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Pathfinder: Wrath of Righteous Kickstarts Spanish Localization


Moscow, Russia, February 25, 2020
— Owlcat Games has announced its plans to add Spanish localization to Pathfinder: Wrath of the Righteous, the highly anticipated classic isometric CRPG whose successful Kickstarter campaign has raised more than $1.3 million so far. Based on Paizo’s famous tabletop RPG and the adventure path of the same name, Pathfinder: Wrath of the Righteous will have players choose from one of eight different Mythic Paths, lead a crusade, and become a hero in a world overrun by demons. Fans have an opportunity to help the campaign achieve its twelfth stretch goal before it ends on March 11. “Currently, our script for Pathfinder: Wrath of the Righteous contains more than 1.2 million words,” says Owlcat Games’ Head of Studio Oleg Shpilchevskiy. “This translation is a complex task that we want done right so Spanish-speaking people are pleased with the final product.” Achieving this stretch goal will also allow Owlcat Games to introduce a new race called Oreads, the stoic and contemplative descendants of outsiders from the Elemental Plane of Earth. In addition to the rewards listed on Pathfinder: Wrath of the Righteous’ Kickstarter page, backers who support the campaign today will have an opportunity to vote for another non-human race: ratfolk, catfolk or kitsune (“fox folk”). A new race of half-undead mortals called dhampirs will also appear when the game launches in June 2021. 

 

Stretch goals that backers have unlocked so far include two new Mythic Paths (Swarm-That-Walks and Gold Dragon), two new classes (Warpriest and Skald), evolving animal companions, a “thiefling” companion named Woljif Jefto, a select soundtrack performed by a symphony orchestra, one more archetype per class and new features such as mounted combat, dismemberment, and Double Reactivity. Pathfinder: Wrath of the Righteous is an epic adventure in which players rise to power as one of eight Mythic character types: the benevolent Angel, the ravaging Demon, the powerful Lich, the cunning Trickster, the lawful Aeon, the rebellious Azata, the ruthless Swarm-That-Walks, and the merciful Gold Dragon. The title will feature an extremely flexible character building system with 24 classes to choose from and six archetypes per class. The game is designed to be played in real-time with pause (RTWP), but will also feature a turn-based mode (TBM), that will allow players to experience a play session almost identical to the tabletop version. Owlcat Games thanks all the backers who have contributed to the campaign so far. Additional details regarding Pathfinder: Wrath of the Righteous‘ Mythic Paths, new features and crowdfunding goals can be found at the game’s Kickstarter page. The campaign will run until March 11. Follow us on Twitter, YouTube, Facebook, and our official website

 


About Owlcat Games

Owlcat Games was founded in 2016 by a group of developers united by their love of CRPGs. The team is led by veteran game designers behind titles like Heroes of Might and Magic V, Silent Storm, Etherlords, Evil Islands: Curse of the Lost Soul and other games. Team members also took part in the development of popular MMO titles Allods Online and Skyforge. The first project unveiled by Owlcat Games was 2018’s Pathfinder: Kingmaker, an isometric computer RPG based on the highly popular Pathfinder pen-and-paper roleplaying game by Paizo Inc. The success of Kingmaker has allowed them to continue working with Paizo on a new Pathfinder adventure, Wrath of the Righteous.

About Paizo

Paizo Inc. is one of the world’s leading hobby game publishers. Since 2002, millions of players have joined the goblin army by playing the Pathfinder® and Starfinder® roleplaying games across tabletops, at conventions, at their favorite local game store, and digitally on virtual tabletops. Paizo.com is an online retail hobby destination for gamers that carries the latest products from top hobby game publishers. Players also find accessories, like dice and maps, miniatures, T-shirts, goblin plush toys, and the newest releases to quickly replenish those adventuring supplies for the next dungeon run.



Article by: Susan N.



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Jaggy's Corner - February 28th, 2020

Hello everyone and welcome back to Jaggy's Corner where I discuss various video gaming topics during the week. This time around I'm talking about a player who is now banned from all FIFA events.

I'm, of course, talking about Kurt "Kurt0411" Fenech who was found in violation of EA's code of conduct. The professional esports player, Kurt, repeatedly stated his criticisms about FIFA 20 on his YouTube channel and his Twitch streams. He would engage in rants about the game on Twitter as well. Unfortunately, Kurt ended up on the receiving end of old big and nasty EA play. In fact, EA was so offended by his actions that they even went as far to shut down Kurt's FIFA Ultimate Team account - which he had had for over 10 years - they unloaded numerous copyright strikes to his YouTube channel and attempted to shut down his Twitch channel. After following through on their actions to take Kurt down, EA proceeded to post a press release about their decision to ban the player from all tournaments. (What? Isn't that a little extreme?)

Keep in mind that all of this is happening to a player who is the second most popular player/streamer/content creator of FIFA 20, and not to some random player who thinks they're good at the game. One would think that as a major contributor to the community around the game, that EA might have considered other means of dealing with the situation. But, sadly, this is not the case. EA claimed that Kurt was threatening staff, and without citing any sources, took down as much of the player's content as possible. I think that might have been overstepping their bounds...

But, this isn't where the buck stops when it comes to EA. Earlier on in the year, Donovan "Tekkz" Hunt, another professional player of FIFA 20, mentioned at the FUT Champions Cup in Paris that the game was "unrewarding" and that "games were 50/50." (This information can be found here.) And yet, even though Tekkz has also been critical of the game, he has not received any of the same treatment. Yet this particular player made it into the semi-finals and is part of team Fnatic. I have to question why would one pro player receive extremely harsh punishment and not another? Is it because Tekkz is perhaps less aggressive with his criticisms? Though, if Tekkz keeps up with the criticism, EA might still go after him. Right now though, that is mere speculation.

https://twitter.com/EA/status/1232060677507801091

Now, there are a couple of things that I've also read about the situation. The first is that some EA employees Twitter accounts were hacked following Kurt's ban. Tweets were sent out in support of the player through Twitter, leading EA employees to believe that Kurt, or people in his community, are responsible. (Though I should add that even if he or his community was responsible, that having some basic protections against hacking benefits everyone who uses social media. Basically, everyone. There may not be a full-proof way to do this, but reducing the risk is never a bad thing. And, in this case, if EA's employees accounts were hacked into, I have to question EA employees ability to have security...) The other bit of information I stumbled upon is that earlier today, both Apex Legends and FIFA 20 servers went down due to outages. In fact, this is the second time in less than a month this has happened. To me, while that may not be related, it seems like convenient timing.

So this is what I'm thinking about. I feel like EA's press release was a bad idea for them because they destroyed the reputation of one of their top players without (as far as I can tell) reaching out to him in an attempt to find a resolution. By publishing the press release, not only did EA make Kurt a scapegoat, but they also potentially ruined his life. As such, it feels a lot like a hit piece, which is a published article that aims to smear the name of an individual or company. While to the public the press release seemed like a harsh warning to the community, I see EA's actions as something more - otherwise, why post about it?

But what really perplexes me about the situation is why EA didn't cite proof of Kurt's alleged threats? They nuked any evidence showing the statements / criticisms made by Kurt. If they wanted people on their side, wouldn't they have something to show for it?

Other questions come to mind like why did EA only go after this one player? What does this prove? And don't you guys think that was too much, regardless of how much Kurt may have complained about things that needed to be fixed? We aren't talking about a one-time player here, this is someone who has spent hundreds, if not thousands of hours in that game. He might have SOME useful insight even if he stated his opinions in aggressive ways. And furthermore, if multiple players are experiencing the same issues, wouldn't it have been better to actually listen so that maybe the game could be MORE successful?

I mean, Sports games aren't really my thing, and at the end of the day, this topic isn't something I'm truly passionate about. However, if game companies don't listen to their players, how do they really stand to survive? In this case, I believe that EA is setting an example of what not to do as a billion-dollar company. But that is just my thoughts on the matter.

Until next time peeps!




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Aokana Releasing in North America in the Summer!

PQube (London, UK) – February 25th, 2020 – PQube and NekoNyan are excited to reveal that Aokana - Four Rhythms Across the Blue is coming to the west! The award-winning visual novel about dreams, sports and love will be available this summer for Nintendo Switch and PlayStation 4.

With its gorgeous art, lots of quality-of-life features and more, it is no wonder that this game received a popular anime adaptation and was praised by both players and critics.

The story of Aokana plays in a world where science finally did it and invented anti-gravity shoes! With the dreamlike ability to freely fly through the skies, a form of sport called Flying Circus became popular, where athletes soar through the air to score points.

Slip into the role of Masaya, a former competitor, that encounters the new transfer student Asuka who strives to learn how to fly. Get involved in the Flying Circus sports club, support the ambitious girls and eventually end up with your own head in clouds!

Aokana - Four Rhythms Across the Blue is coming to Europe and North-America on Nintendo Switch and PlayStation 4 this summer.

Make sure to check out #Aokana and @NekoNyanSoft on social media!

For more information and the latest news about PQube, follow us on Twitter, Facebook, Twitch, and Instagram or check out our homepage: https://pqube.co.uk/aokana

https://www.youtube.com/watch?v=Ee3DjoYJvQA


About NekoNyan Ltd.

NekoNyan is a new player in the English localization scene - focusing on bringing popular Japanese Visual Novels, Games, and more, to Western audiences with an emphasis on providing high quality translations and other production values.

About sprite

Sprite is a Japanese visual novel development studio that is known for extremely ambitious, high-quality games that are one of a kind.

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong.

As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate.

PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games



Article by: Susan N.



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Vampire’s Fall: Origins - PC Review

Vampire’s Fall: Origins by developer and publisher Early Morning StudioPC (Steam) review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes 


Join the city guard they said. It'll be easy they said. Send their strongest warrior or be wiped out by a crazed warlord they said. Get killed you did, but it definitely wasn't enough to keep you down. Waking up starving for blood, you drink the closest corpse next to you as you head out for revenge not for your village, but for being killed and not being happy about it.

Vampire’s Fall: Origins was originally released for mobile platforms back in late 2018 and it has just recently been revamped for the PC. I think it’s important to state this as while the visuals look like that of the PC, most of the menus’ visuals are definitely configured for a touch screen so while using a keyboard works really well as everything has its own keybinding, moving the mouse around can be a bit of a pain. There’s also supposed to be controller support, but as of the time of this writing, I couldn’t get my XB1 nor XB1 Series 2 Elite controllers to work. There was just zero response.

Moving along though, and I was rather impressed by the depth of adventure laid out before me. Treated to a quick tutorial to teach you the ropes, it’s not long after this point that you find yourself raising from the dead and hungry for blood. I would have liked a bit more anything on this front as other than one NPC that asks you to turn him or kill him, the only other time your lineage really comes up is hours down the line when you meet a few people that had been turned by the one you turned, if you did it of course. Otherwise, your vampireness is probably the only reason that you can keep getting your ass kicked if not killed and coming back again and again in order to get your revenge.


Gameplay is actually rather simple. You move around a map, you talk to people, you accept quests if you want to, and you keep moving on until you get into a fight. Color palette wise there’s not a whole lot to look at but it sells the story that you’re basically stuck in a shithole of dark trees, swamps and barren hills. Running along the roads is always safer and generally faster to reach new places, but if you want to explore and find chests with gold and fight enemies for gold and experience to level up? You’ll have to go off the beaten path.

This is probably where things were a bit hit and a miss for me, and I’m not talking about hit probabilities. Combat is either really easy, or really hard. There’s no real middle ground as leveling up only really gets you new skills while attack power and defense are at the mercy of your gear that is generally really expensive. You can equip a sword and shield, two different weapons, chest armor, leg armor, boots, gloves and trinkets. Some of this you can pillage off of enemy corpses but most of the time it’ll be bought with tons of gold making you wonder, which piece do you want first, or which do you need as if you go just a bit too far from where it’s safe, you’ll more often than not be dead in two seconds as the enemies are just way too powerful.

While you’ll be spending half your time running around the map and looking for where to go next or find something or someone for a quest, the other half you’ll be fighting for your life. Combat was actually really fun and depending on how you’ve set yourself up, fighting even tough enemies is possible as long as they don’t cut your focus down. To fight an enemy you have one standard attack and then a series of abilities that require a certain amount of focus to use. These abilities include teleporting behind an enemy and backstabbing that can do up to five attacks, plowing forward and biting them to regain hit points, launching bats to cause damage over time or breaking their defense while also being able to bolster both yours and sharpen your weapon for more damage.


Each turn that you attack you’ll gain more focus which is dependent on what kind of skills and boosts that you get from items. In general though, you’ll be getting about ten and backstabbing requires thirty, bats thirty five, and stealing blood for health forty-five. These aren’t abilities that you can just use whenever you want, you have to calculate when’s the best time to use them. As a bonus though, every few turns you get a surge of focus that allows you to chain a few attacks as long as you have the total focus to do so. Adding in some later abilities where you can add the chance for a normal attack after all of the chained ones? Things slowly fall into your favor, just never enough to make things “normal” on the easy to hard scale.

For someone like me, the difficulty spike makes me think of older RPGs like Final Fantasy 1-5, Dragon Quest 1-3 and I was fine with them. My issue with the spike is that the gold allocation to buy new gear doesn’t quite follow that spike so often by the time I’m finally getting this gear and finding the way forward again, the same jump occurs and I sure as hell don’t have the money to buy even newer gear as I literally just did that. So it’s a bit of a balancing act in this department where you’ll honestly need to put some time aside to grind.

Finally, what I probably loved the most, was the dialog with the various town peoples and “evil” spirits. It’s fun, it’s quirky, it gives you a reason to go about doing things for these people even if the quest rewards themselves should probably be more than enough. My best example that just had me laughing was this long winded quest of a town besieged by stupidity. So you go see the spirits to lift the curse. Turns out they aren’t cursed by stupidity, they are cursed to not be able to drink milk… they are just so stupid that it seems like a curse. The spirit got a kick out of it, I got a kick out of it and at least those townspeople could now drink milk. And a lot of quests were like this one making it fun to explore and seek them out since the rest of the world could feel empty while running between towns, villages, cities and your next fights.


Overall, Vampire’s Fall: Origins lead me to having a good time. Sure the balance isn’t quite there as it’s more on the harder side of things, but the overall elements can soften this blow between the dialog and just the ease of everything else. Having had the same enhancements done to the mobile platform, PC, Android or iOS, I would suggest taking this one for a spin as it does offer a couple good hours of RPG goodness.

 

Score: 7.5 / 10






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Memorable Music in Gaming #44


Having received Baldur's Gate I & II Enhanced Edition from my youngest daughter for Christmas, I've been finding myself gaming like it's the 1990's all over again.

Estimated reading time: 3 minutes


Now, it is fair to say that the visuals can be a bit rough, and the controls are a little janky at times (after all, this game was designed for PC point and click goodness), and storytelling in video games has come a long ways over the last couple of decades - but I have been enjoying the Nine Hells out of my return to the Forgotten Realms.

While some of these gameplay elements have aged better than others, you know what is still fantastic today? The original soundtrack. So this got me thinking back to those older games in general - Icewind Dale, Neverwinter Nights, Planescape and of course, Baldur's Gate. So here is a quick collection of what I consider to be some of the more memorable songs from a bunch of absolutely fantastic soundtracks.

Icewind Dale - The Mage Tower

When I think of Dungeons & Dragons, my imagination begins to paint so many mental pictures. One of them is always a softly playing, enchanting environment filled with magic and wonder. This particular tune helps to create that atmosphere perfectly.

Planescape: Torment - Deionarra's Theme

Planescape is such an odd setting, harsh in every way but also rewarding when you stumble onto glimpses of something good and happy. Deionarra's story however, is not one of those happier tales, and her sad story had a haunting theme that used to make the hairs on my neck stand up a little whenever I would visit. Used to - and still does, I should say.

Planescape: Torment - Civic Festhall

Where as the prior track is slow, lingering and dark, there is a deranged and upbeat quality to Civic Festhall that shows how dramatically the events in Planescape: Torment can swing. It captures some of the lighthearted music often used in taverns, but with a slightly different, unhinged quality to it as well.

Baldur's Gate II - The Five

This tune comes from the Throne of Bhaal expansion, and is a perfect example of how these older Dungeons & Dragons titles absolutely nailed their battle music. There are often multiple fantastic combat themes in each and every game, but for my money The Five is an epic combination of sounds that set the stage beautifully.

Baldur's Gate - Attacked by Assassins

Continuing my theme of epic music, this theme song starts strong and never lets up. For me, this is the song that just embodies the spirit of Baldur's Gate. It promises an adventure and delivers throughout its minute and a half run.

Neverwinter Nights - City Docks Day

I usually keep these Memorable Music lists to five songs, but felt compelled to add an extra one here. Why? Because it is one of my all-time favorite pieces of gaming music ever. Now, I had listed this one once before (almost four years ago in Memorable Music in Gaming #20), which is why it is getting sort of an Honorable Mention status in this article which is paying respects to the other Dungeons & Dragons games of the era.

Now, if you'll excuse me - the Forgotten Realms await...

Article by: Nick

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Bookbound Brigade - Switch Review

Bookbound Brigade by developer Digital Tales USA LLC and publisher Intragames Co.,LtdNintendo Switch review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 11 minutes


Introduction

Bookbound Brigade is a 2D side-scrolling platformer that has some unique elements, which will be covered later on. The premise of the game is to embark on a quest to retrieve B.o.B, the Book of Books, by traveling through time. Players will encounter a variety of historical figures who teach new abilities that help to progress through the game.

In short, Bookbound Brigade is a cute and witty game whose concept is refreshing, if not a little rough around the edges. Though, as a person that isn't good at platformers, I simultaneously love and hate this game.

Gameplay

The first thing I noticed about Bookbound Brigade is that players control multiple characters at one time. I'm not talking about switching between characters to perform special abilities, I mean all of the characters move together and in the same way. It's almost as though the group is attached to each other at the hip. When players jump, the whole group jumps. When players attack, each individual character attacks one after another.

Anyways, part of the strategy in Bookbound Brigade is being able to transition through the different formations to get past obstacles. Sometimes players need to be in horizontal formation to walk through small areas. Other times, players need to switch to a vertical formation to leap onto skinny platforms. Adopting this sort of mechanic makes for interesting gameplay, but it also causes a lot of frustrations, which I'll cover later.

The historical figures used in the game are amusing because they fit the qualities of the people. However, each one has something different about them from what we know. For example, Dracula is a character that is in your party (he allows you to jump higher by using his cape - something that is unlocked early in the game). He is known for being a vampire who feasts off of human blood. In the description of each character, there is a brief introduction of who the historical figure is, followed by the 'Unbound' version which is different. In Bookbound Brigade, Dracula no longer kills humans by drinking their blood, he drinks tomato juice because it tastes better!

The characters found throughout the game are hilariously witty but sometimes annoying. As an example, Queen Victoria is too feisty. When in the high seas players run into a bunch of pirates (that eventually leads to the discovery of Blackbeard), one large pirate is talked down from a fight by King Arthur. Most of your band agrees except for Queen Victoria. She calls him a coward and players are pulled into the boss fight anyways. Darn Queen Victoria...

While traversing the different areas through time, players can bust open crates that sometimes grant blue pages. These pages are used to unlock abilities like extra damage by individual party members or increasing the total party's health. Tier one cost 1000 pages. Tier two cost 3000 pages. And the cost goes up the further down the list you go for each character. For reference, in the screenshot below, underneath each character are icons with locks. Those are the extra damage abilities or health perks that players can purchase with pages. It's a neat feature of the game that I like because frankly I do like customization in games.

Anyways, a unique feature of Bookbound Brigade is the formation system. When in the standard formation, the characters can jump, move, and attack as a unit. In vertical formation, players can execute a combination of buttons to lift up small monsters and hurl them a short distance. If in a circle formation, players can speed up movement which can damage enemies and bust through certain walls. And each formation is used regularly to access different areas or hit buttons to open doors.

Bookbound Brigade operates on a checkpoint system. These are strategically placed before important game events. They not only serve as a way to save the game, but also will restore all health and energy used by your party. Each time players go back to a previous or new checkpoint, the game will save at that location and not at the furthest point reached like some games would. I found this to be particularly useful because at each level there are multiple unreachable areas or alternate paths that players can take - assuming they've unlocked the respective abilities to go through those alternate paths. Sometimes the checkpoint saving would make it harder for me to get back to certain locations that I wanted to explore. However, once players have entered the world, players can't go back until they've defeated the boss.

On that note, it pains me to say that Bookbound Brigade is extremely linear. While the game gives players the illusion of going other ways, often there is only one path to the boss. There is no alternative until players unlock other abilities allowing them access to chests or characters, forcing players to go through obstacles they may be stuck on until they can pass it.

Combat System

I like the idea behind the combat system, but at the same time, I'm infuriated by it. Players use up to 8 historical figures at the same time. And it should be noted that the historical figures which make up your party are not chosen by players. It would have been much more interesting to me if players could choose which historical figures would embark on the quest to save B.o.B, but that isn't the case here. Part of that is likely due to its linear method of level design... Anyways, these historical figures have two abilities that can be unlocked though gameplay. Each ability allows players to get past different obstacles like Dracula's second jump gets the group into areas they couldn't reach before. Other character abilities relate to the combat system, which is what makes this game unique.

The multi-character combat system is a nice refreshing take on the genre, but it's also poorly designed. In order to fling small combatants towards a larger enemy, players either need to have the ability unlocked to do this in vertical or horizontal formation. While it's a cool idea, the characters attack individually to make that action happen. So, the closest character has to attack the creature and lift it up (using a certain combination of key presses) and it has to reach either end for it to be thrown. At the same time that players are executing this attack, other small creatures are attacking the group, causing them to take damage. It's almost like it's a turn based system without actually being a turn based game. It's also not a complicated system and is an intriguing idea, but any purchased attack boost is applied to the individual characters, not the group. It means that while players know that their characters are doing more damage, there isn't a lot of visual representation of that fact. And honestly, having the characters all attack at the same time would work better because it just isn't polished enough, in my opinion.

Bookish Pros and Cons

On the plus side, it's really interesting to switch formations to do different things or access new locations. Each of the abilities are unlocked by historical figures that you save throughout the thematic tomes (or: different points in history, like Egypt for example). It allows for players to use a couple of different strategies to win boss battles and traverse obstacles, making it fun. I do like the formation mechanic, just not in combat.

Players can unlock some different perks by using book pages instead of a coin currency. I love the concept that players traverse through time by entering Thematic Tomes that are found in the library. Each wing is dedicated to a different world where these tomes can be found, and I felt it was a nice touch.

Even turning the idea of what we know about the various historical figures on their heads made me smile. The book reader in me had great fun with the references and visual representations of the characters. And overall, the above elements made me love this game.

On the negative side, trying to execute abilities didn't always work. I don't know if it was input lag, a dying joycon, connection strength, or the sheer fact that the game couldn't always keep up with the number of buttons being press. While I know that the Switch I was using to review this game has a joycon that is starting to fail, I don't actually know where the fault lies. This might not be the fault of the developer, so bear that in mind if you get a code for the Switch. I would recommend playing this on PC or with a pro controller with only one signal being sent to the console.

Another negative point to the game is that some of the levels were a bit more frustrating than others. I felt like the difficulty of the challenges were sometimes steeper than they needed to be. Granted, I am absolutely terrible at platformers, and it took far longer for me to get through certain sections of the game, but the difficulty of each area ramped up immediately. For example, I just acquired the cirle formation. In a room a little later on has a puzzle with spikes that come out of the ground at a set interval. The difficult part of this is not avoiding the spikes, it's that players have to roll past the spikes up a hill to immediately change formations to jump close onto other spikes on a platform which leads out of the room. In another area, players use the vertical formation to pass a bunch of fire obstacles. Again, the issue isn't that section, it's the one immediately afterwards players have to switch formations quickly at a precise point in order to avoid the fire that will shoot out of the wall... In other words, Bookbound Brigade requires players to have fast reaction times, the ability to read situations properly, and execute a combination of buttons in rapid succession. While that isn't necessarily a tough concept for people who are good at platformers, having a set of joycons that often defy button combinations didn't help to ease my terribly gameplay. I'm already handicapped in this genre, no need to make things worse!

Final Literary Thoughts

Bookbound Brigade is a neat 2D platforming game that delivers a refreshing take on the genre with its combat system, no matter how flawed and shallow it may be. The game takes well-known historical figures that players are familiar with and turns them upside down while giving players a hilarious plotline. The way the game is presented is quite entertaining to me as an author and I appreciated the wit.

Personally, Bookbound Brigade gets brownie points for having a character named B.o.B because I happen to be a fan of the Dresden Files by Jim Butcher. (For those of you that are unfamiliar with this book series, Bob is the name of a sentient skull that holds a lot of knowledge. As a second aside, B.o.B.B was also a guild name from Guild Wars 1 that my brother and a few friends were apart of...)

Its platforming is simplistic enough, even if I took longer to complete levels where others who excel in this genre would find easy. I enjoyed playing Bookbound Brigade even though it is not a genre I play.

Overall, I enjoyed my playthrough, even though I yelled at the game a ton. It has some faults that need addressing like the input issues (which might not actually be the fault of the developer) and an improved combat system. It's still a fun take on the platforming genre and as such, Bookbound Brigade earns a 7 out of 10 in my books.

 

Score: 7 / 10




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