When someone asks me how I would describe Heat, I say Prostreet during the day and Carbon during the night. During the day are the official showcase events and then during the night are the illegal street races that get the attention of the cops. However, I'm jumping forward so let's start from the beginning.
Outbuddies nautical depths have a colour palette that reflects the despair and loneliness of the deep. Blues and purples are put to stark contrast on your character's reds and pinks. The understanding to have a subtle, yet striking palatte coupled with the pixelated graphics is no doubt a visual recipe for success.
Desperately searching for fun, we hung out in the starting zone, hoping to interact with a few players. In the starting zone itself is a safety bubble--like a force field protecting the new players. This is great, but the moment you stepped out--it was curtains for you. Mid to high, and even some braver low level players camped out at the edge of the bubble, waiting for some daft adventurer to cross its threshold. It became very clear that ambushing unsuspecting new players was the fun to be had in Citadel: Forged with Fire. You could make it past one of these malicious players, but once in the wild, you face enemies that never lose aggro, unclear or no instruction as to what to do or build and strange bugs that begged to be squashed.
You start out with an old, rough looking Stuffy, who for now is stuffed, and sewn together to look like an Elephant. What a perfect first animal to pick to start off the adventure. Appealing to kids and adults alike, he is a little faded and limping on one leg.
Star Wars: Jedi Fallen Order is a great example of what a solid game developer, time, passion, and virtual hands-off by EA can do for a Star Wars game. No hidden charges, no bullshit micro-transactions or loot box rubbish -- just a solid game that entertains and rewards a player for playing it. Top quality!
The levels themselves are really well designed, when you are going down a spiral hill at a ridiculous speed you need to take care that you don't go shooting off the side while collecting bananas as you go along. Its like most games, you pick up over a certain number of collectibles and you earn a life. When you start the game you just assume that the levels are quite easy and you'd be right at the start but then as you progress, not only does it test your skills, it also tests your patience.
Really, the one big problem that I think Bubble Bobble 4 Friends has is that, sticking true to the original design doesn't leave you a lot of room to grow and experiment. This feels like a more slick presentation of an 80s arcade game...Because that's what it is. For all of the 3D graphics and such, unless you're busting out the 4-player co-op, there's not that much here to differentiate it from the cabinet you played as a kid or one of the various decently popular home ports you may well have owned.
As you progress through the game, the story is about luigi trying to rescue his friends, who have all been put into picture frames. So armed with his handy Polterguster 3-00, the third of its kind, handy as this is the third game in the series. Luigi progresses through the hotel, one floor at a time, gaining access to the next floor of the hotel once the previous "boss" ghost of each floor has been sucked up and dropped the floor button for the lift. Each floor has its own theme to do with the hotel, but personally I believe that Nintendo run out of hotel themed floors, or didn't want people to just keep inspecting random hotel rooms filled with beds for the whole game. So when you reach floor 4 and higher, the rooms becomes different each time with some ranging from museums, film studios, to even a full on pyramid. This makes the game so intriguing to find out what awaits you on each floor.
Let's talk about building! With the career mode, you'll have a pre-built zoo for the first couple of levels whilst you learn the ropes. Slowly, you'll be made to build habitats for your animals, how to fill said habitats with animals, and how to keep them happy behind the glass. There is also small exhibits--things such as spiders and snakes to take care of in the very same fashion. It's not straightforward and there's many factors to consider when bringing the animals in and getting them settled it, but to me that was the fun of it. I loved reading guest comments about how my hippos looked particularly content, or how my tigers appeared well fed as they sat belly up to the Sun.
Once you have some meals to take with you, cooked using the things you grow, you can venture out in your rowboat (rowing devours your energy, especially with big waves) and explore the other islands for materials, crew, secrets and other plants/food that you can bring back with you and use in camp. This gameplay loop is fun, marred a little by the quick drain on your energy. Exploration is going to take you a long time, many repeated trips across the ocean and in some cases you'll only get a handful of materials for your troubles.