IGN Korea's Reviews
The difficulty level choice caters to both who want to chill or challenge. But it struggles to keep the concept of it being a samurai who travels to afterlife in order to save his beloved, with only things to remind of it is a katana wielding protagonist, and its in the edo era. Although the quality of the cut scenes may pierce through some hearts with waves of emotions, the gameplay may not be up to par to its production quality.
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TurnTack is a puzzle platformer is a game that shows what improvements may be required in the upcoming future. The technical discrepancies will be kept in the corner of your eyes during gameplay. While it seems like the game may have needed more development time and thoughts to actually become more of a complete product. Instead of just focusing on the technical side of things, it should have had an all rounder puzzle theme to be more appreciated than what its currently become.
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Due to the graphic overhaul since its original SNES version, plus other multiple additions to its system has made this remake feel like a whole new original title. While it's unfortunate for not having online co-op, players will still be able to reminisce about the 16 bit era, with its solid shoot’em up gameplay, well enough to hone your skills to get better at it.
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This is an optimized home port of the original, which now supports stereo music, stage selection and especially allowing up to 99 credits which provides a much flexible accessibility. It’s the highest priced game developed by City Connection but still shows some parts where the sound cuts off but, you’ll still get to experience the 2D sprites by Taito of the classic era, using the lock on lasers to play in your own difficulty and such. It’s also the first Rayforce game with an official online leaderboard, which makes it even special than it is.
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If you’re into difficult puzzle solving, this may be the game for you. Just beware that the level design is still kind of bland which makes the main puzzle elements too simple than it should look, thus making it difficult to provide the actual sense of achievement. The supposed story was never clearly reminded of, which keeps you thinking even without playing the game. The entire 4 hours of gameplay wasn’t the best representation of the game’s pricing and the only thing you could remember was being under the deep seas with underwater structures.
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The graphic quality is no better than average, but the sound design was good enough to remind you that you’re enjoying the SaGa series and its unique style of gameplay. As one of the original JRPGs, there are plenty of unique scenarios which include several sub-events to explore. The battle difficulty was a little harder than expected and its flow of action seems to be inconsistent, but there are more positives than bad which completes the puzzle to make it become a true SaGa universe.
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Unsouled has undergone 6 years of development and didn’t have to worry about another similar style of game to clash with it. This action RPG has some systems structured around the fighting games mechanics and reimagined in an eagle eye view perspective. The story is also well placed to keep the interest guessing. A little lack of art styles which makes it difficult to spot the enemies’ motions, which naturally makes the game harder than it should be, but the core mechanics are clear enough that it would provide a new challenge for all action RPG gamers, and surely to make the rest of the existing action genres feel a lot more easier after giving this game a try.
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Mighty Switch Force! Collection includes four of its main titles which, if you get some decent practice game time from the first game, you'll be prepared to play the others while understanding the context in no time. The flow of the game is frequent but short per stage, which allows the practice to excitement ratio to be fulfilled quite quickly from each completion. Even with the continuous sequels, they’ve kept the game’s signature style of action and creative stage designs to be consistent. The price to volume ratio tends to be generous, which directly meets the purpose of the so called ‘collections’ package while enough to get the most out of its pricing.
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There have been endless breeds of simulation games, but nothing will be as realistic as this game so far. While it’s the only simulator for mowing lawns, the developers put in the most time in recreating the reality, it can be troublesome to find and fun in playing this game. It’s still very unique in keeping everything as real as possible, as you’re not only just mowing lawns, it can train players in how to manage their own lawn mowing business.
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Taito Milestones is a collection of arcade games selected from Arcade Archives, which includes some classics from the 1980’s Taito developed games. All games were ported perfectly and the best part is that the package is way more affordable than purchasing them individually. Due to the timeline of these old classic’s existence, the main audience of these games were aimed at gamers in their 40s. Although all games were great, it’s not the definitive top 10 of their 1st party developments. Since its purpose was only catered to Taito fans, it’s a well thought out movement to represent Taito branding with their calculated plans of optimal human resources put into the project. But in all honesty, these types of collections may even deny any future potential of expansion of their original IP.
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Unlike its traditional series, this game tried its best at changing the entire genre, by introducing a whole new series of the ‘Five Nights at Freddy’s’, it also comes with the biggest map size of all, still with plenty of animatronics which run towards you with unique personalities. One particular aspect to look out for, is the fact that the new glamorous looking Freddy is now your companion. Depending on the player’s decisions, there are alternate endings to seek. It’s a little unfortunate that you don’t get an in-game navigation system even with the larger scale of the map, lacking the convenience since its decision to take a jab at a new genre, which, in fact could also be the creative selling point to focus on a larger base of audience at the same time.
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We kind of expected the vast exploration of nature through the perspective of insects, but there were more faults than there should have been. While the color and graphics including the combat system were unique, questionable narratives, repeated actions within a narrow space seems to be more stressful than fun. Perhaps a little more thought process could have polished the motivations, which would allow players to sit through the gameplay more thoroughly.
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Big Bang Pro Wrestling can be played with two action buttons combined with any of the four directions. These button combinations bring back the styles of a retro video game. Story is as simple as a hero trying to fight their way to become a champion and grasp the champion belt in the end. There’s really no need to read through the instruction manuals as the game is designed to be simple and includes some exquisite characters with unique personalities. It's a decent game to meet with friends and probably last about a couple of hours of entertainment.
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While there are definitely some flaws to the game, the dev team has proven that their ideas since the build up of their crew, to the end result of the game has shown the interactivity works as intended. The five characters with individual stories show some connection between them, and regardless of which decisions you make, the butterfly effect that occurs due to conflict of interest will affect the future combat difficulty. The inclusive and ever evolving world is immersive and interesting to date.
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Super Nanaru screams out one of the hardest video gaming’s difficulty settings but in the end, all the mistakes that occur are still reliant on the player’s abilities. With this concept in mind, after getting used to the perfectly timed jumps, the satisfaction that rushes in after clearing a stage comes at you like a tsunami almost. There are tons of hidden traps and the main character runs forward automatically, so you’re always on high alert. It’s a system that makes each and every attempt a new experience. After a while, it’s a fun game which you can almost backtrack to how the developers have placed their thoughts in every trap and obstacle.
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Relayer’s story carries the feels of the old 80s and 90s action robot animation series. The protagonist sisters soldier on throughout the story, unaware that there are plot twists lurking in several corners of the arc. Although the game bears a fantastic storytelling, the in-game system of combat and mechanics show signs of disappointment which fails to support the aligned scenarios within it. While the combat is based on simulation RPG, countless repetitive animations and uncomfortable UI caused unintended actions to occur frequently. Also, the status effects in this game are quite unfit for a single player game.
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The concept of the game has a good use of gold and radio to balance the vision, hearing and direct communications. But what they devs may have left behind were the fact that the gamers would have learn upon some of the past memes and history. Thus the game’s idea has already dug a deep trap of itself which made the story a little bland. If it’s just for pure entertainment, non of these would matter but the message they wanted to convey in regards to thinking twice about human beings and their natural habitat has definitely drilled past our minds.
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From the graphics and the main concept of the game, everything about this game was too simplistic. Although their objective was to spread awareness of protecting the environment, I’m curious whether if it delivered the message at all. The game doesn’t feel either as a simulator nor any adventure type of gameplay. Every activity felt repetitive and a mix of low polygon objects were breaking the atmosphere as if I was playing a video game or a budget cut motion picture. They have purposely slowed down all movements to mimic as if you’re underwater but instead of feeling like a scuba diver, it was just slowing down my gaming experience. The ending provided emptiness to reflect upon why I was even playing this game in the first place.
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The funky settings of the world of Maglam Lord is somewhat weird but appreciated. Sadly, the variety of the content becomes too repetitive due to the lack of variable maps, recycled character motions, a short number of skills to learn and most attacks require the players to mash and grind buttons in quick succession to do more damage than not. There is no value in multiple playthroughs either so overall the game feels like an empty can at most.
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There’s some plots to be thickened around every corner, but the overwhelming combat system may discourage some players from picking up their Switch. UI isn’t the most convenient and the map is designed to intentionally drag to force more play hours. Combat feels too frequent and the depth of skills and item upgrade design is too much for an average gamer to handle, compared to the minimal changes in the end result. The game’s main plot has a concept of fairy tales falling into despair which may have its own niche fanbase. When the ending fades into the quote ‘Thank you for playing’, I felt like I didn’t leave anything behind which meant that the story was solid enough. If you started to play this game once, I'd recommend playing it until you see the true ending at the very end. Thankfully, the game devs have at least provided a small convenience in allowing skipping the entire first half of the story for multiple playthroughs attempts.
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