52 Games... 1 Year... 2023 Edition
  • 137. Blasphemous 2 - Switch (17hrs?)

    Tidy sequel to a game from 2019 I quite liked.

    As a follow up it doesn't take many risks, and other than the penitent one being slightly nippier to control the main change to the basics is a three weapon system rather than a single sword.  I was lead to believe that the initial early game choice would have huge repercussions on the way the player has to approach the game, but as I'd collected the other two within 3-4hrs of play anyway the CHOOSE WISELY element felt slightly redundant.  I wasn't overly keen on the idea of your starting weapon dictating where you could and couldn't go (something that initial previews focused on) as that didn't seem like it would offer one-and-done players much of value, so the fact that you can bag the lot pretty early on wasn't something I felt particularly disappointed with; it just felt at odds with what had been teased by the devs.  As another surprise, this absolutely isn't the sprawling whopper of a Metroidvania I was expecting as a sequel to a game that continued to expand free of charge between 2019 and 2022.  It's not small, but it felt smaller than B1 which is pretty unusual for a modern sequel. 

    Of all of the vast number of 2D M'anias out there that aren't actual Metroids or Castlevanias (or direct imitations of the latter), these are the titles that lean most heavily into the 'vania side of the potmanteau.  It almost feels like a spiritual successor at times, with methodical, weighty combat and movement through areas littered with hazards like falling chandeliers and (everyone's favourite) knockback bats, leading to numerous pattern heavy, often screen filling boss battles.  You can also assign secondary magic attacks to a button press (assuming you can find the well-tucked away chants/verses).  I hope long term Castlevania fans are clued up on this franchise as I'm pretty sure it would scratch that specific itch.  

    Combat is less reliant on parrying when compared to its predecessor as by far and away the most useful weapon here - ymmv - doesn't even allow you to block attacks.  The slow flow attack and riposte of the original game's combat is mostly gone, for better or worse, and it felt less punishing to me on the whole.  In fact, for a game that has a reputation of being a rock hard Soulslike desperate to punish unprepared players, it didn't strike me as particularly tricky.  Sure, there's a ridiculously difficult boss in there, but if you remove that one fight from the package the rest of the quest put up far less resistance than Blasphemous on the whole. 

    Visually it's just about the most breathtaking 2D game I've ever seen.  It's certainly in with a shout for being the most attractive side scroller ever, even with strong competition from the likes of Ori and the Will of the Wisps, Cuphead, Blasph 1 et al (Steel Assault!).  It also sounds superb, with both the SE and orchestral score being as absolutely on point as expected.   

    It's got issues.  Switch performance is mostly good but the occasional areas that stutter are unfortunately the ones that linger in the memory.  I'm fed up with rain and snow effects wobbling the performance of pixel art games - surely there's a way to add inclement weather without simultaneously punching performance in the fuck?  There are also some basic camera problems in there too, some of which reared their head within the first half an hour for me, which is too simple a fix to not be annoying and isn't really indicative of a game that's been polished to the nines (as you'll see later on it falls one short innit).  In terms of the game itself the final stretch is weak and the last two bosses are hugely disappointing (one is incongruously harsh and the other is a damp squib that couldn't turn over a pancake on a wet weekend).  I also thought that the Veredicto - the huge swinging mace thing that I absolutely intended to avoid after watching the trailer - was stupidly OP and allowed me to wreck most screens without even bothering to approach situations in the way that, I feel, Blasphemous should be played.  Sure, I could have just stuck to my initial choice of the Ruego Al Alba (this game's equivalent of the original game's weapon), but I'm a sucker for the path of least resistance.  Mrsmr2 has confirmed that the dual blades are valid if speed and low power take your fancy, but these games work best when you're plodding ahead rather than dancing through the screens, imo.    I thought the overall vibe was a bit less grotty and unpleasant/unsettling than the first game too.  It has its moments of course, but I don't think the redesigned style of animated 2D cut-scenes helped (nor did the slightly more vibrant sprites) as they looked a bit too Saturday morning TV to me.  It's still wonderfully bleak and grim, but it's not quite as grotesquely splendiferous as the first one.  

    So am I disappointed?  Not really. I was hoping for a [10] as the original is one of my favourite games from one of my favourite genres, but the vast majority of this played like a strong [8] so it's not worth grumbling forever.  Last time I added to my list in Cinty's top 100 thread Blasphemous was my third favourite '2D search action game' ever, sitting proudly at no.25 overall from all of the games I've ever played, and this is better in some ways and not embarrassingly far behind on the whole.  Not an all-singing-all-dancing super modern Metroidvania, but one of the best if you fancy a strong effort that uses a fairly traditional template. [8]

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    138. What the Golf: Among Golf DLC - Switch (40mins)

    Another round of free DLC has dropped, this time it's Among Us themed.  Weirdly, Tilly thinks AU is great, despite rarely spending any time actually playing it.  She occasionally wears a red IMPOSTER beanie that was free with 110% Gaming, encourages others to vote for whoever's acting suss in the playground and constantly badgers me to watch a channel called Shiloh and Bros where a group of (surprisingly not unlikeable) kids run around acting out mini Among Us skits and dramas.

    As with all the additional WTG chapters, this is short and sweet, full inventive throwaway mechanics/approaches to each hole and the dangling carrot of sublime/awful puns every time you successfully hit a flag with a ball/cat/burger van.  I love this game, Tilly loves this game.  It's great that the devs have continued to drip feed quality free updates for the past four years without the central conceit running out of juice and in its current form I'd say it's worth grouping it in with the best indies from the past half decade.  I can't not mention the competitive two player mode, even though I champion it every time I review an extra chapter: it's magnificent. [8]

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    139. Minit Fun Racer - Switch (35 minutes)

    Tiny roguelite spin-off to Minit that's currently £1.80 instead of £2.69.  The fact that '100% of developer and Devolver profits go directly to charity' probably makes this my most heinously evilman purchase ever, but on the flipside none you you lot have bought it at either price ergo I'm the best.  There's really not much to it - weave through randomised traffic while collecting coins (which are banked), spend money on permanent upgrades in the shop when you crash.  The goal is to reach the end of the second section before the timer runs out, and each collected coin gives you an extra second of play.  The shop contains perks such as a manual turbo, a helmet to allow extra crashes, +5 seconds on the starting timer and a magnet to nab coins from a distance.  It's all refreshingly straightforward, and it's also all over bar the shouting within half an hour or so.  There's a checklist of goals (basically achievements) to incentivise further play, but even so I expect 100% completion wouldn't take more than 90 minutes or so.  

    I had fun with this, as the title suggested I might, but unfortunately the actual traffic weaving is a bit off and it's far from the best attempt at an Excitebikey style game out there.  In a nutshell it's enjoyable fluff, and it reminded me that I really should play Minit again because it was great. [6]

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  • Really liking the look of Blasphemous 2, nice review. Really ought to play the complete version of 1 before getting to it though, and hopefully there'll be a sequel in the meantime.
    When you got movies like Tom Cruise in them, you can't lose
  • 140. Ace Combat 7 - PS5 (10hrs)

    I've not played any of these before, which is odd as there are a few similar-ish games I've been quite keen on over the years (Wing Arms on Saturn was a prime example of a 3/5 that I loved because I owned it).  Technically I'm lying a bit here - I have played this one as I had it briefly on Xbox before realising the checkpoints were miles apart and getting rid.  So I haven't played any properly, unless one and a half missions in 2020ish counts.  Months after shifting my copy I got oddly sucked into a Game Pass release called Project Wingman, which was clearly a) a budget Ace Combat homage and b) had no fucking checkpoints whatsoever.  I struggled through for 5hrs or so but eventually gave up in a fit of 'life's too short', which isn't really my motto when it comes to finishing games I've already put a shift in with.  The thing is, for all its faults the core flying and dogfighting was great, so it stands to reason that its inspiration would be a better game and I was just being a wally with the checkpoint stuff, right?  Yes and no.  Most importantly the yes bit: this is miles better than Project Wingman.  But the sparse checkpointing still did my head in here.  I know it's a long running franchise ergo it has roots deeply embedded in the bygone eras, but I'm genuinely surprised that this particular entry was so popular as it's resolutely old school in structure.  I'm used to modern games offering up checkpoints every few screens, yet in AC7 failure regularly results in having to repeat 10+ minutes of gameplay, which honestly had me wobbled for most of the campaign.  Obviously I'm spoilt as a (retro leaning) modern gamer, but it's OK to be spoilt by certain refinements that improve pretty much all games across the board, imo.  I've been moaning about it for ages in the currently playing thread so I won't go on about it for too long here, but I found it pretty odd for a game released in 2019.  Bear in mind that this is a game where you plane can instantly blow up after smashing into an equally nippy enemy fighter.  Most other modern releases with one foot deliberately in the past chuck dozens of checkpoints at you per stage (Evil West etc.)

    Enough about that then.  The core mechanics are sound, which results in a very moreish gameplay loop thankfully not muddied by too many change for the sake of change missions.  It's at its best when you're dogfighting or bombing, and the variations on the theme don't steer it too far away from the tasks that appeal.  OK, there are escort missions in there, which are of course annoying (much like stealth sections in third person action games, they always are), but they're few and far between.  Plus those missions tend to have extra checkpoints, presumably because the playtesters pointed out that they were irritating.  The targeting system can feel odd at times, with actual targets quite hard to differentiate from secondary targets when in the thick of it.  The auto target selection is a bit odd too, and the manual switching doesn't quite nail it either, which results in it occasionally feeling a bit like trying - and failing - to manually switch to a certain defender in an early noughties footie game.  I have no suggestions to improve this (other than 'always auto-target actual targets', perhaps), I just know it feels a bit wonky/imperfect from time to time.

    The story is straight up bobbins, but unfortunately not quite awful enough to bother paying attention to.  Part of me regrets skipping most of it because maybe it was fully terrible and I've missed out.  As far as I could tell from what I bothered to watch: an accidental assassination results in the player character - 'Trigger' for me, in his 20yr old plane - fighting alongside a bunch of convicts who are a) treated like disposable meat puppets by the higher ups and b) for some reason are allowed to fly about in fully armed fighter jets.  They're all quite skeptical of your inclusion in team Con Air at first, but guess what?  Yep, give yourself 10 points.  Radio chatter is cringey bollocks too (someone said "is that a girl?!?!" at one point, after another plane did a fancy loop-de-loop and a female voice came through the comms), so natural gaming instinct dictates that you'd zone it out, but unfortunately you do need to listen from time to time as missions are occasionally more complex than 'shoot the red bits on the radar'.  Perhaps that's the series' whole shtick and I'm missing some sort of unwritten embrace the drivel rule, a la Metal Gear.    

    It goes on forever and the missions are too long. Even so I was nicely addicted to this until the credits rolled. The aircraft tree felt unnecessarily mean (and I didn't have a clue what was going on for a while - it turns out you can kind of grind for currency), but there has to be some sort of replay value I guess.  It looks lovely and the fact that it still rolls with an near-constant high energy soundtrack, which I presume is a franchise staple, gave it an extra shot in the arm.  The recurring theme sounds a bit like an even more bombastic Uncharted, so it was more than welcome every time it swaggered in.  

    So that'll be a [7] for this then I think.  Don't egg me, but I reckon three rewinds per mission would bring this nicely up to an acceptable modern times standard, with the option available for purists to turn such tomcatfoolery off.  The game underneath the hood is an [8] and I'm glad I've played one now.  Possible day one for a sequel, at its best this was a cracker.  A Proper Game (TM), despite its shortcomings.  Thanks for the lend @Digi.

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  • 141. Outrun - Mega Drive (25mins)

    Reasonable MD port from 1991.  It must have been a tough one to squeeze onto the hardware, especially fairly early in its life cycle so I'll give props to this despite the fact that it unlikely to blow anyone's socks off in terms of 'how did they manage that?!'.  It looks clean and tidy and makes a decent attempt to replicate the splendour of the arcade original, but of course falls well short side by side.  The tunes are all here, plus an extra one for good measure (which sounds more like an off-cut for an alternate ending to Alien Storm to me).  Unfortunately the sound effects take a hit and the skid noise is almost offensive.  It controls well, and weaving between cars feels infinitely better than it does in the MD version of Turbo Outrun, which I played immediately after the credits rolled on this.  I won't review the sequel as I binned it after two attempts, but from what I saw it's a full blown irredeemable stinker.  I love arcade Outrun (which, other than one go on the arcade game once, I first experienced in Shenmue) and this is probably the best of the Sega home ports that required a bit of squashing and tinkering.  In OG form it's the best retro driving game for sure, and I bet plenty of early MD adopters were pretty chuffed with this.  82%  

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    142. Outrun 2019 - Mega Drive (50mins)

    'What if Outrun but set in the future' is an awful idea and I've happily dodged this since release.  Turns out it's actually alright.  No doubt by by the time it appeared in 1993 more was expected of your modern racer, but that sort of thing is less relevant when revisiting/checking out games for a quick look 30 years on.  I mostly agree with ERE's take on this - it's technically impressive, which is wild because I was anticipating peak cash-in shoddiness.  The music is okay (although the tune for the second track got on my nerves) and generally the sound is fine.  

    It's still Outrun, replete with branching paths (across four levels this time) and slower traffic to avoid.  Given that this is set in the future (or one possible future), the cars go vroom a bit more spectacularly.  There's a nitro boost now, which is interesting but not practically implemented - it seems to kick in when you've been accelerating for a prolonged stretch of track, but that could coincide with half a dozen sharp turns, rendering it useless and meaning that you'll have to wait another ten seconds or so for it to build back up.  It's an intriguing decision and I suppose it does work for the most part, but a manual turbo would've still been the better design choice imo.  The tunnels look lovely, as do the glass bridges, it's just a shame that the elevated sections were a bit too dastardly considering how much time you lose for full flip crash.  You really want to be getting through those sections unscathed if you plan to complete a level, which is a big ask.  I pushed through with save states but I reckon this would have been a frustrating experience without the ability to cheat on a whim.  Still, I was pleasantly surprised by this on the whole and given that there weren't many 16-bit into-the-screen straight racers I was properly keen on I'd go as far as saying I actually liked it.  It would've been a great game to borrow at the time and without the wow factor of SVP/Super FX chips and whatnot muddying the waters I'd say it's a better game than the initial home port of Virtua Racing.  To think I've walked around assuming this was properly shit since the early 90s!  Tsk.  79%

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  • 142. Turbo Outrun - Arcade (30mins)

    Continuing the road trip inspired by ERE.  Semi-decent sequel that deviates from the original template just enough to feel a bit wrong, despite also getting a lot right.  Firstly the route tree is gone, and it's now a linear racer split into four stages.  There's nothing wrong with that per se, as the locales are still quite fun/varied, but it removes a key ingredient from the marvellous medicine which results in the experience hitting a little differently.  It looks good (with some half decent weather effects popping up in certain areas), sounds okay (although these are not the tunes you were looking for) and plays well (it's basically Outrun plus a turbo button), it just suffers a little from being more of the same, and naturally less iconic. 

    You can choose between three upgrades in a shop between stages, which doesn't really add much to the experience.  A rival occasionally appears spouting snippets of sampled speech, as does a police car, but I failed to work out the purpose of either during my credit fed playthrough.  I noticed that my squeeze was missing from the passenger seat at one point, so maybe the rival car pinches her if you collide too many times?  Anyway, she reappeared shortly afterwards but it was an 'oh, she's back' moment so I can't give you any answers.  I assume her tail was between her legs, and I trust questions were asked.  So what if he drives a Porsche?  She can't treat me like this it's Friday night for Christ's sake.

    TLDR: Is it good?  Yes.  It it Outrun?  No. [3.5 out of 6]

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    143. Outrunners - Arcade (1hr)

    I'm pretty sure I've read/heard that this was decent in places, but I think that may have been drowned out by the state of the Data East handled MD port, which wasn't favourably received iirc.  I gave that a quick go early in the week but it had some weird Dashin' Desperados style permanent split screen thing going on so I quickly reversed into a hedge.  Maybe it's an OK game, but from what I played I doubt it.  Quelle surprise alert: the arcade version is an absolute joy monster.  Whereas Turbo Outrun went down the straight-ahead nitro zoom serious racer route (while ditching the ability to select your own route), this brings back the breeze.  Blue sky bois rejoice; this drive feels like a jolly-up again.  At the very first fork in the road you get the option to turn east or west, with both turns taking you to a full-sized branching path Outrun game.  If you couple that with the wild '93 poly/scaler visuals and add the fact that it controls well that and tunes are legit, my mathskills round that up to Outrun².  Which is basically a glorious halfway house between Outrun and Outrun 2.  It's a shame that the theme of some zones repeat whether you head left or right, but the layouts differ so that's excusable.  Especially as the blue skies are actually replaced by blue seas at one point, with marine life swimming around above your head as you race through a (not particularly technically impressive, it has to be said) underwater tunnel.         

    It's bright, bold, resolutely Sega and screams I AM OUTRUN at every turn, which makes it a glorious coin-op experience imo.  Up there with Guardians: Genjin Makai 2 and The Cliffhanger feat. Edward Randy as the most FUCK YEAH arcade games I've stumbled across since buying my double whammy of mame-ready monsters.  It's criminal that Sega spent time and varying degrees of effort porting the likes of Touring Car Racer and Manx TT to the Saturn while (the proper version of) this languished in arcade form only - even with no additions it would've offered better VFM than the vast majority of content light polygon racers of the era (Sega Rally gets a pass for being infinitely replayable).  Terrific stuff.  [5.5 out of 6].

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    Re: Turbo OutRun, apparently if the rival beats you to a checkpoint he steals your girlfriend but if you subsequently beat him to a checkpoint, you get her back.

    I’ll have to check out Outrunners.
    "ERE's like Mr. Muscle, he loves the things he hates"
  • 144. Thunder Ray - Switch (1hr)

    Unambitious Super Punch-Out!! clone that I planned to pick up eventually before a moment of madness saw me pay £10 for it this morning.  I had my fingers crossed for something on par with Wade Hixton's Counterpunch on GBA, which is the best of the clones in my book.  It's not there though, and despite moments of competence falls a fair way short on the whole.  It's a shame because the visuals are a neat mix of Flash and flashy that give the whole thing an unexpectedly appealing look, and some of the pattern 'em up bouts feel roughly as they should.  There's just too much of a delay on the controls for it to ever rise above okay territory though, and the fact that you can't frame cancel any moves is a low blow for a game that demands split split second reactions.  If you throw a punch and your opponent quickly shapes an attack of their own, you can't dodge until your full punch animation has played out.  It's been a while since I played Punch-Out or its sequels, so perhaps that's the way it's always been, but it felt wrong to me here.  The laggy controls are the biggest issue though; press a direction to dodge and your character often won't even start the motion before you've been tagged. It's instantly noticeable and unforgivable. You can't build a legit reaction/pattern game on these foundations.

    I pushed through, partly because I'd just paid for it and partly because I was still kinda having fun despite its shortcomings.  You can compensate for the delay for the most part.  You shouldn't have to of course, but you can, so I did.  There are only 8 opponents in the game and it saves after each bout.  Other than three difficulty options that's about it for the whole thing, so it's really just a bitesize arcade homage to a vastly superior franchise.  The highlight in terms of design was the fight with Mr. Pega, a small green alien who initially looks like the dampest squib in the pack.  I had fun learning that one.  The low point was Evil Rico, the penultimate boss, which was just all kinds of grim.  I wasn't prepared to put up with the outrageous bullshit so I dropped it to rookie difficulty at the point - it was either that or bin the whole thing as the controls just can't withstand the kind of test you have to ace.  I should've dropped down for Gwor earlier too, because that was also a shite fight. A couple of the other enemies were fine but too easy to brute force on standard difficulty if you play smart with the special bar/knockdown energy regains.

    Not a good game then, but it could be almost there with a patch to sort out the responsiveness issue. Voice acting is shocking and there are numerous other missteps, such as the effect used to denote low energy pretty much ruining any chance you might have of a comeback. As it stands it's a 6 trapped in a [5], and doesn't quite do what it says on the tin. Genuinely shocked that I could find a gif:

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    No regrets though; I love this genre and I'd rather spend a tenner on a wonky indie than a posh sando.
  • One of these days, I'll finish another game.
    I am a FREE. I am not MAN. A NUMBER.
  • Or I could just play some crap for 5 minutes and count it.
    I am a FREE. I am not MAN. A NUMBER.
  • Don't you ever have a successful run on Slay the Spire? Just count that 100 times if you want numbers. I've had Streets of Rage 4 about five times.
  • I actually checked my StS time today across the three platforms I have it on, total was 355hrs. Reckon there's at least the same again until I'm satisfied.
  • Oh wow. Nice. I’ll count mine later.
    I am a FREE. I am not MAN. A NUMBER.
  • I did a pretty conservative estimate for beatmania, which I put hours in per day over at least a decade, probably more, and reckon I have 8k+ hrs, give or take a thousand or two either side. There was a good 5+ years where I did nothing but play that game given any free time.
  • So I think I’m around 350 hours too on StS across all devices. Maybe a bit less.
    I am a FREE. I am not MAN. A NUMBER.
  • I don't even want to know how much time I've spent in fifa menus alone.
  • 22. Super Hang-On (Arcade) 3hr 10mins 

    Had a tough time with this initially, controls felt very twitchy and one crash almost always resulted in failing to reach the next checkpoint.

    Then all of a sudden it clicked, and once I worked out when to utilise the turbo, I was building up enough seconds over checkpoints that crashes didn't result in a game over.

    This is probably only second to Outrun for checkpoint chasing racers from the era.

    Top Sega arcade goodness.

    8/10 

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    オレノナハ エラー ダ
  • 145. OutRun Europa - Master System (50mins)

    A game published by U.S. Gold and developed by Probe Software would've been firmly in 'all bets are off' territory, given that both of them adopted a blindfolded blunderbuss approach to quality control.  As expected this isn't a worthy successor to the original, but it's not awful either.  A lot more work went into this than the MD port of Turbo OutRun, I'd wager.  With a little more time in the oven (Probe were notorious for churning games out quickly in the early 90s) I think this could've been up there in the lower top tier of 8-bit racers, but as it stands it'll have to settle for a place somewhere in the top third.  Which sounds like I'm saying it's good - just to confirm, I'm not; I'm saying the majority of 8-bit racers were shite and this is better than most.

    Visually it's actually very impressive, to the point where it'd be a shoo-in for inclusion in a BEST GRAPHICS list focusing on Master System racers.  It looks a bit cack now, but this isn't just tunnel vision talking: it's doing things most similar games most certainly were not.  The pseudo 3D effects are pretty well done and the trackside detail puts earlier 8-bit OutRun games to shame.  Even the way the approaching shore simulates sprite scaling by getting closer in increments on the speedboat stage is a nice touch. Unfortunately the gameplay doesn't quite back it up, and the tunes are trademark bleepy Probe offerings.  It took me a while to work out the you need to press up to accelerate as the two controller buttons are assigned to Fire and Turbo (both of which rely on depletable/restockable rescources), but it just about works.  You get a different vehicle for each stage, which is pretty neat, starting with a motorbike but progressing to a jetski followed by a car, then a speedboat, then a Ferrari red sports car.  The aim of the game is to catch up with the thieves that stole the same model of car you end up chasing them down in, before repeatedly ramming them to smithereens, Chase H.Q style.  Good job everyone.  Along the way police cars will attempt to nick you, presumably because you've nicked all the vehicles you've been hopping between in your blinkered quest for justice.  

    Design choices such as Road Rash style punching on the bike, or howitzer style shots that require specific timing to hit things at certain heights in the jetski stage are admirable, but poorly executed.  Shooting in general feels tacked on, and the game would've benefited from doing away with it completely tbh (and remapping accelerate to button 2).  Ramming other cars should work, and almost does, but it's ruined by the fact that you'll often take damage for what feels like no good reason. The actual driving isn't great as it's more of an avoid 'em up than a racing game, and you'll spend most of your time attempting to maintain top speed regardless of bends in the road. There are various pickups scattered throughout the stages, and they would be quite useful so it's a shame you can't react in time to collect any on purpose as they whiz past - as with many games of the era it expects you to learn their placement through failure.  Levels drag on for a little too long and if you're busted, destroyed or run out of time you're treated to a Game Over message followed by the title screen.  More often than not this was the way of it back then, but it feels so harsh here.  All these little blemishes add up to the point where it feels like Father Ted's been at it with a hammer.  

    All in all I found this an interesting one.  It falls well short of greatness but I can see what they were going for and it's really not a bad effort (especially considering the lack of effort Probe were capable of when they put their minds to it). 69%
  • 146. Gunbrella - Switch (5hrs)

    Another letdown.  I'd been on the hook for this one since the first reveal but it's one of the weaker action platformer titles Devolver have picked up imo.  I enjoyed Gato Roboto, despite only giving it a [6], and the odd, cartridge only Demon Throttle was one of those games that I awarded two scores because that's how I was rolling on the day - 'considering the price it's a [5] really, but the game itself is an [8]', said I.  So I know Doinksoft and I had faith that they could steer away from flawed fun and accelerate into banger territory.  The trailers suggested this was a win, but in practice it's hugely by the numbers and not something I'd recommend to most people, even at the reasonable release price of £13.

    Your protagonist has a gun that's also an umbrella - a sort of Gunumberalla, you could say - which can be used for shooting things, zipping around the screen (either with a dash or by hooking onto wires and so on), floating downwards and blocking/parrying projectiles.  All the ingredients are there for a good time, but the game built around these abilities is far more dull than it should be.  One of the first things I noticed - and this only got worse the longer I played - was that traversal is so easy it's like whoever designed the layouts forgot the full list of player abilities.  Case in point: midway through you start to see swinging chandelier hooks that you'd assume would be placed in perfectly nefarious positions, yet the air dash renders most of them useless to the point where it's a hinderance to actually use them rather than float and powerglide past them.  Only the absolute scrubbest of players would need them, which brings me on to a further complaint: normal mode is so easy it's an affront to modern 2D action titles.  There are three difficulties available when you start (easy, normal, hard), and God knows what the easy mode is like because normal is a breeze.  I've seen reviews that talk about challenging bosses, but if you find these bosses tough there's no hope for you with pretty much any other game that contains bosses.  The guardians put up Castle of Illusion levels of resistance, which feels hugely out of place in a modern shootybang indie.  The vast majority of them - including the final boss - can be felled at the first attempt with the equivalent of the keys-in-fists, windmills-with-arms approach.   The penultimate one had a grand total of two attack patterns, one of which sprayed bullets that were easier to deflect than any turret that fires at you in the entire game.  It's insulting, and the main reason I dropped my score down an extra point just before the credits.  It's not just the bosses that are a piece of piss either; the actual stages put up pretty much zero resistance too, and can all be gamed with the extra vitality items that are readily available.  Positioning your character for point blank shotgunning and having the enemy instantly explode into meaty chunks is fun enough, but there are so few enemies/enemy types that even the most basic moreish flow that all games of this type require just isn't there.         

    I'll rummage around the bin quickly for more stuff that felt wrong: I love a good minecart section and the sight of a cart trundling along tracks towards the end of the adventure filled me with brief joy, but that bubble was burst sharpish as, yep, it's a travesty.  Minecarting is supposed to be tricky, but I reckon a 5 year old could blooter through this one in a couple of minutes.  Performance is messy on Switch too.  It's not as pronounced as it is in many titles - unless there are rotating cogs on screen, which seems to kill it - but it does wobble just enough to tease out a headshake on a regular basis.  More stuff from my angrily typed Whatsapp notes to myself while I was playing: When you have one heart left your movement becomes sluggish and a treacle effect is added to the controls.  FACEPALM.  That's the opposite of what you'd want, surely.  Moar realism, thats what the pixel art Orwellian Mary Poppins assassin game needs!  Currency is mostly spent on upgrade cogs, and there's so much useless shit to sell that I always had too much money.  Every weapon other than the base shotgun is rubbish - or at best more or less pointless - and thanks to the way you have to spool through all available ammo types by pressing up and down on the d-pad, they also manage to be annoying.  The on-screen action doesn't even slow down (at least intentionally) while you select a weapon, and it's another one of those games where consumables take a few seconds to munch, which leaves you in sitting duck territory.  I get that that's the point, but it's rubbish.  Checkpoints don't really work either.  For the most part you save manually at benches, which would be okay if the game adhered to these rules, but it also chucks automatic checkpoints in throughout the stages, seemingly at random.  So you might have a 3 minute stretch of gameplay that contains four autosaves, or you might die somewhere with no benches and wake up in a completely different location with progress lost.  Either way is fine, just set it in stone pls. Controls start fiddly and never quite shake that tag, with the shoulder buttons used for jumping/firing/blocking/consuming and the sticks used for movement/aiming. The game teaches you to play with the face buttons and the sticks but lolno, how many thumbs do they reckon players have got? It doesn't help that there's a massive delay on getting the brolly out for a block or parry and blocking upwards vs propelling yourself upwards feels like a bit of a dice roll when you're in the thick of it. Maybe my JoyCons are to blame, but there were tons of 'I fucking pressed diagonally!' moments too. Annoying. And another thing! Anything that sets on fire in the whole game is a pointless irritant, excluding the first (and probably only) time you drop a burning lamp on an enemy's head, and there are LOTS of things that catch fire and chew your health away if you don't put down the controller and wait for the flames to die out before moving on.

    Don't listen to the Metacritics: this isn't a good game.  There's too much dialogue and the fluffed attempt at grandiose could be forgiven if the gameplay was up to scratch, but as it stands it's just a weak, mostly linear action platformer punctuated by tedious, unskippable dialogue.  This approach brings to mind the likes of Iconoclasts and Katana Zero, but doesn't have the charm of the former or the swagger of the latter. [5] More disappointing than Tiny Thor, 2023's next largest oof for me, because this one looked so solid whenever gameplay was shown. I don't mind a mediocre game but promising action platformers that lie down in the middle of the road when they eventually arrive hurt me.

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    Tldr but does that wall of text explain why the fuck you've served up a non-animated gif?
  • I couldn't find one! Thought it was odd, maybe my phone was playing up.
  • The OutRun Europa jpeg I found (which wasn't even from the MS version but I got fed up looking) has mysteriously disappeared too.
  • 27: Metal Slug X (PC) 7/10

    I actually played this about a month ago and forgot.  I went to play it again recently.  I thought the first level was very derivative.  I thought I had seen it all before and had become jaded by the series.  It turns out I had seen it before and it just took a couple of levels to realise. 

    28: 20 Minutes Till Dawn (PC) 9/10

    This is Vampire Survivor, but with twin stick shooting.  My only concern was by adding to the minimalistic VS template it might ruin whatever magic that game has, but it doesn't really.  I didn't play it for as long as VS, I finished it quicker and it felt like some powers were way better than others.  But it was amazing value and felt like it had it's own identity away from VS.  

    29: Baldur's Gate Dark Alliance (Ipad) 7/10

    There's definitely something about this game that hooks me back in... I only played it last year or so, on an emulator and it ran pretty badly, but even aside from that I didn't like it a great deal.  The swordfighting's pretty bad, ranged is too hard to aim and magic's too fiddly.  But I do like filling in the map and it has some really nice old school graphics at times.  Like the water motion and giant spiders still look top shelf.  I reckon you could make a good remaster with better graphics and lighting, touch up the combat and controls, rebalance the skills and all that shit.  As it stands it's a so-so 20 year old game and I'll probably play it again next year.

    30: Mortal Kombat 1 (Story Mode) (PC) 6/10

    The formula is still great, but this story didn't do much for me at all.  I really liked Shang Tsung and Johnny Cage but I'm not sure I cared about anyone else.  Without going into spoilers I really don't mind how Mortal Kombat is in this place where characters can be baddies or goodies as necessary and everything can change at a moment's notice, like a long running comic or the wrestling.  But there comes to a point.  I wouldn't mind if they bar down a bit for MK13.
    When you got movies like Tom Cruise in them, you can't lose
  • Shame about that MK score. The goodie/baddie thing would probably annoy me if I was invested in any of it. For a game where the only thing I'm interested in is the cinematic sp mode it makes no sense to not actually pay attention to the story, but iirc I didn't know (or care to know) what on earth (or the netherrealm) was going on in MK11. I still loved the nonsense as it was happening though. S-tier lobotomy viewing; It's like a slick, brash and brutal version of In The Night Garden.
  • I reckon you'll get something something out of it in that case - in fact I liked the first half or so.  It gets pretty mad as it goes along though!

    I think I got lost about halfway through the MK11 expansion - Just couldn't remember what anyone was up to, or who's side they were on, but still liked it.

    Think one of the issues was with my expectations; I assumed the story would be really pared back compared to what had been happening with the series and that was really not the case lol.

    There's still a fair bit to muck around with.  Like I reckon the full game deserves a higher score than I'd give the story, and I'm still looking forward to playing the rest of it.

    10 year old me would be chuffed that Street Fighter and Mortal Kombat are still going strong all these years later!
    When you got movies like Tom Cruise in them, you can't lose
  • 147. Night Striker - Arcade (20mins)

    What do you get if you cross OutRun with Space Harrier, set it in the future, give it the nightshift and tell it not to be as good as its inspirations?  The enjoyable and competent Night Striker (1989), of course!  I smashed through this once, taking the easier routes en route to the credits.  It's fun, and for what it is I can't knock it really, but I'm not itching for another go any time soon.  I expect I would have loved shovelling 20ps into it at the time and I had a grin on my face during my whistlestop tour this weekend - these possibly inaccurate bookend opinions are the only things that matter really.  [3.5 out of 6]

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    148. OutRun 2006 Coast to Coast - PSP (1hr)

    I didn't own a PSP until it became the go-to haxxor handheld and wasn't overly keen on my DS, so I assumed handheld gaming was dead to me until I picked up a 3DS and Vita in 2015ish.  Since then I've never looked back, to the point where I was emulating this on an RG353M.  Handhelds 4 life.  I never owned Coast to Coast on anything for one reason or another (both being: I'm an idiot) but the original OutRun2 was one of my favourite Xbox games.  Aside from a few emulation hiccups this runs well and looks better than I assumed PSP racers could.  Coasting to the credits a few times was fun, and the fact that this also seems to contain the original sequel cements the [9].  Pure quick dip arcade-at-home goodness. The original is iconic and Outrunners blew me away (/Sega Lord X voice) a few weeks ago, but this is peak OutRun and possibly peak Sega full stop.

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    149. Robocop 2 - Arcade (30mins)

    Caught a glimpse of this on a Kim Justice licensed games video and was utterly convinced it would bang.  Unfortunately it's mostly awful and having a popgun as your main form of attack in a scrolling beat 'em up doesn't work at all.  Murphy stomps and plods around as you'd expect, which makes it feel like you're locked into a Haggar type, only without the big hitter reward.  Punches are as limp as the hand cannon fire and bosses are just a war of attrition.  If you get extra close to certain perps you tend to body slam them, otherwise that's pretty much it for the controls/movelist other than the ability to jump and fire and the occasional bigger gun to pick up (see gif).  It's a painfully average game even by deep dive belt scroller standards and pretty much everything lacks any real bite.  Take away the license and this is probably one of the worst games of its type I've played.  The final stage sees you battle Kane repeatedly, and there's a bit where you both go off a building in a grapple and make a dent in the pavement below, which is kind of neat I guess (my contemporary self would have said so tbf), but even so this isn't worth a look unless you approach it with another player for some simultaneous Robocop action. NB. Instead of playing as Lewis, which would have required designing/coding a new sprite, player two just gets to control a slightly-more-purple-Murphy.  In terms of quality the drop off between the original arcade game and this is roughly the same as comparing Verhoven's Robocop to its second sequel.  [2 out of 6]

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  • Flabber well and truly gasted at the thought of C2C having a point taken off for something. You rude pig, you.

    Nah great write ups as ever, chief.
  • Sounds more like skill issues!

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