Showing posts with label Nintendo-Demand. Show all posts
Showing posts with label Nintendo-Demand. Show all posts

Saturday, August 15, 2015

Sentey Harmoniq Pro (Gaming Headphones)... reviewed!

Check out the review for these headphones... at the link below (including the unboxing): http://sdgtstudio.blogspot.com/2015/08/sentey-harmoniq-pro-gaming-headphones.html

By the way... have you ever noticed that "un-boxing" sounds like some sort of anti-boxing organization? Anyway, check out the review & the unboxing vid at the link... game on!


Monday, May 25, 2015

Shantae and the Pirate's Curse... reviewed!

Fantastic platform adventure that makes me wish there were more of an adventure in Mighty Switch Force games.

If you’re not familiar with the Shantae series, just know that it is a 2D platformer placing you in the role of a charming genie by the name of… Shantae (of course), but this time around you’re a lot less ½ genie.

This game started off a bit too easy in the beginning (for me)… but be warned, if you aren’t prepared, you’ll be sent running back to the drawing board (which is to be expected as you progress, so consider that a “duh”). The story in this game is almost as important as the gameplay… and the developer did a great job making the puzzle fit together. The buildup is great because you aren’t just going in equipped with a slew of abilities; you have to work your way up.

I say that to say… don’t go in expecting to access everything from the beginning, even if something is on an island that you’ve unlocked (and you see it clear as day). You may get caught up on how to access or get something because it’s there, but if it’s out of the reach of your current capabilities… it may be that way for a reason (so don’t question your skills). New abilities are like keys to unlock doors.

The replay value comes into play when you increase your abilities, and you will find progression in the story when this happens… a good chunk of the time. There are games out there where racing from start to finish is the key (and you have the ability to challenge a clock here too), but there will be various objectives required where you may visit an island more than once (just so you know), so you can either dash or appreciate the story. Scuttle Town is home… also doubling as your hub with plenty of nifty little progressive scenarios to enjoy while moving forward so that you aren’t just returning home to interact with NPC’s stuck on repeat. I appreciate that about this game, it gives an RPG’ish feel beyond those of gaining new abilities. EXP isn’t really the thing that brings about new abilities in this game though, unless you consider the gems as a form of EXP. Once enough gems are obtained, you can use them to buy skill enhancements… for certain things, while the others will come with game progression (as mentioned above). Replay value is also found in this game thanks to multiple endings... and an unlockable Pirate-Mode.

**You do have the ability to grind, and it’s easier in some areas than others… if that’s something you’d fancy.**

The artwork and the music in this game… are additional reasons I came back for more, because they got my attention from the beginning and had me looking forward to what I’d see/hear next. Art wise… I can see the team creating a new Metal Slug game, or even a new 2D Sonic the Hedgehog title.

Fun fact: Character portraits were done by Mega Man developer Inti Creates!

If WayForward ever decided to make a 3D version of a Shantae adventure… keeping everything true to the feel of the Shantae series, I think it would be one of those welcomed titles that brings back an interest in 3D platformers (at least the quality ones, and since it would be 3rd party… it could be enjoyed on more than Nintendo platforms).

Overall, Shantae and the Pirate’s Curse… is a welcomed 2D adventure that gives me not only a welcomed break from multiplayer games, but it also gave me the opportunity to enjoy a cool adventure.


Fun factor: 5
Visually: 5
Replay value: 5
Price: 5

"5 / 5 Mushrooms"
PSI'd recommend the Steam version of this game if you're into their digital trading cards (whether it be collecting, or making money off of them). 

Saturday, April 18, 2015

Blue Estate... reviewed!


This is what happens when Comic Awesomeness & Comedy collide with an on-rails shooter… chock full of creativity and naughtiness.

“Viktor Kalvachev’s Blue Estate the game”… is based on a comic by… Viktor Kalvachev & Kosta Yanev. Don’t know who they are? …It’s quite alright, we don’t either, but we hope to see more from team Hesaw because varying styles change up the pace. Following trends is not the way to go, taking your own route and owning the fluff out of it… gives gamers more options to enjoy, and this is what I see in this game.

This isn't a game for everyone (I just want to make that clear)… especially the kids below the recommended age, so put them to bed and game it up. If you like action… want a sense of getting back to the arcade or want to know what it feels like in a sense, then you’re not that far off when you get together with a some of the craziest friends you have playing this on a big screen w/ the surround sound cranked just below… the volume of disturbing the peace!

                                           
The story feels good… the art is great, and it feels like one of those comic style movies that places a (light) gun in your hands as you ride shotgun with a fun motor-mouth narrator sitting in the back seat. Light gun games don’t come around that often, and even with FPS games giving you a similar feel mainly do to the first person view (some almost following a similar blue print in their story modes because they take you by the hand even when they shouldn't because its not on-rails BUT)… light gun games have their own charm when it’s done right. Accuracy and timing pays off as you progress in this game that starts off with you rescuing a stripper/love interest from the dangerous clutches of… someone that’s quite the “little” character and then some (so expect a good mash up in this story). Hesaw definitely sends you walking into an inferno... that maintains its action quite well.

The game is priced very well… they didn't play around with a ridiculous price tag which gets a thumbs up from us (two thumbs up). The game is available for PS4, Xbox One, PC, as well as Leap Motion… for fans of the controller. 

Cons of this game (for me) are… “Why in the world isn't it also on the Wii U?” The Wiimote naturally doubles as a light gun (more on the lines of something you’d see in Star Trek via the phasers… but a light gun none-the-less), so we’d definitely like to know why. The experience would be a lot more at home on the Wii U because of the Wiimote more so than… the Xbox One, and the PS4. The nunchuk would drive home the experience also… because you’re required to do certain movements to overcome various obstacles while still taking on the enemy. It’s a nice move that a lot of other ORS’s don't consider, so you're able to do more than just... point and shoot without it becoming a pain since opening doors and stuff help you move forward.

Another con that stems from the lack of a Wii U version (for me), is when I used the standard controller on the PC… it was a pain because the movement of the camera could’ve still been moved around like that of a traditional FPS game to improve on aiming in this fast paced game. It doesn’t break the game… and I was able to proceed, but… I really (really) got into the zone when I put the controller to the side and got on the keyboard & mouse (while thinking of how awesome it would be to play in a more traditional way on the Wii U because of the Wiimote & Nunchuk... without buying an additional peripheral that would only be used based on the frequency of genre related purchases).

Q&A w/ the team!
______________________________________

Since we wanted to know why Wii U doesn't have the game… and the team was so cool with it, we had the honor of doing a Q&A with them... and the comic book creator:
  • How did Team Hesaw and Viktor Kalvachev meet?
VK: I am one of the founders of the company and had the pleasure to welcome everyone on board myself.
  • What made you consider doing a game based on the Blue Estate comic?
VK: It was one of my partners who kept pushing to make the comic into a rail shooter and I finally gave up. After a month of brainstorming how to approach it I was pretty happy with the chosen direction and we decided to apply for funding through CNC (a French government organization helping studios in France finance their projects). Luckily we were given the grants and so it began. It was so much fun to transfer the comic book universe into a playable one.
  • Why did you decide to go with an on-rails shooter instead of another genre?
VK: We love the genre and we miss the good old games like House of the Dead and Time Crisis. Rail shooters are also a lot cheaper to make then FPS games and we used the controlled camera to give the game a more cinematic feel.
  • Any reason why the game isn’t on the Nintendo Wii U? For use with the Wiimotes?
Samuel Jacques : Actually, we are using a Unreal 3.0 for the game engine.
To release the game on WiiU, we should undertake a massive technical work that is simply beyond our capacity.

Some games using Unreal engine have already been released on WiiU like Mass effect 3 or Batman Arkham City (…if i am right) but those projects had resources we can’t spend
I wish we could do a WiiU version as I really love the console.
Regarding the Wiimotes, I strongly advise you to have a look on Blue Estate steam forum. Some people came up with some creative solutions J
  • Do you see yourself making more Blue Estate games based on the positive response from gamers?

VK:  We would love to. Only time will tell if will get the chance to make another one or not.


Overall, Hesaw made a good move with the game, by placing it in a genre that's not used too often... the story is fun, plenty of action, and the price... forgeeet about it. Its unfortunate that resources stand in the way of this game being on the Wii U... but who knows what a kickstarter could do if they're willing to try.


Fun factor: 4
Visually: 5
Replay value: 5
Price: 5


"4.75 / 5 Mushrooms"

Friday, February 13, 2015

Gunman Clive 2... reviewed!



A pretty good sequel... with enjoyable similarities to other games.

Gunman Clive 2 is an affordable indie game that delivers a 2D platform adventure worth the purchase (if you like such games).

This game feels like a... champloo of 2D action that reminds me of Super Mario Bros 2, Gravity Guy, Donkey Kong Country, and... Star Fox mixed into a nifty little gun slinger. In addition to that, the adventure will cause you to encounter dinosaurs... samurais... owls... a panda bear and plenty of those familiar ducks that are a funny additions of "wtf?". There are other etc. in there that don't have a lot to do with a "western" as many know a western to be... but it's a nifty combination.

This game is a little different from the first, because you aren't trying to rescue the damsel in distress. Your mission this time around is... revenge, to put a permanent stop to the bandits by taking out their leader.

The visuals and animation in this game are great, and even though there could've been a little more dialogue this time around... it doesn't put a wrench in the action. You may notice that there is a bit more color in this one and there are different scenarios that challenge you to approach the gameplay in alternate ways... allowing for a change of pace (even though some may test your patience).

The game's length isn't that long but (there is enough for the price)... there is replay value in both replaying the game at different difficulty settings and playing with one of the other characters (including the Mayor's daughter) and playing to beat previous game completion times.

Some of the characters are easier to progress with than others... to me at least, so try each one to see which fits you best.

The 3D is enjoyable in this game, which is one of the things that sold me on the first title... because the presentation feels like a 2D drawing (with basic cel shade) and the developer used the 3D features well. While audio could be a bit better... in my opinion, but i'm glad that we have the option to turn the music (and overall sound) off if we choose. It's not horrible, the music just isn't my cup of tea.

Overall, this is a cool adventure from an indie developer with welcomed additions that do not take away from the first installment. There are some things I would've liked to see, like dialogue or something that catches the player up to the current adventure... but it doesn't break the game, and its at a great price.


Fun factor: 4
Visually: 5
Replay value: 4
Price: 5

"4.5 / 5 Mushrooms"

Sunday, December 21, 2014

Firefall... reviewed! 12/10/14



This game is addicting... and annoying at the same time.

Ever play a game, its fun, you want to get into something deep... but the exploration and discovery are about as deep as it gets? That's how I (personally) feel about Firefall, minus the glitches that prevent me from completing some objectives.



Firefall_chp1_coverThe game allows you to go right back to an area where a scenario started... so that you can replay it again... and again... and again (repeat until you've had enough). This can be cool for fun missions, but its weird also. Keeping in mind that they're trying to deliver a story element online, I guess it works... so that everyone can take the "ride" of an experience before going somewhere else to find more to explore.

They delivered more of a story through the Manga (to be expected)... which delivers some pretty good art work that may be enjoyed fans or someone just getting into FireFall. Get the full manga free here (I won't even get into this... so that you can read it yourself, if you fancy).

Backtracking on what really gets me about this game though, I have to mention... glitches. Tie the glitch in with a reoccur-able scenario and you're screwed... especially if it took awhile to complete and you're unable to pick up the item. If the item dropped next to the "starting" point... it may be some sort of hiccup they didn't take into account. This could result in the game trying to reset the objective while cancelling out the completed one... but from that point I didn't want to play anymore (that scenario at least; nothing like junkyard dogs and rogue robots).

It's a free-to-play game though... with decent run, gun, and exploration aspects that I enjoy. The more work the developers put into this game... with an aim to prevent it from plateauing (in addition to much appreciated patches), the better the game will be. The fun factor is there, especially with multiple players taking on various enemies... but exploring can be fun also (just make sure you're prepared to fight or run for your digital life based on what you find).

Your digital self... uses different "BattleFrames":


  • Assault-class, a balanced offense and defense
    The Assault comes in handy if you need someone to run and gun through missions... side by side, or working in a group effort. Assault & Recon are a good combination, because while the assault is making they're way through an area (sticking and moving)... recon can keep the heat off from a distance.
  • Dreadnaught-class, heavy armor and guns on this one
    If you need someone to clear a crowd... fear not, call in a Dreadnaught!
  • Recon-class, excels in ranged weaponry
    This is my type of character, but I have no problem getting to close for comfort... because dodging is something that I've grown to do well over the years (no matter the game).
  • Biotech-class, can be described with one word... "Medic!"
    This class in the right hands, is a huge blessing (don't go into the light just yet, call for a medic)... because there are some situations where a respawn would take you out of action, sending you right back to a base (which royally sucks charcoal flavored lollypops). You're left with no time to get back to the action if an enemy was near death, a portal closed, or time ran out, etc.
  • Engineer-class, specializes in things like turrets and energy barriers
    This class can pull you out of the stinker even quicker than the Dreadnaught's (in my opinion)... because not only are they able to attack, but they're also able to deploy turrets, defensive barriers, etc.


Its not the most graphically advanced game, but it doesn't need to be, you can max out setting or lower them a bit... without missing much (and visually it has its moments when you're looking in the distance... at very nice landscapes). I like the fact that you're able to go from 3rd person to 1st person... and have found myself playing the game in 1st person mainly. It's cool to see the actions of the characters once in awhile... but I would've switched to 3rd person more if my character didn't look so... generic. The options were limited, so I couldn't customize a whole lot either.

Replay value is there... because you aren't exactly playing a game that sets you on a path to get from the same points to the same points, you have the option to roam. On top of that, this free-to-play game will get content until its no longer supported, so at least... give it a chance if you game on PC.

Overall, its a decent experience of ambitious size, that should've probably started off a bit smaller in scale... to work on making things visually and functionally strong before expanding. This allows for you to pin point problems in the area of current production... instead of having problems that have to be sought out and fixed. Player feedback helps, but piles of feedback forms could be a pain also (just sayin').

To the development team: Keep going, keep building... I think the game will have even more to offer if you don't get discouraged by the feedback. Merely use it as ammo to blow minds away... with improvements! (!Ka-Boom!)


Fun factor: 3.5
Visually: 3
Replay value: 5
Price: 5 (it's free, of course its going to get a 5!)
Glitches: -0.5

"3.5 / 5 Mushrooms" (without price being a factor, it would be a 3 out of 5)

Saturday, November 22, 2014

Sonic Boom: Rise of Lyric... reviewed!



At times I thought... this game should've been titled "Sonic Boom: Rise of Cut-scenes & Glitches".

Sonic Boom: Rise of Lyric for the Nintendo Wii U... has plenty to enjoy, and plenty that could annoy.
Fans of Sonic and fans of games with a stronger adventure element... should strongly consider giving this game a try (especially if patches are made).

I'm not mad at this game for the most part... I can appreciate the adventure but the start could've been a bit more action packed to build players up for the adventure. I think they thought they were doing that, but... you run into a bit of repetition (don't let that stop you from progressing).

No matter the age group this game is geared towards... it will be appreciated by some, but it won't be appreciated by every single person. Beyond preferences, the hits and misses... play a role in that also.


Hits: The story is cool... (just not sure how memorable it is), you have to take on multiple bosses throughout the story (Eggman & Lyric being two of them... without spoiling anything). As you progress, the story obviously allows you to connect the dots and understand what happened... and what needs to be done to save the day. I looked forward to what happened next.

Plenty to explore... although I began thinking about Sonic Adventure while checking out the lands. The conjoining lands make a bit more sense here... but Sonic Adventure mixture of locations gave me a change of pace. That happens here, but the theme remains on track... and I have no problem with that, its just something that came to mind and it would be fantastic to see a remake of Sonic Adventure happen one of these days.

Side quests are a plus in this game and add to the replay value... though you can aimlessly roam as long as you want, these side quests give you more of a reason to roam the base world.


Misses: Glitches... glitches... glitches... they are way too noticeable in this game (at least for some), and i'm surprised some of them were missed during development (if they weren't just shrugged off by someone who still wants our money). At one point in the game during one of many cut-scenes the game made this noise (and it had nothing to do with the game's progression). It was a noise that would be very unpleasant coming out of any speakers, especially headphones. During cut scenes... if you run into characters that don't talk while they're mouths are moving and its not part of a joke or the story, not good. If the time and effort get put into making a freaking game... finish the game strong. Feels like developers almost need two teams, so in the 2nd half the fresh team can come in under the guidance of the burnt out team... and finish things off.

Speaking of cut-scenes... I don't mind them, but these situations could've been executed better and treated as live events in some cases so that there aren't cut-scenes galore. The humor was okay, and there were good transitions from cut-scene to in-game... but its safe to cut back. They could've did some comic book style pop-ups during some and showing the animated character heads in boxes.

There is no real punishment for dying. I don't expect the game to send someone back to the start of the adventure... but are you really worried about the character dying if you're able to pick right back up and continue from the same spot? (The character didn't even have to start back at a check point a lot of the time.)


Missed opportunity: Coins are life... but in this game I would've decreased the number of coins available or (instead) made them collectible to buy upgrades and/or information... that leads to secrets being located (not necessarily how to obtain those secrets though.


Anyway, the game has other things to enjoy like Team Challenges, and the Nintendo 3DS Connect as well that increase the replay value (and if you're able to take advantage of these options... do so and get your money's worth).

As far as visuals go, they're fine... but i'd rather have the visuals that don't impact the fps. I appreciated the depth, because it assists in immersing me into the location (when done right)... some areas caught my eye more than others. The music increases this... but its feels a bit off when neutral music is being played, and enemies come out to slay.

Price wise... its on point, but games need to work if they are going to be advertised as working games with an expectation to be purchased at retail price.

Overall, the game's adventure is appreciated, but it annoys me at the same time... because the specific people that ultimately affected this game had the opportunity to produce something awesome. Everyone on a team isn't always "heard out" (including testers) and are stuck simply playing their role in something they... regret. This game would've received 4 out of 5 mushrooms based on certain aspects... but the glitches can't just be ignored (glitched out games will lose points based on severity).


Fun factor: 3
Visually: 3
Replay value: 5
Price: 5
Glitches: -0.5

"3.5 / 5 Mushrooms"

Friday, October 10, 2014

Yu-Gi-Oh! ZEXAL World Duel Carnival... reviewed!



If you’re a fan of the show… and have a love of dueling (CPUs), this one’s for you. There are fans of various ages that enjoy a good Yu-Gi-Oh! episode (1st Gen fan… right here!), so big fans will likely enjoy the content available in this game.

Yu-Gi-Oh! ZEXAL World Duel Carnival for the U.S. Nintendo 3DS (eShop)… is cool, and has enough to enjoy it for what it is, but there just could’ve been more.
There is supposedly more content available in the Japanese version, and if so… there’s something to be desired because that version would literally be the best version.

You can take control of 12 playable characters with many many cards at your disposal, and take on 40 characters in the World Duel Carnival. The story surrounds the World Duel Carnival, allowing you to get in and compete and work your way to the top. Aside from the dueling, you can manage your deck and swap out cards so that you have the ideal strategy that works best for you. I feel that mine is really good in its current state, but my strategy remains a secret until it’s time for battle.
You also have the option of customizing your card sleeves and the game mat, which is an okay feature. While “Free Duel” allows you to take on characters of various level that you've encountered and obtain cards to add to your deck.

One thing that I really really (really) wish that they’d done with this game… is (wait for iitttt), add in local play. Online play isn't even expected, but at least… local play so that duelist can take each other on. Also, I would have loved to see some sort of tutorial for this game to teach new duelists the basics… which would've given some the confidence to invest in other Yu-Gi-Oh! products for the purpose of dueling on a serious tournament level or something. By the way, if you want to know how to play, here is a link from the Yu-Gi-Oh! card site to help beginners.

There could have been either animated cut-scenes between duels and/or animated sequences for monster summoning’s during duels, which would've greatly increased the enjoyment of the game based on the fact that it lacks a player vs player option. The 3D feature doesn't really wow me in this game, but it is what it is because there isn't much that would've been done (visually) with what’s available.

Overall, I've enjoyed the duels in this game, and the story for what its worth in this downloadable adventure, even though I was hopeful for more… because in the heart of battle I wasn't thinking of those things (strategy was on my mind).

Price wise… I would've priced it at about $14.99 at the highest, unless there were other features (i.e. animated cut-scenes, local wireless duels, street pass functionality… you get the idea). For huge fans of Yu-Gi-Oh!... $19.99 for this game could be worth it with 40 characters to take on (so keep that in mind).



Fun factor: 4
Visually: 2
Replay value: 5
Price: 3

"3.5 / 5 Mushrooms"

Monday, March 31, 2014

Pure Chess… reviewed!


A beautiful… educational… cross-platform chess experience for beginners & experts alike.

What can I say about this game? Well… it’s chess (obviously) with the perfect title, “Pure Chess”. I've never given it (being… chess) the time of day because I didn't understand it… and never invested the time to understand it, until now.

The tutorial is awesome in this game, and explains the ins and outs for each piece on the board, as well as other terms for moves, in addition to do’s and don’ts to avoid certain outcomes. This was a very smart thing to include in the game, or else beginners (like me) wouldn't understand what moves are wise or not and how effective a piece is.

This game delivers chess in a great package that gives you the option to just jump in and challenge the computer in 10 difficulty types… if and when you don't wish to play against another person in offline turn-by-turn matches.

• Monkey
• Novice
• Apprentice
• Thinker
• Challenger
• Expert
• Scholar
• Wizard
• Master
• Grand Master

These various difficulty settings should set you up with enough practice to take on some online opponents with turn-by-turn play (after you've set up an account of course, but that allows for cross platform competition).

Does the cross-platform really standout in this game? Yes... as far as having more people to play with (because it doesn't identify who is challenging you based on the platform they’re using), and I am glad that the developer took this route (because that doesn't matter). You're able to not only play with fellow 3DS owners, but also Nintendo Wii U owners, etc.

You have 6 game-slots available for offline matches, and 6 for online matches (which also has online leaderboards)… so if you want to challenge multiple people or the AI at 6 various difficulty levels, the choice is yours.

I like the music in this game; it’s laid back and fits a game of this pace… well (to me). There is a mixture of Classical, Jazz, Nature, and Chill. I’m not exactly familiar with a genre being called “Chill” and not even “Nature” to be honest… but I understand, and like some other games… if you don’t care for a certain genre or any of them, you can simply turn them off.

One thing I'd add to this game is an online turn notification, so that the button is lit up in green to represent that it’s... your turn. That would remove the need to go in and check to see if it’s your turn or not, which would also keep online competition going steadily versus games being on standby (for who knows how long) because someone forgot.

Something that needs to be fixed (possibly) is the freezing issue that occurs when you close the 3DS (which makes it go to standby mode). If you are like me and at times you play a little of a game here and there due to a busy schedule… or you simply have to do something that requires your attention but you want to pick up where you left off, you don’t want to have to restart your system because it froze. I’ve contacted the developer about this and hope that they try to fix this as soon as possible (I’ve been exiting out of the game before closing my 3DS), but I have tested this multiple times and more often than not it would freeze.

Note: It doesn't get in the way of gameplay while playing because the game doesn't crash during that time; just keep this in mind though if you want to continue your match at a later time since it may not work from standby. Exiting the match is allowed, just hit “Start” then “Save and quit” to continue later, and then just go back to your main 3DS home screen until this problem is patched.

The chess board, pieces, and scenery (though a bit on the blurred side) are a nice combination that may pull someone in just to enjoy what they've done with this 3DS version visually. I found myself seldom looking at the top screen but I would force myself to make a move and then look up to see it in action.

The Pure Store has some nice Chess sets in it too, some with just the pieces only, some with a different background included.

The ones they currently have available are:

Forest Game Pack | $2.69
Park Game Pack | $2.69
Temple Game Pack | $2.69
Easter Island Chess Set | $1.65
Battalion Chess Set | $1.65
Halloween Chess Set | $1.65 (I really like this set.)
It would've been cool if these were added in for free as unlockables… but it doesn't subtract from the experience.

The game also has a chess challenges mode that consists of bonus games and tournaments.

• Bonus games present you with various match scenarios that challenge you to complete a match in 1 checkmate, while others challenge you to checkmate in 2 - 5 moves to successfully win a checkmate (for a total of 100 challenges).

• Tournament on the other hand... challenges you to take on the AI in 3 different tournaments (Beginners, Challengers, Masters) and also adds an additional element because they have leaderboards for each tournament allowing you to challenge others from around the world to complete these tournaments in the fastest times possible (which also lists times completed).

If you've decided to click on that gold icon after any match to save replay data, you will be able to save it in "My Profile", which has 50 available slots to record plenty of wins (that replay move by move).

In profile, you will also find your "Stats", and it looks pretty extensive to me... because it records for AI matches in addition to the others, your total moves, captured pieces, checks, wins, loses, etc. So anyone that's into that sort of stuff... should be pleased (I guess), because they appear to take the experience they offer… quite seriously. Some may wonder where the progression is in this type of game, but the progression is in your stats and improving your rankings, so keep that in mind if you like games that allow you to move forward (because it may appear as if you're just playing matches, so don't forget about that factor).

Price wise… it’s in a range that I think works (because it’s an extensive experience with lots to offer as far as competition is concerned), but I feel that it would appeal a lot more to beginners at $4.99 for the sake of them giving it a chance. I will say though that if someone likes Chess or wants to get into it, it’s a very nice purchase and gives you the chance to enjoy it more often than you would traditionally… keeping in mind that traditionally you’d have to go seek someone to challenge in person (though that’s not a bad thing) whereas this game delivers challengers from around the world.

Thumbs up to the developer, I always like when a developer targets authenticity in a game they want to turn into a close to realistic experience... and they hit the mark. Overall, it’s a very nice experience that taught me how to understand Chess, and now I’m more likely to jump into a match here and there. I haven't loss against the PC yet, but you won't find me entering into any local or national competitions any time soon... (seriously though) this game does give you a great tool to prepare for such things. :p

Fun factor: 4
Visually: 5
Replay value: 5
Price: 4

"4.5 / 5 Mushrooms"


You can get more on the game here:

Wednesday, March 19, 2014

The Mysterious Cities of Gold: Secret Paths... reviewed!



Before I played this game, I was hopeful for a feel similar to "ICO", keeping in mind that it would have its own story and custom feel. Though it didn't turn out like that, I like the experience that I did receive from this game.

One of the most interesting things to me about this action adventure game... are its cut-scenes. They follow the 2nd season of the TV show, and I looked forward to progressing because of them. The thing I would suggest the next time around (when it comes to these scenes though), is to try and recreate the scenes for the game and allow for it to lead into the stage smoothly... or at least avoid presenting in a way that cuts them abruptly.

Once the stages begin, you're basically solving puzzles to progress and complete the areas. The replay value is factored in based on the optional stage challenges, that include racing against the clock to complete a level in a set amount of time, finding chests, collecting all stage parchments, and avoiding capture a set amount of times. If you aren't successful the first time, or you're simply not pleased with your completion time... try try again.

Beyond the story, the music quality is pretty good, as well as the animations (I really like the way the characters move; especially Tao)... and I could really picture a AAA release on the Wii U. It wouldn't have to abandon certain puzzle elements (those are part of what makes this experience unique), but to have an even bigger adventure element in a 3rd person title (with charm kinda sorta like "ICO")... would be pretty cool.



The 3DS version of this game honestly began as a frustrating experience... due to the touchscreen controls. Character control really wasn't as smooth as it could've been (with the touchscreen... for me at least), and at times I found myself tapping one area of the screen to avoid an enemy, but instead of going around a rock or a set of plants in the desired direction... the character would go the other route and i'd be caught.

Not only that, dialog appears on the screen... and the only way to close it is to tap the screen (with that control option). If the characters react to every tap of the screen... even when you're trying to avoid an enemy, you have to make sure that you tap on a safe part of the screen to close the dialog out (or else... you're caught). While hiding in bushes or containers and dialog pops up... you're good as caught (if the baddies are around) because the characters will hop out as soon as the screen receives contact.

I began enjoying the game a lot more... after switching to the circle pad & buttons, because there weren't problems getting in the way. The responsiveness felt a lot more immediate when swapping between characters (I noticed this almost immediately), and I didn't have to worry about being involuntarily caught.

Tip: No matter your preferred way to control this game, utilize the first level to get familiar with the feel and then restart the level.


The developer had the perfect opportunity to set the 3DS version apart from the others by giving us 3D capability. I would've liked to see the cut-scenes play out in 3D, and there are certain elements from the in-game action that would've allowed for the 3D to shine. If another installment is made, I hope this is considered... but I will say that it doesn't ruin the experience for me.

As far as the price is concerned, it works at $14.99... but it would be great at $9.99. Overall, its a nice adventure i'd call an action-adventure-puzzle hybrid, and though 3D should be added for the sake of setting the 3DS version apart... i'd like to see them follow this up with a sequel.

Fun factor: 3
Visually: 5
Replay value: 5
Price: 4

"4 / 5 Mushrooms"

You can find the game here: http://www.nintendo.com/games/detail/si96W4NP9h74FPNPV6iDgnD1w4-1GA6-

Friday, March 7, 2014

Sakura Samurai: Art of the Sword... reviewed!



I was curious about this game, wondering how much content was actually packed in it. I was pleasantly surprised since it can be a bit of a coin toss with smaller games. This game does a beautiful job of delivering nifty visuals, game play, and replay value in a fun little package.

Once the game has been accessed, you are greeted by a beautiful start screen that leads you into an impressive experience. I really like the way they set up the prologue, though it would've been cool to see a cut scene bring the player in, they've used a very creative and minimalist way to tell the back story instead... sort of reminds me of a pop-up book. As far as cut scenes are concerned, you will experience those in various parts of the adventure.

The story is a bit cliche in my opinion, the princess gets taken by the bad guy, and you have to go on a journey to save her. Hmmm… where have I seen this before? It’s not exactly new, but I didn't mind it at all because it’s not bad and doesn't take away from the game play.
This game uses the 3D feature quite well, and I’d expect no less from Nintendo. They position the samurai on the screen in a way that’s justified without the character getting in the way. Fans of Kendo (Japanese sword fighting) will really be able to appreciate the fact that you’re rewarded for precision in this game, it’s not a hack & slash adventure. You have to put thought into your attacks, dodging, blocks, and how you use your items. The better your strategy, the more you’re able to preserve your items until you absolutely need them. Ever watch a movie with a samurai taking on several enemies that attack one by one? That’s sort of how battle feels at times (which is cool), and this is the way you may prefer it to remain. Position yourself in a bad spot, and you might end up paying for it with back to back attacks from multiple enemies.

In regards to the precision, you build up points (precision points to be exact) every time you successfully evade an attack, and the total number of collected points are able to be traded for coins at village shops. If you aren't that good at dodging, you may want to cash in the points that you've collected, because they are literally on an easy come easy go basis. If you successfully dodge an attack, you’re rewarded, but if you get hit or time an attack too late and it’s blocked… kiss those points goodbye.
Speaking of villages, I assumed that there was going to be various types of people to interact with in each village, until I noticed that everyone in each village looks exactly the same and serves the exact same purposes. In villages, you get the option of saving your progress, going to the sword smith to forge and sharpen your sword, buying items at the shop, playing mini games, etc. 

Boss battles feel good, look good, and will prove to be challenging enough, especially the second time around. Why? Well, after beating the game for the first time, the game’s difficulty level will be increased to expert mode (just select “continue” to experience it). Enemy attack strength is doubled, and you really can’t afford to make mistakes in battle this time around because you won’t receive additional petals to increase your health capacity (though beating the game won’t change the game play, it’s a bit more unforgiving). Castle’s require you to take on a slew of enemies as you make your way to the boss, so I really looked forward to this in expert mode.

Keep in mind that this game is not following in the footsteps of action games, and every game won’t be the same (which is the great thing about variety). Is the game worth the purchase price? Yep, though I feel that it would be perfect at $4.99 USD… they have delivered a nice experience that wouldn't be regretted at the current price of $6.99 USD.


Fun factor: 4
Visuals: 4
Replay value: 5
Price: 4


“4.5 / 5 Mushrooms”

You can find the game here: http://www.nintendo.com/games/detail/Dzb_C6ViEXIHAWfDvi7BsDPQ7JIwcrfC

#Nintendo   #eShop   #SakuraSamurai   #ArtoftheSword 

Thursday, March 6, 2014

Tokyo Crash Mobs... reviewed!



This fast paced puzzle game is a funny break from the norm (my norm at least), bringing two main characters named “Grace” & “Savannah”… along with scenesters, ninja, spaceships, etc.

These characters take on different roles, but both involve matching people according to the color of their clothing (or umbrellas) and they look good doing it (in 3D). Grace throws people, while Savannah rolls them, and while I didn't mind rolling for the most part… the throwing was a bit on the annoying side. It may have something to do with my experience playing games like Zuma, but the throwing really didn't feel that comfortable to me and felt like it got in the way of gameplay at times (especially when the speed picked up).

There are two different play modes in this game, Story Mode & Challenge Mode. So beyond the adventure, you are able to play a type of survival mode and if you want to check out some of the interesting cut-scenes from your adventure… you have the option to do so in Movie Maze.

I like that both characters have different objectives to go after in the game (and then some), because it adds to the variety that prevents the game from taking the repetitious route. There are items thrown in that help you take on the crowd (i.e. bomb balls, and space ships), and when things begin to get hectic… they really come in handy as you fight (using Grace) to gain access to stores or prevent scenesters from touching a red button (using Savannah).

I think this game is a nifty color matching experience overall, and has an arcade feel with the combo points you are able to obtain to boost your score. It’s cool to see the women pop up on the screen in the foreground to cheer on an awesome combo (sort of reminds me of Mortal Kombat), and the boss battles are a weird plus for me.

I found the line layout on the lower screen somewhat helpful, but not as much as it could’ve been (since there could've been colors that represent the people on the lower screen). I will say though that such a helpful feature may have made the game a cakewalk for some (but the option could’ve been available for others).

Price wise, I feel that this game should be priced at $4.99; I just feel that it would be a lot more appealing at that price point. If you enjoy these types of games, and want a change of pace... definitely consider Tokyo Crash Mobs (which at the time of this review... is listed for $6.99).

Fun factor: 3.5
Visually: 4
Replay value: 3.5
Price: 3.5

“3.5 / 5 Mushrooms”

You can find the game here: http://www.nintendo.com/games/detail/pk6mvGWK3AuJe3PNM0nQdDLc0tv8yBgi

#TokyoCrashMobs   #Nintendo   #3DS   #eShop   #Review