Gabriel Jones
Headlander probably won't be the best "Metroidvania" everyone has ever played, but it is one of the most unique. Its overuse of door-based progression is unfortunate, but is more than made up for by a plethora of inventive scenarios. This is all backed by solid controls and combat mechanics, which is always appreciated. The visual and sound design is reason enough to convince players not to quit until they've finished the game. The way everything comes together makes for an unparalleled sci-fi experience.
It's not uncommon for a video game to borrow ideas from other titles. However, it is very rare to see something like Xanadu Next. It takes full advantage of every influence to deliver an absolutely terrific adventure. The engaging combat is bolstered by a variety of sub-systems. These ideas are seemingly disparate in their inclusion yet harmonious in their execution, which is exactly why they work together to create something very unique and impressive. Despite being released in 2005 by a developer that didn't have a lot of experience with 3D graphics, the game has aged quite gracefully. Falcom's sound team delivers an atmospheric soundtrack that is simply stunning. Altogether, this makes for a classic game that genre enthusiasts should pick up immediately.
Senran Kagura: Bon Appetit! is what happens when scantily-clad ninjas face off to see who's the greatest chef. Whenever the lecherous judge yells, "Delicious!" clothes spontaneously combust. That's pretty much the extent of it. Not everyone is going to be thrilled by such a concept, and some might be entirely put off by it. On the other hand, this product has a je ne sais quoi that's oddly admirable. Even when faced with all of this flesh, players are liable to find themselves laughing more than anything else. Everything is just so blatant and extreme that it becomes commonplace, so one can't help but roll with the punches. Maybe it's just easier to defend a premise when it results in quite a good game.
Mad Father is a delightful surprise. It's rare to see a horror adventure that takes full advantage of its limited framework. The puzzles are easy, but they're also creative. They're appropriately themed, and they don't attempt to pass off leaving the player in the dark as some sign of depth. The sprite work is nicely detailed, and everything about the house exudes a high level of polish. The story is very dark and well-told, and gamers will probably experience a wide range of emotions. There are also plenty of genuinely scary and disturbing moments. All in all, this game is highly recommended.
The trouble with Valley is that it has to employ various design decisions in order for both the story and game to function. It wants to have adventurous aspects, but it also wants threats that players must combat. Being able to run fast and jump incredibly far is an awesome and satisfying experience, but it never grows to be anything more than that. The boss encounter towards the end is remarkable, yet also completely out of place. It's emblematic of a game that lacks a cohesive vision. A video game that involves superhuman exoskeleton suits, the ability to manipulate life, and takes place in and around a forgotten WW2 weapons research facility isn't something that can be neatly wrapped up in a five-hour long adventure. The music and graphics are quite excellent, though.
To summarise, Kyurinaga's Revenge has aggressively bland level design, flawed mechanics, and the only purpose its few bosses serve is to put expensive HDTVs and controllers at risk. Although the backgrounds show some creativity and the combat mode is a serviceable distraction, they do little to stem the tide of misery that is this game.
If it can connect with the player, then this game is a profound experience. It takes the medium into different directions, while drawing upon its artistic qualities to find what lies within the viewer. Of course, there's no guarantee that it will garner the same response from everyone. Some people might even say it's pretentious, which wouldn't be an unfair assessment. In the end, this is just a point of view. However, inspiration can't be taken for granted, because it allows someone to look a little harder at the world around them, and a little deeper into themselves. This is reason enough to consider investing a couple of hours into Small Radios Big Televisions.
Mark McMorris Infinite Air's spartan presentation and mediocre visuals aren't impressive on their own, but they serve their purpose. This is a snowboarding experience that puts functionality over style. The control scheme has its quirks, but there is a lot of depth to it, so consistently performing the most difficult stunts is very rewarding. The breadth of world-building options is truly remarkable. Gamers have all of the tools necessary to design a typical slope-style run, craft a challenging track to test reflexes and board control, or put together something completely unbelievable. This freedom to experiment can never be underappreciated, because it really helps to set this game apart from the pack. All in all, this is a fine addition to the genre.
Hide and Shriek is a surprisingly fun little game. It couples a clever premise with charming ideas and an abundance of possibilities. Attempting to track an invisible opponent, who is just as capable at casting spells and setting traps, can also get really tense. Hearts are liable to race as the time ticks down, and one of the players is a shriek away from winning (or losing). There's a clear gap between professionals and amateurs, though, so it could get annoying for anyone new to the competition. The visibility curse could also stand to be nerfed, if not outright removed. It makes spotting and shrieking just a little too easy. Altogether, this is a game that's simply more enjoyable when played with a friend. Startling a random person halfway across the country is amusing, but scaring a best friend is just plain magical.
Featherpunk Prime is a competently-made shooter, but its main issue is that it's too "safe." The level designs are functional, but bland. The unique and challenging guardian fights require dealing with a mundane collection of regular enemies. There are plenty of weapons, but there isn't much of a reason to use anything beyond the shotgun. The art direction is great, but it's part of a game that's entirely too traditional. In other words, there needed to be more forward thinking ideas and different approaches to basic concepts. It's a risky approach, but it's exactly what the game needed.
In short, God Eater 2: Rage Burst is a brilliant game for fans of monster hunting. While the post-apocalyptic storyline has a surprising lack of death and suffering, the characters are interesting and decently written. The dealings with adversity are fun, and taking down an exceptionally large and dangerous foe is always satisfying. The PC version's poor online is easily its biggest failing, and experts might scoff at the abuse prone Blood Arts, but there's still a lot of enjoyable qualities. This game perfectly captures the addictive "one more mission" aspect, and for anyone it manages to suck in, free time is guaranteed to become a thing of the past.
As far as the horror genre is concerned, Barrow Hill: The Dark Path is very quaint. It was made by a small team, who didn't have much of a budget to work with, but it's clear that they invested a lot of passion into their game. This adventure doesn't have a lot of hand holding, but the puzzles are mostly sensible, and even consistent with the lore. On the other hand, it's a little too easy to overlook certain clues, wandering in the forest gets dull, and it could have used a little more polish. Most of the serious bugs were ironed out, but there's still the occasional oddity, such as a screwdriver mysteriously appearing in one's inventory. Maybe a witch put it there. Who knows?
The Bug Butcher does a fine job of paying homage to the arcade titles that inspired it. Rather than attempt to be an inept clone, this shoot 'em up goes for a faster, more frenetic take on the concept. The variety of bugs and traps makes each level feel fresh, and there's enough of a difficulty curve to keep everything interesting. When played for score, this game becomes even more enjoyable. It's not quite as polished as it could be, but all things considered, Awfully Nice Studios delivered a quality product for insect-blasting enthusiasts.
While River City: Tokyo Rumble is lacking in terms of challenge or complexity, it delivers on the basic concepts that have helped the Kunio Kun franchise last for decades. The character designs and animations evoke plenty of charm, and the fighting is simple and easy to enjoy. A handful of secrets and unlockable extras reward anyone who takes the time to explore. The dozens of methods for punishing everyone that threatens the safety of Tokyo is a treat, as well. All in all, this is a quality beat 'em up that's worth looking into.
While Hunter's Legacy has some nice qualities, too much of it is spent on laborious boss battles. The other elements such as exploration and puzzle-solving are competently handled, and the dealings with minor foes are appropriately brief. Unfortunately, these feelings of goodwill are eroded and then all but erased by encounters that rely too much on randomness, and don't provide enough of a legitimate challenge. If someone is willing to look past that, then they'll find Hunter's Legacy to be pretty enjoyable. Although, that's a contradiction, isn't it? It's impossible to look past something that has to be done.
DoDonPachi Resurrection is a thoroughly fascinating 2D shooter. Its various systems compound onto one another to create a unique and very addictive experience. However, it takes a long time just to make sense of everything, let alone make it work to the player's advantage. At any moment, there's just so much that can go wrong, and even the best strategies are undone by the tiniest movements. Getting the most out of this game's many flavours will take a seemingly endless number of retries. It's a vicious cycle, but some gamers wouldn't have it any other way.
Mantis Burn Racing is a decent racing game, albeit rather lean on content. On the bright side, there are plans for a few major updates, which will include more tracks, vehicles, and a greatly expanded career mode. The controls are approachable for anyone with even a casual grasp of racing games. This makes it a good title for pick-up-and-play groups. Just hand someone a controller, and they're ready to go. Although, they might complain that there aren't any blue shells or flaming hoops to jump through. This is a pure arcade-style racer, which is kind of a lost art in this day and age.
Manual Samuel is a fun little diversion. The control scheme perfectly reflects the absurdity of the premise, and the various objectives keep the game from becoming redundant. Not everything clicks as much as it could, but it's endearing in its own way. This is also the kind of game that's probably at its best when played with friends. If there were more levels, better written characters, and funnier dialogue, this would be a much easier recommendation.
Everything about Blue Revolver is well done. It nails the most important aspects, while looking and sounding fantastic. There's enough depth to the various sub-systems to keep experts entertained, but at the same time it doesn't put off or condescend newcomers. Within minutes, anyone can understand how it all works. The levels are thrilling, the bosses are tough, and the variety of weapons offers many different ways to play. This is a superb pick-up for STG fans, and there is even a demo available on the official website for those that want to try before they buy. It's well worth checking out.
The oft-overused phrase "It's not for everyone" can be applied to Assault Suit Leynos. While this game has been made more accessible, it hasn't been given a massive re-envisioning. Aside from some relatively minor tweaks and additions, this is still the same game as it was back in 1990. Some people might be put off by its "bland" mission structure, the lack of a complex scoring system, and controls that simply aren't designed for "Kickin' Rad!" combos. It's an ugly game in more ways than one, but its unique and well-constructed qualities have helped it endure all these years.