It won't win any awards for its visuals and could certainly do well by limiting battling. That said, it hit the mark with tranquil digging, incentivizing crafting with small goals in its missions, and gradually pushing you along to explore the wider world around your starting grounds. If you like your crafting but want a guiding hand for your experience, Aground is a good place to start.
Colossus Down features a grating protagonist going on a childish, fury-fuelled rampage, one with a wide set of levels that don't have any throughline other than her being inconvenienced. The neat aesthetic can't cover for shoddy-feeling combat and ill-instructed puzzle segments that sadly are further bogged-down by an endless stream of blathering by Nika, who has an infinite store of smugness. With so many great brawlers on Switch old and new that include sound fighting, killer soundtracks, and charming characters and worlds, Colossus Down should stay in the scrap pile.
Its systems are light enough to not be overwhelming, and even if they become too much for you, a well-defined tutorial does a good job of holding your hand as you get a grasp of things. The core problem and one that brings this down from a great game to simply fine is just how little control you get over actual launches. If there was more agency in that side of things, then this would be a no-brainer recommendation.
Grindstone is an example of a game which hits all the right notes and keeps up a quality in gameplay throughout that many struggle to maintain. The divine gameplay mechanics give a wonderful sense of control in spite of the randomness of how enemies fall, and the inputs of buying equipment or using currency to give temporary boosts gives ample opportunity for improvisation if things don't go quite your way. I only wish there were more to play.
I like Monster Sanctuary for what it tries to accomplish, I just wish I liked the execution as much as the concept. I could see the threads of its attempt weaving into a better cohesive whole, but instead each different ingredient feels incomplete or misses the mark of what makes each genre it pulls from so compelling. There's still fun to be had if setting expectations right and wanting a unique twist that is no muss, no fuss, but I was hoping for more that Monster Sanctuary wasn't quite there to give.
undefined.John Wick Hex is an example of what can be done when someone approaches a movie-based game from an outside-the-box perspective, taking an action movie more naturally at home in that type of game genre and molding it wonderfully to a more methodical, tactical experience. Small nicks like the imperfect replay system or underwhelming story are insignificant in the face of just how satisfying it feels to embody Baba Yaga, and it's a laudable effort that I hope gets reiterated and refined in a potential sequel.
The Serious Sam Collection undeniably has a lot of content, but the purchase decision will hinge on what fondness you have for it. This is likely an easy buy for the devotees or those who hold nostalgia for it, but as a first timer the flaws inherent in game design, technical performance, and audio design make the experience for me death by a thousand cuts. The Switch has better classic shooters and many well-made homages to them; seek out those before you settle for this.
Tropico 6's port to the Switch is a full-sized city building and resource management sim in the palm of your hand, which is the only way I want to play this genre anymore. The relatively quaint scope in comparison to the Civs of the world and the focus on more micro inputs to influence your nation is refreshing, and what compromises were necessary to make it here were well worth it.
Underneath the hack-and-slash simplicity in sending troops flying with a swing of your axe is robust strategizing and improvising on the fly when your best laid plans crumble. The mystery inherent in its story coupled with the bright and neat visual style adds an additional dimension to the experience. I can wholeheartedly recommend you add this to your Switch catalog.
Context of the original really can inform what level of accolades someone might give Oddworld: New ‘n’ Tasty. Without it, you might find the game a bizarre, competent, if clunky, 2D platformer with a few extra tricks up its sleeve. Looking back at Abe’s Oddysee, it couldn’t be clearer how much refinement was done in the action, and how much effort was taken to make it visually pleasing insofar as this world can be. There’s an undeniable charm in its oddness that provides a flavor to this Switch port either way, which makes it easy to recommend. Just make sure to give your fellow Mudokon co-workers a friendly hello.
The growth in combat complexity was not only satisfying, but the various upgrades and equips allowed multiple strategies and approaches to levels that were surprisingly robust. There's a beauty to the clean but vibrant backdrops and interstitial drawings. 9 Monkeys of Shaolin is a rewarding beat-em-up that belongs in every fan's library.
In the end, The Long Dark won me over through the same war of attrition it demanded of me during playing. What starts as an oppressive wilderness and battle of the elements eventually unfolds into a gratifying progression as I learned how to survive efficiently through trial and error. They say that adversity builds character, and if you can grow some thicker skin, there's a lot of character in The Long Dark to discover.
In my two saves, I spent enough time to acquaint myself with the systems, understand the way the world works, and became a better survivor in the world of ATOM RPG. What makes it special is the world building through the character dialogue, learning how to play characters against each other to meet your needs, and leaning into your character strengths to uncover the outcomes you're looking for. ATOM RPG isn't going to make you a cult follower in the church of CRPG, but those who are already ordained there can likely overlook its dated look and flaws to find an enjoyable experience on the Nintendo Switch.
It's worth noting the developer announced a bugfix update is in the works, but tread with caution if you decide to buy-in beforehand. But all that said, those demerits weren't enough to sour my experience with Raji: An Ancient Epic. The well-worn game structure is adorned with a decorative style that's wholly unique in video games; a striking soundtrack with heavy sitar notes and an ancient Hindu history lesson compel you to see this personal story of sister and brother to its conclusion. Even with performance caveats in mind, there's a lot of beauty to uncover here if you give it a chance.
Eschewing direct combat for a nearly purely stealth focus helps simplify without dumbing down the essential structure of what makes this genre great, and the efficiency that it demands for success is challenging but rewarding in ways that make me want to replay it over and over until I’ve scraped all the meat off the bone.
Lots of shoot-'em-ups provide the exhilaration of narrowly dodging a flurry of projectiles then tagging the enemy. Multi-wave bosses with clever, varied patterns are almost cliche at this point. But this is the first time in recent memory I've seen those elements married to elevate the experience to something that might be both my favorite indie so far this year and in a rare club of games I'll keep playing for some time to come.
Candidly, the story itself is nonsensical in a way that is tough to follow and really kind of non-consequential.