Tom Massey
Rage of the Dragons Neo is a peach of a game. Plucked from the Neo Geo library, it's been brought back to life with a smooth online experience and a comprehensive package stuffed with bonuses. It's not for everyone, and don't be surprised if you get beasted online initially, but for those willing to eke out the depths of its tag team strategy and combo extension methods, it's a furious, flashy, adrenaline-fuelled affair that looks great, sounds great, and plays even better.
Vengeance Hunters does many things well. Its pixel art is superb across the board, with some very cool-looking enemies. It also has a lot of interesting ideas in its combat mechanics that allow seasoned gamers to dig deep. It's a game that ranges from the impressive to the occasionally dubious. Enemy repetition starts to grate a little, but then excellent and imaginative boss battles redress the balance. We don't feel quite so comfortable with the omission of grabs, the odd format of its sub-weaponry, or its rather overbearing number of explosive obstacles, but we can't ignore that it's competent and well-executed in many other key areas. Essential? Perhaps it falls just short of that, but for fans of the genre and those who get a thrill out of mining combo possibilities, there's a bright, solid, and at times rather clever belt scroller here.
One may consider that, being programmed in Unity, Blazing Strike is a feat in and of itself; but the fact that it's largely built by one person is nothing short of remarkable. Original and beautiful-looking, the possibility in its broad character roster feels fresh and exciting. It isn't a game for absolute novices, but dabblers and aficionados will find its Rush system an intriguing and well-implemented combo tether. Whether or not it can draw the community away from the current Marvel vs. Capcom online boom, and if so, for how long, remains to be seen. Regardless, it's a title that deserves attention, and would perform well at a professional tournament level. Like most first iterations of fighting games, there are areas that can use some tweaking, but such an impressive first attempt certainly bodes well for the future.
For those who enjoy the Karate Kid movies and Cobra Kai TV series, there's fun to be had with this. It's simple but fairly effective, looks really nice, and has a few minigames to break up the action. Its combat can be an enjoyable economy of building gauges and pounding out super attacks amidst tap combos - but it tends to simmer rather than cook. The boss battles (with mostly Johnny Lawrence) are a little too placid for our liking, although the set-ups are pretty cool, especially when you find yourself in familiar movie territory. On the whole, it's nice to rumble with hordes of high school bullies, but once it's finished there's not a great deal to encourage repeat plays except the local multiplayer. Wax on, wax off, it's up to you.
Rugrats: Adventures in Gameland is a well-made platformer that captures the heart of what made the TV show tick, and that's perhaps its greatest achievement. The character swapping system isn't unique, but it works well owing to some clever and occasionally quite challenging stage design; and, while it doesn't reinvent the wheel, there's a fun action game here with a good level of exploration. Whether you're drawn to the HD or retro aesthetic variants is down to which of your nostalgic sentiments is strongest. Either way, the 8-bit representation is so accurate to hardware of that era we can't believe it wasn't actually released three decades ago.
There is a decade of gaming evolution here, including what is arguably the pinnacle of Capcom's fighting game craft. Perfectly preserved and presented, everything is beautifully formed and wonderful to play. Assembled with real clarity in regards to fan expectation, Capcom has thoroughly delivered the goods, from its ton of bonus features to its rollback netcode, with years' worth of combative nuance to explore, learn, and exact in the online arena. Oh, and The Punisher is awesome, too.
Fading Afternoon is a very ambitious game that improves on Technos' decades-old Kunio-kun formula in almost every way. It's certainly the most accomplished of Yeo's works to date, and impressive in its polish. What really shines, though, is the way it expands on its life-simulator elements and those all-important details. It keeps things fresh, interesting, and compelling. Although regularly punctuated by satisfying gangland violence, it's not a fast game by any means. With its downbeat plotline and melancholic motifs, it's more an experience to become absorbed in, to be explored and tapped for all its little surprises and diverging paths on subsequent playthroughs. For everything it strives to achieve, beyond anything else, Fading Afternoon is incredibly charming.
Rocket Knight Adventures is a series comprising two fine games and one stellar, timeless piece of work. While the sequels are above average for '90s platform gaming, it's the series debut that really informs this review's score. Rocket Knight Adventures is a title that sits comfortably alongside Gunstar Heroes in the pantheon of exceptional games overlooked in their heyday. It does everything an arcade action adventure needs to, and more, outdoing a vast number of actual arcade games in the process. Its constantly evolving stages, incredible variety of scenarios, and driving cinematic soundtrack make it one of the best of its kind. If that's not the very definition of underrated, we don't know what is.
Although there's room for improvement in ININ's presentation, and it would have been nice to get a few more bonus unlockables, this is still the best version of Rainbow Cotton around thanks to its silky smooth frame rate, lovely upscaling, widescreen formatting, and all-important gameplay enhancements. It's a fun, at times spectacular, novelty adventure in the Cotton universe, that can occasionally feel confusing and cluttered. Stick with it, though, and an enjoyable and genuinely charming rail shooter bubbles to the surface.
El Shaddai feels genuinely more creative and interesting than a lot of the titles it would consider bedfellows today. It shares a place with the likes of ICO, Nier, and Panzer Dragoon in its arcane design and historically inspired symbolism. Elsewhere, it borrows from the likes of Okami and Mizuguchi's Rez for its abstract, acid-trip beauty. It's true that the combat can become routine, the platforming occasionally frustrate, and some of the boss encounters appear slightly samey, but it runs smoothly and assuredly across 11 visually astounding stages. El Shaddai, more than anything else, is a game of moments, and a lot of them. It's certainly one of the most intriguing titles in the action-adventure, hack-and-slash genre, and deserves the attention this time around that it never achieved on its original release.
WayForward has done god's work in design and execution, and in rekindling the feel of Konami's blistering run-and-gun IP. It's all expertly assembled: an adrenaline-fuelled bullet ballet that knows exactly what Contra is and should be, borrowing key elements from the series' back catalogue and elevating the action with an original moveset that feels fresh, fun, and exciting to toy with. It's this undeniable accomplishment that makes the Switch version somewhat deflating. There's a great game here, and yes, it is playable, it is fun, and it can be learned. But it's damaged by so many technical setbacks that one weeps for what should have been. Unity-coded titles on the Switch don't have a great track record, but WayForward can't really blame the tools and should have ironed it out considerably. Contra: Operation Galuga stands tall amongst its peers - just not this version. If you're a serious Contra fan, we're going to drop something utterly perverse for a Nintendo-focused publication, lay down a suppressing fire, and tell you to head straight over to Steam.
Its very reasonable price tag isn't the main selling point of Berserk Boy. Rather, it's a very competently made indie action adventure that has the feel of a 16-bit title, powered by the oomph of current-day consoles. It's far more arcadey than both Mega Man and Gunvolt; faster, and altogether more interesting owing to its multiple character forms and deft stage design. Its hub world is easily navigable, and the upgrade shop, Metroidvania backtracking, and prisoner liberating side-missions encourage players to squeeze the most from the experience. There are minor, trivial aspects that could have been tightened up slightly, and the independent development aspect isn't entirely in the background. For what it attempts, however, Berserk Boy is very successful, regularly showing up larger development studios with its creativity, and comes easy to recommend to 2D action enthusiasts.
If you're a fan of '90s action platform games, there's something mildly magical about this. Ufouria 2's sunny world of papercraft and textile-built apparatus is endearing and fun. Its playfulness and zanier elements more recall the era of the Super Nintendo than the NES, and its laid-back approach to linear Metroid-style adventuring is plainly fun. It doesn't ask much from you except to enjoy a little exploration, a very moderate amount of backtracking through very short zones, and an undemanding task of coin collecting as you go. But its reward cycle has an addictive quality, if little else. It's not going to fulfil everyone's desires, and its ease might feel underwhelming to some, but those looking for a new adventure in a very 16-bit fashion will feel well served.
The saving grace is that Shinorubi works far better in handheld mode. It doesn’t look as displeasing, the boss designs are pretty heavy-duty, the frame rate doesn’t seem to be as messy, and your ship, while still overly quick, can travel the screen with greater ease. If you’re playing it portable, there’s some fun to be had with its various modes, of which it’s stuffed to bursting: boss rushes, caravan trials, a Muchi Muchi Pork-inspired rebounding pig score game (more interesting than the default, honestly), and a three-loop Journey event. The music, too, if you enjoy endless guitar solos, is well-executed and appropriately heavy.
Tasked with saving a business rather than allow it a peaceful death, DoDonpachi DaiOuJou strove for excellence back in 2002, and achieved its goal. Whether fuelled by desperation or a desire to one-up the competition, the balancing and execution here comes closer to perfection than any other in the bullet-hell sub-genre. When you tap into its rhythm and begin to bend the game to your will, Hypers raining down, giant lasers decimating the screen amidst an epic hell-storm, it's poetry: the kind of unbroken euphoria and beat-by-beat accomplishment that gaming was created for. And, if a game can be played infinitely, its power and genius never diminished, its achievement never lessened, when does a 10 stop being a 10? Never.
Nightdive Studios' killstreak continues with yet another superbly executed restoration. Fulfilling its promise to complete the Turok series, this final entry may be the most appealing to FPS fans with a taste for brisk action, violent, bloody bullet decapitations, and stealth kills by way of bow and arrow. On one hand, Turok 3 teases, offering a glimpse into the future of the genre, a fusion of combat and Half-Life-style traversal. On the other, though, it's also home to something since lost: the searching, quick-fire task elements that engage the grey matter, as opposed to the Halo-influenced pure-combat escapades that challenge you only with clearing increasingly cluttered corridors of entrenched enemies. This makes it doubly disappointing, then, that its crucial multiplayer mode has been inexplicably left out of this remaster, losing it a point on our scale.
While its presentation is in some cases downright lacking, the Irem Collection Volume 1's essentials are at least in order, delivering three great games, several port variations, and enough adjustable options to satisfy. That said, both Image Fights are utter taskmasters that require a hardened disposition, and that limits their broader appeal. X Multiply makes up for this by being a lot more accessible, with a visually superb aesthetic, but also feels like the odd one out because of it. We can't help but feel an Irem Collection combining eight to ten titles would have been something worth shouting about, but with further volumes in the pipeline, this does feel like yet another exercise in squeezing a niche consumer base over several releases. Despite our appreciation of the games on board, it's hard to get too excited.
Halberd Studios has crafted a Metroidvania with a really encouraging number of unique elements. We have no issue in declaring it A Good Game™ and a great time thanks to its careful crafting and implementation of a number of original ideas that elevate the gameplay, rather than stifle it. It is just another Metroidvania at heart, yes, and it doesn't revolutionise the genre; but, while there are a few scrappy bits where you can see a thinning of the budget compared to works by larger studios, it holds its own as an inventive, pretty, and consistently enjoyable adventure.
While we were desperate to love Air Twister, it feels like an undernourished Space Harrier homage full of missed opportunity. For Sega fans who want little more than a Space Harrier experience in new clothes, there's little to complain about… except maybe that soundtrack. But, while the extra modes expand the game's longevity and encourage a clear, they feel tacked on. It's fine to go back to for a quick blast now and then, but sit with it for a day or two and its lack of inspiration starts to gnaw. The arcade hardcore are most likely to reap the greatest rewards, but even then there may be a nagging feeling of uncapitalised promise.
Alien Hominid Invasion's setup won't appeal to everyone. We were disappointed to find the mission objectives recycle far too often, and their random nature seems to rob the stages of any real individuality. But in terms of its handling, execution, and additions, Invasion feels much superior to the original. And, while ultimately repetitive, its chaos is fun for brief single and multiplayer arrangements, and we enjoyed dipping in for a quick bout of raucousness.