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Showing posts with label NSW. Show all posts
Showing posts with label NSW. Show all posts

Keen: One Girl Army - Switch Review

Keen: One Girl Army by developer Cat Nigiri and publishers Phoenixx Inc. and 2P GamesNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated reading time: 6 minutes

Keen: One Girl Army is a weird combination of puzzle game and turn-based combat. A good kind of weird, mind you. A really interesting combination of sliding and fighting that spans multiple screens per stage, Keen certainly lives up to its name.

Raised in a village of warriors with a missing mother and mysteriously absent male figures, Kim, a rather precocious little girl with what appears to be training in the use of a glaive, is the next in line to defend her village from any outside threats or, heaven forbid, EVIL. After some weapons training in the form of a tutorial, Kim goes to prevent an invasion into her village by burning the only connecting bridge. Lo and behold, she ends up on the other side of the bridge. Deciding she wants to try and find out the source of the invasion and cut it off at the source, off she goes to confront EVIL!

Now, puzzle games generally take one of two approaches to gameplay: simple is better or every bell and whistle humanly possible. Keen has decided for the former, but has put all their effort into devising the puzzles for the game. Kim can only move in straight lines in the cardinal directions. I.e. she can only move up, down, left, and right. If she can pass through an enemy, she will deal two damage and stun the enemy. If she hits a wall or is blocked by an enemy, she will stop and attack in all four directions, dealing one damage and also stunning the enemy.

By the way, when I say she can move in four directions, I mean she doesn't STOP moving until she is forced to. You remember those sliding ice puzzles from Pokemon? Or any other games that have you slide in one direction until you hit a wall? Yeah, that's how this works. Your basic goal is to move from room to room, until you reach the end of the stage. There are many a puzzle to be solved, some are simply movement based, figuring out which order of directions will bring you to the room exit, some involve dodging murder lasers while invisible ninjas are trying to attack and pushing a block around so you can reach a breakable block to progress onto the next screen. Yes, I'm slightly bitter about that last one, no, I don't want to talk about it.

Enemies will only move after you've made your move, which is where the "turn-based" combat comes in. Essentially, if you make a move and don't attack an enemy, they will move a tile. If they move within attacking range, they will hit you. While enemies start doing very little damage, later in the game they will do a ridiculous amount of damage, so don't think you can just take the hits all the time. As you progress through Keen, you may come across some hidden temples by exploring the world map, which uses movement in the same way each individual stage does. These temples can give you extra abilities, such as a one hit shield to protect you from a blow, or a cross shaped attack that hits two panels away instead of one. These temples can be opened if you have enough orbs collected.

These orbs can be found either through specific stage rewards, which you will be told about when selecting a stage, or they will be hidden somewhere in the stage, either behind a puzzle or a hidden wall. Sometimes even both. Hidden walls are...reasonable to find, but rather tricky. There will always be an indication that there is a hidden passageway, usually denoted by extra light filtering in, but can be really tough to spot. Thankfully, the game tells you how many bonus orbs are in each stage as well.

As I did get all the orbs before writing this review, I can honestly say that some of the harder hidden wall orbs were in the first few levels, at least for me personally. The bonus objective orbs are generally easier to comply with, such as "collect all orbs" or "Complete the stage", but then there are the challenging ones like "don't take damage". Thankfully every room can be traversed without getting hit, it just takes either careful planning or a lot of trial and error. Extra point go to the devs for letting you restart from checkpoint while keeping the "haven't been hit" state, although you will lose any abilities you've used. A fair tradeoff I think.

The graphics have an animated sort of "cartoony" vibe to them, which rather suits the corny plot line that would be right at home for Saturday morning cartoons. That being said, you meet some rather quirky characters, such as the chief priest of a cult that's basically a scam, and a beaver with nipple rings. Yes, I'm very serious about that second one. His name is Mr. Beaver. He also makes a guest appearance in the credits. The soundtrack is also pretty good as well, giving some nice atmosphere to the different locations, and having a pretty exciting boss fight theme.

While Keen is pretty short, I feel like it's pretty adequate length given the price point. The game is simple, yet requires a lot of strategy and planning, stages are set up really well, and the progression in difficulty is steady and not jarring. Keen also some a few really good lines, such as when Kim mentions a boss has been taken over by EVIL, and their response is "I CAN QUIT WHENEVER I WANT". The "bonus ending" if you collect all the orbs and complete the last temple was also pretty well done. Normally I find gag endings to really fall flat, but Cat Nigiri did a really swell job on that hidden ending. For a group that I'm fairly certain consists of less than ten people, this was done really well.

Overall, Keen: One Girl Army is short, but a lot of fun with some really solid mechanics and well done puzzle building. With some quirky aspects yet simply gameplay, Keen is likely to give you a great puzzle solving, zombie slicing adventure. With plenty of hidden objects and bonus puzzles in the temples, Keen is a really good addition to your puzzle game library.

Score: 8.5 / 10

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Rune Factory 4: Special - Switch Review

Rune Factory 4: Special by developer Marvelous Entertainment Inc. and publisher XSEED GamesNintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes


Having once been a bit more niche before the surprise hit of Stardew Valley, we had small town farming simulators like Harvest Moon and Rune Factory to keep us happy on both Nintendo and Sony Platforms. Making its way back to us in both handheld and full console format, Rune Factory 4 Special is a redesign of the 2012 Nintendo 3DS release and in one word? It’s absolutely stellar. Alright so that was two.

The Rune Factory series while having been popular enough at the time was a victim of the dreaded sales and as well received that they were, it wasn’t enough to keep the original developer in the game and they closed their doors with the original release of Rune Factory 4. Being brought back by XSEED, Rune Factory 4 been re-designed instead of simply ported from the 3DS over to the Switch and while this still currently last entry into the series, it’s back and if it’s performance is anything to go off of? I hope that we soon see a Rune Factory 5.

Rune Factory 4 is the story of a “prince” or “princess” that falls off an airship and onto a dragon’s head in a remote, yet small and cozy, town. The quotations are because the prince or princess had been expected and when you dropped in, well, who else would make such an entrance but royalty? Lasting a whole five minutes, the actual Prince shows up and wanting to do their own thing? They grant you their royal powers to run this town and make decisions on their behalf. So what are you to do? Start learning to till the fields behind the Dragon’s Shrine for food and money, take care of villager requests for royalty points to make decisions on development, and head out into the wilds for new materials and some good old fashioned experience points as you level up your Action RPG self.


So what’s a newly found by proxy royal to do? All the above! Enjoy life, do a bit of farming, do a bit of smithing, do a bit of socializing and then head out to beat up some monsters to level up and get some new materials. As far as I’m concerned right now there are no real time limits, at least not that I’ve seen, so if you want to just hang back and get some farming done for a few days and build up your stamina for it instead of heading out of town you can. Likewise, you can also spend a few days outside of town beating the crap of out monsters and improve your combat prowess which will also come in handy as unlike something like StarDew Valley where combat is a literal choice and you never have to, in Rune Factory is a must and the only way to progress through the story.

That said, combat isn’t some Devil May Cry level button mashing extravaganza. Like everything else, from the town socialization and the farming, combat is relaxing enough where foes slowly get stronger and while bosses are a bit tanky with several phases, it’s never “hard”. It’s fun, but it’s not hard. If you do find yourself getting knocked out as it can happen… looking at your giant chickens that were overpowered for that point in the game, then you’ll find yourself in the Doctor’s office where you’ll be healed up to about half health. Being a doctor and having a practice to run however, it’s going to cost you and it’ll only cost you more and more each time you drop in combat so you’ll either way to slowly grind for experience, get better equipment, or bring someone along for the ride!

Starting off with very little people to bring along short of the Dragon Knight who’s a badass in her own right, you’ll need to befriend others to take along with you, or to romance in general, your choice. Sadly the Doctor’s wife told my female protagonist that she was already married otherwise she may have considered it once upon a time. Moving along though, people do have their own lives and even if they come with you, it’s possible that they need to leave you part ways through your dungeon crawl because “duty calls”. Allies that will never leave you, but possibly get grumpy about it, are monsters that you can befriend and house back at the farm in a monster house that you can have built up in the top corner of your farm. Everyone will level up, everyone has abilities, but you’ll want to keep an eye on hit point bars and possibly send an ally home early if they aren’t doing so great.



Once you’re back home for the afternoon, or head home to sleep and wake up in the morning, you get to do it all again. Taking care of requests that hit your inbox is a great way to get plenty of Royalty Points (RP) which can be used to kick off festivals, build new buildings, expand storage or expand on a shop’s inventory. You can slowly accumulate RP while gathering materials and hunting monsters, but you’ll really want to complete these requests that allows you to better understand the people that you are both living with, and now in charge of as Royalty. Even by proxy, it has its benefits!

Included in these benefits are the ability to get licenses which allow you to do more. Tests for licenses can be bought with RP and as long as you can properly answer all of the questions, the license is yours. Why go through the trouble you may be thinking? I sure as hell did until I found out that it gave me access to the airship that allows you to easily travel to the various save points across the lines. Only adding to this are licenses for cooking, smithing, crafting, so that you can do things yourself instead of having to buy it all. If you get good enough at it, you can even start mass producing them and selling them off for extra cash but you’ll have to buy the equipment for it first. What I really loved about this equipment is that you can actually put it anywhere so if you wanted to smith in your bedroom, you can, if you want to smith in the smithy? You can do that as well but then you’re stuck to the actual store’s opening and closing hours.

The one big thing that stood out to me over the hours that I’ve put in is that it never feels like any time has passed at all. Days go by, you till and work your field, you chat with others, you check your royal decrees, you manage your storage, you manage your monsters, and you head out of town to get new materials and you can fish wherever you choose. And it’s so relaxing unlike Harvest Moon where there was a definite stress in getting things done because you could barely get anything done in the beginning. While things may not take off so quick in Rune Factory 4, it smooths you into it as farming isn’t your be all end all, it’s a part of the overall and it’ll never drain your stamina leaving you with nothing for the rest of the day because you’ve done too much which in reality was barely anything with so much left to do. This? This you can have it all if you’re careful enough and if you’re not? There’s always tomorrow!


So overall? Rune Factory 4 Special is basically a must from me and already has a place on my 2020 Games of the Year list. Being made Royalty by proxy has never been this good and while you technically “have” to do the farming and “have” to do exploration, it never feels like you do and the ease of entry just creates a relaxing experience that is fun to play for hours on end as you choose to either befriend or romance the people of the town that you are now in charge of. Don’t want to do either? That’s why there’s exploration and combat for those moments that you just need to get away from it all!

 

Score: 9 / 10




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Battle Worlds: Kronos - Switch Review


Like a lot of other titles having previously been released on the consoles, Battle Worlds: Kronos is the latest to be seeing its final port over to the “newest platform”, the Nintendo Switch. With the original release being not all that long ago, this battle for Kronos won't really be seeing new features short of being able to play it in a handheld mode.

Battle Worlds: Kronos is an interesting one. Using hex based movement, you’ll be battling it out for both survival and dominion on a planet named Kronos. Kronos is an “uninhabited” planet used as the field of battle for deciding the next Emperor in a war of succession. Being told that a part of your forces have been decimated by someone not in the running, you make your way planetside only to find out that the ones currently attacking you are the ones that sell you the weapons that you and your other opponents use to pummel one another into dust.

The premise to the overall is neat. While on one hand it could be viewed as, oh cool, they have war games to decide who’s going to be the next leader, on the other it’s a real war and whoever is taken out dies. A bit like the original Fire Emblems in that regard, you don’t just send in your troops as if you lose them, they are gone. This puts a bit more stress on doing it right… or doing it twice once you’ve re-loaded your game after being annihilated.


Battling for Kronos isn’t easy and you are told this from the very beginning. It’s hard. In some cases it may even be too hard. That disclaimer out of the way, the devs have also provided a slew of tutorials for how to survive and win this war if you are good enough. Even the learning curve is steep because after the first few steps you’re already in some heavy enough battles that could cost you even just the first mission.

With the tutorials there however, there’s a transition that may not have been the best for consoles. Often times I found myself wishing for a mouse in order to zoom in and out, pan to the left or the right, and even see which unit should be the one that I want to use in order to make an attack. There are a fair amount of models that look the same though their attack radius are quite different so if you make a move to attack and realize that it was the wrong one, you’ve just missed out on a whole turn.

On top of that, there’s also the issue where you think you’re about to click on another unit and instead move the one you thought you had unselected. I wish that I could say that happened once, but it happened a lot costing me a few units in the process as they were no longer in range for attack. So really, you have to fully move one unit, either twice or move and attack, and then go onto the next one. You can’t just line everything up where a unit could hit A or B and then let loose.


The turns themselves last as long or as short as you want them. Every unit has two moves but you don’t need to use them all. Of the two moves, there are two options. You can either move and then move again if you are either scouting the terrain or moving into position. Or, you can move and you can attack. I personally would have enjoyed being able to attack twice, but as you get to move all of your units before it’s the enemies turn, that would have been unfair even if the odds are stacked against you.

So while there’s nothing really wrong with Battle Worlds: Kronos, it's steep entry may be too high for some and the UI could use a bit of work. I loved the concepts behind it but I would have preferred something somewhere in the middle ground of it all.


Game Information

Platform:
Nintendo Switch
Developer(s):
KING Art Games
Publisher(s):
THQ Nordic
Genre(s):
Turned Based Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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