<![CDATA[A-to-J Connections - Gaming]]>Tue, 01 Apr 2025 03:29:00 -0700Weebly<![CDATA[More Human Than Human: A Nobody Nowhere Review]]>Wed, 26 Mar 2025 09:04:56 GMThttp://a-to-jconnections.com/gaming/more-human-than-human-a-nobody-nowhere-reviewBy Manuel
Players: 1
Platforms: PC (Steam)


Every so often a game pops up that looks cool, but seems to have come out of nowhere. The game we're going to be looking at today fits that description perfectly. Nobody Nowhere is a text-driven adventure game that is developed by a small indie developer named Tag:hadal. This appears to be their first game, and it's available now on Steam. Though I didn't know about the game nor its developer prior to a few days ago, that doesn't change the fact that I have quite a bit to say about this one. There really isn't need for further intro, so let's just cut it off here, and dive into the review proper.

Nobody Nowhere has a surprisingly complex plot, but I'm going to try to explain its broader strokes now. The setting is the near future, where humanity has made several advances in a technology that's meant to extend their lives. Artificially created humans, known as "replicants", are on the verge of being mass produced. These replicants are raised in a laboratory, and made to take on the consciousness of those who need a new body. Many failures plagued replicant research before, but the Human Science Research Corp sees promise in their new "Caleb" series. Julian is a self-aware replicant in this new series, and the game opens with him preparing for a surgical procedure that will wipe away his awareness. We've only just met Julian, but everything that makes him close to human is about to be wiped away. Two employees of the Corp arrive to complete this job, Gaia, who will actually perform the operation, and Tiger, who is to oversee it. Things seem to be going according to plan, but a series of events is about to change everyone's lives, for better or worse.
It turns out that Julian's doctor, named Zana, belongs to an organization that seeks to help replicants who have gained self-awareness. She doesn't want to see Julian "die", so she resolves to rescue him. Said rescue is no easy task, and it actually turns into one giant mess that sees Gaia team up with Julian, and Tiger reveal himself to be a replicant whose body is failing. Tiger will prove to be a thorn in the side of our protagonists for the rest of the game, but he's no one-note villain. Meanwhile, Gaia decides that all replicant research must come to an end, and he takes the fight to the HSRC HQ. The focus shifts to Gaia from this point on, and he finds help from Zana, his adopted brother Asa, and their AI companions. There are many twists and turns from there, and we ultimately learn the dark truth between the entire replicant project. What seems a simple tale of redemption at first, grows far more complicated when it becomes clear that no one in the cast is wholly good or bad. Except for maybe Julian, who is simply trying to survive through all of this.

I don't really want to get too much further into the plot, as I feel it's the most important part of a game like this. Nobody Nowhere is essentially a cross between a visual novel and an adventure game, with some other elements we'll get to later. Much of the dialogue is simply to be read, but there are moments where player input is required. This most often comes in the form of choosing a response within a conversation, with these choices never really changing the course and flow of the overarching plot. It may not look like it from screenshots, but this is a game that most directly resembles a kinetic novel, or perhaps something akin to an interactive movie. The story is ever-flowing, and jumps around in time when needed. Much of the game takes place in flashback form, with most of these scenes coming from Gaia's youth. It's not long before we learn all there is to know about him, and get an explanation as to why he wants to see replicant research put to an end. Even though it's safe to say that Gaia is the true main character, Nobody Nowhere isn't afraid to give others the spotlight too. Not only does the game open with Julian being "born", but he's also the first character that the player controls. He fades into the background for much of the middle, but he's important in ways that I simply can't reveal here. He also acts like an audience insert, since he's fairly unaware when it comes to the world around him. He's not the only one that the game spends a lot of time examining, as everyone seems to get scenes of their own, even Gaia's AI assistant Nia. Most important of all though would be Tiger, and we eventually get to learn what it is that drives him to commit so wholly to the HSRC's cause.

The plot may be a bit much to get into at first, but it's written in way that always keeps the player informed as to what's going on. Nobody Nowhere takes place in a rich and vibrant world, but we only get to see the parts that pertain to the plot and its characters. This is for the best, as I've read plenty a sci-fi story that gets lost in its own worldbuilding. The setting is well-established, but we get down to business right away. This isn't the game for those looking for a lore-rich world, though there are a bits of that scattered throughout. Though never required to understand the story, there are character profiles, and a glossary, that fill in some of the things that are left out. I'm not really a fan of games that hide plot elements in menus, but I'm of the mind that players can still fully enjoy the game if they're ignored. I'm not exaggerating in the least when I say that this is one of the best written stories I've ever experienced in a video game, and I really can't find a single negative to bring up on that front. It's probably the biggest reason as to why I danced around its finer details, as this is a story that should be enjoyed as spoiler-free as possible.

This review has been pretty positive so far, but there was one aspect of the game that I don't thing gelled well with everything else going on. Even though Nobody Nowhere is a story-driven game, there are some random action sequences. There are several times within the game where our heroes will hack into computers using an interface that places their avatars into a digital representation of the computer. These segments all have a minigame attached to them that features top-down gameplay that's found nowhere else in the game. Each of these sequences are pretty different from each other, but remind me a bit of how jacking into The Matrix works in the 16-bit Shadowrun games. Sometimes you'll navigate a maze, avoiding enemies and hazards, and other times you'll take on a more offensive stance and attack enemies directly via a stun shot and a dash attack. These sequences aren't exactly hard, but they aren't much fun either. Dying in the minigame leads to a Game Over, and you'll sometimes be forced to watch a cutscene again before jumping back into the action. I don't think there was a single one of these hacking segments where I didn't die at least once, and the final few saw me restart at least a dozen times before I beat them. Thankfully progress is saved when you continue, but I began to dread playing these minigames whenever a character started talking about hacking into a computer system. I understand the want to put in inject actual "gameplay" into this game, but I found myself wishing they were just automatic sequences after just the first one. No matter how you cut it, they're an imperfection on what is an otherwise near-perfect game.

Now that I have that out of the way, let me continue with my praise for the game. I could very easily complain about the overall length of Nobody Nowhere, since it is relatively short, but it uses its time wisely. Hacking minigames aside, there isn't a single line or scene that feels like it's fluff. Every single bit of the game works to drive the plot forward, and the pacing is similar to what one would find in a tightly-edited movie. I often like to compare shorter visual novels to watching a film, since I find the cost-to-time-spent ratios are often similar. Even though this isn't the first time I've made that comparison, I think that Nobody Nowhere embodies it most directly. Not only does it feel like an interactive movie, but it's priced similarly as well. Coming in at just $9.99, this is a game whose price can be compared to checking out a newly-released movie online. It may be a bit rough around the edges due its indie roots, but that adds to its charm. This is a dystopian sci-fi tale that rivals anything ever shown on a big screen, and I don't say that lightly. I don't want to give away any more plot points than I already have, but this is a game that will most likely make you actually FEEL for the characters. The ending of the game wraps up everything very neatly, even if it does so in a bittersweet way. I was left wanting more, and I mean that in the best way possible.
I didn't know what to think of Nobody Nowhere when I first booted it up, but I was shocked to find that it opened with a fully animated cutscene that also had an awesome song accompanying it. That scene impressed me so much that I decided I had to dive into this game fully and that's what eventually caused me to beat it in a single day. It wasn't just that opening scene though, as the game keeps on delivering awe-inspiring visuals throughout. Much of the game is presented in a side-scrolling 2D format, and the games graphics also come with an impressive amount of detail and animation. Characters move smoothly, and scenes transition from one to the next without a hitch. There are also scenes that show off larger pixel-based CGs, as well as others that are of the style found in the opening. There wasn't a second where the game wasn't firing on all cylinders when it came to visuals. That's quite a feat too, considering how dark and grim the subject matter is. The world could've very easily have been made up entirely of grey hallways, but there are some colorful and light-hearted moments as well. This is a beautifully crafted game in just about every way, and feels like it blurs the line between video games and art. Even the computer hacking sequences that I absolutely loathed were visually cool in their own way, and even had a scene at the end that blew me away. I literally have nothing bad to say about the graphics, beyond wishing that there was more of them to enjoy.

Not only are the graphics amazing, but so is the soundtrack. The theme that goes along with the opening cutscene I mentioned earlier really surprised me with how good it was. It sounded like something I'd totally listen to on my own, and it even prompted me to pick up the game's soundtrack on Steam. That's just the beginning, as the rest of the soundtrack is top notch as well. It's a synth-heavy soundtrack that features music that help establish a particular mood. Some tracks are low-key, others have an unsettling tone to them, and others still are intense and get the blood boiling. It's a great collection of music, and I've heard every piece of music several times already. There's even another vocal track at the end of the game that's worth mentioning too. It's a ballad that fits the ending perfectly, even if the English lyrics are a bit off in terms of their grammar. This particular song is the only part of the game where the English falters, and it reminded me that this is a small indie title. With that said, I do want to point out that the translation is great otherwise, and I still enjoyed the song despite its imperfect English. The game had totally won me over by that point, and the raw emotion of the song itself can't be over-stated. Once again, my only "complaint" regarding the soundtrack is that there isn't more to enjoy.

I was able to finish Nobody Nowhere in a bit under three hours, and I think that's more or less how long it will take most players to finish it too. There are some optional sections of the game, and a few missable achievements, but it's a pretty linear affair from start to finish. I enjoyed the game so much, that I went back to an older save to wrap up the things that I had missed. Going for that 100% also netted me an extra epilogue to the game, so I suggest everyone do so too. It's not all that hard actually if you're thorough in your first playthrough. I already mentioned that I find this game to be totally worth its current asking price, but I'd be remiss if I didn't also point out that there is a free demo available on Steam too. If you're on the fence about picking this one up, and I really don't think you should be at this point, then you can still try out the game before you fully commit. You pretty much have no excuse to check it out now.
I don't think it comes as a surprise to anyone that I give Nobody Nowhere the biggest of recommendations. It's a must-play for fans of dystopian sci-fi stories, visual novels, and good games in general. It goes beyond specific recommendations too, as I can't imagine anyone not liking this game at least a little. Not only is it the best game I've played this year so far, but it's also worked its way to being one of my favorite games period. Every so often I'm thankful for my position at A-to-J, since it lets me play smaller titles like this that would've been completely off my radar otherwise. It's now my job to convince you to pick up the game, and I don't know how much more direct I can be. I've done my best as far as convincing goes, and the rest is up to you. Do yourself a favor, and grab it right now. You can thank me later. See you in the next one.

Check Out Nobody Nowhere on Steam:
https://store.steampowered.com/app/2440890/Nobody_Nowhere/


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

Overall: A+

Pros:
+ A well-written dystopian sci-fi story in the vein of classics like Blade Runner.
+ Combines visual novel, adventure game, and even shooter elements into something that is truly unique.
+ Features impressive visuals all around. From traditional animation, to pixel-based 2D graphics, this game has it all.
+ The soundtrack is one of the best I've heard in a long while, and features two amazing vocal tracks that bookend the game.
+ Has the pacing of a well-edited film. There isn't a single scene or line that feels like it's fluff.
+ A forerunner for Game of the Year in my book, and it only costs $9.99.

Cons:
- The one blemish in an otherwise perfect game are the hacking sections. While others may enjoy them, I found them to be clunky and not very fun.
- Though I'm of the mind that this is a game worth picking up no matter what, there's no denying that it's relatively short, and has little replay value beyond wanting to experience its story again.

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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Nia is my favorite by the way.
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<![CDATA[Game Review: The Stone of Madness]]>Tue, 25 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-the-stone-of-madnessBy Al
Players: 1
Platforms: Nintendo Switch, XBox Series XS, PlayStation 5, PC (Steam)


I'm a sucker for games featuring a historic setting, especially ones steeped in dark religious undertones. That's a very specific niche I know, but that's also why I get excited whenever a game that fits the bill shows up on my radar. The Stone of Madness is stealth-based strategy game developed by The Game Kitchen, and published by Tripwire Games. This is the team that brought us the Blasphemous series, so I was really excited to jump into this one. The game is out now on most current platforms, and we're going to be taking a look at it on the Nintendo Switch here. I have a lot to say about this game, so we're just going to jump straight to the review. Time to dive in!

The Stone of Madness is set in an 18th-century Spanish monastery that also doubles as an asylum. A priest named Alfredo arrived at the monastery in the hopes of tending to the sick, and was deemed mad when he spoke out regarding the horrors he witnessed there. Said horrors continued even after he became an inmate, and he's resolved himself to get to the bottom of what secrets lie behind the monastery's walls. He's not alone though, as four other prisoners join his cause. Eduardo is a mute prisoner who has been there the longest of all, Agnes is an old lady who seems completely unassuming, Leonora is a tough-as-nails prisoner who is out for revenge, and Amelia is a little girl who must make her way in a very dangerous world. Together they must take on the guards, evil spirits, and those who run the monastery itself. The story is full of dark twists and turns, and there's plenty of plot surprises that I'll refrain from discussing for the sake of not going into spoiler territory. Suffice it to say that this is a game that has a very unique setting, and a story that is as grim as they come. I personally wished that the plot was more front and center than it is, since there's a heavy emphasis placed on the gameplay segments, but that's probably just me being a bit too critical. I know this is only the start of the review, but I also should point out that the story was what drew me to the game in the first place, and it's the only part of The Stone of Madness that kept me coming back in spite of everything else that did its best to drive me away. I know that's a very cryptic statement to make, but we'll get to why that why that was the case in just a bit. It's quite the discussion, but we'll have to move on to gameplay now if we're going to get to it.
Gameplay in The Stone of Madness is quite the complicated topic, since it's basically an open world game, but one set in a tiny world. When I cleared the tutorial, I assumed that the game would give me missions to complete in something resembling levels. I thought that the monastery would open up to me section by section, and the game would continue in a linear fashion until I hit its ending. Unfortunately for me, that wasn't the case at all. While the game does provide a set of tasks that must be completed in order for progress to be made, you're pretty much given free reign as to how you'll complete them. The game is separated into days, and each day sees you assemble a team of three to attempt to clear that day's tasks. There is a real-time clock at work, with each day lasting about ten minutes or so. You can work through the night, but evil spirits will begin to stalk you in a way that made me think of the zombies in Minecraft. Getting caught by these spirits ends the day for you early, and costs you sanity. You don't know it early on, but losing sanity in-game will eventually cause you to lose it in real life. What happens if you lose all your sanity in-game? Well, that character now has a permanent negative trait that is very hard to get rid of. Maintaining sanity became the bane of my existence, and you lose a chunk of it each day that passes too. It's like a continual ticking time bomb that forces you to get through the game as quickly as you can, but that inevitably leads to more mistakes made. Messing up a day isn't a matter of just doing better next time, as the game gets progressively harder if you're not performing well. Getting caught by guards raises suspicion, and they'll increase patrols in areas where you mess up frequently. This means that failing missions literally makes the game harder, and these changes are permanent thanks to the way the game autosaves. There's more I want to say about this, but we'll circle back around later. For now, let's discuss some of the game's finer details.
I'm not sure why I thought I'd enjoy The Stone of Madness' gameplay loop, since I'm not really a fan of prolonged stealth sections in video games. I guess I figured that there would be more tactical gameplay here rather than simply lurking in the shadows, but I was wrong. This is a game that pretty much solely relies on stealth, with some limited resource management thrown in for good measure. It is tactical though, so at least there's that. Whatever the goal is that you're currently working towards, you'll want to put together a team that can complement each other's skills and weaknesses. Alfredo can banish spirits, distract people with sermons, and discover clues with his lantern. His skills often uncover hidden switches that allow other characters to continue on with their own tasks. Eduardo is the muscle of the team, and can do much of the heavy lifting and destruction. He most often opens up paths that the other team members can use. Amelia can sneak around through holes, and can also lure guards away from their positions. She works best as a distraction, and exists mostly as a support character. Leonora is the best character for taking out guards, as she can knock them out, or even kill them. She's also skilled at picking locks. Agnes can curse guards with her magic, but I found that her skills were best used during the night sequences. Each character has additional skills beyond the ones I just mentioned, but we'd be here all day if I covered them all.

It is a balancing act though, and each character also has weaknesses that lower their sanity if they're exposed to them. Eduardo is scared of the dark, Amelia isn't a fan of the gargoyle statues scattered about the monastery, and Leonora is afraid of large fires. You can power through each of these fears, but your sanity will take a plunge in doing so. I already mentioned what happens when sanity drops to 0, so that's never the wisest course of action. You'll instead want to use other characters to clear the path of fears. Alfredo can use his lantern to light other candles, bonfires can be put out, and so on. While I appreciate the level of complexity that this introduces, it also means one more thing that players have to keep track of. The amount of times a plan went completely south because I forgot that Leonora couldn't get near a fire were too numerous to mention. This does potentially keep players from simply trying the same things over and over again, but it's hard to be experimental when the price of failure is a more difficult game.
Even though it seems like I haven't covered much of the gameplay yet, I've pretty much laid out all the important parts already. Get into areas you're not supposed to be in during the day, solve the mysteries of the monastery, and plan the next day's activities at night. That's pretty much it. Each night sequence allows the characters use skills to recover their stats, pool together resources, and maybe even plan out the next day's activities. Goals are set, and a team is put together. Time thankfully doesn't pass during the night sequences, but the clock starts running again as soon as the next day starts. Your team can then scope out an area, gather resources, and put their plans into action. Sometimes the game will give you an idea of how to pull off a particular task, but you can totally go your own way too. Completing goals will often progress the plot, and more will be revealed to you. Though many areas will be closed to you early on simply by way of you having not seen them yet, the entire monastery is sort of open from the very beginning. Some paths are easier to use than others, and repeated failures will cause certain areas to become nearly impossible to go through in later runs. There also seems to be a finite number of resources available to you, as I noticed that items needed to keep the party on their toes, such as bandages to recover from wounds, don't replenish once picked up. This means that players can lock themselves into an unwinnable situation if they're not careful, and that's exactly what I did on my first playthrough.
Here's the part of the review where I admit that I had to give up early before actually completing the game. The Stone of Madness gives has multiple difficulty options, and I chose the Normal one hoping that it would provide a balanced gameplay experience. I then spent almost ten hours playing the game, and made very little progress despite trying my hardest to do so. This wouldn't be a bad thing in and of itself, as I was willing to stick it out till the end, but each failure made that end goal harder to reach. I've never played a game more punishing than this one, and it didn't take long for me to realize that I'd backed myself into a corner gameplay-wise. Loss of sanity had added negative traits to my main characters, repeated failures had the guards in a constant state of high alert, and I couldn't even find items I needed easily within the monastery anymore. The game also doesn't have any manual save system, so I couldn't even revert back to an earlier save. Every time I failed and was sent back to the cell, the game would autosave my progress, and this was ultimately my undoing.

You'd think that an autosave system wouldn't signal the end of the road, but that's exactly what happened here. That is literally the only way to save the game, and it means that players are essentially on a constant hardcore mode. It got to the point where I hurriedly closed the game whenever I failed, hoping to quit before the save took place. This could've easily corrupted my save or worse, but I was getting desperate. Remember when I said that it was also my sanity that went down as I played the game? Well, that was starting to creep in. I'm not sure who this game is made for, but it's simply not for me. Making matters worse, not all of my failures were through some fault of my own. Very often glitches would cause me to be discovered, and other times guards would find me even though I should've been well hidden. I did notice that later updates to the game referenced fixing some of these bugs I encountered before launch, but that did little to help me by that point. I eventually had to take a break, and I put the game down for several weeks, wondering how I was ever going to review it. I ultimately decided that I was going to restart the game, but on the lowest difficulty setting possible. Bringing the difficulty down did allow me to actually be able to play the game, but it didn't take long for me to decide to throw in the towel permanently. I'm willing to admit that I made a mistake in picking up this game for review, but I really did try my best to give it a fair shot. Twice even.

One aspect of The Stone of Madness that I think deserves special praise are its visuals. The graphic style most closely resembles a comic book come to life, with every character being animated smoothly too. This is even more present in the full-screen dialogue sections, the animated cutscenes, and even in the night planning sections in your cell. While it's neat that this concept was made into a game, I have to wonder if it might've been better suited to a graphic novel. Having said all that, I am glad the game went with this type of visual style, as it helps ease players into some of the darker aspects of the game. Calling the game ugly might be a bit much, but it doesn't exactly provide players with a pleasant viewing experience. From the demonic horrors that have to put down by Alfredo, to the more realistic horrors that are put down by Leonora, things never really get better as far as the stakes go. I did ultimately find this grim approach a bit much before the end, but there's no denying that it is effective. There's a level of detail here that I found impressive despite the unpleasantness of the game's world, and it's easy to forget you're in an 18th-century asylum. I did long for something colorful and bright, but this isn't that sort of game. I'm sure that someone out there might appreciate this art style, and I personally do too on a technical level, but I have to once again remind everyone that this is quite the dark and foreboding game to get into.

The soundtrack of The Stone of Madness features tracks that are atmospheric, spooky, and epic all at the same time. It's not a collection of music that will have you humming the melodies after you're done playing the game, but it will drive the action forward in a way that's almost perfect. Each piece of music is masterfully built, and I truly do think that it's movie score levels of good. This extends to the sound effects too, though the sound design does falter a bit when discussing voices. Sadly, the game only features voice acting during some cutscenes, with just about everything else being left to silence. I understand that full voice acting might never have been in the cards for an indie title like this, but it's disappointing nonetheless. Not only would voice acting have helped out when the game dragged, but what they chose to put in is rather bewildering. Just about every second of the game features some sort of crying or muttering from the other inhabitants of the monastery, and that alone was one of the biggest things that drove me from the game. It's bad enough that the game is dark and dreary, and involves skulking about in the shadows, but did it also need to have most of the supporting cast constantly making creepy noises? I know they can technically be turned off in the options menu, but it really makes me wonder who exactly this game is for. It didn't take long for those voice bits to nearly drive me mad, and it made playing the game for long stretches near impossible.

Considering that The Stone of Madness features two campaigns, both with a very open-ended gameplay structure, it makes sense that there would be a lot of content for players to sink their teeth into. I already mentioned that I had to throw in the towel early, but this is quite the long game no matter how you slice it. I spent about eight hours on my first run, and was still nowhere near the game's end. Sadly, while the game has a lot of replayability, it isn't exactly the friendliest title when it comes to optimized playthroughs. The lack of a manual save system not only means that you have to throw caution to the wind if you want to take a break, but it also means that bad outcomes add permanent negative points to an already difficult game. I'm sure players more skilled than myself could've found a way out of the hole I dug for myself in-game, but it's far too easy to find oneself in such a situation. This ultimately proved to be a very frustrating experience that I can't wait to put behind me. Who would've thought that the one losing sanity over this game would by myself...
I'm still a bit torn as to whether or not I want to give The Stone of Madness a full recommendation or not. This was clearly not the game for me, but I will admit that my distaste had nothing at all to do with the quality of the game itself. Recent updates have fixed some of the issues I experienced early on, and it's a solid gameplay experience for those who are able to look past the things that bothered me. I was not a fan of the setting, nor its complete reliance on stealth gameplay, but that doesn't make it bad by any stretch. If you're a gamer who craves dark stories, and extremely long stealth sections, then this is the game for you. If that's not the case, then you might want to consider passing this one up. And with that, I'm done with both the review, and the game. I'll see you in the next one.

Check Out The Stone of Madness on Nintendo Switch:
https://www.nintendo.com/us/store/products/the-stone-of-madness-switch/


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

Overall: B-

Pros:
+ The concept of a real-time strategy game that's reliant on stealth is a good concept on paper.
+ The plot and setting make this a very unique experience.
+ Though not really advertised as such, this is essentially an open world game that gives you free reign to complete your objectives as you see fit.
+ Each character has their own backgrounds and motivations, and it's cool seeing how they fit into the greater series of events. This is a well-crafted tale from top to bottom.
+ While the sound and visuals aren't without their own negative elements, they're both great for what they are. Graphics are smooth and impressive, and the music sounds like it's feature film worthy.
+ Two scenarios, and plenty of ways to complete them, make this a very replayable game.

Cons:
- This has to be one of the most grueling gaming experiences of my life. Failure literally makes the game harder, and the autosave system means that every mistake made is permanently recorded.
- It is very possible to back yourself into an unwinnable situation if you're not careful, and this can be frustrating when it comes after hours of gameplay.
- The general ugliness of the world, as well as the screams and cries of the inmates, really drain on you after a while. This game is far from pleasant, and is hard to play for long stretches at a time.
- While I appreciate the open-ended nature of the game, I would've much rather the game provide structured challenges that can be completed in order.
- Though there are multiple difficulties to choose from, the differences between them are wide. There isn't a lot of balance to be found between them.

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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If you're going to play the game, just pick the easiest setting.
#TheStoneOfMadness
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<![CDATA[Game Review: Is This Game Trying to Kill Me?]]>Mon, 24 Mar 2025 09:45:52 GMThttp://a-to-jconnections.com/gaming/game-review-is-this-game-trying-to-kill-meBy Al
Players: 1
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5


It seems like I've been reviewing a lot of horror-themed games lately, and that's surprising considering that we're barely in spring. Is This Game Trying to Kill Me? is a horror-themed puzzle game, that also features escape room elements. It released on Steam last year, and is getting a console release soon by way of publisher Sometimes You. We took a look at the game on the Nintendo Switch, though I think the gameplay experience will be the same across the board. There's really no need for further intro here, so let's dive in!

Is This Game Trying to Kill Me places you into the role of a random guy who wakes up in a cabin in the woods. Next to him is a skeleton, and the room is full of all sorts of strange furniture, including a very retro-looking computer. It doesn't take long for a spooky figure to make himself known to you, and he suggests you play a game to pass the time. That games is played on the computer I mentioned earlier, and it's called Castle Serpentshtain. This game within a game is far more than meets the eye though. On the surface, it's a puzzle-based escape room title, but it's also somehow linked to the world inside the cabin. Certain puzzle elements flow from the cabin to the game, and any harm taken by your in-game avatar is also dealt to you. Though a bit cliché, this is truly a case of "If you die in the game, you die in real life!" Thankfully you can just get good at the game, and not to die, but where's the fun in that? The story never really goes much further than what I just laid out, though it does wrap itself up with another story scene at the end. I personally would've liked a bit more banter from the BBEG who first showed us the game, but there is a supporting cast found both in-game, and in the cabin. Now that we have the story out of the way, let's move on to discussing gameplay.
I've been playing a lot of games recently that feel like escape room simulators, but Is This Game Trying to Kill Me has been the best example of that I've played yet. Exploration in the cabin is done in first-person, and features 3D graphics, while Castle Serpentshtain is a third-person, 2D game. Your task is to make it to the next room, and ultimately out of your current predicament. This is done by solving puzzles in-game, but they also have components within the cabin. I don't want to go too in-depth into the puzzles themselves, as I really think they should be enjoyed by those looking to play the game, but I'll give you a general overview of how they typically work.

Though there is a surprising amount of variety, most puzzles involve switches or tiles. You'll typically hit one of these with your in-game avatar, and then check your cabin surroundings for any changes that might've occurred. These changes are typically clues on how to progress with the puzzle, and sometimes open up even more of the cabin. Though it can sometimes be difficult to spot changes, the game does do a good job of clueing you in on what you're supposed to be looking for. Very often the game will briefly take you back to the cabin, and zoom into an area you'll want to give special attention to. Though most puzzles take place within the confines of the game with the game, there are some that start in the cabin, or even take place there in their entirety. It's a mechanic that keeps all the puzzles feeling fresh, and it's something that I don't think I've seen pulled off in a video game before.

Each puzzle in Is This Game Trying to Kill Me can be quite the head-scratching challenge, but they never feel impossible. Trial and error will get you through some of the more confusing puzzles, and most can be figured out if you just take the time to go over your available options. Though occasionally cryptic, I didn't find any puzzles that had "moon logic" type solutions. They always felt fair, even when they were tough. Be that as it may, the game is prepared for players who are stuck on a particular puzzle. An in-game hint system exists for every puzzle, and up to three pictures can be revealed to help get your brain moving. The final hint typically solves the puzzle for you, but that might be just what you need in some situations. I rarely used this feature myself for fear that it would lock me out of some aspects of the game, but I eventually realized that there are no consequences to using it. I assume they might affect trophies/achievements on other platforms, but Nintendo Switch players are free to use the hints to their hearts content. I will admit that abusing the hint system takes away the sense of accomplishment that comes with beating a hard puzzle, but that’s better than being stuck on one for hours.

It didn't take long for me to fall for Is This Game Trying to Kill Me's gameplay loop, but there are some negative points worth mentioning. I personally found the controls to be a bit wonky in the first-person cabin sections, and I was never really able to get the cursor sensitivity to a point where I felt satisfied. Many puzzles in the cabin require precise movements and actions to complete them, and I often would find myself dropping items, or struggling to find the pixel needed to activate an object. Thankfully there weren't too many times where this affected gameplay, but there's an even bigger issue I had with the game. I'm not a fan of games that toss in action sequences in a puzzle-heavy game, but that's what we get here. Boss battles suddenly turn the 2D sections into an action platformer, and there's a particular part of the game that almost made me rage quit. Why the developers thought that a timed game of hide and seek would make for a good "puzzle" is beyond me, but I hated every second of it. The timed and action-heavy sections are few in number when compared to the puzzles, but they brought about most of the deaths that I had in the game. Thankfully deaths don't affect anything either, and you're tossed back in the game quickly.

Discussing the visual style of Is This Game Trying to Kill Me is a bit difficult, since this game tackles two completely different visual styles. The monochrome 2D sprites of Castle Serpentshtain are quite cool in their own way, even if they often lack detail and variety. I get the retro computer aesthetic they're going for though, and I can say that it's captured perfectly. By contrast, the 3D IRL sections look very detailed, and sometimes are even colorful. I was also surprised by how many in-game objects and models were clearly made specifically for this game. I've played many indie first-person horror titles that go for the asset-flip route, and that's not the case here at all. I'm not saying that no store bought assets are used, but this is a great looking game that punches far above its roots. I should also remind everyone that I played the game on the Nintendo Switch, and it ran perfectly without a hitch.

Sound is another odd topic, as I came to change my mind as to how I felt about it. I'm not sure if the game features more than one track, but it felt that way after hours of playing. That's a shame too, as I went into the game thinking that the synth-heavy music felt like a long lost John Carpenter score from the 1980s. That's a huge compliment I know, but it's how I truly felt at the time. Then the monotony set in. If the game actually has several tracks, they all sound so alike that they might as well just be one long piece of music. What I originally found to be cool and spooky, turned into generic and silly by the end. I don't think I've ever had another game's soundtrack wear me down quite like this one did, but at least it fit the game's aesthetic. This isn't a deal breaker by any means, nor am I saying that music is horrible, but I find myself wishing that the game hadn't dropped the ball so hard on the sound front. So many other aspects of the game shined brightly, and I had high hopes for the soundtrack.

I was able to clear Is This Game Trying to Kill Me in about three hours, and I think that's more or less what most players can expect. Some may speed through puzzles, while others will take their time, but this is relatively short game overall no matter how it's played. It's quite the journey, but it isn't a long one. Part of me is glad that the game wrapped itself up before becoming stale, but a bigger part of me longed for more. The developer does seem to have other similar games in their portfolio, but I wanted more of this one because of its unique game within a game concept. Short or not, there are three endings to see, and which one players get is determined by a late game choice. Sadly, those who want to see all of the endings must complete the game three separate times, as the autosave feature locks you into the endgame choice once you've made it. Though I personally have no desire to replay the game in its entirety any time soon, I'm sure others will jump at the chance to go for optimal runs. All that is fine and good of course, but I can't help but feel that its current asking price is a bit much considering the amount of content. $19.99 might not seem like all that much, but I think it is for a game that will last an afternoon at best. I don't want to harp on this point too much, but I was seriously expecting it to cost about half of what it actually does.
Issues with pricing aside, I'm still of the mind that this is a must-play title for puzzle game fans. Is This Game Trying to Kill Me? is one of the most unique games I've ever played, and it really makes me wonder what the developers will give us next. It's fun, it's quirky, it's challenging, and there are several moments that will stick with me for some time. I'm willing to bet that there are other titles like this out in the world, but this has earned a spot on my favorite games of 2025 list. I had a blast playing it, and I think you will too. Pick it up on whatever platform you can, and thank me later. See you in the next one!

Check Out Is This Game Trying to Kill Me? on Nintendo Switch:
https://www.nintendo.com/us/store/products/is-this-game-trying-to-kill-me-switch/


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

Overall: A-

Pros:
+ A unique take on the puzzle game formula.
+ The concept of a game within a game, and puzzles that cross between two planes, are so unique that it makes this a must-play.
+ Though the puzzles can be difficult, the included hint system keeps players from getting stuck.
+ Each puzzle feels well-crafted, and there isn't any "moon logic" here.
+ The game is a bit light on plot, but the set-up, the quirky characters, and even the low-key humor, make this a very memorable game.
+ Both graphic styles feel spot on, and the synth-heavy soundtrack is cool for the most part.

Cons:
- The controls leave a bit to be desired, and this affects some of the action and timed sequences.
- The inclusion of action and timed sequences shocked me. This game would've been so much better if it simply relied on puzzles.
- While I enjoyed the music at first, I found it to be repetitive by the end.
- It's current asking price of $19.99 feels a bit too high for the amount of content you get.

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.


#IsThisGameTryingToKillMeConsoles
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<![CDATA[A Magically Overcooked Adventure: A Witchtastic Review]]>Sun, 23 Mar 2025 07:20:58 GMThttp://a-to-jconnections.com/gaming/a-magically-overcooked-adventure-a-witchtastic-reviewBy Manuel
Players: 1-4 (Local & Online)
Platforms: Nintendo Switch, PC (Steam)


Multiplayer games can sometimes be hard to review, as it can be hard to capture their essence outside of playing it with a large group of people. That hurdle aside, the game we're going to be looking at today has often been described as "Overcooked, but with witches," and that's simply too intriguing a concept to pass up. Witchtastic is a game that's all about brewing and delivering potions, a task that apparently can take up to four people to complete. It's out now on the PC and Nintendo Switch, and we're going to be taking a look at the PC version today. There's really no need for further intro here, so let's dive right in!

I don't think anyone goes into a game like Witchtastic expecting a story, but I guess I'll still point out the obvious in saying that it doesn't have one. This is a fast-paced game that tasks you with taking on the role of a witch who is fulfilling potion orders for a friendly owl. I actually think the owl simply delivers the completed orders, but you get the point. Make potions until you have no more friends to yell at. Got it. It's primarily a multiplayer game, and can be played with up to four people at once. Steam allows for both local and online co-op, and I believe the same is offered for the Nintendo Switch, though I was not able to confirm that by the time of this writing. Those prefer to play their games solo can take on the game's challenges alone, though things become considerably harder if you choose to do so. The difficulty is adjusted for the amount of players currently taking part in the game, but having to perform every task necessary to make potions on one's own isn't exactly the best way to experience the game. Then again, I'm all for the spooky, Halloween-esque, aesthetic the game goes for, so I ended up beating the entire game on my own. Not exactly the biggest brag for reasons I'll get to later, but I at least know this game pretty well by now.
Since the main task you'll be performing in Witchtastic involves making potions, let's discuss that first. All players are given the same abilities, so you can expect all the witches to be able to carry items, prepare ingredients and materials, and fly on their brooms to move faster when they're not carrying anything else. Orders are displayed in the middle of the screen via unfurled parchment, and getting close to them reveals their individual ingredients. Some ingredients are locations in chests, and others may grow in the wild. It's best to always keep an eye out for an ingredient's source as soon as a level begins, since they can vary from one level to the next. Sometimes ingredients that were in chests on one stage will suddenly be found outside, and vice versa. There are also ingredients that have to be grown, or even captured, but the game does a good job of introducing each as they appear. These unique ingredients often are area-specific, but some do carry on to the end of the game. Once gathered, ingredients must be chopped or ground down. They can then be added to the cauldron, whose fire must be lit in order for the potion brewing process to begin. Ingredients left too long on their own in the cauldron can burn, so you'll have to move fast to assemble the potion before that happens. The fire under the cauldron can also go out, and getting wood can be as easy as grabbing a piece from a conveniently-placed pile, or as hard as having to chop a tree down yourself. Once all ingredients are placed, the brewing will commence. You can stir the cauldron to speed up the process, or you can choose to move on to the next potion instead. Completed brews are then bottled and taken to the owl, and the process begins anew.
The sheer amount of steps required to prepare potions can be quite overwhelming, so I'm sure you're beginning to realize why I said it's best to not go at this game alone. Though the best laid plans often fall apart the most spectacularly, splitting up tasks is truly the way to go if you want to be a successful witch. There are limited spaces to work with, but many levels give players two cauldrons, and later stages have a well that can sometimes spit out extra equipment. Though it may come at the cost of friendships, there are some challenges that feel near impossible to overcome solo. If the game only involved simple potion making, that would be fine, but additional obstacles pop up before long. Wolves can cause you to become stunned, or even drop a completed potion, and ghosts can do the same thing too. Some levels also rotate the location of ingredients, or lock off parts of the map at set intervals. These can all be overcome in single player, usually with the use of the broom, but having more people to take on the tasks as these problems start to pop up is highly recommended.

While there is no way to make a "bad" potion that I've ever seen, putting incorrect ingredients into the cauldron will cause an explosion. I've seen this be able to stun certain enemies, but the timing required seems near impossible to pull off on purpose. There are plenty of advanced techniques for players to learn too. Hard to reach ingredients can be bunched closer, trees can be cut before they're needed, commonly used ingredients prepped en masse, and potion formulas can be memorized. These may sound like a bit much, but most players will be doing most of them by the final stages of the game. Speaking of stages, let's talk about how one beats them. Each level is timed, and you have a set goal you have to hit in order to consider it beat. Each potion that you successfully deliver adds to the completion meter, and you enter a bonus stage once you've completed it. Any additional potions created within the time limit earn you gems, and these gems unlock customization options for your witch. You can change your witch's hat, outfit, color, hair, and broom in the starting house, and your owl friend also gives you gameplay tips from time to time there too. There are also extra bonus stages that unlock in each area if you collect enough gems, and these act as something like a master class of everything you've learned up to that point.
Since I've talked a lot about levels, let's get a better grasp of how they all come together. The world of Witchtastic is separated into several distinct areas, with each containing multiple stages that have to be completed in order to unlock the next. Each area has its own distinct look and feel, and they often have their own stage hazards and potion variants too. The first area has simple stages that pretty much only revolve around getting players familiar with the potion brewing mechanics. The second area is a spooky wooded area, where trees can come alive and block paths, or where wolves can attack at random times. The next area is a cemetery that features ghosts, and there are others that I'll leave players to discover on their own. New mechanics are added as the game goes on, and this serves to forever keep players on their toes. I was a bit disappointed to learn that there weren't all that many levels all things considered, but this is a game that definitely goes for quality over quantity. Not only does each stage feel unique in its own way, but there are several ways to complete them. I accidentally played a large portion of the game on Easy Mode, since I didn't realize the difficulty scaled itself down for single players. I am currently playing the game again in the standard difficulty, and it feels much better for it. Not only can you play the game with adjusted difficulty, or with other players, you can also work to set the best times possible for each stage. I'm no speedrunner, but there were many times where I completed a level only to go: "I could do that better!" and then proceed to smash my previous time. It's quite the fun and challenging experience, and it's a blast no matter how you end up choosing to play it.
I'm going to cover Witchtastic's graphics and sound together, since I don't really have a lot to say about either. First off, the graphics are good for what they are, but don't particularly stand out in any meaningful way. I know the game isn't going for that aesthetic, but I would've personally preferred everything to be a bit cutesier than it already it. I wouldn't say that the game is going for realism, but the cartoon-y vibes weren’t' as high as I was expecting them to be. However, I did appreciate all the customization options that were given to players. I was constantly changing up my witch's look and wardrobe, and my only complaint is that I couldn't save pre-made sets to easily jump in and out of my favorites. On a similar note, the game's soundtrack falls into the "just good" camp too. Each piece of music feels like it comes from a CD labelled something like "Haunted House Music", and seems to be just exist in the background. The music isn't bad by any stretch, but it does come off feeling a bit generic at times. Despite this, I did find the main theme to be rather catchy, and I'll admit that it got stuck in my head more than a few times. The overall presentation can be a bit hit or miss, but the game's charm more than makes up for it.

Even though most people make the obvious comparison to Overcooked, I don't think that Witchtastic compares well to that game in terms of its content. There's simply not as much of a game here when compared to that series, though that doesn't mean that I think it isn't worth playing. I actually had a great time with it, and I preferred its single-player content over any other game of this type. If one takes away that comparison (Which is what I tried to do most of this review.), then one can appreciate the game for what it actually offers. It's a fun multiplayer game that is also entertaining as a single player title. I did a complete run solo, and I'm currently working on my second. I did try out multiplayer a couple of times, though I was unable to set up a four-player game. I can report back that the online experience works perfectly fine, and we didn't experience any hiccups or disconnects. Witchtastic has earned a place in the game night rotation, and I plan to pick it up on the Switch for quicker access at some point. It also comes in at a very reasonable $17.99, and that feels more than on point for the amount of content one gets.

Considering I've been mostly positive throughout, I think it comes as no surprise that I give Witchtastic the fullest of recommendations. If you're a fan of multiplayer games, or are looking for something to play now that you've completed both Overcooked games in their entirety, then this is the game for you. It even stands on its own as a single-player game, and I suggest picking it up even if you only plan to play it solo. It's fun and frantic, and I'm all for the spooky witch aesthetic. Gather your friends together, pick this one up, and get the party going. You can thank me later. Here's hoping that we get some DLC levels, or even a sequel in the future! See you in the next one!

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


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

Overall: A

Pros:
+ A fun and frantic game that truly does feel like "Overcooked, but with witches".
+ I'm all for the spooky Halloween vibes, and I'm always down to play a game as a full-on, broom-riding witch.
+ The sheer amount of variety in the game stages make this a game that will keep players on their toes.
+ Is more than playable in both multiplayer and solo settings, and there are even difficulty options for those looking for a less challenging experience.
+ Bonus levels, and unlockable customization options, make this game highly replayable.
+ Losing friends because they didn't deliver that last potion is somehow more fun than I can begin to explain in writing.

Cons:
- The challenge is pretty high overall, with a definite spike occurring if you're playing solo.
- Though the aesthetic is charming enough, the graphics and music do have a generic-ness to them.
- Could have used more levels overall.

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.


#Witchtastic
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<![CDATA[Castlevania Mixed with Anime Girls & Guns: A Gal Guardians: Demon Purge Review]]>Sun, 23 Mar 2025 03:12:33 GMThttp://a-to-jconnections.com/gaming/castlevania-mixed-with-anime-girls-guns-a-gal-guardians-demon-purge-reviewBy Manuel
Players: 1-2 (Local)
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5, PC (Steam)


Every so often a game pops onto my radar, but I miss playing it for one reason or another. Sometimes those games fall into the past, joining the "what if" pile of games I never find the time to play. Other times, I'll pick them up and wonder why they excited me in the first place. Other times still, I'll play them and kick myself for not having picked them up them sooner. The game we're going to look at today is one that I followed from development to release, but somehow fell off my radar once it was readily available. Gal Guardians: Demon Purge (Which I'm going to refer to as simple "Gal Guardians" from now on.) is an action platformer from developer Inti Creates and publisher PQube that released all the way back in 2023. It's been out so long that it's set to get a sequel in just a few days. It's available on all major platforms, and we're going to be looking at it today on the Nintendo Switch. Which of the aforementioned groups will this game fall into? Let's dive in and find out!

Gal Guardians places you into the role of two sisters who find that their school has been transformed into a castle right out of Dracula's real estate portfolio. Not just transformed mind you, but melded together in a way that must be undone if their lives are ever to return to normal. Their school friends are all currently captured or missing, and demons and monsters occupy the halls that used to be full of anime hijinks. Thankfully the two sisters, who are named Shinobu and Maya by the way, are also skilled demon hunters who are totally up for the job. There's still the mystery regarding how this all happened in the first place, but the Big Bad shows their face early on. It turns out that this series of events is the work of a girl named Kurona, and she apparently has a long history with the sisters. They're going to make their way to her in due time, but they first have to defeat her minions. That's not all though, as they'll also have to save their friends too, and hopefully get the castle back actually being a school. It's not going to be easy, but they have our heroes are no strangers to this sort of thing!
When I first heard of Gal Guardians all those years ago, I thought it was a standalone game. I guess it technically still can be enjoyed as one, but I didn't realize at the time that it was connected to the Gal Gun series of rail shooting games. In particular, it features characters from Gal Gun: Double Peace. I'm not sure what exactly took place in that previous game, but all of the characters here reference relationships established there. Players new to the franchise, like me, can still have a good time, but I imagine that it would be better enjoyed by those who have familiarity with that original game. That said, I don't think that these references don't make the game unplayable. There were tons of lines that flew right over my head, but I never really cared about it all too much. Instead of making me resent the fact that this is a loose sequel of sorts, it made me want to add that first game to my eventual to-do (read: to-play) list. I don't know if that game will eventually take the same path as this one has, but I guess we'll see about that later. All that aside, the plot is still good for what it is, even if it's full of the usual anime nonsense that might put off the more casual crowd. This isn't a fan service-heavy game like Gal Gun, but its focus on cute anime girls is sure to push away those who aren't fans of the aesthetic already. Those who do stick around are sure to enjoy the story, even if it takes a backseat to the action. And that's as good a cue as any to move the discussion towards gameplay.
I've seen Gal Guardians labelled as a Metroidvania online, but it plays far more like the classic Castlevania, especially the early NES titles, more than anything else. Each area in the game is separated into what are essentially levels, and any optional paths found in the levels themselves can potentially be ignored in their entirety. There are learned skills that open up new avenues of exploration, but backtracking is never required to complete the game. There isn't even an easy to way to get back to previously completed areas either, as you can only teleport to other levels at the beginning of another one. Rather than being used in old areas, new skills are typically meant to be used in the same/next level you pick them up in. There also isn't much in the way of character growth or stat progression. Skills can be upgraded over the course of the game, but our pair of heroines pretty much stay the same throughout the entire journey. There's no equipment or inventory to keep track of, and killing monsters won't level them up directly. There's also a lives and Game Over system depending on which difficulty you pick. I didn't want to start this review with a laundry list of what the game isn't, but I felt it was worth just getting it out of the way now.

You'd think that picking a difficulty level would only change a handful of elements related to how easy enemies are, but Gal Guardians really plays like two different games depending on what you choose. There are two options available to you from the start, Casual and Veteran, with the latter giving the game an old school feel that I'm not sure that I'm a fan of. Casual difficulty allows you to restart an area from the last checkpoint after dying, and gives you an unlimited number of lives. On the other hand, Veteran gives you a finite number of lives that lead to a Game Over if they hit 0. Game Overs mean you have to go all the way back to the start of a level, and that's not my idea of fun. That's not all either, as Veteran difficulty also introduces knockback. I've personally hated knockback in every game it's included in, and I was glad to see I could enjoy this game with it turned off. Gal Guardians is the type of game that likes to put enemies on the corners of ledges you have to jump on, and it does have bottomless pits as well. Dying because an enemy knocked you back, or even having to redo areas because they knocked you to a lower level, is something I wish would be left in the dark recesses of retro gaming forever. I know that there are some people who live for that sort of thing, and the game does provide for it, but I strongly suggest going Casual and not looking back. There's also a third difficulty option available later, but those are the ones that matter most.

Gal Guardians' dual hero system makes for cool gameplay elements, and even local co-op for those who want to tackle the game with a friend. I was unable to try out the co-op mode in time for this review, but I'm sure it's a blast. It otherwise plays similar to Bloodstained: Curse of the Moon, or even Castlevania III: Dracula's Curse, where you can change between both characters at will. Here they each have their own life bars, as well as their own useful skills and abilities that make them more useful than the other in specific situations. Shinobu has more life, and a gun that allows her to attack long range. Maya is far more powerful in her attacks, but has less life, and can only attack up close. Shinobu's bonus attacks also lean more towards to offensive, while Maya's are often defensive, or used for exploration. Maya is also the only character who can crawl into tight spaces, so switching between them is a must even if you have a favorite. Since they each have their own life bars, you'll want to make sure that both are healed up at all times. Death can come quickly even in the Casual difficulty, and dying means you have to go solo with the other sister who is still alive. You don't pick up right there though, you're sent back to the last checkpoint and have to make your way to your downed partner in order to revive them. Reviving them requires mashing a button until they regain their life, and you're open to attack while you do this. If you're unsuccessful in your life-saving run back, you lose a life and start again from said checkpoint. A bit more work than your standard Castlevania game, but it's a fair system that keeps the game from feeling too easy.
Even though the core gameplay loop revolves around completing levels, there is a bit more to it than that. There is no map for you to see during levels themselves, but you can make your way to where the boss is by simply moving forward, or using the convenient compass. Along the way you'll encounter enemies of all types, as well as lots of platforming challenges. The enemies aren't worth too much discussion, but there are quite a few of them in game. Some also require special abilities to take out, so you can't always kill everything you see. Like early Castlevania games, the platforming will probably be where most gamers meet their end. I for one think that the controls here aren't quite as tight as they should be for the amount of platforming asked of the player, but it isn't a deal breaker by any means. The big annoyances are ones I've already, such as falling into spikes, bottomless pits, or lower levels thanks to knockback, which is something you can turn off. There are other annoyances though, such as graphics that make it hard to see where you can actually stand. Some pits are marked by blank spaces, but others look like they may have platforms, but just send you to your doom. I made heavy use of the Retry feature, which simply takes you back to the last checkpoint, since I hated having to replay already completed sections late in the game.

While standard enemies weren't worth covering in too much depth, the same can't be said about the bosses. Boss encounters are one of the places where the game truly shines, though they can also be a bit on the frustrating side the first time you face them. No matter the boss, defeating them can be challenging if you just run in guns blazing. You can get lucky and take them out this way, but you'll be much better off if you learn their patterns, and attack only when there is a clear opening. These bosses are the one part of the game where I didn't mind losing multiple times, and the sense of accomplishment for beating a tough encounter is a feeling hard to put into words. Getting their life down to 0 isn't the end to the fight though, as each and every boss has some sort of final attack that is more likely to kill you than anything that came before. This last-minute bamboozle is a hallmark of Inti Creates' games, and it's something that I have a love/hate relationship with. I did expect it find here though, and it rarely caused me to fail a boss run.

Having pretty much fully covered gameplay, let's move on to visuals next. Gal Guardians features amazing 2D graphics for the action and visual novel-style CGs for some of its cutscenes. I found both to be particularly impressive, with special attention having to be given to the pixel-based graphics. Not only do all the designs look near perfect, but they're smoothly animated as well. This game also runs perfectly fine on the Nintendo Switch, and that's not always the case with games like these. The enemy and boss designs are spot on, and the same goes for Shinobu and Maya as well. I may be meeting them here for the first time, but I quickly fell in love with them. Even simple things like the map and menu screen look great, and those CGs made me want to see a Gal Gun visual novel one day. Simply put, there's a level of detail here that has to be seen to be believed, and it's hard to find anything negative to say regarding the visuals. Hard, but not impossible. My only true gripe would have to be that there isn't a lot of originality to be found here. Just about everything feels like a trope made popular by Castlevania, or something directly referencing that series or the Bloodstained games. It doesn't make this game bad by any means, but there were plenty of times when Gal Guardians felt like a re-skinned Curse of the Moon.

Similar to graphics, sound is another aspect of Gal Guardians that truly impressed me. Not only is the soundtrack is so good that you're probably going to want to check it out outside of the game itself, and there's solid voice acting here as well. I was disappointed to learn that the voice acting wasn't 100%, as the game's many cutscenes still play in silence, but the characters do have plenty of quips and attack callouts that occur during gameplay. These are set to English by default, but you can switch to the Japanese language track if you so desire. It's a simple touch, but that switch is something I wish every localized game would put in, but is something often left out. Going back to the music, there were plenty of tracks that stuck in my mind even now. They may not rival the most memorable Castlevania tunes, but they could easily be mixed into that series without anyone noticing. Even the sound effects stand out here, and I have to admit that just about everything presentation-wise hits near perfection in my book.

Part of me wants to say that I enjoyed the Curse of the Moon games more than this one, but I found Gal Guardians to be the far more replayable game. It may not lean much towards exploration, but the completionist in me still wants to treat it like a Metroidvania title. Beating the game your first time will probably take the average player about 8-10 hours, and you can give the game more longevity if you choose to tackle it on a higher difficulty. There's also the multiplayer I mentioned before, and that's really something rarely seen in action platformers of this style. There's a lot of game here, and it's also of really high quality. With that in mind, I feel that its current asking price of $24.99 is more than fair, and may even be considered something of a steal. Also, since the game has been out for two years now, it goes on sale quite frequently, and can be picked up on the cheap. This is a great game to pick up just for the solo adventure, but maybe it can be added into a game night rotation too.
It probably comes as no surprise that I give Gal Guardians: Demon Purge the fullest of recommendations. I've waited far too long to play it, and it managed to impress me at near every turn. There are parts of it that keep it from reaching true perfection, but I don't think anyone expected that of a game like this. It also offers experiences that are catered to casual and veteran players, and it even labels them as such. There's something for everyone to enjoy here, and only those who are against the anime aesthetic might want to stay away. Pick it up now on whatever console you can, and thank me later. As for me, I guess it's time to check out its sequel... See you in the next one!

Check Out Gal Guardians: Demon Purge on Nintendo Switch:
https://www.nintendo.com/us/store/products/gal-guardians-demon-purge-switch/


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


Overall: A

Pros:
+ A fun, anime-heavy take on the classic Castlevania formula.
+ There are some light Metroidvania elements, as well as plenty of secrets, that also make this game highly replayable.
+ Both characters have their own pros and cons, and their dual mechanics mean that the game also features local co-op multiplayer.
+ The graphics are amazing, and feature perfectly animated characters and monsters.
+ Features a soundtrack that rivals anything from the games that inspired it.
+ The addition of multiple difficulty settings mean that the game can be tailored to the skills of different players.

Cons:
- I can't help but feel that this game might've been made better if it fully embraced the Metroidvania formula.
- Even though the connections are light, this is a game in the Gal Gun series, and those unfamiliar with it may not enjoy it as much. Its anime girl-heavy cast might also put off those who aren't a fan of such things.
- Can still be on the rather challenging side no matter what, especially due to the many platforming challenges.
- While the game is a blast, it doesn't feel all that original. One would be forgiven for thinking of this game as simply a re-skinned Curse of the Moon.

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.


Picture
They really do make me want to play Gal Gun: Double Peace!
#GalGuardians
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<![CDATA[Game Review: Sol Dorado Heist]]>Fri, 21 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-sol-dorado-heistBy Al
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 we're big fans of smaller titles that might otherwise be totally off our radars if not showing up for us to review. Sol Dorado Heist is exactly that type of game. It's a mystery-themed visual novel that first released on Steam way back in 2021, and set to arrive on consoles soon by way of publisher Sometimes You. We're going to be taking a look at it on the Nintendo Switch today, though I'm sure it'll be the same across all versions. This is probably going to be a quick one, so let’s just dive right in!

In the annals of video game history, there is one trope that rules them all. I'm of course talking about the main character having amnesia, a plot device that sets up this games opening. Sol Dorado Heist places you into the shoes of one Alex Thorn, a girl who wakes up in a hotel room with very little idea as to how she got there. The last thing she remembers is robbing a casino with someone else, but then nothing until waking up in the hotel room. It doesn't take long for the breadcrumb trail to reveal itself, as she is confronted by a detective as soon as she enters the hotel lobby. This detective, named Drake Carrigan, questions Alex regarding a series of casino robberies that she was conveniently near. These heists are all linked to a perpetrator known as the "Silent Ace", and it looks like the titular casino Sol Dorado may be next. Though Carrigan doesn't think of Alex as a suspect, his line of questions eventually turns to an information dump that bring Alex to the Sol Dorado Casino. She may not know exactly who she is, but maybe this Silent Ace does. The problem lies with finding out exactly who they are. And so her investigation begins.
As far as plots go, Sol Dorado Heist has one that does a good job keeping players invested. It takes a while to pick up steam, but the character interactions along the way more than make up for it. Since this is a mystery story at heart, your job is to find out who the Silent Ace may be. Is it struggling comedian Bennie Hart? Popular magician Jack Viper? Sol Dorado owner Rebecca Mendoza? Or any of the other characters Alex meets. There's even a mysterious figure whose very presence comes with the potential threat of violence. It is up to the player to choose who they're going to side with, and who they're going to throw under the bus, but it's done in a standard visual novel way. By this I mean it's a simple matter of choices made, rather than Ace Attorney-style dramatics. Though that would've been fun, this is a low-key visual novel that tells its story in three brisk chapters. Its twists may be somewhat predictable, but I enjoyed the story nonetheless. I never once felt bored by way of the plot, and I came to actually care about what the characters were going through. Your time with them is rather brief, but it's telling that even supporting characters like a waitress and a bartender, who only share a handful of scenes with Alex, can be just as interesting as the main cast. I'll circle back around to the story at the end, but so far, so good.
One doesn't go into visual novels expecting much in the way of gameplay, though Sol Dorado Heist does have more branching paths than you'd expect to find in a game of its size. Most of the choices just lead to brief optional scenes, but several of them steer the plot in one direction or the other. Some of these choices also take you to scenes that unlock CGs, but the shifts in the plot are more important. Without giving away what they are, the game features four endings that are quite different from one another. It can be hard to foresee where a choice will take you, but you can assume that being nice to certain characters will give you an ending that involves them. The finer details of the plot are only revealed to those who see all of the endings, but the game is brief enough so that repeated playthroughs are a breeze. There's also a skip option that you can set to "read" so you only see the new dialogue on subsequent playthroughs. This is nothing unique as far as the genre goes, but the endings are worth seeing in their entirety.

With plot and gameplay covered, let's move on to presentation. Put simply, I found the visuals of Sol Dorado Heist to be a bit hit and miss. Though the art isn't always the best, and there are some inconsistencies in character designs from their standard models to how they look in CGs, I found everything to be cool even at its worst. Some characters end up looking better than others, but that's a matter of preference. The backgrounds are all neat as well, and there are a surprising amount of locations for a game as short as this one is. I even think the art style itself is good, though it has one big issue. My only true complaint with the game's visuals has to do with how the characters emote during dialogue. I'm all for characters looking surprised, scared, or happy during scenes, but these characters literally jump from one emotion to the next with every line. This is most annoying with Alex herself, as she gesticulates wildly every single time she speaks. It's something I managed to get used to, but it stood out to me as odd right from the get-go. If only the developers had taken it easy with the characters' mood swings, I'd have given the graphics a better rating, but I guess it is what it is.

If there's one aspect of Sol Dorado Heist that is the most disappointing, it would have to be the sound. Keep in mind that I don't think it's bad by any means, but it seems like nothing was done to make it actually good either. The music all sounds like it came from a stock sound library, though I will admit that the choices made are pretty good. This is a game that goes for music that is meant to exist in the background, and that wouldn't be so bad if there was more for players to listen to. I personally wasn't expecting this game to be fully voiced, but I was excited to see that there was a slider labelled "Voice" in the sound menu. I turned it all the way up, and hoped for the best. I'm not sure if that slider was left in as a mistake, or if the developers wanted to give me the ol' bait-and-switch, but this game is as silent as can be. I can live with no voice acting, but this game just goes for minimalism in the sound department. I really wish that visual novel makers would include some sort of typing sound for their games if they're not voiced, as going through over an hour of dialogue with only the most basic of music can sometimes feel like a chore. It was not a deal breaker by any means, but I ended up lowering the volume on later playthroughs so I could play my own music instead.
Issues with presentation aside, I did enjoy the game for what it is. It tells a simple story, and it wraps itself up before it wears out its welcome. Though short, it does a good job delving into the motivations of each of the characters. They're a collection of tropes, and all have one big defining character trait, but they're also endearing in their own way. Drake Carrigan is a bad detective that wants to earn the respect of his colleagues, Bennie Hart has kids to raise following the death of his wife, Rebecca Mendoza is just trying to run a successful casino, and Jack Viper is good at fame. It's a great cast of characters, and it's hard to think of any of them as a potential antagonist. Your goal is to find the Silent Ace, but the real treasure are the friends Alex makes along the way. I especially like that all of the characters get proper epilogues in each of the game's endings. It's the simple things where the game shines, and this is a plot worth going through if you're a fan of visual novels.

With this review winding to a close, I guess it's time to discuss its length. I was able to fully clear Sol Dorado Heist in under two hours, and that included getting all of the game's four endings. Seeing everything requires a few playthroughs, and there's also a CG gallery for completionists to fill up. I'm a fan of all of that stuff, but I'm not a fan of the game's price on consoles. This new release comes with a $9.99 price tag, which is double what it costs on Steam. Not only that, but the game seems to frequently go on sale there for about $1.25. That's arguably way too low of a price for a game like this, but it also makes the console version's price feel sky high in comparison. It's not just the Steam pricing either, as I would still think that $9.99 is a bit much for a game of this quality and length.

Even though I'm all for giving Sol Dorado Heist a solid recommendation, I don't know if I can do that at its full console pricing. It's a decent game, but arguably worth about half of what it costs now. I guess one can always pick it up if it goes on sale, or you can just grab it now if money is no object. I still think it's worth experiencing, even if it isn't the most memorable story out there. Having said that, I really do hope that the developer gives us a sequel one day. That seems unlikely since it's been four years since this game's original release, but I can still hope. If a sequel or follow-up ever drops, I'll be sure to review it. Until then, I'll see you in the next one!

Check Out Sol Dorado Heist on Nintendo Switch:
https://www.nintendo.com/us/store/products/sol-dorado-heist-switch/


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

Overall: B-

Pros:
+ A fun visual novel that has a quirky and interesting cast.
+ Character designs and CGs are all of excellent quality, and every the game's world is full of charm.
+ Plenty of optional scenes and four endings give the game a decent amount of replayability.
+ The music is pretty good for what it is, even if it sounds like it may have come from a stock music library.

Cons:
- The sudden and non-stop shift of characters' poses is a bit much, and was something I found off-putting.
- I understand why the game doesn't have voice acting, but including "Voice" in the options menu feels like a bait-and-switch. Also, games without voice acting should really consider putting in typing noises to keep their games from being totally silent.
- This is a short game, and there isn't a lot of reason to play it once you've seen all its endings.
- Priced quite a bit higher than its PC release.

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.


Picture
Seriously, why is there a "voice" option?
#SolDoradoHeistConsoles
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<![CDATA[Game Review: Caligo]]>Thu, 20 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-caligoBy Al
Players: 1
Platforms: Nintendo Switch, XBox Series XS, PlayStation 5


Every so often a game comes along where I'm at a loss as to how I'm even going to review it. Caligo is exactly that game, and it's set to release on the Nintendo Switch, XBox Series XS, and PlayStation 5 soon by way of publisher Sometimes You. We're going to be taking a look at it on the Nintendo Switch, and see if this is something you're going to want to check out for yourself. This is going to be a weird one, so let's skip the intro, and dive right in!

I typically like to start my reviews with an explanation of the game's plot, but for reasons I'll reveal later, we're going to save that for later. I guess that means we'd move on to gameplay next, but that's not exactly the case either. The biggest reason why I find it hard to review Caligo is due to the fact that it's far more of an art project than a traditional video game. This is a walking simulator in the purest of senses, and it doesn't feature anything resembling gameplay as most would think of it. Your task is to simply go from Point A to Point B, while hearing and seeing things that will eventually open up a path to a Point C. There is no fail state, no way to get stuck, and the only thing you can do besides move forward is collect sketches that don't affect anything in-game. It's a simple experience with some truly unique settings, but it flies in the face of the typical definition of a video game. I'm sure I already lost some people by this point, but that's probably for the best. This is quite the weird title for sure, and it's not for everyone.
If there's one striking aspect to Caligo, it has to be its visuals. Whether it be something colorful and pleasant, or grim and foreboding, Caligo is quite the beautiful game. It's a small world, but one rich in detail. Every single thing in-universe feels like thought was put into its look and placement, and that's not something you see too often in walking simulators. I've played plenty of similar titles that go for the asset-flip approach, and there's none of that here. There may only be a handful of locations to visit, but all of them are stunning and memorable in their own way. I'm also pleased to note that the visuals don't feel like they're toned too far down for the Nintendo Switch, though I'm sure it'll look far greater on the other, more powerful platforms. This is a game that impressed me more than once, and that doesn't happen very often. It truly is a wild ride from start to finish, and it looks great in both its calm and creepy sections. This might be a game that leaves you with more questions than answers, but it'll look great as it does that.
Sound is another area in which Caligo excels, though not quite as well as the graphics. I'm not sure if the game uses original music, or it's from a sound library, but I enjoyed the soundtrack nevertheless. Each piece of music fits the scene it's placed into, and there were several moments where it gave the game an epic feel. This might not be a soundtrack that will make you go out and pick it up outside of the game, but it's great for what it is. Unfortunately Caligo also features voice acting, and it's there were things get a bit more hit and miss. Even though all of the dialogue is in English, it's written and acted in a way that's very hard to follow. I'm not sure if it's an issue with the translations, or if the voice actors are non-native English speakers, but the voice acting is all over the place. The performances were so bad that I actually assumed that the game used AI voices, and was surprised to see actors listed in the credits. It isn't game breaking by any means, but it does come close to it a few times. It may not have saved the overall writing, but many scenes might as well have been left silent for all the good the voice acting did them.
Now is the part where I talk about the story. Besides the fact that I wanted to keep this review as spoiler-free as possible, I didn't want to discuss the plot early on simply due to the fact that I barely know what any of it is about. I think this is a tale of a man facing the afterlife, but there are plenty of sections that imply it's something far beyond that. The credits imply that it may be based on a pre-existing story, or even a poem, but I'm just not sure. Either way, the story is full of philosophical ramblings that will more than likely confuse players. I wouldn't go so far as to say it's pretentious, but there were times when I groaned over dialogue that was clearly meant to be "deep", but felt more like the musings of an angst-ridden high schooler. This approach also means that the game takes some wild turns before the end, and there are sections that lean far into horror territory.

Most of Caligo comes and goes, but the prison section that takes place in the middle stands out in particular. I don't want to spoil the one part of the game that I enjoyed the most, but it was so good that it made me wish the entire game was centered on it. It's a brief section in a brief game, but it was something I wished would've been expanded upon. It was truly a missed opportunity, but I guess I'm also missing the point of the game in thinking that it should've been the focus. And that's it really, the plot is such a mess that I gravitated to the one bit that was simple enough to be understood on a basic level. This isn't a bad story, but it's also not a good one. "Confusing" is the word I'd use, and even that feels like it doesn't do the actual plot justice.

Caligo has two distinct endings, and you get one or the other via a simple choice at the end. Players can spend time wandering around finding pictures and enjoying the sights, but it only takes about an hour to see everything the game has to offer. That includes the second ending too, as you can simply skip back to it thanks to the convenient chapter select system. There's also pretty much no replayability beyond wanting to experience the game again. There are those sketches I mentioned earlier, but the game doesn't seem to keep track of them. You can pick them up or skip them, and they don't affect the story or either ending. This makes its current price tag of $9.99 feel more than a bit overpriced. Not only do I think that's a bit much for the amount of content you get, but it's also nearly double its price on Steam. Strangely enough, Caligo launched on Steam all the way back in 2017, and it currently is priced at $5.99 thee. It also goes on sale quite often for a fraction of that, so there's little reason to pick this one up unless you really must play it on consoles.
I honestly wonder who Caligo is actually for. If you're the type of person who enjoys thought-provoking walking simulators, then this might be the game for you. It might also will appeal to those who appreciate titles that approach the video game medium as a proper art form, rather than one just for entertainment. Everyone else might be left hanging though, as this isn't a very approachable game. There is a lot to like here, I just don't see anyone beyond those two very niche audiences wanting to pick it up. It's pretty to look at, but I can't see myself every going back to it. Maybe I'll give it another shot later down the road. I guess we'll just have to wait and see... Until then, see you in the next one.

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


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

Overall: B-

Pros:
+ A simple walking simulator that feels more like a work of digital art rather than a video game.
+ The visuals are truly impressive. A lot of thought and planning clearly went into this one.
+ Even though not all aspects of the sound design are great, the music itself is pretty spot on.

Cons:
- Doesn't feature any type of traditional gameplay, and is over and done in about an hour.
- The voice acting can be really bad at times.
- Feels a bit overpriced for the amount of content you get, especially when compared to its Steam version.

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.


Picture
This is pretty much the entire cast.
#CaligoConsoles
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<![CDATA[Game Review: S. Prysm Destroyer]]>Wed, 19 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-s-prysm-destroyerBy Al
Players: 1
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5


It's not too often that the name of a game developer is more intriguing than the game itself, but that's the case with that's the case today. S. Prysm Destroyer is an arcade-style shooter developed by MaidsWithGuns, and published on consoles by EastAsiaSoft. It's a quirky little title that we looked at on the Nintendo Switch, but it's also available on every other major platform as well. This is going to be a quick one, so let's just dive right in.

I was shocked when I learned that S. Prysm Destroyer actually had a story, as I literally learned about it minutes before starting this review. The game places you into the shoes of a girl named Armor, whose boyfriend was a wiz at creating robots. One day he tragically died, and left behind his mech in Armor's care. Meanwhile, an army of mechanized enemies known as the Primordial control life as we know it, and have nearly destroyed all of human civilization. Armor then decides to pilot her boyfriend's mech herself, and thus she sets out as humanity's savior. There's a bit more regarding energy from things called "prysmals", but that's really all you need to know. You actually don't need to know any of it, because not a single word I just mentioned is told to you in the game itself. The entire story only exists on the game's eShop description, and I find it hard to judge a game's plot if you can't even find it without extra digging. I'm going to leave it out of the actual final review, though I felt it was worth bringing up for the sake of thoroughness.
I guess now it's time to turn towards gameplay. S. Prysm Destroyer is your standard run 'n gun game, but you're a cute anime girl inside a robot. You only control the mech, and Armor's presence is indicated only by a small icon in the corner of the screen. There is a radar display in the corner opposite of Armor, but Armor's... bounciness will likely distract you from seeing it. Besides that, the radar display is rarely all that helpful beyond letting you know if a wall of enemies is around the next corner. Your mech can run, jump, and attack with a standard gun. You can fire your gun in the air, while crouching, and even in just all directions if you hold down a button that locks you in place. There are also several power-ups scattered throughout each level, but they all are time-limited. These mostly increase your firepower, though you can also pick up shields that keep enemy attacks from causing you damage. Your mech has a standard life bar that you can recover via health pickups, but dying means an instant Game Over. Your robot does gain a powered-up form around halfway into the level, though it honestly looks more impressive than it truly is in practice. There are no boss characters, and the same four levels will loop continuously, getting harder each time, until you die. There are local and online leaderboards to place your scores into, and you can also unlock several outfits once you've met specific conditions like defeating a certain number of enemies in a specific time, or getting through a stage without taking damage. Though it may seem like I just started this review, I basically laid out the entire game already. It's short, it's simple, but it has a certain charm all its own.
One aspect of S. Prysm Destroyer that I particularly liked is how quickly the player is able to get in and out of action. Calling a game "fast-paced" might seem boring, but it describes this game perfect. Most online sources compare the game to Contra, but it far outpaces that arcade/console classic. Most runs will only last a few minutes, and the magic lies in replaying the game until you get better. There's also no lives system here, so it feels like you're playing on a constant hardcore mode. This can come with its own problems, but they're easy enough to get over. There was a point early on where I thought I'd never beat the first level, but it only took a couple more tries before I was looping the entire game. The enemies themselves can be quite random, but mowing down waves of them is always entertaining. The Game Overs rack up quickly, but it's hard for them to feel unfair when the only thing you're losing out on is a higher score. I guess that does mean that there are some outfits with near impossible goals attached to them, but I was never planning on getting them all anyway. It also helps that the graphics have a grain-y PSOne-style look to them that is somehow perfectly retro, while not being a detriment to the gameplay. The soundtrack is really upbeat too, and it does a good job driving the action forward. Neither will do much to sway you towards the game if you don't like the core gameplay loop, but they were more than adequate as far as I was concerned. Now is also a good time to mention that the game ran fine on the Nintendo Switch, even when the action got intense.
Even though I had a blast playing S. Prysm Destroyer, there are a few negative points I feel are worth mentioning. Most important of all would be the game's punishing difficulty. I know I said that I was able to get passed that hurdle after a while, but it never made it feel as balanced as it should've been. If the game were simply hard for the sake of being hard, that would be one thing, but there are times when things felt unfair. I very often would get hit from enemies that were off-screen, and taking out gun turrets usually meant tanking a hit or two thanks to their awkward placement. Not to bring up that Contra comparison again, but that game has tight gameplay where the deaths rarely felt cheap. Here? It's a wonder that anyone can beat that second loop. Pro players might contest what I just said, but it truly felt as if most of the damage I was taking was not through any fault of my own. Also, the powered-up mode just made the game feel even harder somehow. In that mode you have a big fire attack that can take out enemies quickly, but it feels very imprecise when compared to the standard gun. More often than not I'd simply try to run to the end of the stage whenever I was in that form, and I hated that you couldn't just simply skip picking up the crystal that changes you in the first place.

The other big negative with S. Prysm Destroyer has to do with its overall longevity, or lack thereof. I played the game for about two hours, and that was only because I felt I needed to put in more time if I was to write this review. I'm not exaggerating one bit when I say that I saw everything the game had to offer in the first 30 minutes, and I had seen every level about ten times by the end of the first hour. Focusing on unlocking some of the costumes isn't all that fun either, since getting the rarer ones requires a level of precision I'm not sure the game has. It doesn’t help that the costumes are barely visible to begin with. You only ever see them fully in the title screen, and they're cropped in the corner display during the actual game. They're an afterthought at best, and I'm never one too care too much about things like leaderboards. I'm sure there's a lot of replayability for those who live for high scores, but that's just not my cup of tea.

S. Prysm Destroyer is a pretty fun game, but it's a hard sell at its current $7.99 price point. I know that some gamers don't care about pricing all that much, but it really does feel a bit high for the amount of content you get. If this was priced at five dollars or less I'd be all for recommending it, but it barely feels worth it as things stand now. If you're a fan of fast-paced, arcade-style shooters, and love anime girls, then this is the game for you. There's still plenty of fun to be had if you don't fall into that very specific niche, but I still might have to suggest picking up something else. I guess maybe go the middle route, and get it when it's on sale. Either way, that's all I have to say for now. See you in the next one.

Check Out S. Prysm Destroyer on Nintendo Switch:
https://www.nintendo.com/us/store/products/s-prysm-destroyer-switch/


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

Overall: B

Pros:
+ A fast-paced, arcade-style shooter that gets you in and out of the action quickly.
+ The PSOne-styled graphics are pleasantly retro.
+ Very challenging for those looking for that sort of thing. There are also local and online leaderboards for players to work their way onto.
+ Unlocking some of the costumes might be more trouble than they're worth, but they can serve as a long-term goal to keep players invested.

+/- I just love that the devloper is named MaidsWithGuns

Cons:
- The game leaves a lot to be desired as far as presentation goes. I literally didn't even know it had a plot until I started to write this review.
- The difficulty can feel very unfair at times. Getting hit from off-screen is never fun.
- Even though I had a blast playing this one, it gets old rather quickly. There are only four short levels, and they loop until you die. That's literally it.

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 love how empty the leaderboards were pre-launch!
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<![CDATA[The God of Fortune Smiles On Us: A Richman 11 Review]]>Mon, 17 Mar 2025 10:17:58 GMThttp://a-to-jconnections.com/gaming/the-god-of-fortune-smiles-on-us-a-richman-11-reviewBy Manuel
Players: 1-4 (Local & Online)
Platforms: XBox One, XBox Series XS, PlayStation 4, PlayStation 5, PC (Steam)


I don't think we've ever reviewed a video game adaptation of a board game, and that's interesting considering all the great ones that are out there. As the name implies, Richman 11 is the eleventh game in the long-running Richman series. It originally released back in 2022 on PC by way of its developer Softstar Entertainment, and in 2024 on consoles by way of publisher EastAsiaSoft. It's available now on all major platforms except the Nintendo Switch, and we're going to be looking at it today on the PlayStation 4. This is going to be another long one, so let's just get to the review already!

Seeing as Richman 11 is a board game, it makes sense that it has no overarching plot. Having said that, each character does arrive with their own backstory, and you can of course create any as you see fit while playing. More important that the story though, is its history. The Richman series of games first launched in 1989 for PC, and continued regularly until Richman 8 in 2006. From there several spin-offs, remakes, and online titles were released, but there was no numbered entry until 2016's Richman 9. From there we got Richman 10 in 2019, and this game in 2022. It really is quite the unique game, and I only bring up its history because it's developed by the company that also has brought us the Xuan-Yuan Sword, Sword and Fairy, and The Bridge Curse series. Softstar Entertainment really have a great track record, and I've yet to play a game of theirs that I didn't like. With that out of the way, let's move on to discussing gameplay.
Part of me wants to go the easy route and say that Richman 11 plays a lot like Monopoly, but it has a lot more going for it than that. You do have money to manage, and winning requires players to go bankrupt, but there's far more to the game than first impressions imply. Explaining the gameplay is such a herculean task, that I guess I'll start with the basics. Movement in Richman 11 is done via dice, and you roll a number of dice that corresponds with your current mode of transportation. If you're walking you roll a single die, if you're on a scooter you roll two, and if you're in a car you roll three. The actual vehicles you use change depending on which character you're currently playing as, and you can also choose to lower the amount of dice you roll on your turn too. Each set of spaces has a standard path that you must follow if your dice roll takes you across an intersection, but you can alter the direction you're going in if you land exactly on a space that splits into multiple paths. Next up are spaces, and this is probably where things get a bit more complicated. Empty spaces that can be developed are purchasable once you land on them, and this is the one mechanic that truly feels lifted from Monopoly. As you'd imagine, landing on another player's space means paying some sort of rent or fee. Other spaces let you pick up cards, pick numbers in a lottery, play a minigame, purchase cards with money, or even pick up a God that can either help or hinder your progress. Obstacles bar your way too, and these come in the form of jelly that bounces you back a few spaces, stop signs that end your movement early, dogs that send you to the hospital, and bombs which send you to the hospital even longer than the dog will. There are plenty other obstacles and types of spaces I can mention, but I think you get the point. Details aside, that pretty much lays out what you'll be doing in the game.
I know I just that Richman 11 isn't a Monopoly clone, but several of its key mechanics rely on buying and upgrading properties. One difference from Monopoly is that there are far more spaces one can purchase, and upgrading them doesn't require owning a complete set. Besides the standard building spaces, there are also larger lots where players can build bigger buildings like hotels or business centers that can earn more money than a standard house. As stated earlier, landing on a space that isn't yours means paying up, though it might come as no surprise that certain factors can alter even this. Special scenarios aside, rent paid on properties is based on two factors: The current level of the building built on it, and the current price index. The building level is typically upgraded by landing on it multiple times and spending the money needed for the upgrade. Cards and Gods can also raise or lower a building's level as well. Since rents can be small, the price index is what keeps the game from running on for far too long. One in-game day passes when all players have taken their turns, and rents multiply at certain intervals. This means that rents can triple or quadruple after about an hour of playing. There's also a banking system in-game, with money placed within it accruing interest as the game goes on. If there wasn't enough going on already, you'll also want to keep an eye on the calendar to make sure you're on top of everything.

Since money paid via rent or fees is how most players will become bankrupt, it makes sense that having the most property is the way to go. While this is true, there are certain other factors that are just as important. Similar to a game of Mario Kart, players can use cards to inflict bad statuses, and place items in the way of other players. You can easily trap a player into a row of properties that aren't theirs if you play your cards right, and you can also use cards to make sure that you stay in a relative "safe zone". The amount of cards you can have at any one time is limited, and there is a random element to picking them up in the first place, but they can drastically change the flow of the game if played correctly. I should also point out that the vehicles I mentioned earlier can only be acquired via cards. That means that you'll want to get your hands on the best one quickly if you want to get the most out of movement, and having a vehicle also renders all dogs on the board harmless. That's a rather weird statement to make I'll admit, but this is a rather weird game in general.

Gods are another way for players to get ahead or behind of each other, as they can help or hinder gameplay in all sorts of unforeseen ways. Gods will spawn randomly on the board over time, though some player skills and cards can summon them too. The powers granted vary from God to God, but some will level down properties, others will randomly take away your money or grant you a bonus, and others still will allow you to skip out on paying rent for a couple turns. Some Gods also seem to exist for the sake of chaos, as they can also perform actions that can randomly help or hurt the player they're attached to. For example, there's a certain God that will level up any property you land on, whether you own it or not. Since Gods are picked up simply by walking over them, you'll sometimes want to use cards to make sure you get the one you want, or to avoid the bad ones that are in your path. You can find the info regarding which is which via the in-game tutorial, but you can also just use the view feature to check what their affects are before taking your turn.

Another interesting gameplay mechanic worth mentioning is the hospital. The hospital sort of acts like the Jail in Monopoly, though Richman 11 has one of those too. Any injury can land you in the hospital, though dogs and bombs will be the most likely culprit. Hospital visits last several days (read: turns), and you won't be able to collect any rent or fees while you're recovering. This can be very annoying depending on when it happens, but skilled players can use a hospital visit to move them to a different spot on the board, or to simply skip a few turns. There really are a lot of strategies one can use to win a game, and I've barely even scratched the surface so far. In case I'm not making it obvious yet, there are far more things to remember in a standard game of Richman 11 than in just about any other board game I can think of. It can feel rather overwhelming to first-time players, but those who stick with it are sure to find their footing eventually.

Not only is the core gameplay of Richman 11 rather deep, but it has a lot of content too. Most obvious of all are the game boards and characters available. There are sixteen playable characters that all have their own special skills, and there are also ten classic maps that feature their own gameplay quirks and minigames. It's way beyond the scope of this review to list the differences between them all, but suffice it to say that any combination of the two can create totally unique experiences. There's also a lot that can be done with the players themselves. Players can be split into teams, or all play individually. There's also multiplayer, and it comes in both local and online forms. I unfortunately was not able to play an online game for this review, but I did join an online group dedicated to arranging online matches, and hope to schedule a game soon. Local multiplayer games also have the benefit of using just one controller, or multiple. Besides the standard modes, but there are five special battle maps that are smaller and meant for more intense gameplay, and a Challenge Mode that sees the four main characters unite to take down one of six special landlord characters who start the game with lots of money and property. There's honestly more content than I can begin to list here, and I'm all for the replayability it adds.
I've been mostly raving about the game so far, but there are some negative points that I feel are worth bringing up before wrapping this one up. Quite possibly the biggest issue with the game is its lack of a decent tutorial. I'm willing to bet that potential players who read this review will be better prepared for the game than those who try to go through what the game calls a tutorial. Not only is said tutorial not very good, it doesn't cover most of the game's mechanics. My advice for learning how to play the game is to skim through the in-game manual, and play a couple games until you figure it out. Richman 11 sort of throws you off the deep end with very little preparation and expects you to just grin and bear it. I was able to overcome this through sheer force of will, but I can totally see how others might not want to do so. If it weren't for the fact that I found the game to be charming as all hell, I don't think I would've stuck this one out.

If that weren't enough, part of the reason for the bad in-game instructions is due to the generally inconsistent localization. There isn't a single bit of text in the game that doesn't have a typo or a grammatical error in it, and that does bring down the presentation quite a bit. There's also the fact that all the characters have spoken dialogue, but not all of them speak English. You'd think this was a matter of the Chinese characters speaking Chinese, the Japanese characters speaking Japanese, and so on, but it really seems random. Most of the characters speak English, but others will randomly speak Chinese or Japanese. Their dialogue isn't exactly necessary from a gameplay perspective, but it does seem like a random oversight. I hate to say it, but it gives the game something akin to a budget feel.

Another big point of contention is that Richman 11 gives off the vibes of a mobile game. I don't know enough about its history to say that it had mobile devices in mind during its development, but I do know that other games in the Richman series have seen life on mobile devices. It's hard to explain what I mean, but the visual style, the music, and even the gameplay loop seem made for a type of casual play that one only finds in mobile games. There's even an autoplay function that lets you just skip out on the thinking and strategizing entirely. Admittedly I've seen this type of feature in other games, but its implementation here feels like it's a bit more front and center. It's always available, and it only takes a button press to turn it on and off. Why bother taking control of the game when it apparently can play itself just fine? It's not the worst thing to have in a game like this, but it does cheapen the experience just a little more.

Having listed the negatives, I still have to say that I'm of the mind that the positives far outweigh them. I had a blast playing the game, and I intend to keep playing it for years to come. It shouldn't come as any surprise that there is a lot to love here, as this is the eleventh numbered entry in the series after all. This is the perfect game to add to a game night rotation, and it comes in at a very reasonable $18.99. I'm not sure why the series had such a long hiatus in the 2000s, but I hope that the series is here to stay now.

Even though Richman 11 is far from perfect, I think it's a must-buy for board game fanatics, and those looking for a new party game to play with their friends. Not only does it have a lot of content to keep you occupied for countless sessions, but all the different gameplay mechanics make every game feel unique. Seeing how this game is on just about every platform but the Nintendo Switch, picking it up is a no-brainer. I might even go grab the also available Richman 10 on PC to see what that is like, and I'm hoping that we get a Richman 12 sooner than later. Grab this one now, and let's set up a game! Until then, I'll see you in the next one!

Check Out Richman 11 on PlayStation:
https://store.playstation.com/en-us/concept/10008592/


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

Overall: B+

Pros:
+ A unique board game experience that takes the Monopoly formula and tosses in all sorts of extra gameplay mechanics.
+ Is fun in both standard games against the computer, as well as local multiplayer. This is a great addition to everyone's game night.
+ While most players will be able to get by purely on luck, veteran players will quickly develop all sorts of advanced tactics that keep the game competitive.
+ Features 16 playable characters, 10 standard maps, 5 battle maps, and two core gameplay modes. There's a lot to see and do here.
+ Since there's a lot of variables at play, every game feels unique in its own way.
+ Cute, colorful, and full of charm!
+ It's a steal at just $18.99!

Cons:
- Though not hard to learn through simply playing the game, the lack of a strong tutorial does make starting out feel a bit rough.
- The localization is really rough. There are typos and grammatical errors throughout, though none of them truly hinder gameplay.
- Does have the look and feel of a mobile game, though that isn't necessarily a bad thing.
- Even though the game has checks and balances in place to keep the game feeling fast-paced, some games can still go on and on until someone wins.

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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If only healthcare was this simple.
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<![CDATA[A Sequel Nearly 40 Years In The Making: A Beyond The Ice Palace 2 Review]]>Sat, 15 Mar 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/a-sequel-nearly-40-years-in-the-making-a-beyond-the-ice-palace-2-reviewBy Manuel
Players: 1
Platforms: Nintendo Switch, XBox One, XBox Series XS, PlayStation 4, PlayStation 5, PC (Steam)


We've all heard about sequels coming out long after a series is thought to be dead and buried, but how about a sequel to a relatively unknown game that's nearly 40 years old? Beyond The Ice Palace 2 is the follow-up no one knew they needed to a game that launched on microcomputers all the way back in 1988. It's been taken out of its long hibernation thanks to developer Storybird Studio, and publishers PQube and PixelHeart. It's out now on most major platforms, and we took a look at it on both the Nintendo Switch and PC for this review. Was the long wait worth it? We hope to find out here and now!

Beyond The Ice Palace 2 places you into the shoes of a King who rules a prosperous Kingdom after ridding it of a great evil. I'm not sure if this King is the hero from the first Beyond the Ice Palace game, but I guess it's safe to assume that. Said King rules by the will of the Gods who show their favor with Sacred Arrows. These Arrows strike the one they've chosen, and they grant them power. It's been many since the Gods have graced the King with their blessings, but things change suddenly out of nowhere. The most recent arrow that struck the King wasn't a normal one, as it came with a curse that drained him of his God-given powers. Sensing his weakness, those who would do the Kingdom harm quickly seize power. These aren't faceless villains though, as they were the King's former advisors, the Pages. The Pages imprison the now Cursed King, and raise up a demonic army to lay destruction upon the land. Those loyal to the King go into hiding, and all seems lost until the Cursed King suddenly breaks free of the chains that bind him. He must now seek out the Pages, and reassemble the Sacred Arrow that granted him the Gods power once again. Revenge and justice guide his way, and so his adventure begins.
I actually don't have a lot more to say about the story, beyond that I think it's more than adequate for a game like this. It gives players a reason to go on this difficult journey, and the plot does evolve as the game progresses. The Cursed King eventually sees the destruction caused by the Pages in his absence, and he even meets with the loyal survivors who have held strong. It may not be the most original story out there, but it is written well enough that it doesn't really matter. One can play through the game without ever giving it much thought, or they can choose to fall into its twists and turns. I'm all for this sort of approach when it comes to action-heavy games like, and Beyond The Ice Palace 2 pulls off the unenviable task of keeping a simple plot interesting for those who enjoy that sort of thing. Not a bad start to the review, but it's time for us to take a look at gameplay.

While parts of Beyond The Ice Palace 2 might feel like a Metroidvania, it definitely falls more squarely into the action platformer camp. There are some backtracking elements, hidden treasures, a light inventory system, and stat progression, but the emphasis is on the fighting and platforming more than anything else. The moves you have at your disposal are fairly diverse, with most of them revolving around the chains that you find yourself carrying after breaking out of them. These chains are your main form of attack, used to deflect projectiles, and can also be used to grab onto rings. The latter mechanic is probably the most important in the game, as it's used in both exploration and combat. We'll circle back to the chain mechanics later, but the Cursed King can also dash, slide, and grab onto ledges too. Grabbing ahold of ledges is another tricky skill that player's will have to master, even though it sounds like it should be simple on paper. Besides the standard life bar, there's also a stamina meter which is used for powered-up attacks, and a rage meter that allows you to become more effective combat when triggered. Stats and skills can be augmented by items that are either bought or found, and permanent character changes can be made via the use of power crystals. It's a system that probably sounds more complex than it actually is. And with that, most of the basics are covered.

Giving players a map that can also be used for quick travel might give the impression that there are plenty of different paths to explore, but this is game where the map operates on a level similar to Castlevania III rather than Castlevania: Symphony of the Night. I hesitate to say that Beyond The Ice Palace 2 is broken up into standard levels, but that's really how it plays. Each area sees you go through waves of enemies, sometimes broken up by checkpoints and interactions with friendly characters, and said waves of enemies usually end with a boss encounter. Standard enemies don't warrant much discussion here beyond mentioning that many of them require a finishing blow to keep them from continuously reviving, while boss monsters can test one's skill and patience in ways that have to be experienced firsthand to truly be understood. Every boss battle requires the use of at least some advanced mechanics like perfect blocking and perfectly timed dashes, as well as plenty of platforming. I mentioned the chains that you have to grab onto earlier on, but I was surprised to find that you have to use that mechanic in just about every boss fight. If you haven't mastered swinging and jumping from rings, then you're going to have a hard time with the game. Bosses can be unforgiving, and dying takes you back to your last checkpoint. There technically is no Game Over scenario, but you do lose any money you're carrying when you die. If you survive a boss encounter, you'll usually be moved on to the next area, and hopefully another checkpoint. That's a pretty simple gameplay loop if I've ever seen one, but it isn't without its charm.
Even though I went into Beyond The Ice Palace 2 thinking I would absolutely adore it, a few key factors kept me from doing so. I can of course talk first about the game's difficulty, but I don't think that necessarily is a big issue in and of itself. Even though I had a lot of trouble with some bosses, I was able to power through most of them once I figured out their attack patterns, and what was needed of me if I was to dodge or deflect their attacks. I'm actually of the mind that most boss encounters require a death or two just to learn what you're supposed to be doing, and that is something that doesn't really gel with the game's mechanics. You'd think that checkpoints would be common since dying sends you back to them, but they become extremely rare about halfway into the game. They're often placed at the beginning of an area, or after a boss battle. This means that dying to a boss can mean having to spend 5-10 minutes getting back to it, and that is as frustrating as it sounds. Things only get worse if you get back to said boss and then immediately die again, which is quite a common occurrence. This exact thing happened more than I care to admit, and I'm not ashamed to admit that I rage quit several times before coming back to this review. I'm all for a challenge, but getting sent back to faraway checkpoints feels more like the developers trying to pad out the game's length rather than anything fair.

The other big issue with Beyond The Ice Palace 2 lies with its platforming. You'd think that a game that relies so heavily on jumping, ledge grappling, and swinging from hooks would have tight controls, but that couldn't be further from the truth. Not only do ledge and hook grabbing seem to fail about half the time, but they are most likely going to be the reason you die most often in the game. There are plenty of jumping puzzles, as well as boss fights, where those mechanics are front and center. I hit a brick wall early on when I learned that the game's second boss required the use hooks in the ceiling to get around its large body. The mechanic of grabbing onto a hook was shaky enough on its own, but you're required to swing from one to another about five times. I very nearly quit the game then and there. Nothing about these platforming mechanics work correctly, and it's something that really should've been hammered out before the game's release. That's not the only thing either, as the Cursed King has a walking animation that makes NES Simon Belmont look like he's sprinting. I've seen other players say things like: "Just slide everywhere!" but that's the sort of thing that should stay in ancient game design. Everything seems balanced in the strangest of ways, and I can't help but wonder if this game was playtested at all.

There's no denying that this is a game that needs a lot of work to get it into a more playable state, but there are a few more positives I want to point out before moving on. While the actual platforming might be more than a little janky, the animation itself is smooth, and the graphic style is quite impressive. These are some of the best pixel-based graphics I've seen in a modern release, and I'm a huge fan of the world and enemy design too. It also runs perfectly on the Nintendo Switch, even better than the PC version in my opinion. The PC version of course has the potential to run better, but there seems to be a bug in the game that makes the game run extremely slow when put into fullscreen. This is a bug I've seen acknowledged by the developer, so it's not something only I experienced. That issue aside, I guess I should also say that I'm not really a fan of the style used in the cutscenes, as it looks so drastically different from the rest of the game. That is a small gripe, but it seems odd to not go with the pixel aesthetic there too.

Sound is another aspect of the game that I think is executed well, and leans far more towards perfection than the graphics do. I have nothing but positive things to say about the Beyond The Ice Palace 2's soundtrack, as it's full of amazing track after amazing track. The visual comparisons to Castlevania are obvious, but the same is true when it comes to music. Not only is this a near-perfect collection of music, but it's on par with anything that series has to offer. Even the sound effects are great, and I even got used to the weird screams the bosses make when you kill them. Gameplay might've been a bit hit or miss, but there's little fault to be found in this game's presentation.

Beating Beyond The Ice Palace 2 will take most players about 4-6 hours, or upwards to 10 if you constantly have to backtrack to face off against a boss that is placed ridiculously far from the nearest checkpoint. This again goes back to what I said about padding out the game's length, as this would be a really short game if it allowed players to quickly get back into boss fights. I don't know if this was as intentional as it feels, but I'd much rather play a short game that offers a pleasant experience, over one that makes me never want to touch it again after beating it. It's not like this isn't a highly replayable game either, as I see it lending itself well to challenge or speed runs. They just really need to get those platforming issues taken care of. Considering the game currently only costs $19.99, it's not a bad game for its price. I know I'm giving rather mixed impressions regarding the game, but I'm giving the developers the benefit of the doubt when it comes to them fixing the bigger issues at hand. They seem open to the criticism the game got upon its release, and seem to be working on patches as I write this. I really do hope they get it right, as this is a game I still have high hopes for.
I still have to give Beyond The Ice Palace 2 a recommendation at the end of the day, but it's not a solid one. There's a good game at its core, but it has a lot of problems that have to be sorted out before it reaches its potential. I of course wish that all of that had been sorted out prior to launch, but at least the developers are being open and communicative. Also, seeing as none of the problems I encountered were truly game-breaking (Except for that PC issue with fullscreen mode.), I'm sure that there are players who won't find as many issues with the gameplay as I did. I guess I'll just have to keep an eye out for any updates, and add a note to this review if the issues are ever addressed. Until then, I'll see you in the next one!

Check Out Beyond The Ice Palace 2 on Nintendo Switch:
https://www.nintendo.com/us/store/products/beyond-the-ice-palace-2-switch/


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

Overall: B

Pros:
+ A neat mix of action platforming gameplay, and Metroidvania level design.
+ Everything about the presentation is top notch. The pixel-based graphics are some of the best seen in a modern game, and the soundtrack is even better.
+ Captures just about every retro gameplay and visual aesthetic one could want. (All that's missing is the CRT filter!)
+ Highly replayable, and seems ready made for challenge and speed runs.
+ The idea of creating a sequel to a game nearly 40 years old is so wild that I have to love it.

+/- Even though I found the game to be a bit more challenging than I would've liked, I know that there are some players out there who live for that sort of thing.

Cons:
- Just about everything involving platforming feels either wonky or broken. Grabbing onto ledges seems to only work half the time, and swinging from hooks in the sky never feels as accurate as it should.
- The overall difficulty is quite high. This is a very challenging game, and might not be a good choice for the casual player.
- Checkpoints becoming rare by the end of the game just feels mean-spirited. Not only can one die by way of iffy platforming sections, but the bosses can often kill you without much fuss.
- At the time of this writing, there is a bug in the PC version that sometimes renders the game unplayable in fullscreen mode.
- While the developers seem open to fixing the game's many issues, the game really shouldn't have been released in the state it's currently in.

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.


#BeyondTheIcePalace2
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