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Just like other games in the franchise, Cotton Fantasy is not meant to be challenging. It’s yet another cathartic power fantasy of a shooter, where you’re given an excessive amount of weapons to wreak havoc against some of the cutest enemies in the genre. Even if the polygonal visuals aren’t as charming as the graphics in previous games, the sheer amount of playable characters, as well as its nonlinear structure, make this game the single most replayable Cotton title out there.
Battle Kid: Fortress of Peril is a competent attempt at recreating the look and feel of the NES era, but even then I don’t think it is that impressive, especially considering it’s already twelve years old. Some of its issues, namely the hit detection, infuriating initial difficulty spikes and button placement are hard to ignore, even when taking its system limitations into account.
For Prinny Presents NIS Classics Vol. 2, I think we have a better showcasing of what NIS is capable of in both good and bad servings.
Get-A-Grip Chip and the Body Bugs is much shorter than the original game, feeling more like a standalone expansion than a re-imagining or sequel. It’s more of what made the original game so appealing, with a non-condescending edutainment coat of paint, even though its subject matter is oddly specific for an educational title. Were you a fan of the 2020 original? By all means, you’ll love this little gem, even though you’ll beat it in an afternoon at most.
You will still have a ton of fun with Little Cities, regardless of which city building style suits you best. I do have a few gripes with its progression system and poorly crafted happiness meter, but I was able to quickly ignore its shortcomings and play the damn thing for as long as the Quest 2’s batteries allowed me to. It’s a joyful little piece of software that will win you over in a mere couple of minutes, and yet more proof that city building and virtual reality are a match made in heaven.
Revita is a great indie roguelite, dungeon crawler that can genuinely hit the same levels that something like Exit the Gungeon can provide. If its developer can continue to provide players with content and updates here and there for the game, then all it takes is a little bit of word of mouth to get Revita flying the way it should. This base game is definitely a great starting point, and with so much to do in every run, and so much to collect, it’s a nifty little title that people will stick with if they know there will be more to come.
Eiyuden Chronicle: Rising is a fantastic hybrid that does both genres justice. The tribute to the old school days of JRPGs is so delightful to see infused into a modern-day example. More importantly, if this is what this team can do with a spin-off, I’m beyond excited for the granddaddy JRPG.
There is a lot in The Tale of Onogoro that deserves praise, from its impressive presentation to its overall ambitious format, trying to be a more cinematic and story-focused action-adventure game in a brand new gaming medium. For as much as I think this is a gorgeous game with occasionally good controls and interesting puzzles, the sheer amount of dialogue cutscenes bothered the hell out of me really quickly.
Basically, if you have a handful of friends who also love Rifftrax, this is a home run, no question about it. It plays to the audience it wants to attract, and that’s all we can ask. If, though, you are less familiar with the branding and the concept, then it can get flat pretty quickly, so keep that in mind before purchasing. Still, I’ll be running this a bit more to see how deep the references go. I wonder if Torgo will make an appearance…
What I’ve come to realize it that Lumote: The Mastermote Chronicles is something special… in shorts bursts. It’s the perfect game to pick up and play a few levels of before setting it down to go about your business. Brief play sessions will keep you engaged, whereas long blocks will start to wear on you.
Know what to expect from Trek to Yomi before purchasing it. I had a great time with it, but that’s because I knew this wasn’t going to be a high-octane, indie equivalent of Ghost of Tsushima or Sekiro. This is the closest to a Kurosawa game we’ll probably ever get. Not only due to its phenomenal presentation, but also due to its emphasis on storytelling and world building, instead of nonstop action and ludicrous combos. Combat sections were more sparse and sluggish than anticipated, but that’s fine since it’s so easy to sink into the game’s world.
The name Wildcat Gun Machine feels like it should evoke something positively thrilling and explosive, like the movies and games that clearly inspired this twin-stick shooter. Instead, you just nod along and play, hardly getting more irritated than modest frustration at an untimely death. But there’s no permadeath, no chance to lose it all, and no moment that delivered a Woah. Instead, you charge ahead, shoot, upgrade, and shoot some more. For some, that might be enough. But while I was waiting for Wildcat, I just got a tabby.
Godlike Burger could and should have been so much better. It is an amalgamation of really bizarre ideas that come together to create a really unique (and mental) gaming experience. However, it suffers from a myriad of technical and design issues, such as a clunky user interface, awkward progression system, and annoying controls that do bring the experience down several notches. Not all is lost, though. There is potential in here, so I really hope this idea isn’t abandoned, but instead built upon via patches or a sequel.
It’s absolutely gorgeous, the controls are tight and responsive, and the new weapons are a blast to play around with. The addition of the Pullcaster and underwater exploration were huge improvements to enhancing the gameplay. It’s a rich world that easy to get lost in. Even after beating the main story, I still want to go back and see what secrets I can discover.
At the risk of sounding like the typical scratched record begging for a difficulty slider, Ganryu 2: Hakuma Kojiro is the kind of game that would have been a lot more enjoyable if it actually had one. It gets so many things right, namely its great visuals and controls, but some of its difficulty spikes, most notably its obnoxious boss fights, will frustrate a lot of players.
Thanks to its intuitive controls, excellent new UI, and the overall addictive nature of the city-building genre, Cities: VR is now one of my favorite titles available on the Quest, possibly in VR in general, and another great example as how to translate a tried and true formula, once thought to work solely on computers, to a brand new system.
Sure, it might have a few technical issues here and there, but they are minute when you assess everything this hilarious and thought-provoking walking simulator has to offer. Not to mention the fact it runs superbly well on the Switch. In short, buy The Stanley Parable: Ultra Deluxe. It’s brilliant. It’s a testament to game design. It was oh so worth the wait.
Green Hell VR makes a successful transformation into a VR title. Making full use of the extra level of interactivity and immersion that VR can provide whilst delivering a (almost) complete gameplay experience. There are some rough spots, but it’s well worth picking up, especially for long time fans.
Samurai Bringer is amazingly unforgiving while still being so accessible, and its frustration is matched only by its charm and variety. I would recommend this game for roguelite enthusiasts who want a bit more meat on the bones in terms of play and education. Definitely put aside some time to ferret out this game as a whole before making a decision, because there’s simply no quickly dipping in and out.
Jumping online to play something, fair enough, that’s everyone’s responsibility. But Chinatown Detective Agency is asking players to commit, unfailingly, with the penalty of wasting your own time. That’s a stopper for me, and I think that it should be for anyone else who has a life outside of their computer.