Valentina, Beta, Alexxis, Jay… they're dead. They're all dead. While we mourn their passing, their permadeaths serve as an example of one of the greatest strengths of State of Decay 2.
As a newcomer to the series, it turns out that the complete breakdown of society can be pretty brutal.
Later, when your community swells and you gain enough influence (the game’s de facto currency), you can claim locations ranging from small, resource gathering outposts, to electricity generating power stations and even makeshift forts constructed from shipping containers. Each new locale has its own advantages and how you manage your growing empire, customising locations further with mods and upgrades, is up to you.
That said, it’s advisable that you take council from your community as morale upkeep is a constant battle in such dire circumstances, as one might expect. Sacrificing a building slot to set up a garden or fashion a lounge (in which you can install an original Xbox) can work wonders in keeping everyone cheery.
As time goes on, your survivors will improve their skills based on what actions they perform. While the game wants you to feel you're developing fleshed out characters in a manner akin to the likes of Skyrim, the reality is that skills are fairly limited, and you'll just want to make sure most of your population go for a run once in a while to boost their stamina, or they'll quickly become overwhelmed in a bout of fisticuffs.
What is unique to SoD2, and arguably the main motivator in investing you in its characters, are a collection of 100+ more mundane traits such as “Car crash survivor”, “Cat lover” and “Flatulent”, all of which have passive effects. When each survivor gains enough standing in the community their individual skill is unlocked, such as “Yoga instructor”, offering an amusing look at their pre-apocalypse lives. While these abilities sadly don't unlock a suite of oddly juxtaposed mini-games, they do offer depth at fairly low effort.
There's another side to this of course, in that not everyone gets on, so they can start fights in your absence or generally become disgruntled. If it comes to it, you might have to take the difficult decision to exile them for the greater good, though generally they do go quietly.
The same is true of the different AI factions, known as enclaves, which can get cheesed off if you repeatedly ignore their requests for help or side with other enclaves over them in disputes, potentially leading them to become hostile and spoil for a fight.
All of these elements comes together in a very compelling simulation, with the downsides to the experience so far (much of which lacked the minor polish brought by the game's hefty 6GB day one patch) being technical.
Zombies can drop in from about 20ft in the air as you approach, using vehicles places your life in the game’s hands as they can randomly flip out or explode, and the AI often behaves unpredictably, to the extent that more than once our fellow community members have perished in relatively mild peril.
Using vehicles was something we hardly dabbled in throughout the game's opening hours, assuming them to be too much of a zombie magnet, but in reality to reap the full rewards when scavenging around the map - in particular valuable resources like food or medicine - their boot/trunk space is quite essential. Casually opening a car door to obliterate a squishy zombie as you pass them at speed also never ceases to be messily fun...
Everything comes together in a compelling simulation, with the downsides to the experience so far being technical.
Another significant drawback is the lack of direction on hand for new players; a handful of prompts keep recurring, but seemingly there's little to lead you into new experiences as you’re drawn deeper into the game. On top of this, plenty of basic options like trading items between you and a follower out in the field are far from a simple button press away, taking us back to pre-Resident Evil 5 levels of AI buddy management.
Same applies in co-op, where up to three guests can venture into the host’s world and loot their own unique supplies to take back home with them, but should you want to swap items amongst one another it’s a cumbersome case of using menus to drop them on the ground before rifling through piles of stuff and picking up the relevant drops. There’s also a limiting tether that stops players from straying too far apart, but if you’re committed to watching each other’s backs that shouldn’t be too big of an issue.
Setting a few more minor bugs aside, the overall experience is stable, no doubt aided by the graphical sacrifices that see SoD2 appear visually underwhelming even with the added oomph of the Xbox One X at its disposal.
Whether SoD2 is for you depends on how you attribute value based on look and feel versus raw gameplay. If you favour the former, it certainly doesn't have many “wow” moments to entice you, or make for a particularly good sizzle reel, but the gameplay over time is undeniably compelling.
This post-apocalyptic world effortlessly encourages you to leave the safety of your home and explore just one more area, run over just one more zombie or pick up just one more follower, without drowning you in endless map symbols. Nor does it penalise you too much if you decide to be really heartless and ignore individuals’ needs (*cough* Sam *cough*), resulting in an unparalleled sense of freedom that allows you to craft your own narrative without completely abandoning you to your own devices in the process.
In all, at its basic price point, the game is well worth picking it up, and if you nab it as part of a Game Pass subscription you'll likely find even better value for money. With different areas to settle, origin stories to experience, and enclaves and survivors to encounter, there's plenty to keep you busy until the previously outlined DLC expansions arrive, but, for the time being, if you'll excuse us, we have a wind power station to claim.
Everyone loves a bit of Norse Mythology, right? Whether you’re enjoying the new God of War or cheering on your chisel-jawed hero Thor in Avengers: Infinity War, there's something particularly epic about that pantheon of gods.
Unlike the other titan-toppler we played this week, Extinction, there's plenty of variety on offer here.
While keeping the challenge level high might goade some players on, this combined with the limited dodge range of your character (in fact the dodge itself is almost as slow as normal movement) can start to see frustration build.
Other times, the beautiful hand-drawn art style and animations can prove to be a hazard, as enemies fall and catch you in their wake when you feel as though you should be free and clear.
The final twist of the knife is the camera, which often zooms far far out, to Below-esque levels of distant appreciation, to show you the points of interest in the scene, but, again, often at the expense of your character's wellbeing.
All in all then, the intrigue of Jotun will keep pulling you through, and, being a portable game on this particular platform, finds itself well suited for quick bursts while trundling along on a train. There's little to bring you back once your quest is done, with only the extra hard Valhalla mode left to tax the most dedicated players. At journey’s end your character might not have much of an emotional arc, but there's variety here to keep you occupied without outstaying its welcome.
There’s no hiding the fact that Bombslinger is heavily inspired by Bomberman, at first glance even appearing as little more than a Western reskin of the classic series. Whilst the serviceable Battle mode doesn’t do too much to dispute that, its roguelike Adventure mode blasts Bombslinger past Konami’s most recent effort - Super Bomberman R.
Its roguelike Adventure mode propels Bombslinger past Konami’s most recent effort - Super Bomberman R.
While not as complex as the likes of The Binding of Isaac, which can be pretty obstructive to newcomers, the occasionally clumsy four-directional movement in Bombslinger will leave some a-shakin’ in their snakeskins. You’ll very frequently need to duck around a corner to avoid the blast radius of a bomb, but every so often you can be slightly off centre to the gap you’re attempting to squeeze through and end up taking damage as a direct result of the fiddly correction process. Considering that this has the potential to put an end to a run, it’s far from ideal.
It’s not such a problem in Battle mode’s lower stakes skirmishes, though that’s not to say they’re easy - the AI takes no prisoners, yeller belly! DeathMatch and Last Man Standing game types can be played across 12 maps, with the former a frantic race to the frag limit and the latter a more considered bout for survival.
In familiar fashion, you’re placed into a maze filled with a mix of destructible and non-destructible obstacles, as well as power-ups and power-downs, with a mad scramble ensuing as up to four bombers fill lanes with flames in an attempt to quell the competition. It proves tense, fast-paced and skilful despite the inherent simplicity, which makes the lack of online multiplayer support all the greater a blow.
A pick up and play nature makes Bombslinger ideal for gaming on the go, but, when it comes to local competitive matches, a big ol’ TV screen is the ideal way for everyone to keep track of what’s going on. This makes Nintendo Switch the game's ideal platform, offering up the best of both worlds and sacrificing none of the sharp retro aesthetic in the process.
The occasionally clumsy four-directional movement will leave some a-shakin’ in their snakeskins.
Bombslinger’s tentpole is its excellent roguelike Adventure mode, which boasts a characteristically addictive gameplay loop that compels you to keep developing your skill set over time. Battle mode is very much a secondary distraction, though proves to be good fun when getting some local friends involved - it’s just a shame that the fun can’t be taken online when there’s nobody to hand, and that control issues can make a game with a consistent level of challenge stray towards feeling unfair. Still, if you’re a fan of the Bomberman template, Bombslinger is a game you probably won’t want to miss.
Masters of Anima is a charming action strategy game in the vein of Pikmin and Overlord, where the player guides a young man named Otto on a quest to save his betrothed.
Excellent balance is struck between the game's three key pillars in exploration, puzzle solving and combat.
Stocking up on a certain type of Guardian as a situation dictates - bow-wielding Sentinels for a boss that cuts a swathe through melee fighters, for example - can help to secure not just victory, but a pat on the back and some extra experience points too. You receive a letter grading at the end of each engagement, with the lofty S rank often taking a few failed practice attempts to reach.
Upgrading Guardians can help to make them useful in more situations, but with skill points shared between each class and Otto himself, deciding where to invest them can take a bit of thought; luckily, you can respec as many times as you like between levels in order to really nail the perfect loadout. Replaying stages will net you extra experience to keep improving your build, which is a nice little motivator to do so, as is the opportunity to improve upon letter gradings and gather any remaining collectibles.
Outside of the odd technical performance dip and a few proofreading oversights (just note that we were playing a pre-release version), Masters of Anima is a game that’s very easy to admire. Rich with personality and considered design, joining Otto on his quest is a no-brainer for fans of the often overlooked action strategy genre.
Welcome to a world without consequences. Set in a twisted version of Montana, USA, Far Cry 5’s Hope County has become overrun by religious fanatics, and your nameless deputy is either a professional freedom fighter or a destructive terrorist in a fight to restore order.
It sounds nitpicky, but the problem extends further. You’re free to shoot a quest-giver or ally in the head, leaving them writhing in pain on the floor, but as soon as you get them back up again, they act like nothing ever happened. The game asks you to fight for the cause, even though your character, a new Sheriff’s Deputy - who gets merely a handful of customisation options in the way of backstory - represents an establishment that locals don’t care much for at the best of times.
None of this would be an issue, if the game’s plot didn’t ask you to take the situation so seriously. The visual presentation - particularly stunning on Xbox One X at times - gives a sense of realism, while the practicalities of the game suggest the opposite.
As you start to complete missions, specialists will offer themselves up to join you in your quest (you’re arbitrarily limited to taking one into battle at first, then two later), and they can range from the fairly believable, if stereotypical, redneck with a penchant for explosives, to a bow-sporting Lara Croft wannabe, and, even… a trained bear called Cheeseburger.
Far Cry 5's plot asks you to take it seriously, whereas the game itself suggests the opposite.
Fighting with allies in stride makes you less of a lone wolf and more of a tactical force, as you can dispatch them into combat on a whim - they’ll even try to do it sneakily if the alarm hasn’t already been raised. Unfortunately, while in a BioWare RPG like Mass Effect or Dragon Age these allies are a true extension of your character (as well as having plentiful character of their own), here their implementation is staggeringly basic and the AI not up to the task nine times out of ten, often giving the game away or spending too long dawdling to prove useful.
Far Cry 5 is at its best as you make your way across the map, perhaps in one of many vehicles, towards an objective. Here the game’s freedom is a blessing, giving you the choice to get involved or jog on, safe in the knowledge that nothing bad will happen if you don’t prevent the evil going on all around you. Where things fail to hold together is when the narrative presents you with one of the Seed siblings, confusingly referred to as both Lieutenants and Heralds in different places in the game, and demands you pass judgement on them by destroying their regime a piece at a time.
Take Faith (above) for example, the younger sister of Joseph: she’s busy getting the locals hooked on a euphoric drug called Bliss so that they can see the light of ‘The Father’ (Joseph). As you begin to loosen her grip on her section of Hope County, she pays you a visit a few times and forces you to complete tests, such as a literal leap of faith that represents your own descent into drug addiction.
This begins to play tricks with you as you wander around the world - showing you animals you’re looking for or civilians in peril only to have them disappear or change shape when you get to them - but the climax, your final confrontation with her, is relegated to an antiquated-feeling gun show. Compare this to a more cerebral experience in, say, BioShock Infinite, and you’ll find that the places where the game as a whole could have gone that extra mile begin to wrack up.
If you’re purely looking for some solid shooter gameplay, then everything on offer is fine, though many of the better guns are locked away until you’ve made a dent in the Seeds’ regime. That or held behind prohibitively expensive store fronts which gesture naggingly towards Silver, the game’s premium currency.
FC5’s extremes are perhaps more at home in user-generated content fest Far Cry Arcade mode (and, by the names of them alone, its zany DLC packs), which offers up a range of challenges to keep an itchy trigger finger satisfied, as well as the opportunity to create your own.
All of this leaves Far Cry 5 in a strange place. The main antagonist doesn’t have the charisma or interest of someone like Vaas, who sticks in the mind from Far Cry 3’s trailers alone, which makes meandering around the world more compelling than actually getting closer to a final showdown with The Father.
Those who want a more tactical experience already have Ghost Recon Wildlands, albeit in third-person, and the awkward, mismatched tone here takes away more than it differentiates. If you fancy a distraction which is fun and varied while it lasts, but ultimately does little to leave a lasting impression (whilst failing to ask any thought-provoking questions at a time when the US’s attitudes and values are more under the spotlight than ever), then Far Cry 5 could be what you’re looking for.
The sea turned a blood red as my shipmates and I struggled to get our galleon back under control, begging for mercy from Poseidon and panicking, unsure of what exactly was going on. This was a tale of old, from Sea of Thieves’ beta (which you can watch below), and, unbeknownst to us, was the game’s clever way of telling us that we had strayed off the map and out of the area.
You also need to decide the size of crew you’re looking for from the off. Do you want to play by yourself? Or as a duo? Do you need a full crew of four? Or are you already partied up with two willing friends, ready to do your bidding as Captain? The choice isn’t the issue, but rather the fact that you’re locked into that choice for your entire session, unless you quit back to the main menu and start the process again.
When you do finally enter the game - greeted by an animated map sequence, complete with cryptic messages and a dropped hint here and there - you awaken in a daze at a tavern. If you aren’t careful, you could dash to your ship and set sail without even picking up a voyage to keep you busy.
Sea of Thieves is steeped in Rare’s trademark charm.
Being a game focused on player freedom, there’s nothing wrong with that of course, but you’re probably better off getting a mission from one of the factions if you feel like making some money for your time. The Gold Hoarders are all about treasure, making their missions treasure-hunting affairs, either following an X marks the spot map or solving a riddle to dig up your plunder.
The Merchant Alliance tend to ask for an assortment of animals, caught in traps and cared for on your voyage - chickens soothed with music, pigs fed on copious bananas - which isn’t a lesson the game teaches you actively, you need to pick it up for yourself or rely on the experience of your crewmates.
The final of the big three is the Order of Souls, mercenaries who pit you against undead skeleton pirate Captains and ask you to bring back their skulls for payment.
The other ‘currency’ all three deal in is reputation, which grows as you complete voyages and sell their spoils to the respective faction. In theory this grants you access to higher level voyages, which can potentially have multiple parts and bring greater rewards, but in our experience it’s just as likely they’ll be much the same as those that came before, and fail to introduce new ideas and challenges to the table to keep them fresh.
Once you’ve completed your first voyage, you’ve likely seen much of what the game has to offer. Sailing your ship, of either size, is accessible, and even possible with random players thanks to a context-friendly text emote system, though for whatever reason the wind has a nasty habit of always coming from the direction you’re heading and slowing things down to a crawl.
There are chests and artifacts to uncover randomly as you search various islands, or if you take a chance and investigate an abandoned shipwreck, but quickly these finds become pedestrian as well, rarely giving you something to feel really excited about.
There are skeleton strongholds to take on, which see a large number of enemies defend their turf and offer up rewards for those brave enough to defeat them, but these skirmishes feel like a distraction or a brief departure more so than something you can invest a lot of time and planning into.
In our experience higher level voyages are much the same as those that came before, and fail to introduce new ideas and challenges to the table to keep them fresh.
Some of the game’s best moments come from trading blows with other crews. Seeing another galleon on the horizon prompts a quick decision about the potential risk of taking them on, and how much loot you stand to lose should they send your ship to the briny depths. Firing cannonballs wildly as the two ships dance around one another is exhilarating and takes a certain amount of skill and team coordination. Taking cannonballs, in turn, brings its own challenge, as crew members patch up the holes with wooden planks and bail water from the ship to bring it back from the brink.
Other classic pirate activities fill out the experience, giving you something fun to do with your chums, including playing music and drinking grog, either from a tavern or a bottomless barrel aboard your ship. Of course with the active weather effects potentially bringing on storms at a moment’s notice, there can be little time for larking around if you don’t want to find a new home in the drink, encircled by deadly sharks.
The most heartbreaking thing about Sea of Thieves is that there’s little that’s really wrong with it - other than our main gripes in that it’s often impedingly dark at night, avoiding pursuing players can grow tiresome, and the misbehaving wind can make for slow progress - it’s more that it doesn’t have the depth or breadth of activities you might hope for in a game you’re expected to pay full whack for (unless you’re an active Game Pass subscriber) and keep on coming back to.
As soon as you’ve gained a few levels of reputation, standard chests hardly make a dent in bringing that number up higher, and the only real endgame items to go after once you’ve cosmetically kitted out your pirate are the pricey ship and sail skins, which bring a bit more personality to your vessel. There’s a telltale gap waiting for your ship to be named, something expected in a post-launch update, but as it stands (or floats, I suppose you could say) right after launch, you’ll find yourself getting through most of the range of activities the game has to offer in only a few days.
That’s not to say the game isn’t fun. There’s certainly good times to be had, and like many games of this nature, bringing friends along for the voyage makes all the difference in creating those memorable moments which really show off the game’s potential. Currently though, there’s so much potential and so little substance, some might not have the patience for it.
Perhaps the brightest spot for the game is its presentation. Thanks to the colourfully stylised visuals, it’s a real showcase for the technical powerhouse that is Xbox One X. Alongside the ability to cross-play with others on PC seamlessly, Sea of Thieves presents endless beautiful vistas, expertly realised water and lighting effects, and a fairly steady frame rate, all of which really show off just how good games can look on console.
Sea of Thieves is the first big title to leave Microsoft’s stable this year, and one which carries a lot of expectation for the future of Xbox, but it doesn’t feel like it’s done quite enough from the word go to really say “Yes, the Xbox is a great place to play fantastic first-party games”. Hopefully some of the areas which feel bare at the moment will fill out and the game will continue to go from strength to strength, but if you’re after something that will blow your socks off right now, it might leave you lost at sea.
With a star-studded team of Rockstar and Bungie alumni at the helm, as well as a pint-sized protagonist that’s cute as a button, anticipation for PlayStation VR exclusive Moss has been riding high since it was unveiled. Now that it’s out, does the storybook tale of an unlikely heroine on a grand adventure deliver? Or does it not quite measure up?
Whether she’s offering a high five to reward a job well done, performing actual sign language in an attempt to communicate, or even chastising you for wasting too much time on petting her, Quill is an incredibly sweet and personable mouse who’s pretty much impossible not to love. I’m not the soppy sort when it comes to virtual animal companions (you could fill a pet cemetery with the Tamagotchis, Fable dogs and Mass Effect fishies I’ve left in my wake), which demonstrates the care and attention poured into bringing her very literal three-dimensional character to life.
Quill’s charmingly stout stature also serves to imbue locations with a mesmerising sense of scale, absolutely dwarfing her, yet at the same time being detailed down to the smallest minutia. Each exquisitely lit area, from lush forest to marble-clad castle, ties into a cohesive whole without sight nor sound of an intrusive loading screen or menu to hamper the presentation so painstakingly built. This is a colourful world in which mice ride tamed and saddled squirrels, but it’s so beautifully grounded as to be believable.
Environmental storytelling hints at echos of human habitation within the realm of Moss, as does the mechanical nature of many enemies you encounter; whilst no definitive answers to these sorts of larger contextual questions are offered, the whimsical soundtrack compels you to linger on them in humanity’s apparent absence. The game does reach a neat conclusion on the more immediate front, however, whilst also extending the tantalising promise that there's more from this world to come.
Quill is an incredibly sweet and personable mouse who’s pretty much impossible not to love.
More Moss is definitely welcome, not least because the three to five hour runtime will probably leave you wanting. Beyond the opportunity to spend more time with Quill, trophies and collectibles are really all that might serve to draw you back in for a second playthrough.
While it lasts, Moss is a charming, magical and gentle-natured adventure which establishes a compelling setting and an absolutely adorable protagonist that’ll bring a smile to even the sourest of faces. Though its simplistic gameplay sees the experience fall short of matching the Hylian escapades that inspired its core design, the team at Polyarc have brought a winning formula to virtual reality along with bucket loads of unique character. If that isn’t a strong foundation on which to build the upcoming sequel, we don’t know what is.
Since leaving Steam Early Access just over two years ago, Red Hook Studios’ aptly titled dungeon crawler has made its way to a number of platforms. Nintendo Switch users are the latest glory hunters to be offered the opportunity to test their mettle, but is this dungeon worth delving?
Outside of a PC, this has to be the best way to enjoy the game.
The risk of forever losing a favourite character, coupled with a hefty amount of information to absorb, can at first seem a little daunting, but push past the opening hours of uncertainty and you’ll be rewarded with a solid, tactical RPG filled with rich, atmospheric environments, unforgiving-yet-satisfying combat and some of the best accompanying narration heard in gaming.
So, after recently releasing on Nintendo Switch, a console that combines many of the advantages offered by the other devices the game calls home - the portability and touchscreen capabilities of the PS Vita or an iPad, the home console experience of a PS4 – is Nintendo’s hybrid the ultimate platform on which to enjoy Darkest Dungeon?
Considering this is the third iteration of the game to arrive on a console, Darkest Dungeon still feels very much like a title that’s been designed first and foremost with mouse and keyboard in mind. Menus aren’t the easiest to navigate with a standard controller setup, and often require awkward button combinations to open stat screens and sub menus. Handheld mode alleviates this somewhat by allowing you to utilise the Switch’s touch screen, but playing this way also comes with a couple of caveats.
Darkest Dungeon and its blend of gothic horror and engrossing fantasy adventure is an excellent and most welcome addition to the Switch’s rapidly expanding roster.
As we found during our time with Severed, the shape, weight and balance of the Switch doesn’t lend itself well to combined Joy-Con/touch screen control for any lengthy amount of time. In addition to that, the already small text and menu icons shrink even further when viewed in handheld mode and can be quite difficult to read, though Red Hook recently stated they’re looking into resolving this issue after receiving player feedback.
In spite of these drawbacks, Darkest Dungeon and its blend of gothic horror and engrossing fantasy adventure is an excellent and most welcome addition to the Switch’s rapidly expanding roster of games. Outside of a PC, this has to be the best way to enjoy the game, effortlessly merging the home and portable experiences offered singularly by other platforms.
After launching on PC and consoles in 2016 to critical acclaim, Furi recently made its way to Nintendo Switch, as publishers and developers alike continue to throw their weight behind Nintendo’s hybrid console and its ever-growing popularity.
From the outset, the game lets you know exactly what kind of punishment you’re in for. Though the words may be spoken by the cocksure introductory boss (whose bark is, in fact, much worse than his bite), the threat of an eternal cycle of annihilation rings true: you’re going to die in Furi. A lot.
That’s part of the learning process, as you may already have learned through exposure to a spate of super tough games inspired by the success of Dark Souls, and most of the time boss encounters in Furi, while imposing at first, are very beatable if approached in the right way. That said, a couple of encounters close to the end of the game do feel overpowered and almost cheap by comparison to earlier fights.
The opening Guardian serves as an introduction to Furi’s combat mechanics, which blend ranged twin-stick shooting elements with close-quarters swordplay. The former comes into effect when enemies are engaging the player in bullet hell-like sections, in which you must dodge a variety of incoming projectiles with the help of a boost ability.
Enemy attacks can become extremely hectic, coming together to form a spinning, colourful kaleidoscope of death as they chuck lasers, fast-moving homing attacks and great walls of energy that encompass entire arenas your way. You’ll need to avoid all of this while also dealing out damage, picking away at a Guardian’s health bit by bit with standard blaster fire, or risking a charged shot to inflict greater damage.
You’re going to die in Furi. A lot.
These ranged confrontations can become stretched across a whole level, with the camera zooming way out to encompass all of the action. It’s here where playing Furi via the Switch’s handheld mode gets a little tricky, as the already small characters become tiny dots lost amidst the chaos on the console’s six-inch screen. It’s not so much of a problem in the more confined melee sections, however, which narrow the action down to a blue ring housing you and your opponent.
This is where timing becomes key, and the game really shows its teeth, as players have to learn and quickly react to a Guardian’s mix of melee and area of effect attacks, each telegraphed by a sound and visual cue, in order to successfully block or avoid them. Blocking melee attacks not only mitigates incoming damage, but also recoups a small amount of health; if you’re lucky (or skilled) enough to pull off a perfect riposte it’ll also temporarily stun an enemy, presenting an opportunity to land a successive flurry of hits.
Both you and the Guardians you face enter an encounter with multiple lives that are incrementally lost when an energy bar has been depleted. You only ever have three lives per fight, while your opponents can sometimes have twice that. It isn’t as unbalanced as you might think, considering that every time you knock one off an enemy’s tally you gain back a lost life, allowing players the exciting opportunity to battle back from the brink of defeat.
With the game’s excellent soundtrack and unique, neon-drenched art style, relatively peaceful pauses between the action can be incredibly atmospheric moments.
Featuring designs by Takashi Okazaki, the man behind Afro Samurai, bosses in Furi have unique personalities and are memorable in many ways, not just for the significant challenge they pose. Some beg for you to turn back, offering an olive branch instead of cold steel, some will openly mock and scorn you, while others simply set to their task with a heavy heart, and it can actually be quite wrenching to see them cut down as a result.
It’s a shame that Furi isn’t one of the titles on Switch that allows you to capture gameplay clips, as, despite the potential heartbreak, emerging victorious from a particularly gruelling boss encounter is a rewarding moment you’ll likely want to relive and share with others.
Aside from this lacking feature and a couple of dropped frames in some of the more intense bullet hell sections, Furi runs more than adequately on Switch. It also comes bundled with all content and updates found on other platforms, including the One More Fight DLC which adds an extra boss.
Featuring combat that feels sharp, fast-paced and satisfying, as well as a ranking system and practice mode that lets you relive individual encounters and engage with those satisfying mechanics at your leisure, there’s plenty to enjoy here. Those looking to cut their teeth on an atmospheric and challenging title ahead of the recently announced Dark Souls remaster should look no further than Furi.
If Furi sounds like your thing, keep an eye out for next week’s giveaway, in which you could win the game on Steam.
When Blossom Tales: The Sleeping King first came to our attention earlier in the year, we immediately thought Castle Pixel’s homage to the top-down Zelda games of the past would be a natural fit for the Switch. As it turns out, Nintendo agree, snapping up the retro inspired action-adventure as a console exclusive.
Blossom Tales is an easy recommendation on Switch; a charming, colourful, and, most importantly, fun, title that feels right at home on a Nintendo system.
So, how does it fare on Switch? Having originally played Blossom Tales on a basic laptop that, while capable of running the game, probably wasn’t the optimal platform to best enjoy it on, reliving Lily’s adventure on Nintendo’s hybrid console was an absolute blast, particularly in handheld mode, where we spent the majority of our playthrough.
Seeing Blossom Tale’s world brought to life in the palm of your hands looks and feels great; colours are bright and punchy, and, despite the game’s tendency to pack the screen with large numbers of enemies at the same time, the Switch version puts in a decent performance, holding a steady framerate in all but the most chaotic of boss fights. Despite an impressive console debut there were some slight, platform-specific issues that cropped up during our time with the game.
The HD rumble, an exclusive feature for the Switch version, didn’t really feel like it added much to gameplay and became noticeably irritating after a while due to its intensity, while the default button layout also felt like it could have been better optimised, with the Y and A buttons feeling much better suited for item use than the standard setup which saw X and B allocated the task.
These were both minor issues, however, easily solved with a bit of tweaking in the menus and didn’t detract from the overall experience in any meaningful way, plus the boons of the Switch, particularly flexibility, means it still feels like the best way to enjoy the game.
Being able to pick up and play at any time, almost anywhere, is something that no other platform can offer, and Blossom Tales isn’t a title that’s taxing on the Switch’s battery, meaning it’s possible to leave it in sleep mode, walk away for a few hours, and return to find there’s still plenty of game time left in your console.
Clocking in at around 15 hours to complete, and with a price tag of just £13.49 / €14.99 / $14.99, Blossom Tales: The Sleeping King is an easy recommendation on Switch; a charming, colourful, and, most importantly, fun, title that feels right at home on a Nintendo system.