them.

Secondly, while this game brings a lot more to the table compared to Breath of the Wild, the core structure is largely the same. Weapons that brake easily, no real “dungeons” where you find a new unique item anymore, a ton of shrines dotted around the map… And on that level I totally understand why some people are seeing this a sort of DLC to Breath of the Wild. It’s a fair point to make. Something Nintendo can do for example is have less but longer shrines in the sequel. Or maybe even have the abilities in the big dungeons instead of the tutorial area?

Thirdly and finally, I’d love some quality of life improvements. A search bar on the map would be amazing for example. Also, give us the ability to pin a side quest AND a main quest to the map instead of abusing beacons for that. And if I’m allowed to really nitpick, I feel that in this game the visuals of a discovered shrine and a not yet discovered shrine are too similar… I “rediscovered” shrines quite often compared to Breath of the Wild.

Tears of the Kingdom took the new formula in Breath of the Wild and expanded on it. It added a lot more depth. If Nintendo takes this formula and polishes it even further and change things around they’ll have an instant hit on their hands. Don’t get me wrong, this game is incredible but it has some flaws that can’t be overlooked. Some critisms like it being more of the same are in a way valid, yet if that bothers you… is up to you.

I honestly feel that this game totally deserves it’s score. It’s one of the best games I have played and will play this year. I highly recommend it to everybody who enjoys playing Zelda games, action/adventure games and open world games. But, I feel like Tears of the Kingdom blows me more away then Breath of the Wild. But, that might be because I’m now more used to the new Zelda formula compared to the previous time.

In any case, that’s everything I wanted to saw about this game for now. Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care!