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Showing posts with label 3D action. Show all posts
Showing posts with label 3D action. Show all posts

3D Action Platformer Set in Clockpunk World Releasing in August!

LONDON (June 6, 2026) | Fireshine Games (Far Far West, Denshattack!) and Weird Beluga (Clid the Snail) are proud to announce Duskfade, the 3D action-platformer set in a clockpunk world full of magic and adventure, will launch Aug. 13. Today it’s also confirmed that Duskfade will release on Nintendo Switch 2 alongside its previously announced launches on PlayStation 5, Xbox Series X|S and PC. Duskfade’s love letter to the golden age of platformers and heartfelt story is suited to strike a chord with fans of all ages. 


Set your clocks and prepare for perilous platforming action while checking out the brand new demo now on Steam, also available for the first time on PlayStation 5:

After the world has been plunged into an eternal night and his sister trapped in the mysterious Clock Tower at the heart of this mysterious darkness, Duskfade’s leading hero, Zirian, must explore the corrupted lands to uncover the ancient secrets of the Master Clockmakers, in hopes of finding a way to free her from the clutches of Despair. From ethereal forests and underwater realms, to the sunscorched dunes and lands above the clouds, there’s always a new vista begging to be explored.

Joined by his mechanical companion Cuckoo, Zirian will learn to slash, grind, jump and grapple through breathtaking environments that call back to the classic platformers of the past. Each stage provides unique challenges that blend precision platforming and action combat, as well as rewarding exploration that encourages uncovering hidden secrets off the beaten path.

Duskfade’s coming-of-age journey is layered with emotional depth and heart in every detail. Each enemy and challenge Zirian will face represents a deeper emotional hurdle our hero must overcome to complete his high-stakes quest to save his loved ones and the world.

For the latest info, follow Duskfade on X and YouTube, join the community on Discord and visit the Fireshine Games Website.


About Weird Beluga

Weird Beluga is a small independent team dedicated to creating unforgettable gaming experiences. Their debut title, Clid the Snail, won Best Game of the Year and Best Art at PlayStation Talents in 2019 and was released on PC and PlayStation in 2021 in partnership with Koch Media.

Their latest project, Duskfade, is an action-platformer that blends nostalgia with innovation. Weird Beluga continues to push boundaries with creative storytelling and immersive gameplay.

About Fireshine Games

Fireshine Games is a global publisher of digital and physical video games based in London, England, with a focus on finding fun and bringing innovative indie gems to players around the world. Originally established in 2014, Fireshine Games has built a portfolio of digital titles and indie sensations, including award-winning titles Core Keeper and Shadows of Doubt, while partnering with studio giants to bring digital hits to physical release, including Lies of P from Neowiz, Balatro from Playstack, and Planet Zoo: Console Edition from Frontier Developments. Fireshine Games is part of the EG7 group of companies. For more information on Fireshine Games and its titles, visit the official website at fireshinegames.co.uk.

Article by: Susan N.
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Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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BAKERU - Nintendo Switch Review

BAKERU by developer Good-Feel Co. and publisher Spike ChunsoftNintendo Switch review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minutes 

Are you ready for a wacky and weirdly informative/educational trip through Japan to dispel a not-so-vague evil? Well, you're in luck because today we're taking a look at BAKERU! 


BAKERU tells the tale of a young Tanuki Bakeru, or transforming raccoon-spirit, who ventures across Japan working to stop Oracle Saitama from taking over Japan with his Festival Troops. Along the way, Bakeru will meet allies, explore various locales, get into some fights, and improve his powers of transformation! If you're observant, you may also collect interesting trivia and souvenirs from the locations you visit.

As Bakeru you will travel across Japan in a 3D action adventure style. Gameplay is split into multiple stages, where each stage has the goal of either getting to the end and hitting an "end goal", or defeating a specific enemy to clear the stage. In the case of the "end goals", these are protected, and you must find and destroy at least three festival lanterns in order to break the protective barrier. These are either sitting around somewhere in the stage, protected by enemies, or need coaxing out of the ground with a power attack. There are usually more than three protective festival lanterns per stage, so no need to worry too much if you miss one.

Bakeru has a number of options available at his disposal in order to traverse Japan and defeat the Festival Troops. You can whack enemies with either of the shoulder buttons on the Switch, left button hits left, right hits right, or you can hit both at once for a stronger hit. You can also charge your hits for a power attack. Each individual charge does a different type of attack, while both together charged are an area of effect slam, which will also pull hidden festival lanterns out of the ground. You have a block and dodge, as well as a "perfect" form of both, where activating it just before a hit stuns an enemy or allows you to chain into attacks respectively. You will also acquire different powers of transformation as you progress through the game, such as the ability to shrink to get into small spaces, or a strong hitting form that doesn't last too long.


As you explore around each stage, there are collectables to find in the form of trivia, souvenirs, and friendly tanuki. The tanuki get unlocked later in the game, but the trivia and souvenirs are available from the beginning. Trivia can be earned by talking to a little yellow-coated character, and usually provides you with a piece of trivia related to the area. Sometimes this trivia is about the specific location you're visiting, or maybe it's about something related to a local specialty. The souvenirs come in sets of three and consist of a pennant for the area, and two locale related items. The tanuki on the other hand disguise themselves as objects in the stage, just with a raccoon stamp or tail on them, and shake occasionally. Whack them a few times and they'll join your roaming band as you travel Japan.

Is the game getting too tough for you? Enemies packing a wallop? Not enough health? Want to deal more damage or run faster? Well, lucky you! Throughout each stage there will be a vendor station where you can buy health replenishments, permanent health increase, stage long power and speed increases, as well as consumable items. Obviously these cost cash, but you'll be earning quite a bit throughout your journey. Speaking of cash, it also acts as your "lives" in a stage. Every time you die, whether by falling off an edge into a bottomless pit or losing all your health, you forcibly pay one hundred bucks and come back at the last checkpoint you poked. Death is pretty cheap in BAKERU, both literally and figuratively.


BAKERU is pretty clearly targeting a bit of a younger audience here, both in tone and gameplay. The narrative, gameplay, characters, and even presentation definitely give off a sort of "let's get kids more into this" type of feeling. The game certainly isn't that difficult, especially if you pick up the power/speed upgrades at the start of a level, some of the trivia adults or older players would look at and think"...uh, doesn't everybody know that?", and all the characters have a cartoon-y and friendly feel to them like a Saturday morning cartoon. Now I'd like to be very clear here when I say none of this is a bad thing. Yeah, I'd personally prefer a bit more of a challenge, but that's personal preference rather than developer fault. I certainly really enjoyed playing through the game, even if I didn't have much trouble with any of the stages.

Another piece of good news is that the stage design and music were always in-sync and really gave the stages that extra oomph that you don't always see, which was really nice. Stages are all places in Japan, tailored to something related to that area, such as beach fronts, long skybridges, an "underworld"-esque theme, or rife with orange trees (mikan!). If the goal was "Saturday morning cartoon vibe", the developers certainly nailed it, especially with the wide variety of stage types.


There's a lot to praise about BAKERU: the combat is smooth and not clunky at all, the stages are varied and fun, there are different stage types like races and shooting sections to freshen things up, and the collectables and trivia are really great to keep you invested in exploring the surprisingly lengthy stages. There is extremely little I can really say that's a complaint, other than that I feel like world map movement can feel a little slow. Eventually you get a method to free travel on the world map, while you start going between connected nodes for the first while, and while there is a speed boost to your travel method, it does feel a little slow still. Either way it's rather small potatoes compared to the experience as a whole.

All that being the case, while BAKERU was a wonderful experience, it also doesn't really push the envelope or revolutionize anything that hasn't been done already. Once again, no slight to the title, I really did enjoy it immensely, but by the time I got to the end, I was about ready to conclude my time with BAKERU. It certainly held me all the way to the end, but I doubt I'll be replaying it anytime soon. It's a bit of an area where you're trying to make it accessible to as many as possible, meaning you're a little limited by what you can put in and try. It hits every checkmark on the list to make a good game, but doesn't quite push past that.


BAKERU is at it's heart a very Japan themed action adventure/platformer style title that presents itself well both mechanically and aesthetically. Filled with colourful characters, vibrant and unique stages, really interesting trivia facts, and smooth combat, BAKERU is an absolute gem to play through. Although maybe geared for a younger audience, it's still all-ages fun!

Score: 9 / 10

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Coridden - PC Preview


Coridden by developer Aftnareld and publisher Anshar PublishingPC(Steam) preview written by Richard with a copy provided by the publisher.
 
Estimated reading time: 4 minutes

Are you looking for a new action hack-and-slash rpg? Perhaps one you can play on your own or with up to three other friends? Well, perhaps you'd also take an interest in Coridden!

Coridden is a nifty hack-and-slash adventure in a fantasy setting. A group of four siblings setting out together, or one on their own, Corriden has that feeling of an older school fighting and looting adventure,  but with a nifty twist. Turns out our intrepid heroes and heroines can shapeshift! That's right, that big panther like creature? You can be that creature. And your friends can ride you! No, I'm not rephrasing that.


Coridden has a lot of the traditional 3D hack and slash mechanics, with levels, skill trees, and lots of equipment. You also have a stamina bar that depletes when you attack, both for your human and creature form. You can swap between forms as you explore or fight enemies in order to get an advantage. In combat, both your human and monster forms have both melee and ranged attacks that behave differently, so you can switch between forms to both manage stamina and choose an attack method that works better for the situation.

When you're exploring, there are gaps to jump across, treasure to find, and objects in the areas to interact with. Sometimes a human is just a little too slow, so you need a faster creature to make the jump. Other times you may come across a mechanism that needs to be powered with electricity, or branches that need to be burned. It's really cool seeing different interactable environments like this.

There are multiple different weapon types and beast skills that you can either earn, find, buy, or learn through skill trees. Each different weapon and creature feels, even if the creatures at the moment are primarily of a similar type. Spears and swords act very differently than if you had a sword and shield equipped. Single handed weapons can also be doubled up for dual wielding if you'd prefer damage output over defense. Skills work based on cooldown and stamina, and since stamina recovers over time, this means you'll never be without options, especially when exploring. You also have heavy attacks you can charge as well, making an interesting dance between light and heavy moves while conserving stamina.


Combat is mostly smooth, although I do have a few minor issues with it. Attack direction is based on where your mouse cursor is, which can get a little frustrating if you go to attack an enemy with a melee, and are slightly off you'll end up missing, or if your cursor is sitting away from where you want to attack because you forgot, you may end up attacking backwards. This brings up an interesting point in that you actually do have different attacks and dodges based on the direction your cursor is indicating. 

The ranged attacks work pretty well, and if you have your cursor on an enemy your character tends to home on the enemy. The little dragonfly type enemies can be frustrating for this, but they do give good practice. Also, your dodge is less of a "dodge" and more of a "shift in another direction". Some attacks from enemies may require jumping over or strategic positioning. 

In addition to your story mode, there are missions of varying levels available for you and friends to play. In the current build there are just Nest Destruction and Defense options, but I'm hopeful that more types will be introduced. In another handy aspect, there is a sort of 3D like map available that notes where you've been by colouring it in a lighter colour, and every new area you do have a general map for, as well as points of interest.


Coridden is definitely a unique game that I'm really interested in. The way that co-op is handled is a really cool concept, especially riding your friends in beast form, and the combat and swapping between forms mid fight feels really smooth. I'm really looking forward to seeing where Coridden goes and what it has in store. It definitely has the potential to be something really fun.

Score: N/A
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Do Not Miss - “STARNAUT” - Epic 3D Action Beyond the Multiverse (PC Steam) Feb 14th EA!


Japan, January 30, 2024. Tokyo developer crim Co. Ltd, acclaimed for their ground-breaking title, El Shaddai: Ascension of the Metatron, is pleased to announce development is well underway with their latest title STARNAUT on PC Steam and will arrive for Early Access on 14th February 2024.


Sawaki Takeyasu, who owns, heads and leads crim development, has worked on a series of iconic titles that include Devil May Cry, Okami, Steel Battalion and many others,  is excited with this new creation. “Progression and continued  evolution and improvements until the release of STARNAUT are ongoing. With  feedback from gamers, Early Access is an exciting start point for Steam users to see and experience our newest creation!

 

When the Earth Disappeared!

STARNAUT” is an exciting and unique 3D action game that includes its very own roguelike system that will present games with the ultimate challenges. The player will become the STARNAUT, a surviving astronaut, and experience the thrill of beating up endless spawning enemies, then launch the Omega Rocket to complete level.
 

Start at the Beginning!

In early gameplay you are required to collect coins by finding them or beating enemies before your oxygen (time limit) runs out. You will  need to find the Omega Rocket that has landed somewhere on the level and use those coins to launch the rocket to proceed the game further.

If you collected enough coins, you can buy weapons from Shopnaut, a friendly companion with a huge monitor as a head that follows the player wherever they go.


The weapons bought or upgrade from Shopnaut are mostly automatic, and each of them has various ways of attacking enemies.

Every time you start the level, you can choose one weapon, except every resource and weapon you gained from a previous level gets reset and you will start from having no coins, no weapons and no upgrades.
 

Features & Facts

  • Eradicate the enemies forming from the multiverse

  • Collect coins and upgrades for both weaponry & suit!

  • Equip eight different weapons which can be stored and used

  • You and your interactive - buddy!

  • Many Modes - including Sniper

  • Five sprawling levels… but wait. Could there be more?
     

CHOOSE YOUR WEAPON!! Feel the excitement of destroying the infinite amount of enemies!

CHALLENGE TO THE EXTREME!! You will have maximum of 30 minutes to sweep them!

BE CAREFUL!! This game is way too addictive! You may forget the time!
 

About crim Inc.

Represented by Sawaki Takeyasu.

Licensing for ElShaddai, Goods Sales, Gallery Management & Consultancy for game development, etc.

http://www.crim.co.jp

 

Article by: Susan N.


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The Legend of Nayuta: Boundless Trails - PC Review


The Legend of Nayuta: Boundless Trails by developer Nihon Falcom and publisher NIS AmericaPC(Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 9 minutes
The Legend of Nayuta: Boundless Trails is a title that has been on my list for *checks notes* two years now, waiting for it to get an English patch for the PC release. Wouldn't you know it, that English version is finally here! Come join me as we take a look at this action RPG title from Falcom!


Legend of Nayuta stars the eponymous Nayuta, a young man on his summer break from Saint Elysee school on the mainland. On his return to his island hometown, he gets involved with a fairy he finds in ruins that fall from the sky. This leads to Nayuta exploring another world along with Noi, the fairy he helped, in order to restore order to the world. It is your goal to help Nayuta through this arduous task!

If you're at all familiar with Falcom titles, such as the Trails or Ys series, then you're going to be right at home here with Legend of Nayuta. A 3D action RPG that is closer to Ys titles in nature, you will spend most of your time traveling to the world of Terra in order to help fix the environmental anomalies, while taking the occasional trip back to Remnant Isle, Nayuta's hometown, in order to complete quests for villagers and turn in long-running goals, as well as check in on your family and friends.

Remnant Isle is where you will find all your standard RPG affairs, such as the weapon and item shops, the villagers you can interact with, a mailbox where you can receive sidequests, as well as a number of other facilities, as well as NPCs you can interact with. Terra is where you will traverse through a number of stages, fighting your way through violent creatures to reach the teleporter at the end of the stage. In the village on Remnant Isle, apart from the standard shops, you can also donate to the museum, get your sister to make you food, and go see your swordsmanship instructor about learning new moves.


The museum is pretty simple, you can donate collectible items you get as random drops in stages for cash and they will be displayed in the museum. All collectibles can be exchanged for cash, and every benchmark of new items will see you given bonus rewards. Your sister is also hanging around your house, and she can make you some delicious lunchboxes. These not only heal you, but will also provide exp as well as other possible bonuses, like increasing strength temporarily. After making a meal once, your sister will teach you the recipe, allowing you to make the meal on your own. Your swordsmanship mentor is down by the beach, and will teach you new moves every six stamps, which I'll talk about how to get later. These new moves include increasing basic combo hits, as well as a guard, so it's a good idea to put at least a little effort into this.

Now that you're all ready and geared to explore, it's off to Terra with us! Don't worry, you're not alone though, as the fairy Noi will join you on your adventure, and she's a lot more useful than you may think! But first though, how does exploring Terra work? Well, upon your first foray into adventure, you will be introduced to the four continents, each of which is experiencing a seasonal change in climate. You then need to make it through a number of stages to get to the temple and correct the season change. Stages are one of two types that you can tell from hovering over them on the map screen: "adventure" stages, or boss stages. Adventure stages have optional objectives, and boss stages don't, a handy tip for you.


On the map screen, adventure stages will have three crystals, one or two chests, and maybe a powerful enemy, as well as three star indicators for whether you've completed the side objectives or not. You get one star for finishing a stage, one for whatever the optional objective is, and one for getting all the crystals and chests. Thankfully, none of this has to be done in a single run. Powerful enemies are special fights which will reward Noi with a new spell, which I'll get to in a bit. If these stars seem familiar, these are the stamps used for the swordsman training.

Now then, the stages themselves are a 3D action adventure style deal, where you will do some platforming and fighting with enemies, solving puzzles, and interacting with the environment in order to get to the end. Depending on the season, this could mean sliding around on ice, avoiding pools of lava, jumping across giant mushrooms, or hopping across invisible platforms that only appear during lightning flashes. Barring your way will be both enemies and environmental obstacles. Nayuta can swing away with his sword, either a 1-handed or 2-handed option, dodge or jump away, or guard attacks once unlocked. Hitting enemies will also build up a chain combo, which can provide bonuses based on number of hits, although waiting too long or getting hit resets it.

Noi, your fairy companion, can help out too! Noi is capable of using arts, what are essentially spells, and are generally some form of projectile attack. These arts are primarily learned by defeating the strong enemies in select stages, indicated by a monster icon on the map screen, and have a certain number of uses associated with them, as well as a level. Arts can level based on uses, and uses will slowly recharge either over time or when Nayuta attacks enemies with his sword. Noi will also gain adventuring abilities, such as a grapple or a shield, which also have a gauge under Nayuta's health that drains while in use and recharges over time.


Get through stages by employing your action platforming skills, with the occasional mandatory fight here or there. Beating enemies does reward Nayuta with exp so he can level up and get stronger, and enemies will also drop cash, which you'll probably need a fair amount of. Enemies may will also drop food and collectibles for you. Stages will also have switches you may need to hit to open gates, as well as tricky terrain you need to cross with Noi's help. There will also be the occasional circle on the floor that stepping in starts a mandatory fight and blocks your exits. These will open up a new route or grant access to a crystal or chest when completed. Reaching the end allows you access to the next stage.

A couple of handy notes for you: first off, sidequests are usually given to your mailbox at home. Lucky for you, there is an indicator on-screen for new sidequests in your mailbox, new rewards for unique museum donations, and if you have enough stamps to learn a new move at the swordsman training. Be aware though that not all sidequests are handed to your mailbox, although most will be. Secondly, if a sidequest can be completed in a certain stage, an exclamation mark will appear above the stage on the map for the stage selection. This is really handy to keep you from replaying long stages that may or may not be where you need to go to fulfill a requirement. Thirdly, and arguably one of the most important late game, is that you can get more lunchbox slots by making set numbers of new dishes for the first time. The more new dishes you make, the more lunchbox slots you can have for healing items, which can be used pretty much whenever you want through your menu.

Now, let's talk about what I feel is one of Falcom's greatest strengths: the music. Falcom titles always have an absolutely stellar soundtrack to accompany them, whether it's an emotional piece during a sad cutscene, an exciting piece during an epic moment, or just some absolutely amazing stage, battle, or area themes, Falcom always seems to really nail the music. Even from the tutorial stage it starts off hard on the stage themes, and this concept is carried all the way through, whether it's a boss theme, the song that plays on remnant isle, or the cutscene music. All throughout Legend of Nayuta I always felt I was on an adventure, through both the music and gameplay.


Now, while the music tracks may be absolutely amazing, I do have to inform you that Legend of Nayuta originally released in 2012 for the PSP. Yeah, the graphics are fairly dated looking, and rather obvious they were originally modeled for a handheld console. Yes, things have been improved for this PC port, but you can still tell. For me this wasn't a deal breaker at all though, as the focus here should be the gameplay and storytelling, but those expecting some new age graphics will be let down in that department at least.

I ended up finishing my run clocking in at about 23 hours for the full game through to the end of the epilogue. Good news for you though, there's actually a fair amount of replayablity. First up, there are more stages, sidequests, as well as bonuses you can purchase after hitting a certain point in the story that are only available during a new game. Plus, the new stages are...rough, especially if you decide to try out the new difficulty *shudders*. Speaking of the new difficulty, this may add even more to your play time, as I would highly suggest a full playthrough before the new hardest difficulty to get all the other achievements and such, although not strictly required. The new difficulty is quite the challenge increase, so those familiar with Ys Nightmare/Infernal mode can feel right at home here.

While I absolutely loved Legend of Nayuta, there are a few issues you may run into. First up, while the jumping and platforming is usually reasonable, there were a few instances where my depth perception just wasn't having it, or a platform was a little too close and I bonked my head on it instead of going over and on top of it. While this is mostly due to my platforming habits, it's usually just a bit of a nuisance and nothing more, as it is only very rarely it happens near a bottomless pit, and those tend to be a little bit more reasonable at least. Late game stages can also get really rough, especially the optional challenges like "jump ten times or less" or "don't get hit". At least those are optional, but some of the stages themselves can be challenging, either due to lots of tricky platforming, rough enemy placements, or a lot of mandatory fights with annoying enemy combinations.


Overall, I have to say that The Legend of Nayuta: Boundless Trails is an absolutely amazing action platformer RPG. There is a lot of interesting stage design, a solid gameplay core, interesting and engaging characters and storyline, and a spectacular soundtrack to accompany it. While the graphics may seem a bit dated and there are a few rough spots in terms of fights or stage design, there was never any point I got super frustrated any more than a "who decided to put those enemies there", and even that was pretty rare. If you're a fan of the Ys series you'll feel right at home here, as Legend of Nayuta is a great title to add to your collection.

Score: 9 / 10
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Akiba's Trip: Undead and Undressed Director's Cut - Switch Review


Akiba's Trip: Undead and Undressed Director's Cut by developer Acquire and publishers Marvelous, XSEED GamesNintendo Switch review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minutes
Well now, here I sit again in front of my TV, screaming "GODAMNIT, GIVE ME YOUR PANTS" and "HELL YEAH, ALL THE PANTIES" making my neighbours question what the heck I'm doing. Spoiler, it's playing Akiba's Trip: Undead and Undressed Director's Cut. 


Akiba's Trip Undead and Undressed is an action strip-'em-up released in North America back in 2014. Now coming to a more up to date system with all the DLCs and some bonus content included in the form of the Director's Cut on Switch! Both handheld and console type playability allowed!

Akiba's Trip is the tale of a young man living in Akihabara, the electronics mecca of Japan. After deciding to take part in an extremely sketchy drug trial in exchange for limited edition anime figurines, the main character is kidnapped and turned into a sort of vampire thrall called a Synthester. Lucky for our MC, he gets saved by a girl who turns him into a familiar instead of a common thrall. So, what are you going to do now? Why, defeat the evil "not-a-vampires" that are plaguing Akihabara! And how are you going to do this? By stripping them and exposing them to that dastardly sunlight of course!

Alright, now I know what you're thinking: "what the heck is this game", and that's perfectly reasonable. But seriously, it's actually ridiculously fun. Pretty much what drives the game is you walking around Akihabara getting into fights with people where you need to beat them up enough for you to be able to remove your enemies clothes. Combat is a 3D action brawler type deal, where both you and your opponents can have three defensive equipment slots: Headgear, upper body, and lower body. Each piece has its own defensive value, and by reducing it to a certain point, you, or your enemies, can strip the clothes off. When someone is out of clothes, they are defeated and may drop their weapon or other accessories for you to equip.


Guess what? Any clothes you strip intact you get to keep! While you might be tearing a lot of clothes to begin with, the more you strip the better you get at stripping without tearing clothes. You can collect these to equip or sell as you need to. You can also unlock an upgrade function where you can get your little sister to enhance your gear by using other gear. Something to note is that every piece of equipment, whether it provides a defensive rating or not, updates your character appearance. You can also equip different methods of stripping people as well as walking styles.

Other than fighting off civilians and manmade vampires? Well, you'll be walking around Akihabara visiting shops to buy pants, or items, or weapons to beat people with, or you could be taking on sidequests in order to earn some money or perhaps clothing. You can also take a trip to the battle arena to test your mettle. Overall, the game is rather simplistic in its approach, which means it's a lot easier to get into the fun.

So, let's talk a bit about some more of the nitty gritty of the beat-'em-up style. As mentioned, there are three defensive clothings, and you can push a different button to attack each piece. The more hits you get within a time frame, you start building a combo which increases your damage rating. You also have a guard which will let you dodge attacks, and you can unleash counter attacks if you attack right after dodging. Now, if you happen to weaken multiple articles of clothing, you can chain strip. Essentially, whenever you strip an article of clothing, you can hit a button prompt to move onto the next clothing item as long as the durability is low enough. Not only do you get bonus exp for this, but if you get a high enough chain, you can even strip the opponent of their underwear! Muahahahaha! You do need to be careful however, as enemies tend to gang up on you, and you can be combo'd in a corner if you aren't careful.


As you are walking around Akihabara there is a lot to take in, from the various characters in weird or interesting outfits, the cosplayers, the stores and locations based on actual real world places, and even flyers that are actually from stores in real life! Well, as of 2013, but it's still cool to see it based so closely off a real place and real shops. There are colourful locales and LOTS of clothing items to...liberate the residents of. 

Good news though, you get a camera function that allows you to scan what people are carrying, letting you know if you've mastered the skill to assure getting their clothing, whether you have that clothing, or whether you have had it at some point so it got registered in the encyclopedia. Taking a picture in scan mode will also let you know if a dude is a Synthester or not. You can then talk to them to start a fight. Alternatively, you can shove people and hope they fight you instead of running away.

The graphic quality is... well, it originally also released on the Vita, so it's nothing too fancy, but you also have a ridiculous amount of control over a lot of game aspects under the Visual Editor. The soundtrack is also pretty good, although I wouldn't say it would win any rewards. Really, what you're here for is campy beat'em up fun, and Akiba's Trip offers that in droves. The game doesn't usually take itself seriously, and neither should you. 


There are a few issues, such as getting boxed in by random NPCs while walking, getting absolutely bodied by large groups of enemies, and if you aren't upgrading equipment, chances are some of the later fights are going to be down right nasty. There are certain mitigations to all this, such as the fact you push NPCs out of the way, a more conservative fighting style, and repeatable side-quests to build money for buying equipment and fusing, or the option to start a new game plus just by leaving Akihabara, but sometimes it can still feel a little rough. 

Now, I'd like to give an extra special mention to Akiba's Trip's New Game Plus feature. Yeah, I know, lots of games have these, what's so special about Akiba's Trip? Well, in addition to bringing over all your items and Encyclopedia entries, you can also freely select your character model, even from the random NPCs. A cool feature to be sure, but the most important? The ability to see what dialogue options are associated with what a character's true ending is. Seriously, this is a feature that more games need to include.

Overall, I have to say that Akiba's Trip Undead and Undressed Director's Cut is a really great title. Now available on more modern platforms, with additional story content and the DLC from the base game included, Akiba's Trip Undead and Undressed will strip the boredom right out of you.


Score: 9 / 10
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Ed-0: Zombie Uprising - PC Review


Ed-0: Zombie Uprising by developer Lancarse and publisher D3PublisherPC (Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minute
Have you ever thought "what would it be like to fight zombies as a samurai, sumo wrestler, or ninja while going through roguelite type stages"? Well, now you can find out with Ed-0: Zombie Uprising.

In Ed-0 a mysterious black ship has appeared in Japan, spilling forth zombies which infect and plague the land. You, a "zom-being", are tasked with getting rid of the zombies. Thankfully, you being a zom-being means that you resurrect when you die, although you do lose any items you've picked up as well as a large chunk of cash. And you need to restart the stage.


Ed-0 is a roguelite type 3D action style game, something you don't really see as often as the 2D variety. All the characters have the same basics to them, just with different specialties or moves available. There's a light attack, a heavy attack, a jump, a dodge, and a guard/parry. There are also special moves you can use as well as items you can throw. The basic idea is to progress through floors of zombies, hacking away at them, collecting items and stat boosting medicines, until you reach the end which will probably end in a boss fight.

You need to pay attention, as you also have a hunger gauge that will slowly deplete, and when it runs out you'll start losing health. In order to fight off your hunger, you need to eat food that you'll find along the way, whether that's rice balls, herbs, or meat. Alternatively, every time you finish a floor you do so by passing through a Torii Gate. Each gate will lead to an "intermission room" with something associated with the type of gate. For example, if you go through a Food Gate, there will be a food item awaiting you. Likewise, a recovery gate will give you some healing.

Now, why shouldn't you just rush through an area to get to the gates? Well, Here's where the roguelite elements come into play. First off, there are a bunch of items littered around the floors. Some of these are consumable, such as throwing knives or health herbs. Others act as equipment (charms), and you can't forget about the items that give you access to special skills (secret art scrolls). Equally important are the items that permanently increase your stats for the duration of your expedition. These are all randomized, just like the layout of the floor each time you enter one, and you start with nothing if you don't bring anything with you, so it's important to scavenge what you need while you're there.



First up let's talk a bit about charms. Charms are your equipment. You have a limited number of slots, some provide good effects and some are bad effects that you can throw at enemies to apply them to. Always nice to hit a hard-hitting boss with a charm that reduces strength. While most charms can be destroyed to equip others if you run out of space, there are cursed charms that can't be removed unless you use a special item to remove the curse.

Another type of randomized items I mentioned are the secret art scrolls. These scrolls will give you access to a special move which you can use while holding the guard/parry button and pressing one of the four associated action buttons. Secret arts can sometimes come with bonuses if you learn them, such as increasing strength or health, and getting a duplicate scroll will allow you to upgrade the move and select an additional perk.

So, what happens if you fail a run? Well, you get returned to the hub area. Don't worry though, as you've been killing zombies you've been collecting money and spirit! While you lose a large chunk of money on death, at least to begin with, you can use these resources to help make future runs a little easier. Spirit can be used to unlock slots that you can equip certain unlockable effects on, such as increasing spirit earned. Money can either be spent at the dojo to give permanent upgrades, such as attack and health increases, or spent at the store in order to bring certain items in with you.


As you go around hacking away at zombies, you will build up a ZEN gauge. When full you can slow down time in order to either attack enemies or run away. There are many different combinations of charms, perks, and secret arts to try out, so each run doesn't necessarily feel the same as the last. Couple this with the multiple characters you can get and the different environments and it keeps the game feeling a little bit fresher. Can you get screwed over by some bad RNG? For sure. I know I got brutalized a few times due to really bad spawn locations and item drops.

Ed-0 has a few different characters for you to unlock, and each has their own strengths and weaknesses that lean towards different types of playstyles. For example, compared to the samurai, the ninja has less health and deals less damage per hit in the combo, but starts with an extra jump, a glide, and has good aerial attacks. If you find yourself getting in a tedium, you should try swapping characters to make things a little different.

Oh, and did I mention you can assassinate enemies? Yeah, that's right, if you sneak up behind enemies you can assassinate them. I started getting some weird Tenchu vibes while playing as the ninja, but hey, it works really well. Different characters are better or worse suited to this, as I mentioned with the ninja comparison, and can lead to some extremely different playstyles and just how the game feels depending on who you want to use, so switch up often!

Now while Ed-0 is pretty fun, there are a few things to be aware of. Firstly, since it is a roguelite, luck does play a big factor, so if you aren't happy with random chance, be fully aware of what you're getting into. Second, while the areas are pretty neat and there is a decent variety of scenery, it can get frustrating if you get stuck in a narrow hallway with a lot of zombies on either side of you. You can also get combo'd pretty badly, flinched out of attacks, and ragdolled if you get hit hard enough. While normally this can be pretty amusing, sometimes it's really frustrating if you can barely do anything about it.


What you may also notice about Ed-0 is that the graphics feel a bit like they should probably be at home on an older generation console. While this may actually be a selling point for some, like myself, others may view it as a bit of a detriment. The game is much more focused on keeping the roguelite gameplay loop fun and fresh rather than updating the PS2 style graphics, but I think it lends to the sort of older era charm that Ed-0 has going for it.

Now, before I get into my conclusions and scoring, I'd like to be very transparent here that the full "out of Early Access" release feels a lot different than the Early Access version, so if you see any other reviews being harsh with Ed-0, please take into account that there have been some major improvements in both in-game instruction and tutorial, as well as how gameplay and progression function.

Overall, Ed-0: Zombie Uprising is really fun. Is it perfect? No, but it's a really fun sort of campy zombie slasher type of game. Ed-0 hits a lot of the checks for a decent roguelite game that isn't unbearably punishing but still offers options for those looking for a challenge. With a lot to keep the gameplay fresh in a 3D action fashion that you don't see very often, I'm sure Ed-0 Zombie uprising is sure to hit home with those who are interested. I for one certainly loved the combination of 3D action hack-and-slash type gameplay with the roguelite elements. So get out there and start mowing down some zombies!

Score: 8 / 10

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