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Article by: Susan N.
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Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
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I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...
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Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset.
Echo Isle by developer and publisher Josh Koenig Games—PC (Steam) review written by Richard with a copy provided by the publisher.
Estimated reading time: 4 minutes
Hello everyone and welcome to Echo Isle! A land with a mysterious lighthouse, monsters prowling the woods, and a wonderful throwback to some classic games I enjoyed in my childhood. Are you prepared to reignite the lighthouse and restore the island in this 2D adventure game? I sure hope you are!
The story of Echo Isle centers around a lighthouse that has been guarding the peace of the island. Unfortunately the lighthouse has gone out and monsters have returned to terrorize the neighbourhood. Luckily for the inhabitants, the Astral Knight Aster has been summoned to the island to resolve the crisis! Can Aster find the Echo Stones needed to bring light back to the island? Only you can help answer that question!
Echo Isle is a short but sweet adventure title that made me immediately think of the Legend of Zelda game Link’s Awakening. No, not the 3D remake, I mean the original Gameboy/Gameboy Colour version. The 2D top down style. Echo Isle takes the hero Aster around the island locating dungeons with Echo Stones in them, solving the puzzles inside, beating the boss monsters, and then claiming the stones. You start off with nothing but your name, but are quickly pointed towards a cave where you can grab a sword. From here you embark, earning new tools to help you explore and fight in each new dungeon. Collect lucky clovers to boost your health, and uncover secret stones to get a hidden reward!
If you’ve ever played a top-down Zelda title, even if it is the Link’s Awakening remake, you have a good idea of the style the game is going for. Once you pick up your sword, you have an action of either using the sword or whatever tool you have equipped. You can swap between tools pretty easily, and you aren’t constricted by ammo which is fairly handy. As you explore the island you will find the game is separated into “screens”. On the island, each “screen” is a block on the map, meanwhile inside a dungeon each “screen” is like it’s own self contained area. The fact I need to describe this for younger audiences makes me feel old though, I have to say. Nowadays you can load a full dungeon instance, but back in the day it was done one screen at a time.
Echo Isle at it’s core feels like a love letter to older games, particularly the Zelda franchise, and I love what it’s offering. While not very long, clocking in at around an hour or a little more, Echo Isle left me wanting to see more. While it wrapped up well enough in it’s own way, I would love to see another title from this developer with a longer game. There’s definitely the potential here, and the way Echo Isle was done leaves me hopeful for potential future releases.
In terms of the aesthetic direction, Echo Isle draws heavy inspiration from retro titles, utilizing a bit-like style that would feel at home on a Gameboy Colour, and a musical suite that matches the aesthetic. More than once I sat back in nostalgia remembering my childhood days struggling through dungeons looking for Owl Beaks, or that one key I was missing in the Tower dungeon because screw that place.
There was only one real glitch that I found, and that was when I accidentally blew myself up with a bomb when I was collecting an Echo Stone. I could move around during the scene that played, but as soon as it was over everything went back to normal, so it’s not a big deal. In terms of dungeon design itself, I’m happy to say that the dungeons are a reasonable length and size, and make good design choices to lead you into getting the new tool within and teaching you to make use of it. While I wouldn’t call the game particularly difficult by any means, that doesn’t mean it isn’t fun. I only died once during the last boss fight, but if you haven’t been searching for the optional hidden things, it may be a lot more difficult for you.
Overall I have to say that Echo Isle is an absolutely wonderful title full of retro nostalgia done right. I highly recommend picking up Echo Isle. It might be a little short but it’s also cheap, so no worry about breaking the wallet. With a fluid control system, some neat dungeon design, and an absolutely wonderful aesthetic, Echo Isle is certain to give you that nostalgic kick you’re looking for.
Score: 9 / 10
Nice Day for Fishing by developer FusionPlay and published by Team17—Sony PlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated reading time: 5 minutes
"We love the golden age of Japanese anime from the 80s and 90s, and we want to pay tribute to that magical era with this game." says Alessandro Martinello, Game Director.
"Making this game has been fulfilling the dream I had as a teenager, which I gave up to dedicate myself to music, and which I recovered at 42 years old, eight years later. Moons of Darsalon is a reality in which I have put all my obsessive perfectionism, avoiding following trendy styles and focusing on offering a fresh and quality gaming experience." - Dr. Kucho
"Making this game has been fulfilling the dream I had as a teenager, which I gave up to dedicate myself to music, and which I recovered at 42 years old, eight years later. Moons of Darsalon is a reality in which I have put all my obsessive perfectionism, avoiding following trendy styles and focusing on offering a fresh and quality gaming experience." - Dr. Kucho
Legend Bowl by developer Top Hat Studios Inc and publisher YoYoGames—Microsoft Xbox Series X review written by Nick with a copy provided by
the publisher.
Estimated reading time: 5 minutes
Football season is coming up sooner than later, and as the
leaves change color and the cooler air surrounds us – I get excited. Legend
Bowl helps to embody that excitement as it combines nostalgia and a surprising amount
of depth in this non-licensed American football title.
Tecmo Bowl is the clear inspiration here, in the name and
the visuals. That tickled a little something in my psyche, as my more recent
years have seen me focus on football games like Madden – and for a short time –
the 2K NFL games. However, I cut my teeth on the NES Tecmo Bowl. I later played
the sequel games and ate them up.
That however, was the 80’s and 90’s, and it raises the question
whether or not this type of a game still has a place in more modern gaming. I
think the answer here is ‘yes’, but it is going to have some niche appeal, I
suspect. First the basics: This is not a Madden-killer by any means. If you are
looking for a AAA presentation with real NFL teams and players? You’re not
getting that here, at least not out of the box. Now, to Legend Bowl’s credit,
there is a lot of flexibility in player and team editing. On PC there’s already
plenty of NFL roster mods available that can be imported to create a more
realistic NFL facsimile.
I actually spent more time than I had expected to with some
of these editing features, because I generally like putting my own customized
spin on teams, and these features were fun to play with. Aside from those
editing features, there’s a few different modes to play with. Exhibition is the
kind of quick game you would expect, and Tournament Mode is basically the
playoffs to a championship (like the original Tecmo Bowl) and there is a
Training Camp Mode that tries to teach you the basics. I’ll admit – I didn’t
really expect to need much out of that mode given my extensive history of playing
video game football, but Legend Bowl is a different kind of game than I was
used to. While I thought the tutorials could have been better, they were
certainly necessary.
Last but hardly least is the Franchise Mode, which is where
most of my time was spent and where I suspect fans dedicated to this title will
also get the most bang for their buck. It’s a pretty traditional setup with choosing
a team, creating a custom coach (or using an existing prefabricated one) and
playing a full schedule with stats being kept, player progressions and more. It
culminates in a championship and then an offseason with free agency and
drafting. These RPG-lite elements have always been among my favorite aspects of
sports titles and Legend Bowl does a solid job on this front. There are just a ton of stats to look through, and it feels like a fully flesh, deeply featured mode that is really well done.
The presentation is going to be hit or miss, and is one of
the reasons I feel as though Legend Bowl is a rather niche title. The pixelated
graphics give off a retro feel that compliments the catch chiptune music
nicely. Because of these more limited character models, gameplay has some tweaks
as a result. Things like trying to break through the offensive line is
represented with a bar that you fill up by mashing a button to bust through. In
fact, a lot of the elements here feel like mini quicktime events. On the one
hand, almost all games are this, but it’s more pronounced here since it’s
visually represented on the screen. At the higher difficulty levels, you will
generally lose these, as the computer is simply going to be better at spamming
an input button than most people.
The gameplay is another reason why I could see Legend Bowl
failing to appeal to a broader audience. The passing mechanic is interesting,
as it has a press and release, again with a bar that fills up to try and guide
you. Though after a while I was oblivious to the bar as it only distracted me
from looking at the receivers down the field once I got the timing down for my
QB. Some of the defensive and ball carrier controls also didn’t feel as intuitive
to me as I had hoped – especially early on. It felt a bit like I was being
asked to unlearn everything I had learned from video game football over the
years. I eventually got the hang of the controls, but it was often times
frustrating, especially the passing mechanic which felt like it just leans to
one extreme or the other (bullet or lob pass) most of the time.
Legend Bowl does lean into a more arcade feeling, yet doesn’t
quite feel like the old school Tecmo Bowl games it visually reminded me of.
There’s a lot of menus here as well, and I suspect they work a bit better on
the PC with a mouse and keyboard than they do on console with a controller, but
it’s hardly a deal-killer, just an inconvenience.
On the whole, Legend Bowl does a lot of things right, but
isn’t going to dethrone Madden either and that’s okay. If you are a diehard NFL
fan who wants to play a more realistic simulation, there’s a good chance that
Legend Bowl is not going to scratch that itch. However, if you can adjust to
the more arcade-like controls and don’t mind the numerous menus, there’s plenty
of fun to be had here. I just had to make sure to give myself time to learn to play
the game, which is a different type of game than most other football titles.
The numerous statistics make the Franchise Mode the most rewarding feature of Legend
Bowl, and those willing to push through the learning curve will find plenty of
reason to come back to it.
Score: 7 / 10
Antstream Arcade by developer and publisher AntstreamLtd—Microsoft Xbox Series X review written by Nick with a copy provided by the
publisher.
Estimated Reading Time: 6 minutes
Antstream Arcade touts a pretty hefty package. Play over 1,300
classic video games via a streaming service. Being a subscription service, it
is easy to see why it draws an analogy of being the Netflix of video games. By and
large? It works pretty well, especially for an old school gamer such as myself.
The sales pitch is an interesting one. The Antstream Arcade
service isn’t the games itself – it’s a window to access the huge collection of
classic titles. This allows them to be worked within dynamic ways. The library
can and will change, there are missions and leaderboards that allow people to
compete against one another. The missions / challenges are a neat idea, as it
takes the core game and has you attempting to get the best score you can with
one life or in a particular time frame or some other predetermined constraint.
The library is massive (you can check it out here), pulling
from a wide variety of sources like the Amiga, Atari, NES, arcades and so on.
Some of this feels a bit like checking boxes. Yes, there are PlayStation games,
but there’s only a handful. There are SNES titles, but you’re not getting first
party Mario games either. That being said, there are lots of really great games in here,
especially for someone like me who grew up on these titles. I’m a sucker for
arcade brawlers like Double Dragon, Final Fight and Ninja Gaiden. There is also
a pretty wide range of genres here. I had initially figured that the library
would mostly consist of shoot-‘em-ups and brawlers, but there’s plenty of
1-on-1 fighters, platformers and even RPG titles baked in here. Now, it is
worth calling out that there is some title duplication, where you might see
something that was on both NES and Sega Master System, or across a few of the older
computer platforms.
I’m pretty impressed with how well the service streams. You
need more than 4mbs, which is not a high bar to clear. That makes this pretty
accessible to most people (I was playing this at my cabin, which often maxes
out in the high 20’s in mbs) with reasonably solid performance. I’m sure this
plays into their strategy of focusing on older games that have small file sizes
– I wouldn’t count on seeing a lot of disc-based PS2 games in the near future
because of this.
Even with this pretty rough internet I have at the cabin (I
like to refer to it as internet delivered via tin cans and string), Antstream
Arcade performed really well. There was some odd pixilation that happened at
times, but it worked well. I didn’t run into any notable issues with the
gameplay itself, and even when I was playing at my house with a 1+gbs connection,
there was the occasional odd visual artifact in larger / newer titles (Mortal
Kombat or Pit Fighter come to mind), but it was never a major deal to me.
While the content here is pretty stellar, the interface is a
bit more of a mixed bag. On the downside, searching for games can be sort of
rough. It relies heavily on text searching. Games are tagged with genres such
as platforming or fighting. However, with so many games, it can be tough to
find a specific game unless you know what title you are searching for. On the
one hand, it was fun randomly stumbling onto cool games that had been tucked
away in the back of my head for decades now, but there were times trying to
figure out what I was going to play next was a bit of a challenge. For some
reason beat-‘em-ups just didn’t work for me when I selected the ‘more’ option
to the right, like the default search terms actually didn’t line up with their
own tagging.
Another plus of the interface is the ability to save games,
which was obviously lacking in many of those old Atari or arcade titles. An
interface shortcoming is I didn’t see any way to remap buttons. They are
assigned on a per-game basis, and the majority of the time they made a lot of
sense. However, there are just some genres like 1-on-1 fighting games where I
have been using my own personal button remapping for years now, and not having
the ability to do so sort of felt like fighting with a hand tied behind my
back.
There’s a few different flavors of access. You can install
the game itself and get access to some of the titles without paying anything,
but that’s really missing the beauty of what is offered here. That means you
can do a one year subscription for $29.99 or a lifetime at $79.99. I have a lot
of these titles on my actual NES or Atari that I still have, or they’re
available in other compilation titles like the Capcom ones or these old school
games might just not be your thing – so mileage may vary. That being said? This
hit a huge sweet spot with me. Elevator Action tournament? Cool – that was a
favorite arcade cabinet of mine as a little kid, and I didn’t have to hem and
haw at the corner store and decide between playing it or picking up five atomic
fireballs to snack on.
Lastly, Antstream Arcade has a rather unique take on
competitive play. I mentioned missions before, and tournaments. High scores are
documented and when someone beats your progress you get notified automagically
by the system. It all tries to build a sense of competitive community, and for
those who don’t particularly like playing with / against other people, this
asynchronous method is likely ideal. That being said, some of these games were
at their best (especially brawlers) when you were partnered with a person, and
there’s no active multiplayer options. Given the streaming nature of the software,
that makes sense as I suspect there would be some significant technical hurdles
to overcome there, but it’s still worth calling out for someone who might have
been looking forward to some co-op arcade Double Dragon.
Antstream Arcade is going to appeal to a pretty niche group –
but I’ll fully admit that I’m a member of that target audience. It’s great to pick
up some classic game I used to enjoy, virtually toss in a handful of quarters
and spend the next half an hour blasting or punching away at something. This software
absolutely scratches an itch that I frequently have. I dig the broad collection
of titles, the way they try to virtualize a community and that it’s a living
service with new tournaments, games and updates being continuously rolled out.
All of those positives aside, there is room for improvement. I’d love some
button mapping, multiplayer and stronger discovery options to help me get the
most out of the framework itself and the games provided within. All things
considered, Antstream Arcade is a lot of fun, even with some as of yet untapped
potential.
Score: 7 / 10
Hellbound by developer Saibot Studios and publisher Nimble Giant Entertainment—PC (Steam) review written by Pierre-Yves with a copy provided by the publisher.
Estimated reading time: 5 minutes
“Warning! This game is being made like it was in the 90’s, some people may find it too difficult“ -- Saibot Studios
The year is 2020. We’ve gone past the days of 8-16-32 or 64-bit unless it's specifically being touted as retro. Everything today is all about the 4K resolutions and how pretty it all is. Well for some. For others, we’ve got a hell of a nostalgic heavy metal trip for you all the way back to the 90s. Sure, Doom Eternal just launched a few months back but if all you’ve really been wanting is that classic old school feeling of the original Doom, Quake or Hexen? Saibot Studios’ has got you covered.
Hellbound is literally an FPS from the 90s though one that you can play in ultrawide resolutions on your 4K monitors and have it look good. Fast paced, hard as hell, enemies moving in on you from wherever they appear and plenty of a heavy metal as a soundtrack to boot? It's actually hard to ask for much more.
So the premise? You're the last of your kind and you've been woken up to fight against the demons that the humans have lost against. Also? You're the last of your kind because the rest died fighting those same demons however there's one thing that you have that they don't. The protagonist title! So picking up your first gun and shooting anything in your way that moves, you'll also be slinging along one liners about how badass of a mofo you really are.
Hellbound has two modes. The first is a fast paced campaign that I'll never be able to meet those Par Course times for completion and the other is a set of survival stages that unlock as you make your way through the campaign. The campaign will have you racing through various stages in both a run and gun fashion while adding in some light puzzle elements such as needing keys for doors and throwing switches to open up pathways that you have to run through before they close. Seriously, if you're looking for a story you won't find it here, but, that's the point. This is an FPS designed for that sole point and on that point, it aces it.
The other mode is survival in which you'll have to survive ways of enemies until they are either all dead, or you are. It's a nice break from the campaign as all you truly need to do is shoot at anything that moves until there's nothing left. While technically granting the same gameplay experience, it was nice to not have to worry about doors, keys, and where my last checkpoint was.
Because it's old schooled designed and tells you up front that it's hard, finishing stages or survival waves must be earned. It's not given to you. Learning to aim properly (I'll get there some day with a keyboard and mouse), learning where enemies come from if you've died once or twice, learning which weapon does the best kinds of damage against which enemy. Everything has to be locked down in your brain or you'll die. Good keyboard and nice users can get away with some slack as they have skill but for those that don't? Better shape up fast or properly learn the lay of the land. I had to...
Otherwise the gameplay itself is pretty straight forward. You move around with WASD on your keyboard, you use shift to run, space to jump, shoot with the left mouse button and use the secondary features with the right mouse button. You can use the keyboard or the mousewheel to switch weapons but that’s it. There’s no fancy sliding around, there’s no fancy active reload bonuses, hell, you want to punch someone? Do it the good old fashioned way and select your fists to do. I would advise against that last one and instead use the club, at least it can block a bit. It’s simple in how it’s controlled which lets you concentrate more on not dying as you’ll have plenty that you need to think about while running and gunning.
Are there any issues? I could list some but those were more due to me learning what could or could not do. Jumping is all about timing and I fell into the lava more than once. There’s no real tutorial so when I found out that shift was to run, which while normal I didn’t think would be the case since you already move so damned fast, it helped me make those jumps that I had been previously failing at. So if there’s ONE issue, it would be that those damned four legged clawed beasts can literally take you out in two hits. That’s will full armor and health so watch yourself because you can go from hero to zero very fast.
Overall though? Hellbound is a nostalgia trip that's more than just nostalgia. It’s a hell of a lot of fun though I don’t know if that’s because I’m an 80s kid and I grew up gaming in the 90s. For people like me and the age groups before, this is basically our childhood but in massive screen resolutions that were unheard of at the time as games came on 3.5” or 5” floppy disks that held next to nothing information wise so we had to split things into multiple disks if we wanted to bring them anywhere.
Nostalgia aside though, Hellbound is a well refined first person shooter that has you diving through the forces of hell in a high octane killfest supported by heavy metal tracks to keep the pace up as your heart pumps blood to the beat of the music. It’s bloody hard but it’s fun in that classic sense where you have to be better than the game as the game won’t just hand victory over to you.
Score: 8 / 10