<![CDATA[A-to-J Connections - Gaming]]>Thu, 24 Apr 2025 11:51:11 -0700Weebly<![CDATA[Game Review: Rainbow Moon]]>Wed, 23 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-rainbow-moonBy Manuel
Players: 1
Platforms: Nintendo Switch


I recently booted up my PlayStation 3 for the first time in years, and went through all the old digital-only games I used pour hours into. Among them was an RPG named Rainbow Moon, and it got me wondering if anyone else had ever played the game. I eventually learned that others had in fact played the game, and that it had a sequel and a re-release over the years. The latest version of the game is a Nintendo Switch exclusive, and it's published by EastAsiaSoft. We're going to be looking at that release here today, and see if it's still worth playing all these years later. There's really no need for further intro, so let's get straight to the review!

There really isn't much of a story to Rainbow Moon, as this is a gameplay-driven RPG. You're dropped into the role of a hero named Baldren, who found himself flung to another world following a fight with an evil being he apparently faces yearly. This new world was once peaceful, but someone seems to have opened up a portal that has allowed tons of monsters to come through. That person is of course you, so you set out to right the wrongs you inadvertently caused, and hopefully find your way back home. Along the way you'll meet up with other heroes who seem to mostly join you through convenience, and you'll eventually face off against that Big Bad that was mentioned in the intro. It's a fairly thin story, but it serves its purpose. As stated earlier, I played this game in its original PS3 release, and I cared for the story then as much as I do now; as in pretty much not at all. There are quite a few comedic moments, and the game at least gives you reasons for all the random wandering and grinding, but this isn't a game that takes its narrative all that seriously. Since we're done with story quite early, let's move on to discussing gameplay.
If you're an RPG player who loves grinding stats to insane levels, then Rainbow Moon is the game for you. It features several systems that seem simple on the surface, but are quite complete when you start to get into them. Random battles are the meat and potatoes of the gameplay, and these come to you in pre-determined, visible groups, or randomly generated ones. These battles all take place in a fashion similar to SRPGs, but with a much smaller party. If anyone is familiar with Rhapsody: A Musical Adventure, then you know what to expect. Characters take their turns based on speed, with each character being able to take a certain number of actions on said turn. You'll only be able to take one action per turn at the start of the game, but you'll get more as you level up. These actions allow you to move several spaces, use skills that might need several actions to preform, or simply attack multiple times. Defeating monsters grants you experience points, as well as moon points that are used to grow stats separately. The moon point system allows you to tailor a character to your specific play style, and are only given out to characters who land the killing blow on an enemy. Money and loot are sometimes also dropped by defeating enemies, though getting anything beyond experience and moon points isn't guaranteed. This means that simple things like upgrading equipment, purchasing items, and even healing, can be taxing early on. There are also skills that your characters can learn, and these all level up via usage. This may sound like a lot to take in at once, and it sort of is, but it only scratches the surface of what the game provides.

When I say that you can create a super powered party if you're willing to put in the hours and hours of work, I really mean it. Rainbow Moon will throw enemies at you early on that are at a ridiculously higher level than you, and that'll be your first indication that things aren't like a standard RPG. You will be completing quests and unlocking new areas, but the name of the game will always be getting all those stat numbers higher. The main questline does keep you within reasonable character levels, but you can go far beyond those if you stick it out. Not only can you break the main game if you exploit all the systems available to you, but you can grow far beyond standard RPG norms in the post-game. That's not all either, as your characters can be modified in ways that are a probably bit too complicated to explain fully here. Certain food items improve stats without the need for levelling up, and weapons and armor can be customized by using materials dropped by monsters. These customizations all affect stats, but I think you could've guessed that without me having to point it out. You can also drink potions to grant huge, but temporary, boosts to stats. Even your inventory itself upgrades over time by way of items that allow you to carry... more items! There really is so much I can get into here, but I think you get the point. If you're a numbers person, and like the idea of micromanaging just about every aspect of your party, then you really have to get into this game.

While I am a big fan of Rainbow Moon overall, I do have to admit that it leaves a bit to be desired as far as its core gameplay loop is concerned. This is a surprisingly linear game for much of its early sections, and it isn't afraid to suddenly let you get in all sorts of trouble if you wander around carelessly. I already mentioned that the story is rather thin, and it takes a long while for things to really get moving. You'll play for several hours before you even get your second party member, and the game doesn't really get fun until you get your third. There's a lot to be said about games that aren't afraid to waste your time, and Rainbow Moon comes close to crossing that line. No matter its shortcomings, it does a good job of always keeping you on your toes. Random battles can also wipe you out very quickly if you're not prepared, and the learning curve is a bit steep. I wish I could go back to myself fifteen years ago and see what I thought about it back then, but I was able to get back into the swing of things quickly here. Having said that, "quick" is not a word I'd use to describe the dungeon exploration. Rainbow Moon has tons of dungeons, and exploring them can be quite a chore. Not only do they seem to be designed at random, but they often require the use of torches that burn out extremely quickly. Like most things, this is a game that gets easier as it goes on, but the opening sections might make some give up in frustration.
One last aspect of Rainbow Moon's gameplay that I feel is worth mentioning before on is the fully customizable difficulty and progression. Not only can you choose to play an easier or harder game when you begin, but you can modify how much experience, items, and moon points are dropped, and even if rewards are granted to all party members or not. These features take literal hours off of the game, and help make the grind feel far more palatable. If there was one complaint I had with the PS3 version of Rainbow Moon, it was the fact that the paid DLC was all but required if you didn't want to a hundred hours grinding away for minuscule rewards. That's pretty much all gone now, though you can still keep the game grind-heavy if that's the experience you're looking for. I for one loved turning on all the settings to their highest, as I don't have nearly the time I had back in the early 2010s. Not only that, but it also keep everything moving along at a brisk pace. There isn't really much to see in Rainbow Moon's world, but that doesn't mean you have to move through it at a snail's pace.

I don't really have a lot to say about either the graphics or the music of Rainbow Moon, so I'll cover them both briefly now. Even though this is re-release, it still closely resembles the PlayStation 3 version in its overall presentation. This isn't necessarily a bad thing, but it can be disappointing for those wanting something that looks a bit more modern. The world is quite colorful, but also generic, and there's something akin to an early 2010s mobile game vibe about it that I can't quite shake. I think it has something to do with the smooth, toy-like world, but there's something about the look and feel of the game that just keeps it in the realm of mediocre. One can argue that it slightly resembles the graphics found in the Link's Awakening remake, but that would be giving it way too much credit. The music also isn't bad by any means, but won't impress anyone either. I went through the entire game never really noticing the music in the least, and I think that's how most will go through the game as well. The battle themes were pretty good for most part, but some of the overworld tracks got a bit tiresome after a while. It's an inoffensive collection of music, but that just makes for another meh part of the game. This was always a budget indie release, so I don't want to be too hard on it, but I can't help but feel that not much was changed this time around beyond adding in bits of the DLC.

Though it might not be everyone's cup of tea, gameplay longevity is the one thing that Rainbow Moon offers in spades. I have memories of sinking well over 50 hours in the original PS3 version, and I was able to get far beyond that same point in less than half the time. It's a very grindy game no matter how you look at it, but it can be far more enjoyable for a change in this new version. Not only that, but you can send your stats and levels into the stratosphere if you're into that kind of thing. Reaching for the sky stats-wise isn't just for kicks either, as there are plenty of late and post-game challenges that cater to those who want to max out their characters to the fullest. There are tons of secrets to find, hidden characters to recruit, and so many aspects of the game that I didn't have the time to get into here. This is also the definitive way to play the game, and it all comes together at the exact same price point as that PS3 original. (That price is $14.99 by the way.) I will admit that it's a bit odd that the developers didn't do more to re-balance the game, but giving players the options to mess around with drops is just as good I guess. No matter how you slice it, this is a game that offers you endless hours of RPG grinding fun, and you don't have to worry about getting nickel and dimed for DLC this time around.
I'm willing to admit that games like Rainbow Moon are something of an acquired taste, but I still can't help but give it a full and total recommendation. If you're someone who needs more story or gameplay balance in their RPGs, then this probably won't be the game for you. It also isn't for anyone looking for a full on AAA experience, as this is the very definition of an indie RPG. On the other hand, if you're someone who loves the grind, and likes to see stats go up, then you're going to have lots of fun here. There's tons to see and do, most everything is customizable, and there's even some SRPG action in its combat system. I'm not sure if I have it in me to sink over 50 hours into it again, but I've enjoyed my second look at the game far more than I thought I would. It's fun, it's addicting, and already existing fans of the game can finally get everything included at a reasonable price. The only reason one might hesitate to grab it is due to the fact that this version seems to only be on the Nintendo Switch. If that's not an issue to you though, then get it now, and thank me later. See you in the next one!

Check Out Rainbow Moon on Nintendo Switch:
https://www.nintendo.com/us/store/products/rainbow-moon-switch/


Story: B
Gameplay: B+
Graphics: B
Music/Sound: B
Value: A

Overall: B

Pros:
+ An RPG that features stat-heavy gameplay, and SRPG-style combat.
+ Though a bit weak in the story department, the gameplay is perfect for those who like to see their characters' stats grow to astronomical levels.
+ Features everything that made the PS3 version great, while also taking away its biggest drawback: its DLC.
+ Difficulty and drop rates are fully customizable. Though still a grindy game, this makes it far more bearable.
+ There's tons of secrets, high-level challenges, bonus recruitable characters, and more. This is a game that can provide countless hours of entertainment.

Cons:
- The story is very thin, and it takes a while for things to really get moving.
- Both the graphics and the music feel okay at best, and mediocre at worst.
- Seeing as the game throws a lot at you early on, it can be quite overwhelming to those new to the game.
- No matter how you look at it, this is still a grind-heavy game. This might not be the title for those who are looking for anything but that.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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We yearn for the mines!
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<![CDATA[Game Review: Skies Above]]>Thu, 17 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-skies-aboveBy Al
Players: 1
Platforms: Nintendo Switch


We review a lot of roguelike games these days, but there aren't too many that we've seen that have such a retro look and feel to them. Skies Above is a roguelike action game that comes to us by way of developer HungryDingo. Having released on Steam last year, publisher Flynn's Arcade has recently brought it to the Nintendo Switch. It's that version we're going to be looking at today, and we'll see if this is a game that manages to stand out in a crowded genre. There really isn't any need for further intro, so let's dive right in!

Skies Above takes place on a world that is one day visited by large, space-faring creatures known as "Leviathans". These whale-like beings have been flying through space looking for a planet to call home, and they believe that they've found one. Their presence on the planet also brings a new magical energy that causes the world to develop quickly. Thinking they've found a peaceful home, the Leviathans begin a long sleep. That might've been a happy ending for them, if not for the fact that this world is also occupied by humans. Humans do what humans do best, and they come to rely heavily on the magic energy provided by the Leviathans. Once they've squandered the easy to get sources, they begin to harvest more from the bodies of the sleeping Leviathans themselves. Some of the creatures wake up and attempt to leave the planet, but the humans have created robotic sentries to keep them from doing so. Not all humans are bad though, and a group of rebels set up base in the mountains to help facilitate the Leviathans' escape. They do this by riding on the backs of the Leviathans, and taking out the sentries for them so that they can take to space once again. The game opens with the last surviving Leviathan attempting their journey to space, and you take on the role of the rebel who is going to aid them.
Saying that I was surprised to find such a deep story in a fast-paced roguelike action game would be an understatement, as I figured that this would be a game that only has the most basic of plots so as to get you into the action quickly. Not only are we given clearly defined reasons as to why you're playing as a guy riding on a flying whale's back, but the story has some weight to it. The parallels to the actual world, and the environmental concerns that plague it, are also all too real. It still exists mainly in the background, but it's quite good for what it is. There were also parts of it that I liked for reasons that might not have been intentional. I'm not sure if the developers were influenced at all by the likes of Dune, or The Legend of Zelda: Link's Awakening, but I couldn't help but see parallels in those works. Besides the environmental message, the rebels riding the Leviathans reminded me of the Fremen riding the sandworms found in Frank Herbert's Dune. As for Link's Awakening, the thing that drew me to this game originally was the last Leviathan, as I immediately thought that it resembled the Wind Fish. Whether or not these things are actual references, or exist solely in my head, doesn't really matter. They got me into a great game, and I'm all here for it. Anyhow, with that out of the way, let's move on to discussing gameplay.

Though I'm willing to bet that there's an entire genre of games with gameplay similar to Skies Above, I have never played anything like it before. The core gameplay loop revolves around defeating the robot sentries that are all dead set on taking out the Leviathan. You have a central hub where you fall back to between runs, but the main game takes place in the skies that ultimately lead to space. Taking out the robot sentries is rather simple, as you just have to jump onto them and leap away to destroy them. This can be done through simply jumping for the low-hanging fruit, but will most likely involve aiming with the right analog stick, and using a dash to attach to the enemy that you've targeted. You then stay latched onto the enemy until you jump away from them, and you can then grab onto another nearby enemy, or get back to the Leviathan below. You can technically stay in the air as long as there are enemies, but the amount of dashes you have available to you is low at the beginning of the game. You can also chain together attacks for bonuses, and you may want to occasionally wait out enemies so that they form a more favorable set of positions. Standing still is a bad tactic overall though, as the robots will constantly attack the Leviathan until they are destroyed. Different enemy types also have different actions, but they're all taken out in mostly the same way.

Since Skies Above is a roguelike game, it makes sense that there would be a lot of additional skills and gameplay mechanics to unlock. Some of these additional skills will affect your basic attack, while others will add completely new actions for you to perform. These additional abilities are ways to destroy sentries that don't require the latching on mechanic, though they often have to be charged up between uses. Also, since the Leviathan's main goal is escape, each run essentially is an endurance run to the end. Upgrades to the Leviathan itself will increase its life, its speed, and even give it the ability to perform attacks, or heal itself. There's even a fishing mechanic that grant temporary boosts to the next run, and a friendly robot that can take out the sentries too. All of the upgrades require different in-game resources, and collecting these will be your main goal for the first few runs. Though the game doesn't really offer anything truly unique or ground-breaking, it does do a great job in granting the player new gameplay mechanics at a constant and steady pace. It'll take you quite a few runs to reach the game's final boss, but you'll be rewarded for your continued efforts all the time. It makes for a gameplay loop that is not only satisfying, but it also addicting.
I honestly think that Skies Above is one of the best roguelike action games I've played in a long while, and my only real complaint would have to be that the learning curve can feel quite steep early on. As I stated earlier, I've never played a game that had latching onto enemies and chaining together jumps as its main form of attack, and I felt very lost when in my first run. That run only lasted a minute or two at most, and I couldn't have killed more than ten enemies in that time. I was almost ready to write off the game as simply being bad or unplayable, but I of course had to soldier on for the sake of this review. Things didn't improve much over the next few runs, but I was finally able to get the hang of things by the fifth run or so. From there I was able to increase the skills needed to get good at the game, and I was also able to focus on upgrades that suited my particular gameplay style. There were several times where I still felt like I was fighting wonky controls, and others where I missed certain upgrade materials because of strange collision detection, but I came to appreciate how fast and frenetic the action could be at times. I'm glad I didn't give up on the game in that opening hour, and I suggest that anyone trying out the game give it the same chances I did.

If there's one aspect of Skies Above that I feel is executed to near perfection, it would have to be its presentation. The game features amazing pixel art and animation, as well as a surprising amount of variety in the stages. The game's world is basically just the literal skies above the planet, but there's still a lot to see. Not only do each of the areas look unique, but they're also broken up by special areas or NPC encounters. There's also a level of detail here that is almost breathtaking despite its simplicity. Since the Leviathan is large, most of the other graphical elements are small by comparison. They could've very easily been rendered as tiny blips on the screen, but they manage to come off as detailed in spite of this seeming limitation. It also holds up well on the Switch, as I didn't experience any notable performance issues no matter how intense the action got. Add to this a soundtrack that is worth listening to on its own, and you have a game that just looks and sounds well above other indie titles of similar scope.

You can currently pick up Skies Above on the Nintendo Switch for a very reasonable $7.99, and this is also its price on Steam. The infamous "Switch Tax" is still a thing even in the console's twilight years, and I'm pleased to report that there's not a single hint of that here. This is a highly replayable game that I sunk far more hours than I intended to into it, and I think that it's worth every penny. It does technically have a finite ending, and there is a limit to how much you can unlock, but it also has in-game achievements, and is just so good that I think it can be played for countless hours on end. Having said that, I should also mention that I was able to essentially 100% the game in about six hours, though I still think that's a perfect amount of time given the price point. It may not have the infinite longevity of some other roguelike games, but it does a good job of keeping you invested to the very end. I don't regret a second I spent with it, and I'm sure you won't either if you give it a chance.
I don't think I'm going to shock anyone when I say that I give Skies Above the fullest of recommendations. It's a must-buy for fans of roguelike action games, retro arcade titles, and even those who have fond memories of the Wind Fish in Link's Awakening. I honestly can't think of anything overly negative, beyond its rather rough opening sections. Despite that, I think it's totally worth grabbing right now, and I can't wait to see what the developer has up their sleeves for their next title. Also, it seems like publisher Flynn's Arcade has put out yet another banger, so it's probably worth keeping an on them too. With that, I'll see you in the next one!

Check Out Skies Above on Nintendo Switch:
https://www.nintendo.com/us/store/products/skies-above-switch/


Story: A
Gameplay: A
Graphics: A
Music/Sound: A+
Value: A+


Overall: A

Pros:
+ A unique take on the roguelike genre. Though I'm willing to bet there are other games with similar gameplay mechanics, I haven't personally played anything like it.
+ The story is surprisingly deep, and has some truly funny moments scattered throughout.
+ While the game can be a bit hard to get into, it does a great job in piecing out unlockables to the player in a steady manner. You'll continuously be given new abilities and gameplay options right up to the very end.
+ It's easy to tailor the gameplay experience to a particular style of play, and the difficulty seems almost perfectly balanced too.
+ Features impressive pixel-based graphics, and a soundtrack that is arguably even better.
+ Packed full of content and replayability for a very low price point of just $7.99.
+ This game finally allowed me to fulfill my dream of being able to ride the Wind Fish from Link's Awakening!

+/- Though it took me a while to be able to do it, you can pet the dog!

Cons:
- The first couple runs can be hard for new players, and it can be discouraging having some runs end with hardly anything to show for them.
- Even though I appreciated how quick some of the runs were, it can be a bit off-putting to have most of them end in just a few minutes.
- I personally feel like the content-to-price ratio is perfect, but I was able to essentially 100% the game in about six hours.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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<![CDATA[Game Review: Matchmaker Agency]]>Wed, 16 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-matchmaker-agencyBy Manuel
Players: 1
Platforms: Nintendo Switch, PC (Steam)


It's not often that full-on management simulation games fall into our laps here at A-to-J, but it's a genre we're always excited to see more of. Matchmaker Agency gives you the ability to take charge of the love lives of an infinite number of clients. It's developed by Niji Games and MelonCat, and published by Soft Source, and it's out now on the Nintendo Switch and PC. We're going to be taking a look at it on the Nintendo Switch today, and see if this game is something you'll want to pick up for yourselves. There's quite a lot to discuss here, so let's dive right in!

Matchmaker Agency places you into the role of yourself. You can of course name the main character anything you want, but I think the idea is that they're meant to be a representation of you. You are also able to name the titular matchmaking agency. Once names are settled on, the story begins. It seems that your family has been known for their matchmaking prowess for generations, but it's something that seems to have skipped a generation. Your grandparents were the last ones to run the agency, as your parents moved away with you when you were still young. It's now years later, and you're all grown up. Your grandparents unfortunately have recently passed away, and it's up to you to take up the family legacy. The once great agency lays in shambles, and you begin the long journey to get it back to good standing. You're not alone in these endeavors, as you have a familiar named Charles to help you out. Charles is a talking cat, and mostly acts as a tutorial. They're also the only other character you'll regularly interact with throughout the game, though the game does give you a bit of plot progression elsewhere. Most of the clients your agency deals with are generic NPCs, but some are unique and will unlock more features in the main game. There's also something like a villain to be had with your landlord, though they're not exactly pure evil. There really aren't too many details to discuss regarding the plot, but I'm impressed that the game delivers as good as a story as it does. Management sims don't always have well-written story modes, but this one isn't all that bad. Having said that, most people will be playing this for the management part of the equation, so let's move the discussion there next.
Discussing all aspects of Matchmaker Agency's gameplay is far beyond the scope of this review, but I'm going to do my best in giving an overview of what the game actually consists of. In case it's not obvious, your main goal here is to find the perfect matches for your clients. This does give you that ever-important feeling of accomplishment, but it also gives you the money you need to keep the doors open. That landlord I mentioned earlier might not be an all-around bad guy, but he's more than eager to come down on you hard if you miss a rent payment. Keeping clients satisfied is the name of the game, as they provide money for successful matches, and for being brought into the agency in the first place. Amassing a large roster of clients will become second nature later in the game, but can be a daunting task in the opening sections of the game. Each client will is important, and you'll have to do tasks like passing out fliers, running an ad on the radio or TV, or even getting a celebrity endorsement. Clients will flock to you relevant to the method of advertisement you chose to go with, but they'll also come in greater if you have a high reputation. Reputation is built and lost on the backs of clients, so you'll have to maintain a decently high one if you want to get all the perks it unlocks. Once you've built up an active list of clients, you can then start the matchmaking process. This is where the real fun begins, and where the game probably shines the most.
The first thing you're going to want to do when you get a new client is to learn what they're looking for in a partner. Each client has a file, and there will be information already filled in on said file when they join. These documents list their likes, dislikes, ideal partner, and even their sexual preferences. Missing info can either be ignored, or filled in by interviewing clients further. You're able to interview up to three clients each week by default, and it is possible for these interviews to fail. Most interactions in the game take place in a style reminiscent of visual novels, and the interviews give you dialogue choices that can make or break a conversation. You can always choose to sabotage a client's love life, though this might not be the best course to take early on. Either way, you can start matching clients up whenever you feel you're ready. This action is as simple as picking two clients whose profiles seem to match, and you can then pick a location for their first date. You'll only have a few options available to you at the start of the game, but you'll unlock more over time. These dates have several random events that occur during them, and you can affect the choices the clients make during these events. This may feel like something obvious for a management sim, but it's explained in universe as a special power that's available to you via your family's skill at matchmaking. These choices can make or break a date, though I found the "bad" choices to be quite obvious for the most part. You then get an update regarding how the couple hit it off, and you can either gain reputation and money if you made a match, or lose some rep if they didn't hit it off. Successfully paired clients then leave your roster, and you can begin the process again the following week.
While that basically is the entire gameplay loop, there's also a lot of little things that are worth mentioning. Each action takes up one game week, so it's best to carefully plan what you're going to be doing several weeks in advance. Clients don't like to sit around not being matched up, and an unhappy client can potentially hurt your reputation. There will be times where you simply don't have the right set of clients available, but that's why keeping a steady stream of them is important. It's also worth noting that you don't have to take on all potential clients, and this is something you'll want to do if you're getting too many men, or vice versa. There's also the plot-relevant clients that you'll want to match up as soon as possible. These characters not only have backstories that are interesting, but they often open up new gameplay options, or dating locations. There really is a lot to see in this game, most of which I simply don't have the time to explain. You can go on dates in several locations, give clients items to boost the chances of success, unlock skills that make choosing options in dates and interviews easier, and even spend your hard-earned money sprucing up the matchmaking agency itself. It's a surprisingly deep game that has a rather relaxing gameplay loop. I hesitate to use the word "cozy" to describe it, but I found myself losing hours to it simply way of how simple and fun it proved to be.

Though you can only play Matchmaker Agency's story mode at first, you do unlock a fully-featured free play mode too. Part of me wishes that this was unlocked from the get-go, but I can see why the developers would want to put players through a full tutorial first. Admittedly, the main game itself doesn't have many actual goals beyond paying off your rent, but I appreciated the additional laid-back vibes of the free play mode. Being able to set my own pace really opened up the game for me. I went for riskier choices in the matchmaking and date stages, and I even had fun sabotaging some couple too. It's a truly endless mode that is only limited by your own imagination. You can even create your own characters in this mode that you can then match up. Not only does this allow players to put a personal spin on things, but it also fixes the problems of randomization the game has. Despite the fact that the game will still give them random things to do and say, it does allow for players to create scenarios that mirror real life. Want to match up your friends, or see them go on absolutely nightmarish dates? You can do that, and more, right here! It truly is a blast to play, even though it isn't without its issues.

I may have mostly positive things to say about Matchmaker Agency, but there are a few negatives that I should point out now. First off is the game's localization or translation. Both Niji Games and MelonCat are based in Indonesia, so I can only assume that's why some of the game's dialogue feels a bit off at times. I never thought that it was anything game or immersion breaking, but there are plenty of spelling and grammar errors, or just odd wording in general. I'll admit that I found many of these issues to lead to humor rather than annoyance, but I can also see where some people might not be so forgiving. My next issue has to do with how the game handles randomization. I'm not sure if there's only a small pool of options to choose from, but the game sure odes repeat itself a lot. Not only will you see a lot of same events take place over and over again, but you'll often see characters with the same names keep joining your client roster. This would be bad enough on its own, but there's also the wonkiness that comes with randomly generating a characters appearance. I once had the same exact client name three times in my roster, with each of them looking more ridiculous than the next. I much rather the game had made a couple hundred fully designed characters than what we get here, as this issue did affect the fun I was having more than once. I tried to stay positive, but it can be a little hard when the game just feels like it's not even taking itself very seriously. I don't mean in the content either, I can't help but feel like this is some sort of mobile project that simply got ported over to reach a new market. I still think it's a decent enough game, but it's far from a polished experience.
Considering that I'm of the mind that at least part of this game was created with the mobile market in mind, it makes sense that I didn't find it all that impressive visually. The game is cute enough for what it is, but there isn't a whole lot to look at most of the time. Your agency is pretty bland, and many of the management gameplay sections are either a single still image, or a wall of text. It isn't an ugly game by any means, it just doesn't do much to stand out visually. Then there's the problems with client creation that I mentioned just a bit ago. What makes that entire thing all the worse is the fact that the story-related character designs are really good. Each of them are unique, and it's clear that they weren't created using the standard client generating tool. It's sad that you only get a handful of them, since the random ones don't hold up well in comparison. If I had to describe the graphics in a single word, I'd have to say that they feel uninspired. It also doesn't help that the music is only just okay too, as a good soundtrack would've really helped the overall presentation. The music does have something of a cozy vibe to it, but that's just about the only positive thing I can think to say on that topic. It's rather disappoint that the game couldn't stick the landing, but I still don't think it's all horrible, especially considering how small of a release this really is.

Even though there are a plenty of issues with Matchmaker Agency's gameplay and presentation, I can't deny the fact that I spent hours and hours playing the game up to this point. I got so involved with my most recent runs, that I realized I was accidentally putting off the review so that I could see every little thing the game has to offer. While there is something of an end to the Story Mode, this is a game that has near infinite possibilities in its free play mode. Seeing everything is a task that I'll probably never complete, and I'm fine with that. I know I knocked the game earlier for looking and feeling like a mobile release, but I also liked that I had it on my Nintendo Switch. This meant that I was able to play it in short bursts just about everywhere, and I suggest you pick up that version if you choose to get it. Not only is this a feature-rich game, but it also comes with a very reasonable price tag of $19.99. You really do get a lot of mileage out of your dollar here, and I see myself playing this long after I wrap up this review. Praise for the Switch release aside, I should mention that the PC release seems to have quite a few game-breaking bugs in it. I didn't experience any issues with the Switch version, but many reviews and posts on Steam call out several bugs that are reported on by several different users. My advice is to be wary of that version if you're at all interested, or simply to get the Switch version to avoid all that.

In case it's not obvious so far, I give Matchmaker Agency the fullest of recommendations. At the end of the day, this is simply too fun a game to ignore. Even some of the wonky elements, like poorly generated characters or mismatched date events, end up coming off as amusing rather than bad. It's a must-buy for simulation fans, or those who like casual, stat-heavy games. While I wouldn't go so far as to suggest that it's one of the best games I've played so far this year, I will say that it's most likely to stay in my gaming rotation the longest. This is a release that is sure to fly under your radar, so I suggest you grab it now so it doesn't pass you by. You don't even have to thank me on this one. See you all next time!

Check Out Matchmaker Agency on Nintendo Switch:

https://www.nintendo.com/us/store/products/matchmaker-agency-switch/


Story: A
Gameplay: B+
Graphics: B
Music/Sound: B
Value: A

Overall: B+

Pros:
+ A fully-featured management simulation game that has a neat premise.
+ The plot is cute and funny, and who doesn't like a talking cat?
+ There's a randomness to just about every aspect of the game that keeps it feeling fresh and interesting long after you think you've seen everything.
+ The story-related clients all have unique designs and backstories that provide a nice contrast to the endless sea of randomly-generated clients.
+ The unlockable free play mode, and the character creator, adds an entirely new dimension to an already great game.
+ You can play this game practically forever, and the fact that it's priced at just $19.99 feels like a steal.

Cons:
- There are plenty of issues with grammar, spelling, and word usage that can take some out of the game.
- The random aspects of the game can sometimes create characters that look horrendous, or names that feel like they repeat dozens of times in a single session.
- If you're not a fan of RNG, then this might not be the game for you.
- At the end of the day, I can't help but think that this feels a bit like a mobile release just ported over to other platforms.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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The opening actually reminded me a lot of Stardew Valley.
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<![CDATA[One Glimpse of Panties and The World Ends: A Punch Line Review]]>Mon, 14 Apr 2025 19:49:51 GMThttp://a-to-jconnections.com/gaming/one-glimpse-of-panties-and-the-world-ends-a-punch-line-reviewBy Manuel
Players: 1
Platforms: PlayStation 4, PlayStation Vita, PC (Steam)


Looking older anime-themed games is something of a hobby of mine, as you can often find overlooked gems in the sea of licensed games. Punch Line is a visual novel that also features some adventure game mechanics, and it released quite a while ago on the PlayStation 4, PlayStation Vita, and PC. We're going to be taking a look at it today on the PlayStation 4, though I might suggest that those interested get the PC release instead. We're getting ahead of ourselves just a little bit though. There's a lot to go over in this one, so let's dive right in!

Punch Line places you in the role of Yuta Iridatsu, a resident of Korai House. Korai House is an apartment building where the main cast live, and where much of the game takes place. There was a time where Yuta was able to go about his life freely, but that all ended when the bus he was riding on was hijacked by a terrorist group known as Qmay. This hijacking also involved a local hero named Strange Juice, and ultimately came to an end when Yuta unlocked a superpower within himself after he caught a glimpse of Strange Juice's panties. Glowing with power, Yuta was able to subdue the terrorist leader, and save everyone. This wasn't exactly a happy ending though, as Yuta found himself totally spent, lying near the water with Strange Juice. He'd then get another look at her panties, and something would fall out of the sky and cause Yuta to pass out. This is where the game actually opens.

Yuta wakes up in a seemingly abandoned room in Korai House, and a cat spirit named Chiranosuke informs him of everything he's missed since the bus incident. It seems that Yuta's spirit has somehow become separated from his body, which still occupies his old room. Who exactly is inside of his body is a matter to be revealed later, but the duo can keep an eye on him thanks to the many cameras Yuta's sister set up in the room. Though they can see him, they can't enter the room as a mysterious force blocks them. Seeking a solution, Chiranosuke tells Yuta of a book known as the "Nandara Gandara" which can be used to reunite his spirit with his body. This book apparently is hidden somewhere in Korai House, but Yuta can't simply grab it due to being a spirit. All is not lost though, as Chiranosuke teaches Yuta how to harness spirit energy to move objects, and influence the world around him. He does this by scaring the other residents of Korai House until he gains an appropriate spirit level that will allow him to perform more complex actions, and then setting off a series of tricks that will set off a chain reaction of events that will get him the book. Things are never simple though, as Yuta still has that problem with seeing panties. It turns out that Yuta can actually end the world if he sees panties twice in a row, and that's a surprisingly easy thing to do when you're a spirit. This is just something he's going to have to overcome though, as he needs that book, and he needs to get his body back.

I'm going to circle back around to discuss more of the plot in just a bit, but I wanted to take a brief look at gameplay first. At its core, Punch Line is a standard visual novel. Unlike most visual novels that have several dialogue choices that move the story one way or another, this plays out mostly in the form of a kinetic novel. That means that choices don't matter all that much, and the story will continually flow on its own. This of course makes sense since Yuta himself rarely has the ability to directly interact with the other residents of Korai House, but it can be a bit disappointing for those looking to shape the story as they see fit. This doesn't mean that there's no player input at all, it just comes in a different form.

The bulk of the actual gameplay is pretty much only present in the trick sections of the game. These play out as minigames where Yuta has the ability to interact with the rooms of each resident of Korai House. His actions are limited, but he can knock over objects, flip switches, and throw things into people's pockets. His abilities grow throughout the game, and more complex actions can be taken before long. Panties are his main enemy though, and a meter will start to fill if he stares at them for too long. Though the game says that it only takes two glances to end the world, it's more of a timed event. There are false actions that can be taken, so it's best to have a plan of sorts before acting. Staring at panties for too long, or simply performing the wrong tricks, will result in a Game Over. Not all is lost though, as you can simply restart the section from the beginning. There is no penalty for failing, and there are actually some benefits to doing so if you're an achievement hunter. It's a really simple system that's easy to understand, but it offers a nice break from the visual novel aspect of the game.

Seeing as I basically explained all you have to know about Punch Line's gameplay, I guess it's time to circle back to the plot. Though the game features a relatively small cast, each of them are fleshed out with lengthy backstories that make them all relevant to the main plot. Mikatan Narugino is an idol who is also the hero Strange Juice, Ito Hikiotani is a video game otaku and a hikikomori, Rabura is an exorcist who doesn't believe in ghosts, and Meika is an inventor and the landlady of Korai House who also serves as the intel behind Strange Juice. There's also Chiranosuke and Yuta themselves, as well as the mysterious person who occupies Yuta's body. Though the main plot seems to be able getting Yuta's spirit back to his former self, there's also the entire Qmay thing too. The game opens with a terrorist attack, and these attacks continue in the background throughout much of the game. It seems that an asteroid is on a collision course with Earth, and Qmay seeks to reveal the conspiracy that surrounds this planet-destroying event. This involves satellite nukes that hopefully will knock the asteroid out of its orbit, a religious cult, a series of US-backed fallout shelters, and more. It's a surprisingly complex plot that still falls back on the panties tropes, but I'm here for it. The plot really kept me invested, and I found the writing to be quite original.
Not only is there the main throughline of the plot engrossing, but the characters are all well-written too. Though Yuta is only able to interact with Chiranosuke for the most part, the other characters have relationships that grow and evolve throughout the course of the game. Mikatan struggles to balance her various activities, and to hide her Tsugaru dialect, Ito secretly keeps a pet bear in her closet that turns out to be tied to everything going on, Rabura tries and fails to get her exorcism jobs off the ground, and Meika just gets herself into the middle of everything. The interactions between the characters can easily turn into fluff and filler, but they never come off that way. The story pacing is tight, and most players will find themselves halfway through the game before they realize it. I beat the game in a couple of marathon sessions, and I had a blast playing it. There is something about the game that I've left out up to now, and I'm sure that there are many of you out there who are wondering why I've yet to mention it.

I went into Punch Line thinking that it was a purely original game, and was quite impressed that it featured fully animated cutscenes. Not only that, but it's structured like an anime too. Each chapter of the game is an "episode", and these even come complete with openings, closings, and mid-breaks. The presentation is spot on, and I felt like the game captured the essence of an anime show perfectly. Then I learned that this game is just an adaptation of an already existing series. I'm sure that there are others out there who knew about the series, but I was not one of them. Despite having several big names involved with the production of the show, I'd never heard of Punch Line before playing the game. Out of curiosity I went and watched the show, and learned that the game is practically one-to-one with its plot. It does add a lot of extra content, mainly involving the relationships between the residents of Korai House, but it retreads much of the same material. This doesn’t have to necessarily be a negative, but it does make the game feel a lot loss original. Also, since it follows the anime plot so closely, there isn't much need to play the game and watch the anime. Most people can get by with one or the other, and that makes justifying Punch Line the video game's existence just a little bit harder. Having said all that, I still think the game is amazing, I just had to adjust my praise for it accordingly.

Considering that Punch Line takes most of its cues from the anime it’s based on, it makes sense that it would be quite impressive visually. These characters and their designs come from an A-list group of designers and studios, so I don't think I have to go into too much detail regarding how great they all look. It even goes above standard visual novels, as the game uses 3D models instead of 2D images. This allows for far more expressive actions, and lets the game recreate scenes in ways that still images simply can't. The game does make use of clips taken directly from the anime, though most of the longer scenes are shown using in-game graphics. Part of me feels that the game would've benefited from more of the latter, as the anime cutscenes often took me out of the game. They're obviously a treat for the eyes, but they just served as a reminder that I was playing a straight video game adaptation of the show. Actually, the cutscenes lead me to the only real complaint I have regarding the visuals. Though many scenes are taken directly from the anime, or recreated using the 3D characters on the 2D backgrounds, others are simply still images with voice and text laid over the top of them. These felt very lazy when compared to the rest of the game, and I have to wonder why the developer chose to go that route for some of the more important cutscenes. I'll admit that it's a small thing to latch onto for a complaint, but it really did bother me while I was playing the game. That small issue aside, I have nothing but praise for the game's visuals.
If there's one single aspect of Punch Line that is near perfect, it would be its sound. The soundtrack features much of the music from the anime itself, and I think has some compositions that can only be found here. I may be wrong on that last part, but I'm not wrong in saying that most, if not all, of the music is composed by Tetsuya Komuro. Explaining who Tetsuya Komuro is to those who aren't familiar with his work is too daunting of a task for this review, but suffice it to say that he is an extremely famous composer, musician, and producer. Seeing him involved in a project like this blows my mind, but I won't look a gift horse in the mouth. Each piece of music in the game is awesome, and they always fit the scene they're in perfectly. It's not just the instrumental music though, as the game also has memorable opening and closing themes too. The opening actually features Shoko Nakagawa and Dempagumi.inc., both of whom are favorites of mine. I literally have no negatives at all when it comes to the music, and that's just one aspect of the sound design.

Those looking for an English dub track might be disappointed to learn that there isn't one here, but the game does feature full voice acting from the Japanese cast. I have a preference for this anyway, so I'm not one to complain. The game is mostly a visual novel, so you'll get all the text translations you need anyway. The anime cutscenes are hard-subbed in English, and there's lots of overlaid text for things that are written in Japanese that help keep the immersion high. The localization is actually pretty spot on and thorough, and that's not something I can say about every game. I did notice a small issue though, as there were a couple sections of spoken dialogue that were left completely untranslated. These all took place whenever characters spoke over a still image of Korai House, so I'm willing to bet that they were somehow overlooked in the localization process. These sections are thankfully both short and rare, so it's not like they're going to be game breaking for those who can't understand them.

Though playing Punch Line today may be a bit difficult since half of the platforms it's on are rather dated, you can still pick it up on Steam, or play it on a PlayStation 5. It comes in at a very reasonable $39.99, and seems to go on sale quite frequently. It took me about 8 hours or so to beat the game, and that was with me skipping some openings and closings here and there, and mostly breezing through the trick gameplay sections. Game time can of course vary due to reading speed, or trouble with the gameplay sections, but you're looking at a decent length ten hour game at the very least. Though it's probably not the most replayable game out there, you do get a lot of bang for your buck. There are achievements to collect, multiple endings to see, and even a gallery of panties to unlock if you choose to give in to those urges. Not only do I think this is a fun game on its own, but it acts as a nice companion piece to the anime. It retreads much of the same material, but there's a lot more character building in the game over the anime. I wouldn't say that it's the perfect replacement for the show itself, but you could actually simply play the game and get the full Punch Line experience if you so desire.
Though it may not be for everyone due to its ecchi content and frequent references to panties, I still say that Punch Line is worth playing today. Choosing a platform to play it on might not be as easy as it was when it was first released, but it's totally still doable. It honestly is worth picking up simply due to the many big names that surround its creation, and it's a wonder that it doesn't seem to be very well-known today. It also has a self-contained story that wraps itself up nicely by the end, so you don't have to worry about getting into a long-running franchise if you choose to play it. There's also so much more to the plot that I didn't get into, and you're sure to fall in love with it like I did. Pick it up now however you can, and thank me later. I'll see you in the next one.

Check Out Punch Line on PlayStation:
https://store.playstation.com/en-us/product/UP4293-CUSA12986_00-PUNCHLINEGAME000


Story: A+
Gameplay: A
Graphics: A
Music/Sound: A+
Value: A

Overall: A

Pros:
+ A fun and unique visual novel that features a very wacky storyline.
+ The cast of characters is rather small, but each of them are well-developed and the interactions between them drive the game forward.
+ The visuals are all amazing, and the game even incorporates clips from the actual anime it’s based on.
+ Not only is the game fully voiced by the original Japanese cast, but it also has music from the legendary Tetsuya Komuro.
+ Can serve as both a companion piece to the anime, or even a replacement.
+ Fleshes out the story in ways the anime could only dream of, and has a lot of bonus content too.
+ Though priced at $39.99, it seems to go on sale quite frequently.

Cons:
- It mostly retreads material covered in the anime. Those who have already seen it may not find this game as enjoyable as those who haven't.
- The gameplay is very simple, and the visual novel aspects of the game play out more as a kinetic novel than anything else.
- Playing it on a PlayStation console is a bit more challenging these days, though it's still totally doable.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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What even is this line?!?!
#PunchLine
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<![CDATA[Game Review: Labyrinth of Zangetsu]]>Sun, 13 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-labyrinth-of-zangetsuBy Al
Players: 1
Platforms: Nintendo Switch, PlayStation 4, PC (Steam)


Classic-style CRPG games in the style of the Wizardry series are a rather rare find these days, but we have a new one to show all of you today. Developed by Acquire (Akiba's Trip, Octopath Traveler) and published by PQube, Labyrinth of Zangetsu is the exact CRPG throwback that fans like me have been waiting for. Sporting a cool sumi-e art style, it's out now on the Nintendo Switch, PlayStation 4, and PC. We're going to be taking a look at the PC version today, and seeing as we're a little late to this party, we're going to jump right into the review!

Labyrinth of Zangetsu opens with a screen that explains the play on words between "sumi" and "tsumi". "Sumi" refers to the black ink that is used in the art style mentioned earlier, and "tsumi" is a word that means sin or wrongdoing. This sets the stage for the adventures you're about to go on in a world which is currently in threat of being completely overtaken by the Ink of Ruin. The Ink of Ruin has spread to all corners of the empire, corrupting the land and filling it with Ink Beasts that are born from the negative energy that permeates from the Ink. The fortress city of Ido is the last holdout for humanity and it's up to you to form a band of Brightbane conscripts who have a resistance to the corrupting effects of the Ink. Along the way you'll encounter mystic beings, ghosts, and plenty of Ink Beasts that will test your skills and resolve. While the idea of a small group of heroes being able to stop the destruction of the world may sound like a daunting task, it's one you're going to have to take on.
The story is probably one of the weakest parts of Labyrinth of Zangetsu, but I have to admit that I liked the hopelessness of the scenario you're placed into. Too many other RPGs give you stakes that either don't feel all that high, or don't have a true sense of doom in the event that you fail. Here, you know that failure means death, and the challenge actually goes far beyond your party itself. Every single member of your party is interchangeable and replaceable. They're not important, defeating the Ink is important. This lack of emphasis on story does have some problems though, as I must say that the lack of many named NPCs makes the game feel a bit hollow. I don't mind that We are a bunch of backstory-less adventurers, but I would've liked it if the town of Ido had a few characters to interact with that had lives and stories of their own. Imagine the game we'd get if we had several characters back in Ido who talked about all the losses they've suffered, and probably even all the bands of adventures who go out into the Labyrinths never to return. You do get a bit of that here and there, but it's from a character that uses one of the same pictures you can assign to a created character. I can't help but feel that something as simple as a shopkeeper or a guard that greets you when you re-enter Ido would've really helped sell the immersion. As it is most of the game is played out via text boxes. It's a failing of the game that could've been fixed with a simple picture or two, but I guess we can't have everything.

Seeing as I've already mentioned Wizardry in this review, and know that I will several more times, I figured I'd give a little backstory first. Now going into the entire history of the Wizardry series is far too much to do here, but I will mention that it's a Western CRPG (Computer RPG) series that eventually became so popular in Japan that it pretty much exists only there now. These Japanese Wizardry games are largely considered spin-offs to the main canon, and only two have them have ever seen official English-language releases. The second, and most recent, of these is the one relevant to today's discussion. Originally released in 2009, Wizardry: Labyrinth of Lost Souls was a darker take on the series that was developed by Acquire, the same studio that's bringing us Labyrinth of Zangetsu. While they're not a developer that has put out a lot of games in this genre, they did put out one of the better received Wizardry titles in recent memory. Though Labyrinth of Zangetsu has no ties at all to the Wizardry series beyond its shared developer, I couldn't help but notice all the little touches that make it feel like this a follow-up to Labyrinth of Lost Souls. While not the most important of side notes, I thought it was best to clarify why I find that particular connection so important. On a funny related note, this isn't even the first Acquire game that uses the sumi-e style as they released an action game that used it called Sumioni: Demon Arts back in 2012. Anyway, enough about Wizardry, let's talk about Labyrinth of Zangetsu!

The first thing you'll do at in-game is create a party. For the sake of this review I went for the stock party that is already created for you when you start. While I did make the most of them for this particular playthrough, I do suggest that you make your own characters as patience in stat re-rolls can net some powerful party members. Explaining character creation could easily take up this entire review, so I'll keep it brief. You roll stats, pick a race, gender, and name, and then you're able to choose a class based on the stats you assigned your character. You then do this at least six times until you have a full party. The available races and classes are largely what you'd expect, though with a few interesting editions that make this game unique. For example, there's a half-cat/half-human race here called the Nekomata. That means you're totally free to make the catgirl thief of your dreams if you so desire. Besides the expected classes like cleric, warrior, monk, and so on, there's others like samurai, ninja, and sage. These classes can mostly all be picked from the start, but some have requirements you're probably not going to be able to meet early on. That's kind of the thing with characters in this game, they're meant to be change a lot over the course of the adventure. I don't just mean replacing them, though you'll probably be doing that too, but more so in that you'll be switching their classes back and forth to maximize the skills available to them. As a rule, characters themselves don't level up, they level up in the current class they're in. That means if you want to get a sage, you'll have to spend some time as both a mage and cleric. Making a paladin usually means being a warrior and a cleric, and so on. No matter the case though, you're going to have to plan ahead and keep a careful eye on your stat growth. That's one of the odd things in this game too, stats don't always increase with level up. While some stats being left the same is normal in any game, what I mean is that level ups can sometimes decrease a stat. This all probably sounds complicated in writing, but it's actually a very well-thought out system that allows you to create characters perfectly suited to your style of play.

Moving on, we'll talk about exploring the game's Labyrinths. Everything in Labyrinth of Zangetsu that isn't a text menu takes place from a first-person perspective. Each Labyrinth is exactly that, and your goal is to fully explore them and then move deeper into the Ink-infested lands. While it can be hard to determine directions at times, the game thankfully has an automap system that is active as long as your characters are able to see. There will be times when your party's vision is impaired in some way, but this is usually fixed by the use of a torch or a light spell. Each level of a Labyrinth has traps, Ink Beasts, and lots of hidden surprises to discover. While that's all rather standard, you're going to want to keep a vigilant eye out for NPCs and signs. These sometimes give you some sort of background to the area you're in, but more importantly they'll often contain warnings you'll want to heed regarding upcoming dangers. There are also quests you can partake in that usually involve helping out some sort of otherworldly being. Besides all the deadly stuff like traps, most Ink Beast encounters are clearly visible before within the Labyrinths themselves. They appear as clouds of ink, and you can actually attempt to sneak past them if you're trying to avoid fighting. We'll talk more about combat in a bit, but in my experience it's best to simply fight as much as you can if only for the potential loot gained. Many areas of the Labyrinth are interconnected, and you can sometimes head to inner areas from Ido itself. Heading back to Ido usually requires you to traverse through all the earlier areas though. Even though there aren't invisible random battles on screen, all the ink clouds will respawn once you re-enter from Ido. The only thing that can quickly halt an adventure is a character death. While it's a somewhat complicated mechanic, what's important to know is that reviving a character is expensive and not guaranteed to succeed. Once again, complicated on paper, but I promise it makes sense in context.

There's actually a pretty unique quirk to party composition that I haven't discussed yet, and that's the fact that your six party members are arranged in two rows. The three in front are the ones who will be doing most of the heavy lifting in combat, and the back row are mainly along for the ride. Actually that's not really the case, but it might feel that way if you're playing with a party of lower-levelled characters. The back row can only attack if they're equipped with weapons that have enough range, or they can cast spells. If neither option is available to them, then they can only parry/defend. Ink Beasts usually attack in smaller groups than the party, but they too can have multiple rows that operate using the same mechanic. Obviously you're going to want your best fighters up front, but since this game uses relatively low HP values, don't expect them to simply handle everything without the occasional brush with death. Eventually your magic users will gain spells that can attack entire rows, or even entire groups of monsters, but they'll mostly act as very squishy glass cannons for much of the game. Defeating all Ink Beasts grants you experience, but rarely gives you more money or loot directly. Nearly every encounter ends with you finding a chest, and you'll have to open it to get whatever treasure is inside. This means disarming, unlocking, or simply breaking it open, with the latter sometimes causing damage to the party if it's a trapped chest. Actually, I say that, but all the actions can sometimes fail and may cause damage to the party. Oh, and if you're planning on using items you find in the Labyrinth immediately, you're going to have to attempt to identify them first. Don't worry too much about that mechanic though, as all unidentified items will be identified once you return to Ido. Speaking of which, experience gained in combat doesn't level you up immediately, as that also requires returning to Ido for it to take place. There's lots more to cover when it comes to combat and gameplay, but I have to leave something for you all to discover! Besides, I think I've already laid out enough to show that while this can be a very demanding game, it also has a lot of neat features that are fun to play around with once you get into the swing of things.
I think we can all agree that the most impressive aspect of Labyrinth of Zangetsu has to be its visual style. It's influenced by the Asian black ink painting style known as sumi-e. It's a relatively simple style in terms of the medium being used, but it creates art that goes far beyond the potential limitation of working with just one color. Though you only really see the style put to use within the labyrinths, it's executed so well that you'll quickly forget that nearly everything in these areas is presented in monochrome. There's a layer of depth and detail that gives off an otherworldly appearance, and adds a distinct horror element to everything that's going on. The way monster encounters are represented in-universe by a cloud of ink, the way they are often obscured in darkness when the battle begins, and even the differences in lighting from one area to another, are all touches of brilliance that you have to see in action to truly appreciate. That's probably one of the issues that the game has selling itself; it doesn't really look all that impressive in still screenshots. If you get into the game like I did, you'll more than likely grow to admire the work that went into creating it. Without a doubt it wouldn't stand out nearly as much as it does if it adopted a more traditional art style. This is evidenced by the fact that the areas where the ink art is not present, such as the city of Ido, feel somewhat bland and lifeless by comparison. There's probably something to be said about the fact that you're fighting against the very thing that's giving the game's world life, but I'm probably thinking a bit too much into it. I can say that Labyrinth of Zangetsu got me to appreciate sumi-e art in a way I never did before, and I'm sure it'll have the same effect on you.

Music in Labyrinth of Zangetsu is just as good as the visuals in my opinion, and the soundtrack actually does a lot of the heavy lifting when it comes to setting the mood and creating the appropriate atmosphere. I mentioned earlier that the game can actually have a fairly basic monochrome look to it that somehow transcends that limitation with its art style. While I do think that's indeed the case, the soundtrack helps pull everything to another level. The labyrinths all feel ominous, dangerous, and even deadly when they need to be, and the town theme has a melancholic feel that perfectly encapsulates the dire situation the game places you in. It's not necessarily the kind of soundtrack I'd run out and buy immediately, but that doesn't make it any less good. I hate to bring it up again, but the soundtrack reminded me a lot of the one found in Wizardry: Labyrinth of Lost Souls, and that would make sense since both games have similar themes. I guess the only big difference between the two soundtracks would have to be that Labyrinth of Zangetsu has far more Asian influences mixed in. Though the music makes for a great audio experience, I did find myself wishing that there was some voice acting to go along with it. While there are some great sound effects that accentuate certain moments in the game, it's a somewhat quiet game overall. The music is more atmospheric than melodic, the sound effects mainly come out as sort of jump scare stings, and I think voice acting would've really completed the overall package. While I usually follow up my comments on the lack of voice acting with a mention of it being understandable due to the nature of this being a small release, I have to point out that voicing in this game in particular wouldn't even require all that much work. There isn't much in the way of cutscenes, so I'm basically just asking for things like intros to have a spoken narration. It's a small gripe, but one I think would've added so much.

It might be an odd thing to say, but I feel that there's more to playing a game like Labyrinth of Zangetsu than actually beating it. Dungeon crawlers that lean heavily into old CRPG mechanics usually have all sorts of nonsense that make actually beating it the way you intended to quite difficult, and this game is no exception to that. The party you take with you to the final boss might not be the one you started your adventure with, and chances are that some of them won't survive that encounter. I mention all this not because I have yet to actually beat the game (which IS true though), but because this is the part of the review where I like to talk about a game's replayability, its value, and just the overall experience it delivers. Though part of me feels that the current price of $29.99 might be a tad too high, I have to admit that there's quite a bit of replayability here for those who enjoy this type of game. One of the best aspects of games like this is finding the right party composition, and that can mean creating new characters, shuffling them out, changing jobs as necessary, and so on. Labyrinth of Zangetsu almost feels made for that sort of thing too due to how quickly characters level up in new jobs. While the core game might not change from one game to the next, the way your characters encounter it will. There's so much content that players can basically create for themselves, and I've not even mentioned the possibilities that can be had for challenge runs. I wouldn't necessarily say that this an infinitely replayable game, but it's one that you're going to want to set apart a lot of time for. Oh, and just because I don't know where else to mention it, there's some DLC from other games that Acquire has worked on. These come in the form of new characters that run at odds with the style of the game. Though they're not really my cup of tea, they are there for those looking for even more content than the core game has to offer.
It probably is obvious that I think Labyrinth of Zangetsu is a great game, and is totally worth picking up. The problem is that even I have to admit that it's not exactly a game for everyone. If you're a fan of classic CRPGs, challenging dungeon crawlers, or maybe someone who enjoyed Wizardry: Labyrinth of Lost Souls, then pick this one up right away as it's definitely going to be something you'll enjoy. Those who are expecting a more traditional JRPG experience might be put off by the tougher gameplay, but I have to say that this is one of the most beginner-friendly CRPG-styled games out there, difficulty spikes and all. So while I can't give it a blanket recommendation, I do suggest giving it a chance. I for one hope that Acquire continues to put out games like this as I can't get enough of them!

Check Out Labyrinth of Zangetsu on Steam:
https://store.steampowered.com/app/1922960/Labyrinth_of_Zangetsu/

Story: B-
Gameplay: B
Graphics: A
Music/Sound: B
Value: A


Overall: B+

Pros:
+ A unique twist on the Wizardry-style dungeon crawler formula.
+ The game's art style incorporates the sumi-e influences so well that you forget that much of the world is monochrome.
+ Though definitely a challenging game, it is far easier than similar games in the genre.
+ Lots of character options mean that you can make the perfect party suited to your play style.
+ Features a great atmospheric soundtrack.

+/- Though you definitely don't need to bother with any of it, the overly colorful DLC feels extremely out of place.

Cons:
- The difficulty spikes and esoteric gameplay might drive away casual gamers.
- A party member dying can actually become permanent if you're unlucky, destroying hours of progress.
- The lack of a manual save means that you're stuck with whatever terrible hand the game may have dealt you.
- Could probably have benefited from voice acting.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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Back to the Labyrinth for me!
#LabyrinthOfZangetsu
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<![CDATA[Who Would've Thought Fixing A Spaceship Would Be So Difficult: A Uncle Chop's Rocket Shop Review]]>Sat, 12 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/who-wouldve-thought-fixing-a-spaceship-would-be-so-difficult-a-uncle-chops-rocket-shop-reviewBy Manuel
Players: 1
Platforms: Nintendo Switch, XBox Series XS, PlayStation 5, PC (Steam)


There was a time where it felt like every other indie game being released was a roguelike of some kind. The amount of releases has dropped in recent months, but the game we're going to look at today is quite the original take on the genre. Uncle Chop's Rocket Shop is a roguelike spaceship repair game that released late last year on consoles and PC. It comes to us by way of developer Bread Envy, and publisher Kasedo Games. We're going to be taking a look at the game on the Nintendo Switch today, and see if this game has what it takes to stand out in a crowded genre. There's a lot to cover here, so let's get straight to the review!

Uncle Chop's Rocket Shop is a really odd game no matter how you look at it, and the strangeness begins with its story. You play as Wilbur, a new hire at the titular Rocket Shop. He's a humanoid fox with a few extra eyes, and he's a man of few words. His first task is to jettison the guy he's replacing into space, and this is a precursor to what awaits him if he messes up. You're never given all that much info regarding Wilbur himself, but the rest of the cast that surrounds him are quite colorful. None of that matters to Wilbur though, as his main focus is ensuring that he has enough money to pay his R.E.N.T. each cycle. Failure to do so will result in his termination, and that term can be taken quite literally in this case. Those who have worked a dead end retail job will probably say that the "bad" outcome will at least bring an end to the terrible job, but that's not the case here. This is a roguelike after all, so Wilbur is sent back to Day One each time he dies. Death can come in all sorts of ways, and not all of them are brought about through the actions of the player. There really isn't too much of a story here, though there is quite a bit of lore regarding the characters and the shop itself, but that's fine. We're here to fix things and make money, and things like plot just get in the way. There is enough of a story here to satisfy those who need a narrative in all of their games, and it's as silly and random as you'd expect. The action is fast-paced though, and the game does a good job of getting you into the thick of things quickly. This is not a game for those looking for an easygoing experience, and I mean that in the most ominous way possible. With that, let's move the discussion to gameplay.
Each in-game day sees Wilbur clock in to work, and take on a series of jobs. These jobs can bring him one step closer to making R.E.N.T, or put him deeper into debt, depending on how they go. There are two main ways to play Uncle Chop's Rocket Shop, with each of them affecting how many jobs you're able to take on during each in-game day. The standard Frantic Mode limits you to eight real minutes to complete as many jobs as you can, while the Focused Mode lets you take on only three jobs a day. I haven't even gotten to what these jobs entail yet, and I'm already about to go on my first rant regarding the game. Though the Frantic Mode is the default way to play the game, I found it to be mostly unplayable for those who don't like ripping their hair out in frustration over playing an unfair game. I realize that it literally has "frantic" in its name, but there's only so much one person can take. Not only will you waste much of your time simply figuring out what to do, but you're also not given any extra time over the PC version of the game. I know that's an odd point to make, but the console controls are extremely clunky, and add literal minutes to many of the in-game tasks. Your next thought may be that things will get easier as you play, but that's not always the case. Some jobs just take a long time by way of their overall complexity, and these more complicated jobs are the ones you'll need to complete if you want to earn the most money. It took me about five runs before I was able to complete my first R.E.N.T cycle, and well over ten before I completed the second. There's something to be said about games that throw you into the deep end right away, but I can't really see any silver lining here. Obviously my distaste for Frantic Mode means that should switch to Focused Mode, but that leads me to rant number two.
Focused Mode may give you all the time you need to complete a job, but you are now required to compete said job perfectly. It's really hard to describe exactly what "perfect" means in this context, but imagine working a fast food job, and having to make every meal look like the staged pictures on the menu. That pretty much give you an idea as to what to expect, since you can't mess up even a little or you'll end up with some sort of penalty. Failing a job, or even not completing it to a client's satisfaction, can actually cost you money. This not only means that you wasted all the time you put into the job itself, but that you probably ruined the entire run too. Add to this the fact that you can only complete three jobs a day in this mode, and you have a second way to play that's just as frustrating as the first. Focused Mode does at least give you the time necessary to do your work, but I can't help but feel that this game needed some other difficulty options. I don't think I've ever seen a game feel so unfriendly to casual players than this one. There's always going to be a certain set of gamers who'll say that those who can't hang with a difficult game should just get better, but then one has to wonder who those types of games are actually for. Uncle Chop's Rocket Shop seems highly rated online, but I've noticed that negative reviews have started to trickle in more recently. I haven't even gotten to the actual meat of the game, and I already don't feel like playing it. After all, why should I? You have two less-than-perfect ways to play the game, and the choice between them is basically choosing the lesser of two evils.
Seeing as I have tons of issues with something as basic as the way the game gives players tasks, it probably comes as no surprise that I can barely stand the core gameplay either. Uncle Chop's Rocket Shop is basically a series of randomly generated repair jobs that you must complete without any sort of in-game tutorial. Instead of being told directly how to complete a repair, you must consult an in-game manual that has contains details on all of the game's jobs. Going through this gigantic tome can be very overwhelming at first, though each job does give you a symbol that will help you locate the correct chapter of the book that pertains to your current task. Once you have the right chapter chose, you'll then go back and forth from the book to the job, and hopefully fix whatever is wrong with the ship. Some jobs can be completed with your basic tools and machines, while others will require you to purchase replacement parts, and maybe even extra equipment, in order to finish them. The latter requirement is told to you before you accept a job, but purchasing replacement parts can often eat into your profits if you're not careful. Replacement parts are also necessary if you break anything while making a repair, and you'll do that far more often than you think. There will of course be several times where you'll screw up a job because you skipped past a step or two, but at least you'll feel like those failures are your own fault. In case my earlier statements haven't made it clear, don't expect to be able to make R.E.N.T in those first runs. The trial-by-fire you go through with each job does get easier as you play, but most tasks will forever have a narrow margin for success. I guess that's to be expected, but it's like the game tries to make every single aspect of the game as difficult as possible.

It may sound like I'm done with my complaints, but I'm just getting started. I'm actually a big fan of roguelike games, and I live for the gameplay loop they provide. The problem here is that there were several jobs that I just never could wrap my head around. If this were a game that only had you do the most basic of tasks, I'd be all in, but you'll quickly get jobs that feel way out of your skill level in just your first run. It took me no less than eight different jobs, across at least five runs, to finally figure out how to shut off a ship's security system. I still don't really know how I managed to figure it out, but I was so tired by the end that I didn't even feel very accomplished over succeeding in something I'd spent probably an hour trying to figure out. Making matters worse, "fixing" that security system that taught me that not all tasks lead to permanent results. I'm not exaggerating when I say that I wanted to break my controller when the security alarm started going off again a minute later, and that's just one anecdote from my time with the game. There are also several jobs that I just never was able to figure out. Anything having to do with VR flew right over my head, and I reset the game each time those jobs came up. I can also rapid fire off other complaints. Permanent upgrades felt too expensive for what they provided, getting tons of jobs early on that required equipment I couldn't afford was just odd, literally having a client kill me before I could even get to work was just stupid, and the ever-present issue of the console controls were always there to make everything just a little bit worse. I'm convinced that some tasks, like diffusing a bomb, are near impossible to complete using a controller. It didn't take long for me to wish that I had never taken up this game to review in the first place, and I'm glad that I'm almost done here.

Having gone through all that ranting, I do have to admit that there are some parts of the game that I liked. The graphics are cute and colorful, and serve as the perfect mismatch for all the insanity that goes on elsewhere in the game. The music is also great, as are the gibberish sounds that stand in for actual voice acting. I've said many times that any sound in place in voice acting is better than silence, and this game proves my point. Then there's the writing in general, which I feel is the single best aspect of the game. Some deaths and failed jobs stung a little less thanks to the way the game handled them. I laughed more than I thought I would, and I actually don't want to get too deep into the game's plot so as to leave some surprises for those who go on to play the game despite my warnings. I'm not blind to the fact that there is an audience out there for a tough-as-nails roguelike simulator like this, it's just that I'm of the mind that the game could've cast a much wider net with only a few changes. It's a very original take on the genre, and one that sometimes had me thinking that it couldn't be as bad as I was making it out to be. I'd then go back to the game and realize that I wasn't gaslighting myself, but I still kept thinking that, even now. I also have to remind everyone that this is essentially a review of the release on consoles, as it plays quite differently on PC. I had an opportunity to try out that version of the game thanks to a friend who already owned it, and I can say that it is FAR more playable there. Simply having mouse controls made the game a million easier, and it made me wonder why the console port happened at all. This is a game that very nearly broke me, but I also can't bring myself to say that it's all bad. There are plenty of problems with pacing and difficulty, but there just might be a good game under all that frustrating gameplay if you're willing to put in the work to find it.
Considering that Uncle Chop's Rocket Shop is a roguelike game, it makes sense that it would be highly replayable. I put in about ten hours across the Switch and Steam versions of the game, and I can at least say that I was still seeing new things in my later runs. Not only is there plenty of variety in the jobs, but there's lots of side content too, and permanent upgrades that can be purchased to make subsequent runs easier. I didn't mention the latter in the review, but that's mainly because I didn't find them all that helpful in my case. My point here is that there are countless hours of gameplay here, and I've seen plenty of people online mention putting dozens of hours into the game. It's also worth mentioning that the developer has put out several content updates since release, with the most recent apparently making the game a bit easier. I didn't check out this update before writing this review, but I don't think anything short of easier gameplay modes warrant giving the game another look. I'm serious when I say that I never want to play this game myself, but I am all for that level of commitment to a product. I'm sure this game is a labor of love, and I take no pleasure in being as harsh as I've been most of this review. Wrapping this part up, there's a lot of game here if you're willing to put in the time, I'm just at the end of my patience with this one.
This has been one of the hardest reviews I've ever had to write. Uncle Chop's Rocket Shop's humor did keep me invested, but that obligation is the one thing that drove me to keep playing. It may not be the worst game I've ever played, but it's one that I had to force myself to keep playing. I'd have quit this in the first hour otherwise, and that's ultimately why I can't recommend the game to anyone but the most hardcore roguelike fan. If you're one of the latter, then you'll probably find something to enjoy here. It's a very unique game that can be fun if you're less prone to frustrating gameplay than I am. I'd still advise picking it up on PC over consoles, but that's neither here nor there. If you do end up picking it up, maybe drop me a message regarding those VR repairs. I still don't know what the game wants me to do there. And with that, I can thankfully say that I have this game behind me forever. See you in the next one.

Check Out Uncle Chop's Rocket Shop on Nintendo Switch:
https://www.nintendo.com/us/store/products/uncle-chops-rocket-shop-switch/


Story: B
Gameplay: C-
Graphics: A
Music/Sound: A
Value: A

Overall: B-

Pros:
+ A neat take on the roguelike genre. It (somewhat) successfully mixes together puzzle and simulation gameplay in a way that feels unique.
+ The central plot may not be very deep, but the overall lore is. Each of the game's characters are memorable, and the writing is spot on.
+ Presentation is strong here. Both the graphics and music are top notch.
+ While I had plenty of issues with the gameplay, there is quite a bit of variety here. I was still seeing new things several hours in.
+ Priced very reasonably at $19.99, and the developers have put out several big updates since release.

Cons:
- The overall difficulty feels far too high. This is a game that made me feel frustration more than anything else.
- I'm surprised that the console releases came at the same time as the Steam one, as they feel like two different games. Playing the game with a controller adds minutes to some in-game tasks.
- Neither of the two gameplay modes are beginner-friendly, and the first couple hours of the game seem determined to drive off all but the most hardcore.
- Long-term upgrades feel too inconsequential, and having it takes far too long to make any real progress.
- There are several in-game tasks that still go completely over my head.
- Broke me in damn near every way. This may not be a bad game, but it's one that will only appeal to a certain kind of gamer.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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I'm just glad this one is finally done...
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<![CDATA[Game Review: Detective from the Crypt]]>Wed, 09 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-detective-from-the-cryptBy Manuel
Players: 1
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5


A while back we reviewed a game called Cat and Ghostly Road, as well as another called A Cat's Request, and they're both tied to the game we're going to be looking at today. Detective from the Crypt is not a sequel to either game, but they are all made by the same developer. Not only do they have similar visual styles and gameplay, but they also all feature cats. They may not be connected in any other way, but I like to think of this game as the final piece of a trilogy. That may be a bit odd considering that it originally release in the middle of the other games on PC, but let's not let details get in the way. Connected or not, Detective from the Crypt is out now on all major consoles, and we're going to be looking at the Nintendo Switch version today. There's a lot to go over in this one, so let's dive right in!

Detective from the Crypt places you into the role of Jane Darkday. She's a ghost who wakes up in her family's crypt, and she immediately wants to figure out why she is dead. Her and her family were killed by poison, but it's a mystery as to why that was the case. There is something involving stolen treasure, a conspiracy involving the family's butler, and even the separate murder of a painter, but the truth behind all of these deaths remains murky. A flashback sequence shows the events leading up to the start of the game, and it's here where the player will learn about their true goal in the game. It is odd that this sequence can only be seen by examining the picture in the in-game notebook, as it's central to understanding what's expected of the player. You'll also come back to that picture once you uncover the truth, but that's getting ahead of things a bit. I could get into further details of the plot, but I don't want to do so here for the sake of keeping things spoiler free. Also, the plot is rather convoluted, so explaining even a little bit of it would make this review far too long. Suffice to say that the titular detective is our heroine Jane, and she's out to solve her own murder.
Describing the gameplay of Detective from the Crypt is a bit difficult, as there's several different things going on at once. On the surface, it's a standard adventure game that relies heavily on inventory puzzles, with some light character-based missions. From the start of the game you're able to take on the tasks of other ghosts in the graveyard, and these are all noted in the in-game notebook. You then go about finding a way to complete said tasks, with some taking longer than others. Solutions may seem simple on the surface, but you'll often have to complete a chain of puzzles and events to get to the thing that will actually move the game forward. Much of the early sections of the game involves you trying to enter the Darkday Mansion, and once inside you're given almost free reign to complete the game's puzzles in several different ways. It never becomes truly open-ended, but the game moves along at a brisk pace. If that were all the game was, that'd be fine, but there's also an added mystery element here too. Since the murder of the Darkday family is central to the plot, Jane's actual main task is to uncover the truth her death, and the deaths of her closest relatives. This is done by collecting clues, and by examining evidence. There's a part of me that feels like everything else in the game is only secondary to this main goal, though this is mainly due to the fact that Jane herself seems like an odd choice for a detective. Nothing about her character feels like it's suited for the job, though the writing does a good job of making you forget that.

Since the adventure game aspects don't really warrant further explanation, let's move on to discussing the detective elements. When I say that collecting and examining evidence is central to the Detective from the Crypt experience, I mean it. Throughout the course of the game you'll gather materials that have to be examined under a magnifying glass or a microscope, and also collect liquids or substances that have to be tested for poison. Most of these clues become inventory items, or notations in your in-game notebook, though some clues stay out in the open in whatever area they're located in. Thoroughly examining evidence may seem above one's ghostly duties, but the Darkday Mansion is equipped with a fully functional laboratory. Getting to the bottom of evidence requires fiddling with many contraptions, and this was my least favorite part of the game. It's not as if these sections were hard, it's just that they just felt pointless. They're simple minigames that only come off as complicated due to their wonky controls, and I couldn't help but wish that these entire sections were automated. I get having the process Jane is going through to solve the murders, but it really should've been another series of inventory puzzles. Perhaps there's someone out there who will enjoy these segments, but it wasn't me. Having said that, I must once again reiterate that they're not difficult or particularly frustrating, they just drag down parts of the game. Thankfully there isn’t a ton of evidence to go over in this fashion, and it does feel satisfying seeing all the mysteries start to become clearer as you get all the clues and evidence in order.

Solving the Darkday murder mystery may be important, but you'll not want to forget about all the ghosts back at the cemetery you first started the game in. The most important of these ghosts is a cat named Pulkheria, who I guess belonged to Jane's mother. Why she seems to be meeting the cat for the first time in the afterlife is beyond me, but maybe I'm missed a detail about their relationship. Besides being a companion throughout the game, Pulkheria also serves as something of a hint system. They will let you know what you should be doing next, and also inform you of things you may have missed in the area you're currently in. I was actually a bit disappointed that the game didn't feature a cat from the beginning, but was pleased to find that you just have to play a bit to unlock them. Actually, mentioning Pulkheria's name is a bit of a spoiler, but it's early enough that I don't think it matters too much. Pulkheria isn't the only thing that helps you in the game, as there's also a candle that shows you hidden areas, and a mirror that allows you to fast travel between certain locations. These exist outside of your regular inventory, and along with your notebook, help to make the game far more manageable. Some of the puzzle solutions can be a bit esoteric at times, but I found that it was hard to get stuck thanks to Pulkheria's assistance. Also, having a cat along always makes everything better.
Though I mostly had a blast playing through Detective from the Crypt, there are some negatives I feel I should mention before moving on. My biggest issue of all would have to be the text itself. I'm not sure if it's the writing, or maybe translation issues, but there are plenty of sections where the tone seems to shift all over the place because of odd phrasing or weird lines that barely make sense. This wasn't a deal breaker by any means, but it can take you out of the game several times if you're one to take of note of such things. Issues with the text aside, the game also has annoying instant-death scenarios that you won't even know to avoid until you fall victim to them. Smaller issues would have to be the fact that the in-game system that is meant to show you clickable objects is never accurate, and some actions done out of order can soft lock the game. These seem like they could be a bit more game breaking, but they weren't all that common. Lastly, there's the console controls. I can only imagine that playing this game on the PC is a totally different experience, as it doesn't seem at all optimized for controller inputs. It can be confusing figuring out how to get to all the icons on the upper section of the screen, and the in-game cursor moves painfully slow. That last thing is extra annoying when trying to get to another screen, as exits have to be clicked on to leave. If your cursor is on the other side of the screen, leaving can take 10-15 seconds of real time. Once again, none of these are particularly big issues, but I'd be remiss if I didn't point them out.
While I wouldn't ever claim that Detective from the Crypt is a visually impressive game, there were several moments where it did surprise me. Everything sort of has a "paper doll" vibe to it, where the character and objects occupy a flat, 2D space, and make movements that look almost uncanny. The game world is rather small, but it does a lot with the space given. The outdoor areas are all varied, and the interior of the Darkday Mansion has so many different rooms that it could very have been the sole area of the game. The character and environment designs are all well done too, and I can't think of anything negative to say about them. I find it particularly amazing that this isn't the developer’s most recent game, as it feels like the best of the "trilogy" released so far. Nothing here will take anyone's breath away, but it's good for what it is. It doesn't reach for the moon, but it also doesn't fall flat while attempting that either. It's perfectly okay for games to occupy the middle of the road, and that's what we get here.

Though I have largely positive things to say about the game, there is one area where it falls short just a bit. Let me start by stating that I'm not totally sure that the music used in Detective from the Crypt is all original, but I can say that it's pretty boring. Traveling from Point A to Point B can be quite the chore in the early sections of the game, and part of this is due to the fact that the music just isn't all that good while you're doing it. It's not bad by any means, but it's barely even there. It sounds like stock library music, and maybe it is. (I actually couldn't confirm whether or not the music was created specifically for this game in time for this review.) The not-great music also has the added effect of making things feel more silent than they already are, since there isn't much else ever going on sound design-wise. Similar to the other games in this series, there are some actions that seem to be missing sound effects altogether, and there's no voice acting at all. I of course wasn't expecting the latter, but its absence doesn't help either. Horror movies can get by with simple atmospheric music, but not when it's as generic as what we get here.

Detective from the Crypt currently carries a price tag of $9.99 on consoles, and I feel that's more than worth the amount of content one gets. It's hard to judge the length of adventure games, but it's safe to say that most will reach the end of this one in about 2-4 hours. It can of course take longer for those who are having trouble with puzzles, but that's a good estimate to go off of. There are also plenty of things one can miss in a single playthrough, and there are hidden endings of a sort that players can see. I don't want to give away what I mean by that last bit, but I did stumble across a couple of surprises during my playthrough. I like to compare games of this length to watching a movie, and that comparison works well here. Players can take this as a ghost detective story, and the price aligns well with what it costs to check out a current release. Most noteworthy of all, there isn't even a console surcharge, as the game is priced the same across all platforms. That's probably not something that's worth praising, but I've noticed many games add on a console tax in recent months.
Even though I'm willing to admit that Detective from the Crypt isn't a game for everyone, it's still one that I fully recommend. It's a great adventure game, and the mystery element makes it very unique. Some of the investigative sections can be a chore to complete, but the overall experience is a memorable one. It looks like a budget release, and in some ways it truly is, but this is a title that is punching far above its weight class. If anything I've said made the game seem interesting to you, or if you simply love cats, then pick this one up now on whatever platform you can. You don't even have to thank me afterwards. See you in the next one!

Check Out Detective from the Crypt on Nintendo Switch:
https://www.nintendo.com/us/store/products/detective-from-the-crypt-switch/


Story: A
Gameplay: B
Graphics: A
Music/Sound: B
Value: A

Overall: A-

Pros:
+ A neat take on the standard adventure game that mixes together mystery soling elements with inventory puzzles.
+ The game moves along at a brisk pace, and many of the game's objectives can be completed in any order.
+ Though the world is rather small, its locations are quite varied.
+ The graphics may not win the game any awards, but I like the paper doll aesthetic of the world and its characters.
+ While I didn't appreciate the investigation elements of the game, others might find the evidence gathering sections to be a nice change of pace.
+ It's hard to get stuck in this game thanks to the many help systems that are included.

Cons:
- The game's text feels a bit off a lot of the time, probably due to translation issues.
- Sound design is the game's weakest point, as there seem to be plenty of missing sound effects, and a soundtrack that leaves a lot to be desired.
- This is clearly a game designed for play on the PC, and the console controls feel quite wonky.
- Unique or not, I found myself wishing that the evidence examination sequences were automatic.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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Yes, that totally makes sense...
#DetectiveFromTheCryptConsoles
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<![CDATA[The World Is Changing In Ways We Can't Explain : A Blankspace Review]]>Tue, 08 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/the-world-is-changing-in-ways-we-cant-explain-a-blankspace-reviewBy Manuel
Players: 1
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5


We review a lot of visual novels here at A-to-J, and it always a treat when one stands out from the crowd. Blankspace is a cross between an escape room simulator and a visual novel, and it's out now on just about all major platforms. It's developed by NoBreadStudio, and published on consoles by Penguin Pop Games, and we're going to be taking a look at it on the Nintendo Switch. There's a lot to get into with this one, so let's just get right to the review!

Blankspace's plot is quite a weird one, and I can't really give away many details without spoiling some of its best moments. I guess I do have to cover it at least a bit, but don't take my vagueness as an indication of a weak plot; it's anything but that. Blankspace puts you into the shoes of a guy named Chris who wakes up handcuffed to a pipe. Horrible as this situation may be, at least he's not alone. Joining him in this room is a girl currently asleep on a couch across the room, a couch which she is also handcuffed to. The movement causes her to stir, and the girl introduces herself as Beryl. Though in the same bind as Chris is, she seems to know a bit about what's going on. She doesn't really give too much away though, and they do have bigger fish to fry at the moment. Together they figure out the puzzle required to get to the keys that will unlock their handcuffs, but they soon realize that they'll have to solve many more puzzles to get out of the room that they're seemingly trapped in. Speaking of that room, it's plain, grey, and seemingly devoid of life. Depending on choices the player makes, the duo can become unlikely friends, or they can remain untrusting of each other. Chris knows that he needs Beryl's help, but she's clearly hiding a lot from him. There isn't a whole lot of time to deal with the secrets though, as the puzzles in each room keep ramping up in terms of complexity. Who is Beryl? Why are they here? Who set this all up? Those questions are answered eventually, but it takes a while for things to get going. Chris can barely remember what happened the night before, so there's quite a bit to sort out first. It also doesn't help that the rooms seem to change on their own too...
I'll circle back around to the story in a bit, but I want to cover gameplay first. Much of the game is played in a visual novel format, complete with dialogue trees and multiple choice responses. These sections are exactly what you'd expect: Two character portraits talking over a static background. There's nothing wrong with that gameplay formula, but Blankspace delivers something that is far more unique than your standard visual novel. In between the dialogue sections, you're allowed to freely roam around the rooms in an adventure game-style format. Each room will have several areas to explore, and they'll also be packed with puzzles, hints, and necessary items. Your goal will always be to get to the next room, but that typically involves a string of puzzles that often culminate in a very big one that often uses several of the separate gameplay elements. The puzzles are also quite varied, with some involving math, sequences and logic, and even classic inventory puzzles too. It all comes together to make a really neat system, though I do think that there's more than a little moon logic going on with some of the solutions. I don't want to get into specifics, but there were some puzzles that I still don't know how the answer works. (Some I cleared through simple trial and error!) There isn't really a hint system either, though Beryl will help you out in certain situations. I don't want to make the game sound impossibly hard, but it just might push your brain to its limits more than once.

I've played many games that have mixed together visual novels with other gameplay genres, but something about Blankspace's combination of gameplay strikes me as particularly unique. The escape room subgenre of adventure games isn't exactly unknown to me, but it is one of my favorites. I'm a sucker for adventure games in general, but I love ones that basically place you into a locked room that you have to work your way out of. This is funny since I actually can't stand escape rooms in real life. Not only did I find a visual novel themed escape room to be quite entertaining, but it has a lot going for it beyond that. The puzzles all seem very well thought out, and some (sort of) have multiple solutions. There are also several puzzles that require backtracking, or the use of items that you thought were red herrings. It's not exactly a completely open-ended game, but there is a lot of freedom in how you go about completing your tasks. My only real gripe with the gameplay would have to be the overall length of the game. Blankspace is a pretty short experience all things considered, and there were far less rooms to escape from than I was expecting when I booted up the game. This limitation is probably due to reasons I'll get to in just a second, but it didn't change the fact that I was left wanting more.

I really don't want to get too deep into Blankspace's plot, but there are some parts that I think warrant further discussion. I just mentioned the game's length, and I'm pretty sure that it had to be short due to the story it’s telling. It's not that the plot is simple or direct, but it doesn't really leave a lot of room for fluff. Halfway through the game you'll learn most of the secrets behind what's going on, and that's also another slight negative. While there were still some twists to be had in the second half of the game, Blankspace reveals most of its hand quite early. The mid-game revelations were so intense that I actually thought the game was coming to an end then and there. It would've made it almost unreasonably short, but I didn't really see how the game could continue. Continue it did though, and there were still plenty of puzzles to finish. I don't want to make it seem like I thought the game's writing was bad, since I think it's the exact opposite of that if anything, but it felt strange to reveal so much, so early. Having said all that, I do think the twists were quite shocking, and I grew to care about both characters by the end. Neither is particularly likable in the traditional sense, but there's a realness about them that makes them endearing despite that. It's not often that a game leaves me wanting to know more about what the characters after the game or before it, but that's what happened here. Though the plot and gameplay both have their own issues, I still feel like they combine to make this one of the best games I've played in recent memory. Yeah, that's a crazy thing to say partway into a review, but maybe I'm taking a page from the Blankspace playbook.
With plot and gameplay covered, let's move towards presentation. Discussing the graphics of Blankspace is a bit difficult, since the game world is pretty bland on the surface. Everything is very grey, and there isn't a lot of detail in the environments themselves. There are also only two characters, and I have mixed feelings on their designs. Beryl is fine for the most part, though there were times where I felt the fan service was laid on just a little too thick. Chris, on the other hand, is another matter entirely. I'm not sure if I'm just reading too much into it, but Chris looks like Squall, but if Squall were ripped straight from the pages of a "How to Draw Anime" book. It's not just the hair and jacket either, as his mannerisms made me wonder if that's what an IRL, club-visiting Squall would be like. I don't want to make it seem like I hated the designs through and through, and there's lots of other things worth praising too. Bland or not, the game world does contain plenty of small details, and it also mixes in 3D objects in a way that makes them stand in sharp contrast to the 2D characters. This otherworldly look adds to the overall unsettling atmosphere, and I thought it was a really cool touch. The overly grey world also allows the few splashes of color to take center stage whenever they do show up. Add in the sheer variety in the character portraits and CGs, and you got a decent looking game.

Even though I just ranted about the graphics not being the best, I unfortunately have to do the same thing in regards to the game's sound. Blankspace features a soundtrack mixed so low, that I actually wondered if it even had music at all. I played through the entire game without even noticing any bit of it, and realized I couldn't recall a single piece of music for this review. I actually had to go back to the game just now to check it out, and I still don't know what to say about it. Calling the music "atmospheric" may feel like a cop out, but that's really what it is. It exists to exist, and it's more random sounds than memorable melodies. At the very least, I can say that it doesn't get in the way of the gameplay, and the clicks and beeps that come with completing some of the puzzles were very satisfying. Unfortunately those are pretty much all the sounds you get, as there is also no voice acting here at all. I of course wasn't expecting to find fully voiced dialogue in an indie game like this, but it always feels like a missed opportunity when a game with such a small cast doesn't have it. A mixed bag overall, but I guess I've heard worse.

I already mentioned that Blankspace was a short game, as I was able to clear it in a bit under three hours. I did get stuck on a few puzzles here and there, so I assume that my time is about the average. Some players will have more or less depending on reading speed and puzzle solving skills, but I think you get the idea. There are several endings to get though, so there's plenty of replayability. I'm not totally sure what all the endings entail, but I do know that there is a "true" one, and that's the one I managed to get on my first playthrough. This is one of those games that I like to compare to watching a movie, and with that in mind, I think its current price tag of $9.99 is pretty much perfect. It also is the same price across the board, and didn't pick up any extra dollars when it made the jump from Steam to consoles. I am sad that the text-only epilogue DLC didn't make the transition, but said DLC was also 18+, so it's understandable. Short is relative, and I do think you get a lot of bang for your buck here. There are even some bonus spot-the-difference puzzles for those looking for a little more, though I personally didn't bother with them since I'm not really a fan.
Even though Blankspace falters a bit on the presentation side of things, I still think that's it's one of the best games I've played so far this year. That's pretty much solely due to its plot and unique gameplay elements, though the entire package is pretty great all around. Fans of visual novels and adventure games will want to pick it up right now, with special mention given to those who are fans of escape room mechanics. There really aren't many games out there like this one, and I'm glad this game fell into my lap for review. It totally surprised me with how good it is, and I think it'll do the same for you. Grab it now on whatever platform you can, and thank me later. See you in the next one.

Check Out Blankspace on Nintendo Switch:
https://www.nintendo.com/us/store/products/blankspace-switch/


Story: A
Gameplay: A-
Graphics: B
Music/Sound: B
Value: A


Overall: A

Pros:
+ A unique mix of escape room puzzles, adventure game mechanics, and visual novel art and dialogue scenes.
+ The plot is free of fluff, well-written, and full of twists that are sure to shock the player.
+ The puzzles really make one think, and are quite challenging in a good way.
+ Though the cast and setting are small, there's something about the game that will make you care about the two characters before long.
+ Multiple endings, plenty of optional dialogue sequences, and even bonus puzzles, make this one highly replayable.

+/- It is worth mentioning that the game does deal with some heavy topics such as abuse, depression, and suicide. Discretion is advised.

Cons:
- The graphics are a bit on the bland side.
- Not only is the music barely there, but there also isn't any voiced dialogue either.
- While I'm not exactly surprised that the Steam DLC was not included, I do find it sad that we don't get the text-only epilogue that it provided.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


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I make my best decisions drunk, thank you very much!
#Blankspace
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