Matt Sainsbury
There's no doubt that Mario Party Superstars was a hasty project, pulled together to capitalise on the party season and keep the run-rate ticking over for Nintendo with a new release. It's hard not to look at a selection of boards that accounts for just a quarter of what was present in the first three Mario Party titles and not think that this is less a "superstars" package but rather a rather cynical sampler. Still, what is there is excellent quality, and if you've got Christmas parties and family events on the horizon then you will likely get a lot of value out of this game. Just don't spill beer on your controller. They don't make 'em as tough as they were back on the N64.
Project Zero: Maiden of Black Water is so deeply Japanese that you’ll come away from it learning a bit about the wonderful horror storytelling tradition that the culture has. While some might find themselves at odds with a game that is so steadfastly traditional about how a horror game should play (especially on the back of the very modern Resident Evil: Village this year), if you go in with an open mind, understanding the cultural context that has lead to the game turning out this way, then you’re going to find it to be a really remarkable and enlightening bit of art. It’s not unlike going to an art gallery for a yurei exhibition, really.
The Nintendo Switch has been blessed with a number of good single-player card games at this point. Whether it's Shadowverse, Lord of the Rings, or The Witcher spinoff, Thronebreaker, players have plenty of deep, rich, highly strategic card games to choose between. Cards of the Dead, meanwhile, is about as engaging as Solitaire. Sure, I've played a game or two of Solitaire in my time when I'm that utterly bored, but that was when I was on a work computer and relying on pre-installed games, or on a boat with nothing but a pack of cards. If you've got Cards of the Dead on your Switch, you've also got a thousand alternatives for single-player games, and most of them are more worthwhile than this.
Dungeon Encounters is deceptive engaging. What seems at first to be a no-frills dungeon crawler, sliced back to its very minimum eventually reveals itself to be quite the clever little project. It provides the very basic foundation needed for a JRPG, and then gets out of the way, letting the player write their own story and fill in the metaphoric (and literal) blanks in their own way. That makes it an oddly cathartic experience.
Working with a clearly limited budget, Tamsoft has focused on delivering a tight action-combat system, while also relying on the fan service of both Senran Kagura and Hyperdimension Neptunia to see it through. It’s a good couple of hours of genuine fun, with the requisite bath scenes, humour and familiar characters to meet and fight. You can’t help but think that both properties could have grown to become more than this, but taking as it is, it’s still entertaining nonsense, with a heavy emphasis on the “entertaining”. I play enough serious games that require deep analysis, this kind of thing is my ideal break time between them.
In flicking back through my notes on House of Ashes, I find that I have been more negative on it in this review than I remember feeling from my time playing it. It is a highly enjoyable experience and hard to put down. It might not be as spooky as I’d like from a horror game, and it might not play the way I think it should given the type of horror the developers were aiming for, but ultimately, holding the lives of a bunch of delinquent characters in my hands and deliberately letting them fall to their proverbial (or perhaps literal) deaths will never fail to be a (ghoulishly) good time.
When we think about this Halloween season and all the horror games that celebrate it, we rarely think about a dungeon crawler. After all, the 'crawler doesn't feature visceral action or jump scares. It's all too turn-based for that. But, of course, horror can be much more than jump scares and visceral action, and Undernauts demonstrates that beautifully. Strong atmosphere, challenging combat and Experience Inc.'s mastery of the genre combine to create something that is nearly impossible to put down.
I don't have much else to say about Lyrica that I didn't in my review of the first game. The differences between the two of them are so slight, besides the obviously different tracklists, that they are two sides of the same coin. In fact, the physical edition is a bundle of the two of them together, and that only reinforces that perception that Lyrica and its sequel are, really, one product split artificially into two. Given that this particular coin is made out of solid gold, though, I'm not complaining.
There is no doubt that The Caligula Effect 2 is a niche within a niche, and the fact that the second game so closely follows the first just confirms that the developers are comfortable with that. While it might not click with everyone, it's worth trying, because if you do like your games a bit thoughtful and arty, then this is going to be one of the highlights of the year.
There's respect there, and an understanding that Demon Slayer is more than a mindless series of fights, even if the gameplay system creaks with age and having been used for far too many other anime tie-ins. Mind you, if nothing else, being able to tear demons a new one with Nezuko has been something I've been looking forward to from day one with this anime, and if nothing else, CyberConnect2 delivered that.
Bunhouse is meditative and sweet. It's the kind of game that you can boot up and play for a couple of minutes or hours, depending on how much you need to de-stress, and in so many ways it parallels the joy of having actual rabbits as pets. They might not be the loudest or most boisterous buddies, but their stoic warmth fills the home with wholesome goodness. Ultimately, rabbits are wonderful, and Bunhouse does them justice.
I'm all for short games, and if a game really caught my attention I'd be more than happy to pay the equivalent of many coffees for an hour or two's play. My issue is when the game's so truncated in its brevity that it can't deliver on its promise. If Toree 2 is indeed a nostalgic love letter to the platformers of yesteryear, then the developers should have understood what made those titles cohesive, character-driven experiences. Toree 2's simply too limited and thin to deliver atmosphere, character, or a cohesive 3D platformer experience. As the saying goes: fool me once, shame on you, fool me twice, shame on me. I'm not making the mistake of giving this developer the benefit of the doubt this time around.
If it had a better interface and localisation, THE Card Battle: Eternal Destiny would be an easy game to recommend to people who don't usually play card games, as the mechanics are simple, elegant, and not too bothered with the hardcore deck building that is such a barrier to entry for so many people. Call it a "gateway drug" if you like, with the fan service being the hook. Unfortunately, Eternal Destiny also does everything that it can to be uninviting to newcomers. There's a decent casual game in there. Just be prepared to work to enjoy it.
Dread is fine. It's not just nearly memorable enough for a game that fans have been waiting for so many years for now.
Super Monkey Ball Banana Mania is the kind of tragedy that Shakespeare himself would have written about. There is so much energy and passion that has gone into the game, and it is massive. We're talking dozens upon dozens of hours worth of raw content in there. The presentation is gorgeous too, and for the first hour or so I was hit by the most wonderful rush of nostalgia, reliving levels that had been etched into muscle memory from so many hours of play, back on the Gamecube. But then the more difficult levels hit and the controller hardware just wasn't up to the task like the Gamecube controller was. That was one thing. Worse, though, was that SEGA took these wonderful arcade experiences and made them... not arcade games anymore.
Ultimately, to quote myself, "it's hard not to expect more from adaptations now. Unfortunately, the minimum effort that went into Deathtrap Dungeon (and now Fighting Fantasy Legends) is still disappointing. I'm not sure what possessed the team to dust off a five-year-old release for Switch when, as far as I can tell, no one was really asking for it. I guess there might be some marginal value there for a tiny few people, but I really do mean tiny few. Especially with Tin Man Games's take on Firetop Mountain also on Switch.
Xuan-Yuan Sword VII is an exceptional game, and a compelling example of how Taiwanese RPGs will be able to add to the narrative and thematic depth of the genre as a whole. The gameplay might be a little derivative, but that narrative, coupled with the gorgeous art and refined gameplay, make this one that you shouldn't let slip under your radar.
It's a little disappointing that one of the most compelling and thought-provoking dungeon crawlers will be inevitably dismissed and derided because it's fleshy and fan servicey. The Mary Skelter series is one of Idea Factory's greatest achievements, being both mechanically deep and thematically rich, and Mary Skelter Finale is the complete realisation of the intent of the series. I'd never encourage Australians to break the law to access censored games, of course, but just remember those Nintendo Switch consoles are region free...
Anyhow, I won't forget The Plane Effect in a hurry. As a game it sucks, and I'm being blunt about that because I don't think it matters. To me, a great work of art is one that encourages reflection, has an emotional resonance, and has a strong message and lesson to share. Set against that criteria, The Plane Effect might not be a great game, but it is a superb work of art. That is so much more important to me.
I don't have much to say about Death Stranding that I didn't already say back in 2019. The game remains the excellent and unique piece of art that it is. The "Director's Cut" stuff is an absolute bust and I'm disappointed that such cynical "blockbusterisms" have been applied to Kojima's work in particular. However, this is more than outweighed by the utterly different tone that eminates from the game, now that it comes across as reflective rather than prophetic. It might be sobering, but it's worth musing over.