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Mario + Rabbids Sparks of Hope review | Switch

27/10/2022

 
Peach takes out a bunch of enemies with a flash of yellow-green lightning from her boom-brella

There’s something about turn-based battles which make you feel like you’re being tactical. Perhaps it goes back to our younger days of playing Civilization II, where, frequently outsmarted by the AI and ambushed from multiple sides at once, the methodical, considered attempt at strategy was, at least, reassuring.
James Michael Parry
by James Michael Parry

Blue Twitter bird logo

​@james_parry

Mario + Rabbids Sparks of Hope cover art
Developer: Ubisoft Milan, Ubisoft Paris
Publisher: Ubisoft
Platforms: Nintendo Switch
Players: 1

In Mario + Rabbids Sparks of Hope, the second in the IP mash-up series after Mario + Rabbids Kingdom Battle back in 2017, which combines the Mushroom Kingdom’s favourites with the now Minions-esque, rabbits-on-catnip, from Rabbids Ubisoft games of old.

As firm fans of the first game, it’s fair to say we came into this with some anticipation. The simple concept, that some hijinks caused the two worlds to collide and now both the Rabbids and Mario and co. need to work together to clean up the mess, is still here.

What’s missing is the clever setup from the first game, which saw a experimenting youngster zap various merchandise in their room and a washing machine to fuse the worlds together. This time a large space ray, the animal rather than a beam of light, turns up and starts goo-ing up the place, as it searches for Sparks, a combination of rabbids and the tiny star-shaped creates from Mario’s outer space adventures.

Another noticeable change is that the Rabbids can talk now. Possibly to avoid the comparison with the Minions, which, of course, they predate by many years, there’s a passing reference to a translation-related invention and then it doesn’t really come up again.

In practice there’s little difference, since the Rabbids’ humour has always been more slapstick and observational, but hearing the odd voiceline still feels a little off for some reason, and given it doesn’t seem to add anything, why go to the trouble?
Mario shoots two different enemies at the same time
There’s also a voice for our favourite floating Roomba, Beep-o, which is a little too eccentric for our taste, though the performance for the new spaceship’s AI (more on that in a moment), Jeanie, who acts as a tutorial for new players, is spot on.

The gameplay itself is a series of turn-based battles with various enemies on a set board where you have a variety of objectives from simply defeating enemies to destroying large, creepy Darkmess eyes, formed by the space ray’s inky, gooey impact on the world.

Movement is more free than it was before, as you can move anywhere in a set space at any point throughout your turn, which might let you dash attack an enemy and then throw them at another for additional damage.
the developers have taken chances by changing things rather than just warming up a five-year-old game...
One way this makes it a little harder than before is that your characters don’t snap to cover as strongly as they did before, so it can be difficult to know if you’re in the right place or not. Previously while the movement could feel a little rigid, that structure made your movements feel very deliberate. The benefit is that your characters feel more flexible and it makes you think about moving them at different times to make the most of your various abilities.

Speaking of which, hero abilities also make a welcome return, offering up special moves on a several turn cooldown, but here there’s also the Sparks themselves, which you can slot into each character to provide another limited-time active buff and a continuous passive buff. With 30 to discover in the game and recruit to your team, it offers a lot more variety when combining them with different team members.
Rabbid Peach poses amid a meteor shower
For example, one Spark called Aquanox gives your weapons water damage and a splash effect which knocks enemies back. This makes them particularly nasty for, you guessed it, fire-type foes, as well as making your team member immune from the splash effect themselves.

Weapons have had a spruce up as well. Instead of damage increasing as you unlock new skins, which are now in their own menu, and the characters’ ability points deal with damage as well as all manner of other upgrades like movement and abilities.

Each of your favourites have new weapons to get to grips with, which have a bit more variety and help give each character their own strengths and weaknesses. Luigi is still a long-range specialist, but has swapped his sniper rifle for a bow, while Rabbid Mario now has a pair of gauntlets rather than a basic shotgun.
Peach's palace in the Mushroom Kingdom with Rabbids and a statue
Enemies too have changed, leaning into the elemental variations offered by the Sparks and levels rather than feeling like just reskinned variants from other locations.

​
Progressing through the game is still linear but with a series of hub world sections, similar to a traditional Mario title, which disrupts the environmental storytelling which was one of the highlights of exploring locations last time around. It’s still here, to an extent, but not knowing what order you’ll come to certain things means it doesn’t gel as much with the action you’re taking.

You’ll also find random encounters, which can sometimes be avoided if you’re quick enough, but often need to be tackled to complete side objectives and collect planet coins, which then let you unlock not only a secret bonus area, but different cosmetic options specific to that world.
Mario and a Spark hide behind a wall from a red-eyed enemy
To make the most of a game like this you need to feel like it’s operating at the right difficulty level. Fortunately here you can adjust the settings at the beginning of each encounter, whether that’s respec-ing your character or taking the enemy aggression down. This should prove to make the game as a whole more approachable and fun to play with youngsters, who will no doubt appreciate the effective use of a colourful, cartoony presentation.

It might not quite be the Mario + Rabbids game we remember fondly, but there’s a good sprinkling of new ideas to be found here, and the teams at Ubisoft Milan and Ubisoft Paris have taken chances by changing things rather than just warming up a five-year-old game.
Rabbid Peach, Rabbid Luigi and Mario run through an icy overworld
There’s a lot of replayability, with a huge number of combinations of team members, weapons and Sparks to use, and, most importantly, the battles themselves are both fun and really satisfying to finish. Even the levels, despite falling into familiar tropes here and there, use verticality and environmental details to keep things interesting all the way through.

If you’ve been hankering for some silly fun and games, especially on the go with the portable power of the Switch, then look no further.

Pros
  • Colourful, fun and chaotic excitement with Mario and co., perfect for platformer-phobes
  • Tons of tools to make things easier or harder and give a variety of experience
  • Satisfying combat in a package filled with good humour and hidden depth

Cons
  • Voice acting is a little sporadic and doesn’t add a lot
  • The panic at throwing stunned bomb-ombs before they explode is stressful
  • We’re still pressing the wrong button and shooting before we’ve finished moving

9/10
1 Comment

LEGO Bricktales review | PS5

18/10/2022

 
LEGO character exploring a beach with a monkey and a bird

LEGO can be quite personal. You might have childhood memories of putting together a new set at Christmas or fighting over different bricks with your siblings, but previous titles based around those little plastic blocks haven’t really challenged your imagination as far as creating things with LEGO goes.
James Michael Parry

​by James Michael Parry

Blue Twitter bird logo

​@james_parry

Picture
Developer: ClockStone
Publisher: Thunderful
Platforms: PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC, Mac, Linux
Players: 1

LEGO Bricktales changes all that by wrapping a story around a series of building challenges, where you’re given specific bricks to throw together to solve a problem, like making a bridge to get you character from one side of a river to another, and then your completed structure appears in the world – exactly as you designed it – in the world.

The story itself is simple, in a twee sort of way, and the team at ClockStone manage to pull it off by keeping their tongue firmly planted in cheek with the written dialogue, which certainly raised a smile or two.

Your character, blessed with magnificent afro hair, visits their grandfather to find the amusement park he runs has fallen into disrepair, and you’ll need to jump into a series of themed worlds and complete challenges to fix it.

Beginning in a Jungle, but branching out to City, Medievil and Desert among others, there’s plenty of variety in the relatively straightforward locations, separated out into each large, isometrically presented brick world.

​​It's a cool look, but quickly becomes a bit fiddly, since you can’t move the camera around to get a better view, as you climb ladders and wander around cliff edges. In the challenges too, the camera can add to the challenge, since it can be hard to keep everything in view at the same time, with your selection of pieces laid out on the ground besides the build area. Getting below your in-progress model can be particularly tricky.
Build screen showing a yellow part of a plane or car in LEGO bricks
It's surprising that the building sections have their issues, given ClockStone's history with both Portal and The Walking Dead Bridge Simulators, but clearly LEGO is a more intricate beast.

This leads us onto one of the most obtrusive issues, the controls. While the game has been released for consoles as well as PC, it seems clear the development had a PC-first mindset, as a glance at the controls menu and even some of the interface still has keyboard prompts rather than buttons. Of course, this could be a fairly easy fix in a future update.​
...it still feels like there's something missing here. Perhaps an over-the-top protagonist like Chase McCain was in LEGO City Undercover...
The result is that actually building the LEGO models is time-consuming and often wrought with imprecise movements as you struggle to line up bricks.

This ups the difficulty without meaning to, potentially putting the game out of reach for some younger players, at least those without mum, dad, or an unusually cooperative sibling with them to pitch in now and again.
Spooky underground cave with a ghost and the player character
Other than that the experience is quite relaxed. The music can get a little repetitive at times, but has themes tied to each area which match the happy-go-lucky vibe.

From a visual design point of view, the digitised bricks are familiar, with a little more true-to-life aesthetic than you might be used to from the Travellers Tales LEGO series, or even LEGO Worlds, and the character animation has inspiration from the stop-motion effect in The LEGO Movie.

There are only a few things to point to which really stand out as not quite right, it still feels like there's something missing here. Perhaps an over-the-top character like Chase McCain was in LEGO City Undercover, or more depth to the narrative.
Mostly, it feels like a game which isn't quite sure if it's for kids or big kids, and while the construction system it's based on has had over 70 years to perfect the balance between its various audiences – and famously spent a fair amount of time getting it wrong at various points – it's no surprise it's a challenge.

Overall, there's a lot of fun stuff in here, and the package is more than the sum of its tiny plastic brick-shaped parts, but if you come looking for a serious cerebral challenge, you might find yourself wanting more often than not, until you're faced with the prospect of building something more intricate like a fire escape.

If you embrace the quirky humour and complete the build challenges in the spirit they are intended, you're in for a fun time.

Pros
  • The best digital LEGO construction we've seen
  • Fun humour in a cute and playful package
  • Keeps it simple and effective…
​
Cons
  • …but seems too simple for big kids and too tricky for youngsters
  • Could do with a more compelling protagonist
  • Doesn't make you feel like a Master Builder

8/10​
0 Comments

As Dusk Falls review | Xbox Series X|S

18/7/2022

 
Jay in As Dusk Falls

When a game lives and dies on its characters and story, both need to grab you and pull you into its world. In As Dusk Falls, the adventure's first action beat is a group of brothers breaking into a house, and straight away you're challenged by the near impossible – to remember a single four-digit code.
James Michael Parry
by James Michael Parry

Twitter blue bird logo

​@james_parry

As Dusk Falls logo
Developer: Int./Night
Publisher: Xbox Game Studios
Platforms: Xbox Series X|S, Xbox One, PC
​Players: 1-8

We jest of course, but could we remember it mere minutes later? Not a chance.

In presentation, As Dusk Falls slips quietly between two genres – a visual novel and a more interactive, episodic adventure, once arguably perfected by the now-defunct Telltale Games. Part of the reason it might appear more like the former is the artstyle, which includes single frames of hand-drawn style animation, with some 3D background and lighting elements on top.

The game describes itself as “an original interactive drama”, and that definition feels accurate, given the intense themes covered, particularly around family and relationships.

You follow one of a handful of characters through different story threads spanning six chapters in two books. The first, Collision, arguably has a better realised vision than the first, as it centres around a specific location and the choices feel more connected.

As you progress, you will see your decisions impact the outcome of characters, and, at the end of each chapter, an overview screen reveals the sheer number of possibilities you didn't discover.
Zoe in As Dusk Falls
So who are the characters? First up is Zoe, who, rather than swimming at the pool, has taken to holding her breath underwater for as long as possible.

After meeting her, complete with a chilling monologue, we immediately jump back to 1998, where Zoe is now just a youngster, on a road trip across Arizona with family, for her dad Vince's new job.

The other main protagonist is Jay, one of those brothers doing a bit of breaking and entering. You can tell from the get-go his heart isn't really in it, and even though he's arguably the character that gets the most play, we found it the most difficult to sympathise or side with him.
Multiplayer can lead to some interesting conversations, even creating deadlocks in decisions you can break by overriding the other players' choices...
The gameplay involves timed dialogue options and simple quick time events, which can be taken on solo or by up to eight people, either locally, online or both, even joining in with their smartphone. There's even a streamer mode to open the decision-making to an audience.

Multiplayer can lead to some interesting conversations, even creating deadlocks in decisions you can break by overriding the other players' choices, though this only comes into play at key decision-making “outcome” choices, which require all players to agree.
Dante in As Dusk Falls at sign that says Desert Dream Motel
The music in the game combines a country road-friendly soundtrack with licensed songs, in particular a very effective use of Johnny case to accompany the drama as you close the first book. Otherwise, audio cues, force feedback and visual distortion play into the experience throughout, indicating when you need to act and when you need to sit back and take in the narrative.

The story itself is a fairly simple series of events, connected by a lot of layers of the characters. At times you can find yourself with no good option out of a situation, for example, you might be in an altercation with two other characters and need to side with one or the other, when you feel as though the character would choose neither and just leave.

Tension and suspense are racked up whenever you are forced into the aforementioned “outcome” decision points, which, fortunately, have no time limit, giving you that chance to think, or discuss, if you’re playing with others.
The Holt brothers wearing masks over their mouths in As Dusk Falls
Depending on specific choices, you could find entire threads are closed off to you for the remainder of the game, which is why it feels sensible the team have only put together two books here to begin with, rather than three, which might feel like a more natural fit, as they only have to work out two sprawling, interconnected stories rather than three.

It does leave questions hanging though. The way book two closes clearly begs for another, leading us to conclude the success of As Dusk Falls will dictate whether something like As Dawn Rises will follow.

Structurally, how consistently you answer questions can lead to your characters’ behaviour being believable or a bit erratic. Of course, humans are imperfect and can be illogical and unpredictable, but when your choice is a single response which could end a marriage (if the post-chapter summary is anything to go by), it can feel a little arbitrary.
Picture
In the end, As Dusk Falls is a well thought-through story with some compelling moments, but exploring it with others might be what makes the game truly memorable. The performances are strong and just about avoid feeling like stereotypes, but limited options mean you can’t always make the characters act as you might in the same situation.

Given that it’s available day one on Game Pass, you’d be silly not to give this a try – especially since it will run just fine on Xbox One as well – and you’re looking at a fairly self-containing six-hour experience, with the potential for repeat plays to discover just how differently things might have gone.

For some, it might be the perfect first page to explore this sort of game, while for others, particularly wondering what happens next, you could be left wanting more.

Pros
  • Compelling characters and a strong story
  • Solid gameplay with plenty of accessibility options
  • Plenty of other choices to explore once the credits roll

Cons
  • Limited options leave you with no good choices sometimes
  • Visual design longs for full animation
  • Two books doesn’t feel like enough time to dig into some of these stories

8/10

Code provided by Xbox.​
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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​
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PHOGS! review | Xbox One X

2/12/2020

 
PHOGS! get hot under the collar

Sometimes you need a video game to inject some joy into your life, and that applies especially in 2020. Enter PHOGS!, the charming puzzle game about exploring with a double-headed dog in search of bone-shaped treats.

James Michael Parry
by James Michael Parry

Picture

​@james_parry

Picture
Developer: Coatsink and Bit Loom Games
Publisher: Coatsink
Platforms: Xbox One, Xbox X|S, PS4, PS5, PC, Switch
Players: 1-2

The game at first glance seems simplistic, but behind it's bright colours and basic control scheme lies a delightful, engaging experience for all ages. Beyond colour, the aesthetic has a cartoonish, almost cel-shaded style. Its early, food-orientated levels channel greats like Overcooked and Mario Odyssey’s Luncheon Kingdom, before transitioning to a more subdued presentation for the nighttime stages.

Exploring with the PHOGS themselves is fairly linear. While you’ll need to keep an eye out to find all of the collectable bones in each level, tackling each challenge required to move on to the next area is straightforward. Visual tells seamlessly teach you how to complete the various tasks, plus there’s some fun environmental storytelling, making the experience particularly accessible to younger or first-time players.

There’s an emphasis on savoring the experience here too; there are no time limits, no scores and no real penalty for falling off the edge of a level, which keeps stress and frustration to a minimum. There’s a unique approach to the control scheme as well, as you’re asked whether you want to use one or two controllers to play. In the case of the former, buttons are separated in such a way that you can play quite happily after some initial adjustment.

Though PHOGS! isn’t too demanding overall, there’s still an element of challenge to achieving 100% completion on each level. That said, you aren’t overwhelmed by a huge number of collectables - instead, finding them will require observation and persistence to track down. Testing the physics is also intuitive, with only the odd moment where you’re thrown around unexpectedly.

​
Your reward for scouring the levels is the ability to spend your bones on a modest variety of hats. Unfortunately, even unlocking everything leaves plenty of bones leftover, and the hats themselves often look better in the customisation room than they do in the flesh. With customisation at the forefront in titles like Fall Guys and the Worms series, this inclusion feels a little under-developed, but nonetheless welcome in the absence of microtransactions.
PHOGS! have fun in the sleep world
PHOGS! is easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level.
The PHOGS (a merging of the words physics and dogs, as seen within the gameplay) exude character as you move them around. If you lazily control a single head at a time, for example, you’ll see the trailing head quickly drop off to sleep. That same level of characterisation extends to the NPCs as well, with our particular favourite being an octopus chef who's increasingly pleased with how his mountaintop soup is turning out, thanks to your help.

​
The game’s music has enthusiasm and beaming positivity to match, but at times relies too heavily on a short, repeated phrase that can start to grate. Fortunately each level has a new tune, meaning such earworms are fairly short-lived.
PHOGS! have a snooze on the beach after lots of exploring
PHOGS! is an experience we’ve been hearing about for a long time, and it's a pleasure to finally have our paws on it. The sheer delight at successfully getting Red and Blue to the friendly patchwork-style snake which safeguards the end of each level can’t be overstated. It’s easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level.

​
Coming into the festive season, a family PHOGS! session sounds far more appealing than a six-hour argument over Monopoly. It’s also just as fun to watch as it is to play, for any technologically-opposed family members. Coatsink and Bit Loom Games have taken a simple concept and really nailed it. If you’re in the mood for some gaming joy this Christmas, PHOGS! undoubtedly fits the bill.

​Pros

  • Adorable artstyle and characterisation
  • Accessible to all ages and skill levels
  • Hard to resist grabbing all of the collectibles 

Cons
​
  • Music can grate at times
  • Customisation options are underwhelming
  • Controls can occasionally feel a little floaty and imprecise

9/10
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