Tom Massey
Strive is a bold step in a new direction for the Guilty Gear series. Its visual creativity and attention to detail without fault, Arc System Works has again gone above and beyond in its graphical evolution. True, there are some background clashes, but when all is said and done, it's dazzling. With all DLC characters unlocked, there's a lifetime of learning here, as well as tons of modes and bonuses to pore through.While Strive is perhaps only the first step for Guilty Gear's new evolutionary arc, and its sequels will no doubt improve certain aspects and find a way to better appease fans new and old, it remains undeniably solid. The most impressive aspect, though, is the strength of the port here, crafted with a kind of magic to perform near enough 1:1 with its multi-platform counterparts. And the soundtrack? Whether it's your heaven or hell, it most certainly rocks.
Where helicopter gunship-themed video games are concerned, Under Defeat is one of the best ever. It signifies a point in time when the shoot 'em up was being propelled by a new area of creativity, and young development studios like G.Rev were leading the charge. Love it or loathe it, its lock-shot strafe and creeping bullet patterns work terrifically once you get a feel for them, and there's a cinematic scale to it all that feels somehow poignant. It's not the longest game, nor the most visually diverse, but it does what it sets out to do exceptionally well.
Although The Last Blade: Beyond the Destiny is an excellent little thing, one must keep in mind that it is still a 2001 handheld fighting game, and very much of its time. On its original hardware, it was heaven-sent, but on your Switch you might be somewhat disappointed if you're going in blind. For SNK aficionados and Last Blade fans, it will delight purely on historical value, but those with no experience of the Neo Geo Pocket or the SNK library will likely feel better served buying the actual arcade ports of Last Blade 1 and 2, which are also available on the eShop. To that end, this is a better bet for fans, collectors, and those enamoured by gaming curios. It's dinky, it's charming, and it's a testament to the craftsmanship of old SNK. And, while imperfect, it plays like The Last Blade should. For certain gamers, that will be more than enough.
Despite its unconventional structure, Starship Project X is an undeniably creative endeavour. It's clear that the developer has enjoyed making it, and it manages, against all odds, to do something new and interesting with the often tired shoot-em-up premise. Once you learn its catalogue of obstacles and sync with its immediacy, it gets a lot more manageable and enjoyable, and trying to finish stages unscathed is a fun pursuit. Unfortunately, no matter how skilled you become, the experience is occasionally marred by unexpected attack overlaps and ensuing ship positioning struggles. While the balance isn't perfect, and its longevity in terms of holding your attention is questionable, it deserves applause for its originality and its short, fun, adrenaline-fuelled nature: the kind arcade gaming was designed for.
Although rough around the edges, Radirgy Swag will please existing fans, certainly win some new ones, and probably land cold for everyone else. It was never expected to be a mass market hit, which is why it's a positive that the series has found a western audience, small as it may be. If you're a shmup fan looking for something out of the ordinary, its system of power-up juggling and reckless shield regeneration might just be your ticket. It requires some initial legwork, but once it clicks it really cooks.
Swords & Bones needs to be approached and scored based around several key details, including whether you enjoy Ghosts'n Goblins or Castlevania-style platforming, as well as indie takes on the theme. If the answer is 'yes' to these metrics, then Swords & Bones comfortably earns its modest price tag. It has near zero replay value once completed and tied in a bow, and it's neither deep or surprising; but it is, undoubtedly, a fun way to kill three hours with a talented gang of bedroom coders. If that sounds appealing, the negligible investment will be money well spent.
If you're a fan of this now very old series, you might find Sol Cresta's mould appealing. It's certainly fun to improve, win shields, and prolong your survival by grabbing back lost ships; and to be able to whip your craft into formation and quickly destroy bosses with a countdown of powerful ordnance - and the audio is sublime. At the same time, with all of its interesting ideas, one can't help but feel that there are elements here that need more polish and careful implementation. There are very few memorable boss attacks, and while some stage junctures are somewhat shrewd, others come off as ill-conceived or uninspired. By no means is that to say it's unenjoyable - there is a definite groove within its visual mess that becomes clearer over time as you chip away at the interesting core gameplay - but the fact of the matter is that Sol Cresta is up against a wealth of extremely steep competition, and to stand out it needs to be hitting the all-important notes with greater finesse.
You're being treated here, not to a replica of 16-bit graphics, but the genuine article, and that in itself carries a wonderful charm. With varied locales and great music, River City Girls Zero cleverly all takes place in pseudo real-time, the sun setting into night and eventually dawning again as you near end of your journey. It's an endearing romp across a quaintly rendered Japanese urban landscape that continually offers new places to scrap - from fairground rides and collapsing buildings to nightclubs and sun-drenched bays - all becoming especially colourful in the last hour. While it's very much a game of its era, River City Girls Zero is still rewarding for those interested in experiencing one of the saga's more creative entries.
Scoring the Wonder Boy Collection is only partly related to the quality of the games on offer. They're all excellent for what they are, and were they appraised independently, would do very well. But this is more about the package as a whole. Yes, there's plenty here to keep you occupied, but at the same time, what could have been is a sticking point. Wonder Boy is a great little series, with games spanning everything from the Master System to the PC Engine, in various guises. It's not difficult to offer a more extensive library for the broader gaming populace, rather than restrict certain titles to a group profiled for their magpie eyes.
Final Vendetta does an able job of using and enhancing tried and tested formulas of the past, and is great fun for either one or two players. Its brevity is ameliorated by its single-credit format; a bold but welcome move that makes learning to clear it rewarding for all the right reasons – but it's a setup some may struggle with. There's still room for experimentation in this genre with regard to original systems, and sadly Final Vendetta doesn't really attempt any of that, instead opting for more traditional '90s arcade fare – albeit with lots of variation in how you smack people around. If that's enough to tickle your fancy, you'll feel well-served by Bitmap Bureau's stab, but others might feel like they've walked this street before.
That said, the only real downside to Turrican Anthology Vol. 1 is the limited selection of games on offer. This is a series currently spanning two volumes, which some will rightly see as unceremonious enterprising. The Turrican games exist in so many formats and in so many guises, that it would have made sense to build the ultimate compilation and serve everyone at once, perhaps including obscurities like the PC Engine, original Commodore 64, or even Atari ST entries for the sake of completeness and preservation. As it stands, while a package that provides hours of gritty action gaming, its main drawback is its hefty price tag and meagre curation in respect of multiple volumes. Still, that soundtrack though.
Mega Turrican represents one of the series highlights, and there’s a certain amount of intrigue in Super Turrican 2’s adjustment of the formula. The rest is largely recycled. The package has all the same awesome, tweakable features and options featured in Vol. 1 as well as continued bonuses in the form of galleries, jukeboxes, and a remastered soundtrack option. But the price for what’s on offer is somewhat lofty. As we mentioned in our review of Turrican Anthology Vol.1, there’s no real need to split these titles between two releases except to wring more money out of consumers. While the titles herein and the quality of the ports are generally excellent, the lack of unique content leaves something to be desired.
Mega Man Battle & Fighters is an excellent Neo Geo Pocket Color package that is fairer and more playable in some ways than the arcade originals on which it's based. For fans of the Mega Man formula, there's lots here to learn and plenty of rewards to be gained from defeating each story's boss lineup. Getting to grips with each character's strengths and weaknesses mixes things up, and it's great fun to study and overcome the attack patterns of your adversaries. Sadly, it's hamstrung by a prominent and invasive continue option that many will struggle to ignore, and the localisation is non-existent, making it both cumbersome to get into and limited in terms of how much one can be absorbed by the experience.
That said, it's still a competently assembled title: smooth, clean, and enjoyable. What it lacks in gravity and bravado it makes up for in balanced scoring mechanics and an interesting teleportation twist. While its Cadet Mode is its brightest spark, the main campaign shoots for the stars but falls just short of reaching them.
Astronite is a throwback game in a modern Metroidvania mould, and, owing to sharp design, map layouts, currency systems and ability upgrades, is an enjoyable experience. Its simple emphasis on platforming pitfalls and cavern negotiations feel more Metroid than 'Vania, and refreshing in a genre that usually follows the Japanese route of grinding for levels and magic. With a little effort, it reveals itself as a well-thought-out and competently-executed action adventure, with a few magic moments in its boss battles and NPC characters. Its black-and-white styling may not appeal to everyone, but it's easily recommended to those intrigued and is a nice companion for Gato Roboto fans looking for a steeper challenge.
Swordship is a clever, original, and interesting concept. It looks good, sounds good, and plays well. There’s just that RNG irritant that means, while you can learn enemy behaviours, you sometimes get lost in the fray. Even the camera shifts and the slow down (which can be disabled) can occasionally disorientate you from your position, resulting in sudden death. At the same time, while imperfect, its evolving and increasingly intense nature has major appeal for score hunters. And, when you do grab that container, trip under a set of lasers, detonate three mines sequentially and blow the screen sky-high, it earns itself an action badge of honour.
Samurai Maiden is mostly hack, slash, dodge, and hack some more. But, while naturally repetitive, it's not much different in that respect from many traditional arcade games. What it does well with is in expanding its combat options in enjoyable but never confusing ways; by giving your aides different skill functions in attack and healing, and in navigating stages. It's a simple but nicely layered adventure that will encourage grinders to unlock its galleries, weaponry and digital trinkets, while appreciating what is an attractive-looking and well-optimised game. Increased challenge is there if you need it, and, discounting the trite elements of its dialogue and story, the character models are exceptionally good, mildly bewitching, and do a great job of selling the product.
As irreverent and disruptive as one has come to expect from the mind of Jeff Minter, Akka Arrh is a game that, rather than based around all-out cattle space warfare, requires a certain level of restraint to wring the most from its scoring potential. Learning to dally with its diverse and ever-changing threats is almost mathematical, but still liberating and rewarding to overcome. It may struggle to appeal in the long-term in the same way as Tempest or his recent Polybius, owing to its slightly less absorbing construction; and those uninitiated in Minter's unusual thought processes may find it altogether abstruse. Nevertheless, it certainly earns a rightful place in his catalogue of psychedelic, slightly barmy, and altogether addictive score-based challenges.
For Metroidvania fans and lovers of Inti Creates' works, Grim Guardians certainly does enough to please. Getting to grips with combat negotiations and levelling up your weaponry brings with it a sense of reward and progression, and it's enjoyable to backtrack for secrets. It's not quite on the level of Curse of the Moon, its closest relative, but it's not far off - and the sibling switching idea is at least novel and fun to work with. Gory, spritely, and occasionally creatively inspired, it hits all the right notes, just sometimes in a little too sparse a manner to be considered overwhelmingly compelling.
Despite the bullet-soaking and clunky vehicle sections, we like Wild Dogs. It’s a Contra tribute in an unexpected but genuinely eye-pleasing style that mostly hits all the right notes and will satisfy any die-hard fan of Konami’s series or retro gaming generally.