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Cat Cafe Manager review | Nintendo Switch

29/4/2022

 
Mary's Plaice cat café
When it comes to wholesome games, the Switch has a lot of heavy-hitters already vying for your attention, but if you're looking for a relaxing way to vicariously life your crazy cat person dreams, then you might be in the right place.
James Michael Parry
by James Michael Parry

Twitter logo

​@james_parry

Cat Cafe Manager logo
Developer: Roost Games
Publisher:
Freedom Games
Platforms:
Switch, PC
Players:
1

I feel uniquely qualified to share my thoughts on Cat Cafe Manager at this point in my life, let me explain. From growing up with mum and dad, we always had cats, and I loved them and would even come back to look after them now and again, but I am allergic so never got too attached.

Last year I visited a real life cat café, Charlie's Cat Café near Stoke-on-Trent, and discovered this adorable, fluffy and sometimes sassy world for myself.

More recently, I also adopted a cat of my own, Mary, dubbed "Queen of Cats" by the RSPCA adoption centre, and after only a few short weeks have far greater appreciation for these beautiful animals.

"But what about the game?!" I hear you cry. Well, as is often the case in games like this – particularly Stardew Valley feels like a strong influence here – you've inherited a cat café (ours named for Mary as you may have spotted above) from a deceased relative and are tasked with turning it around.

The town too, affectionately named Caterwaul, has seen better days, and your business starts to revitalise the area and lift the locals' spirits. You'll quickly start to meet regulars who begin as archetypes, but soon grow into more nuanced characters themselves, with some very heartening, and casual (as it should be) LGBTQIA+ representation on display.​
Carla-Lalla is a witch
Each day your café will attract locals from one of these archetypes, such as punk, witch or fisherfolk, and grant you an amount of different resources to invest back into the café. You can adjust the advertising policy to control who you want, but certain customers, namely the witches, bring a currency which helps you keep your fridge stocked with ingredients for differing refreshments, so you're forced to keep bringing them back.

The cats themselves begin at one and go as high as seven in total. You have the option of sending them to a forever home and recruiting more cats, but we quickly grew attached to our Tudor king and queen-themed herd and kept them to the end.
Petting a cat
There are skill points to invest in both cats and yourself, and later your café staff, to make tasks quicker or service better, but it's all very straightforward, and you never feel overwhelmed.

At a certain point you'll want to do lots of things at once and have to prioritise. Do you expand the space to give room for more chairs and therefore business? Do you invest in more toys for the cats? Do you get that toilet customers all seem to want?

A little patience quickly pays off though as a day flies by in only a few minutes, rewarding you with lots more goodies to spend on various things. We never felt like there was enough of a surplus to really go big and kit out your café mind, always chasing a plentiful inventory and keeping those ingredients stocked up.

It's a shame too that as things get more hectic, performance does start to take a hit. You can have up to 18 customers at once, as well as four staff and seven cats, and by that point there's so much going on that not only do things start to feel cluttered quickly, but regular stutters and even the occasional crash creep in.
To bring in new furry friends to the café you'll need to  consistently pet the cats over a number of days to persuade them to stay...
Fortunately, these niggles don't bring the whole experience down, as the quest to restore the four cat shrines and revitalise the town is so compelling. You earn hearts, or Delight, by satisfying customers, and this in turn unlocks upgrade projects which give you more options, food and drink recipes and, most importantly, cats.

To bring in new furry friends to the café you'll need to leave out one of the various lures and consistently pet the cats over a number of days to persuade them to stay. At that point you can adopt them and give them a name before sharing them with your customers.

Unfortunately there isn't a huge amount of interaction between the cats and the multitude of furniture and accessories around the café. They will sit on customer's laps of course, and have a playful animation, but there's no clambering over some of the decorations, which, admittedly, might be for the best given how hectic things get already…
Choose which stray to pet
While you don't need to complete everything to save the town (turns out big business is bad guys, take note), you'll want to keep going to explore the rest of the upgrades you haven't been able to delve into yet, and even find new cats to play with.

Looking after cats is something you tend to do on their terms, since they usually aren't as obedient or predictable as dogs, so being able to build this tiny digital world for them is very satisfying.

Wholesome is the first word that comes to mind, but there is also a somewhat addictive challenge here, trying to balance the various resources, keeping all the plates spinning, and not being dismissively smashed by cats.
Brian the cat stats
Cat Cafe Manager is an experience which kept us hooked for hours and hours at a time, with that urge to "just play one more day" pulling at you to just be able to afford that next thing, or coax that next cat into staying.

There isn't a huge variety of gameplay to be found, and once you have staff trained up to keep the café running you'll find yourself mostly fixing machines or planning your next expansion, but it is all immensely satisfying.

If you've had dreams of multiple cats then this is the best way to bring them to life.

Pros
  • Adorable world does justice to a simple, but effective premise
  • Endearing characters and thoughtful details everywhere
  • Cats people, CATS!

Cons
  • Some persistent technical issues
  • Resources are too sparse to really splash out
  • Gameplay gets samey fairly quickly

9/10
0 Comments

LEGO Star Wars: The Skywalker Saga review | Xbox Series X|S

12/4/2022

 
The Millenium Falcon in Cloud City

Many of us, especially around here, have had a fairly long history with LEGO games, and an even longer history with Star Wars, so you could say expectations were high for LEGO Star Wars: The Skywalker Saga.

James Michael Parry
by James Michael Parry

Picture

​@james_parry

Picture
Developer: TT Games
Publisher: WB Games
Platforms: Xbox Series X|S, PS5, Switch, PS4, Xbox One, PC
Players: 1-2


Back in 2016, I talked about needing a break from LEGO games, since I’d dipped into most games by then, and then I proceeded to review at least half a dozen more over the next few years that followed, including LEGO The Force Awakens, which was all the way back in 2017.

Coming back to the LEGO Star Wars franchise after all this time feels strangely refreshing, and although many of these stories and moments have been touched on in previous games going as far back as 2005, the series' trademark physical humour and beautiful presentation is back and better than ever.

Visually, the amount of lighting effects and reflections here really lifts the action on-screen, while the character models have a lot more texture and surface imperfections which really give you the sense this is actual LEGO.

Attention to detail in that area is a delight, since you can't beat the excitement of seeing a physical set you own perfectly recreated in the game, as happened on numerous occasions, particularly with the various spaceships, which, along with the characters themselves, are numerous.

The format of this game is as straightforward as you'd expect, with each of the nine episodes bringing its own characters and locations, but the galaxy is connected by a map which lets you zip between any planet you've been to in any film. So, if you want to, you can bumble about Naboo with Rey and Finn to find some Kyber Bricks (the main brick to collect this time), which might be tucked away behind an environmental puzzle or challenge.​
Obi-Wan and Darth Maul with lightsabers
Characters each have different abilities, depending on their type, and the variety brings in the sort of range of gameplay we've seen across countless LEGO games all in one.

It can prove frustrating at times to keep straight exactly what tool is needed to deal with each different coloured glow, but once you've got the hang of it (or refreshed your memory), you settle into the experience quite easily.

The puzzles themselves aren't massively challenging, though you aren't always given a huge amount of direction, a lot of the challenge is piecing visual cues together to work out the way to go.
Rey dodges a TIE fighter
Combat isn't too tough either, especially if you've got one of the many lightsaber-weilding characters along for the ride, as between the sabers themselves and force powers, your characters will make quick work of most enemies.

If you do find you need a bit of extra oomph though, there is a rudimentary upgrade system, which lets you level up running speed or build time for LEGO, though most won't be necessary unless you're gunning for 100% completion.
there's always something new to discover whenever you are wandering around hub worlds, inevitably smashing everything in sight...
Speaking of, there is an awful lot of "stuff" in this game. Collectables are nothing new of course, but here the total number of Kyber Bricks alone numbers at over 1,000, on top of multiple part minikits per level, hidden costumes, characters and ships as well as cheat codes to unlock huge stud multipliers.

It's dizzying at times, though it means there's always something new to discover whenever you are wandering around hub worlds, inevitably smashing everything in sight.
Leia takes down some Stormtroopers
The experience is always endearing and wholesome, with even the darker moments of the story poked fun at or even played for laughs.

Between gameplay sections you'll see cutscenes – so far, so normal. However with so much story to get through, these sequences can feel very rushed, with entire plot points or conversations truncating minutes into mere seconds. If this is your first introduction to the story then you'd more than likely struggle, which might be the case for some younger fans.

For most though, it's a well-known story, meaning it doesn't pose too much of a narrative stumbling block, it just means at times you can feel a bit of cutscene whiplash.
A Bongo in Theed, Naboo
The voice acting is, for the most part, on point. Qui-Gon Jin has a bit of a Sean Connery twang, but some of the actors doing impressions of the original performers do a great job – particularly Rey. Others go in a different direction, which also works, as we've seen in the Holiday Christmas Special, from which many of the performers reprise these roles. Finally you have Anthony Daniels and a handful of other originals, so in all it feels like a really mixed bag.

John William's iconic score is included in its full majesty, and the sound design is, as usual, pulled straight out of the film universe, as are all of the location and character designs – many of which boast an impressive amount of scale, which is especially apparent when you're just bumbling about, exploring.

Space is less of a compelling setting, with many space sections already well-trodden more effectively in everything from the recent Squadrons all the way back to the original Rogue Squadron series. It all has the feeling of filler rather than having a real significant point to it.​
A Speeder fights an AT-AT on Hoth
LEGO Star Wars: The Skywalker Saga feels very comprehensive, and with it being the team's umpteenth trip to a galaxy far, far away – though the first in a few years – you'd certainly hope so, but perhaps this should be the swansong for the entire franchise in a way. (Besides further Mandalorian expansions anyway.)

The experience is fun and quite therapeutic, with tons of options of things to do and explore. What's more, the game offers a rare opportunity at some very engaging and varied splitscreen play, which is a huge thumbs up.

For those already itching to jump back into the LEGO Star Wars world, this is a no-brainer, but equally, despite its drawbacks, it's a great introduction into the genre and the galaxy overall.

Pros
  • Nostalgia-fuelled locations, ships and characters abound
  • Using different characters does change the game and adds replayability
  • Everything you could want from a Star Wars LEGO experience…

Cons
  • …though possibly a little too much clutter for some
  • Not a huge number of new ideas
  • Visual updates are noticeable, but not game-changers

9/10​
0 Comments

Weird West Review | Xbox One

11/4/2022

 
weird-west-review-xbox-one

​It's clear that WolfEye Studios' wanted to do something different with the Wild West. From the beginning, there's an element of otherworldliness that not only permeates the whole game, but drives the story forward, pulling the player along for a wild (sorry, weird) ride, full of intrigue, mystery and a whole lot o' kicking.

Picture
by
Chris Brand

Picture

​@SuperCrisco

Weird West Review Xbox One box art
Developer: WolfEye
Studios
Publisher: Devolver
Digital
Platforms: Xbox One,
PS4, PC
Players: 1

As we're introduced to our first protagonist, the cutscene subtly informs us of four more and, already, we're wondering just how many of them will survive.
 
The inhabitants of the Weird West are well aware of the supernatural threats that lurk in the shadows but, as a player, it's all new to us. Tooltips pop up frequently in the early game, making us aware of the basic, twin-stick shooter controls and giving some welcome hints about picking things up and/or kicking them. Whilst the controls are fine and dandy for the most part, it can be a little finicky when items you want to pocket are close together or friendlies are getting in the way of your shot. Despite this, we had very few friendly-fire incidents and never once did we accidentally steal something.

After the, rather long, but well-paced, opening mission, we find ourselves at a small town which serves as a hub, with all the amenities (crafting, selling, sleeping and all that) one could wish for.
 
A main mission points us one way, a side mission another, and a couple of bounties we picked up for extra cash take us further than we dare to go at this early stage. Limited inventory space tempers our wanderlust too, as we try to earn enough moolah to purchase a steed, not only to store items but to reduce travel times on the world map.

​Each location is its own instance and journeying between them entails watching your icon move across the map and hoping that any random encounters you stumble upon are beneficial. Most will provide loot of some kind, whether it's consumables, weapons or simply plain old junk to hawk in the nearest town.

Though some are barely worth the (admittedly small) time and ammo investment, others can reward a Nimp Relic or Golden Ace of Spades, used to invest in skills. The former unlocks abilities for your current character, whilst the latter unlocks permanent upgrades which you carry throughout the game.

With so many locations to visit, it seems there's an endless supply of goodies to unearth which encourages exploration and offers the chance to experiment with the skill trees without any risk of making a mistake.
 
Exploration can wear thin as most (but certainly not all) areas are relatively small and some are identical. There are different environments to discover as you're unveiling the world map but the graphical style, though it works well, prevents anything from being particularly noteworthy.
 
The sole purpose of exploring is for personal gain. If you're working towards unlocking a particular skill, you'll find what you need sooner or later, but, aside from a few core abilities that'll influence how you approach the game, there's nothing you can't live without.
weird-west-review-xbox-one-skills
Even stealthy types will want a few combat-focused skills though, as fighting is inevitable and, sometimes, it's just a lot quicker, especially with a companion or two supporting. Thankfully, firefights tend to be short affairs, as the combat itself is simple and not terribly exciting.
 
Plus, there's only a small number of ranged weapons available, though this, alongside the very basic crafting/upgrading system, can be a welcome change of pace. It cuts down a lot of the menu navigation that is required in other action role-playing games.
How much the story twists and turns is partly dependent on the player, making every action feel significant.
Weird West is more marathon than sprint and it seems a greater amount of time is spent with the first character than any other. This isn't a bad thing; the narrative can slowly build as players familiarise themselves with the various mechanics. Gameplay wise, characters play the same, with only a few select skills that are exclusive to each.
 
The story, however, deepens with every new soul you visit and every interaction you have. For a short while, the protagonists' lives are intertwined and their fates are in your hands. Many of your decisions will have consequences and, whilst it's easy enough to guide the overarching story where you think it should go, you could cause trouble for yourself in the short-term, by killing a key character before they can share useful info, attracting the attention of bounty hunters or having NPCs you've previously wronged start a vendetta against you, guaranteeing a violent altercation with them in the future.
 
It's not without its technical issues. Companions will sometimes freeze in place or completely disappear, your horse will often walk around whilst you're transferring items to or from your inventory (moving and, eventually, closing the menu) and at one point we became intermittently incorporeal. These issues, as annoying as they are, can be addressed by reloading an earlier save or forcing a loading screen by travelling somewhere.
Simplicity is at the heart of Weird West. Gameplay is straightforward, dialogue isn't long-winded, cutscenes are not littered throughout and the Narrator chips in sparsely enough to never overstay his welcome. The story being the only exception. How much it twists and turns is partly dependent on the player, making every action feel significant, as the big mystery surrounding these chosen few becomes ever clearer.
 
With enough dedication, you could spend 30 hours in the Weird West before reaching a satisfying conclusion and none of it would be wasted.

Pros
  • Easy to pick up
  • Engaging and compelling narrative
  • Lots of kicking
 
Cons
  • Minor, but too frequent, technical issues
  • Limited variety in a long run time
 
8/10
0 Comments


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