Nintendo Switch Archives - Pure Nintendo https://purenintendo.com/category/nintendo-reviews/nintendo-switch-reviews/ Pure Nintendo and Pure Nintendo Magazine are your sources for the latest news on the Wii U, 3DS, and all things Nintendo. Tue, 22 Aug 2023 11:45:40 +0000 en-US hourly 1 https://wordpress.org/?v=6.3 Review: Ship Graveyard Simulator https://purenintendo.com/review-ship-graveyard-simulator/?utm_source=rss&utm_medium=rss&utm_campaign=review-ship-graveyard-simulator https://purenintendo.com/review-ship-graveyard-simulator/#disqus_thread Tue, 22 Aug 2023 11:45:40 +0000 https://purenintendo.com/?p=152014 I don’t think I’m alone in wondering this question: “Can I ever experience, even in a virtual form, what it must be like to take on the task of breaking down a sailing vessel to its recyclable components? Do I dare to dream?”

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I don’t think I’m alone in wondering this question: “Can I ever experience, even in a virtual form, what it must be like to take on the task of breaking down a sailing vessel to its recyclable components? Do I dare to dream?”

Because we live in the future, the answer is now, finally, “Yes.”

In Ship Graveyard Simulator you play a white dude (you can see your arms) who lives in a village of brown people (you can see them) and whose job it is to ram sailing vessels into the ground, then break some of the parts, then sell them.

That’s it. That’s the game.

In some ways, this is the purest version of a crafting game I’ve ever seen, and I must admit the simplicity of it is very relaxing. You order a boat, climb on to it, and use your tools to break it down. You can either sell those component parts directly or, for more profitability, take on contracts and combine them into more worthwhile alloys.

As you go along, you power up your tool seller (why am I paying for a business I paid to increase?), your storage space (to achieve better alloys), and your barracks (to hire NPCs to more quickly strip the vessels).

The gameplay is very simple. You approach a component, and it tells you what tool (hammer, saw, blowtorch, etc.) you’ll need to break it down. Use that tool, collect the bits, fulfill requests, build better facilities, get bigger ships. You don’t break down the entire ship, although later in the game you will start to take apart the hull, and every component tells you what tool you must use to deconstruct it. Cleats and pipes need a sledgehammer. Other items need a power saw.

And then there is my personal Satan: the blowtorch. The blowtorch is by far the most difficult part of the game, as the items you use it on are mounted on the wall, which makes it hard to maneuver around. Also, to “cut” with the torch means to drag the tool along a narrow line. The controls aren’t really sensitive enough to do a slow, steady movement. It’s more like watching a small child color with a crayon, desperately dragging it back and forth.

Cutting with a handsaw can also be a pain, as the component will display how much of it remains to be cut. But if you end up with a stump attached to a wall, figuring out where to position your player so he can actually make the cut can be difficult.

Story-wise, there isn’t any. It’s not that the game is mindless, the point of the game is to be mindless. There are no enemies, there is no conflict (other than your profitability), and it is immensely satisfying to hit L several times to break up whatever it is on the ship. There’s also a lockpicking mechanism that’s straight out of, well, most games, that allows you to find bonus materials.

But the main appeal of this game is just beating the crap out of old steel hulls and selling it to others. The graphics are janky (circa ’90s), and there’s no world-saving plot, just an idea to make a buck doing an honest day’s work.

I found it oddly appealing.

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Review: Pikmin 4 (Nintendo Switch) https://purenintendo.com/review-pikmin-4-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-pikmin-4-nintendo-switch https://purenintendo.com/review-pikmin-4-nintendo-switch/#disqus_thread Thu, 17 Aug 2023 12:10:40 +0000 https://purenintendo.com/?p=151978 This isn't so much a review of Pikmin 4; it's an appreciation. A celebration. Reviews have been out for a month now, so this is more about us joining the victory party than helping you determine whether to give Pikmin 4 a try (you absolutely should, by the way).

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This isn’t so much a review of Pikmin 4; it’s an appreciation. A celebration. I’ll still rate it, as I fully understand that’s what many readers will target here. But since reviews have been out for a month now, this is more about us joining the victory party than helping you determine whether to give Pikmin 4 a try.

You absolutely should, by the way. Pikmin 4 is my favorite game in the series. This is mostly because the new elements Nintendo has rolled in perfectly complement the core gameplay. Compare this to most of the recent Fire Emblem games, for example, where all the tacked-on diversions interrupt and distract from the action.

Before I get to those elements, here’s a quick setup. In Pikmin 4, our recurring hero Olimar has crash-landed his spaceship on an unknown planet. A rescue team is dispatched to save him, and they also crash land. You’re then sent to rescue all of them, and our adventure begins.

The planet is populated by a species called Pikmin, which is good news for you. These little fellows seem lost without having something to do, and they eagerly accept your every assignment. Toss them at enemies to kill them, at plants to harvest them, at objects to retrieve them.

Differently colored Pikmin have different specialties: red are strong and fast, yellow fly higher and are immune to electricity, and blue can swim. Those are your primary Pikmin, but various other types/colors can break sturdier objects, carry heavier items, fly, and more. New to Pikmin 4 is the Ice Pikmin, which can freeze water for easy traversal and freeze enemies for easy destruction.

Perhaps the biggest immediate change in Pikmin 4 is the communal feeling. Unlike Pikmin 1, 2, and 3—which focused on 1, 2, and 3 characters, respectfully—Pikmin 4 involves a growing commune of people who help in various ways. The more you play, the more rescuers and castaways you uncover. These characters can then be used to provide the training and items necessary to complete your goal of rescuing everyone and escaping the planet.

The gameplay progresses in intervals that provide a complete day to explore the area for various treasures, characters, and the precious sparklium that’s used to repair the ship, provide building materials, and unlock new abilities. Your available Pikmin can carry these items back to your ship, but you’ll first need to make sure you’ve cleaned out enemies along the way.

It’s also important to open more direct paths between the items and your ship. Pikmin 4 is big on the concept of “dandori,” which is described in the game as, “…the art of organizing your tasks strategically and working with maximum efficiency to execute your plans quickly.” Why make the Pikmin carry a treasure across the entire map when you can bust upon an electric gate and move your ship right next to where the treasure is? Why follow your Pikmin around as they harvest sparklium when they’re perfectly capable of carrying it on their own? Be efficient; you can (and should) have tasks running simultaneously.

It helps that you have a trusty companion this time. New to the Pikmin franchise is Oatchi, a dog, of sorts, that’s capable of carrying Pikmin on his back, attacking enemies, and defending his territory. Oatchi is able to reach areas that your character cannot, and he can control Pikmin when separated from you. He’s great when working with your character, especially for charged attacks that burst into an enemy and instantly fling all the Pikmin onto its back for heavy damage. But there will be times when separation is important, especially during the numerous challenges presented throughout the game. Oatchi learns new abilities throughout the game, allowing you to assign him objectives or just work with you on getting things done faster.

The latter is key, as there are numerous side-events in Pikmin 4 that are required for completion. These include two types of dandori battles in which you either must complete tasks in a certain amount of time or battle against another character in split-screen to see who can collect the most items within the time limit. These get very tough by the game’s end, but you don’t need to be perfect to complete them; achieving bronze level is enough to win, often resulting in the release of another castaway.

But you’re not done there. The castaways are inflicted with a leafy condition that makes them unidentifiable, so you’ll need to go on new night missions to obtain the luminol that can cure them. These are basically tower defense levels in which you and Oatchi must defend one or two luminol bases with the help of Glow Pikmin. These new creatures are obtained by carrying sparklium back to the luminous, but if you spend too much time collecting, you won’t be able to defend. Stressful? Yes. But if you’re having trouble, you can bypass them altogether by having a castaway complete them for you.

It’s certainly a lot more to manage than in previous Pikmin games. As I mentioned earlier, however, each new gameplay element serves a purpose. They complement each other well, breaking up the gameplay mechanics just enough to keep things feeling fresh as you build your dandori skills. I also believe this is why—unlike with Pikmin 3—there is no true co-op multiplayer. A second player can help you fight by tossing pebbles at monsters, but you can’t explore with a partner. Why? Dandori. The very point of Pikmin is to use the resources available to you to organize your tasks into efficiently achieved objectives. Relying on a second player would somewhat defeat that purpose.

Let’s also not forget that they all look fantastic. Whether you’re above ground or underground—exploring by day or by night—the world of Pikmin 4 is wonderfully detailed and lushly colored. It’s a beautiful game that’s easy to get lost in.

There’s plenty more I could cover here, but I think it’s time to let you appreciate the game on your own. If you haven’t already tried the game, the demo is still available. And no worries if you’ve never played Pikmin before; Pikmin 4 is a great place to start. The games get tougher as you go back, and they’re all available on the Switch. Join the celebration, won’t you?

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Review: Might & Magic – Clash of Heroes: Definitive Edition (Nintendo Switch) https://purenintendo.com/review-might-magic-clash-of-heroes-definitive-edition-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-might-magic-clash-of-heroes-definitive-edition-nintendo-switch https://purenintendo.com/review-might-magic-clash-of-heroes-definitive-edition-nintendo-switch/#disqus_thread Wed, 16 Aug 2023 13:34:41 +0000 https://purenintendo.com/?p=151964 I played Might & Magic - Clash of Heroes on iOS a decade ago, but didn't finish it. That was my mistake, but it's now been corrected thanks to the Definitive Version for Nintendo Switch, of which I loved every minute. Well, nearly every minute. The majority of minutes, anyway.

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I didn’t play Might & Magic – Clash of Heroes upon its initial Nintendo DS release in 2009, but I did play (and enjoy) the 2013 iOS port. I recall not finishing it, and that was my mistake. I’ve now corrected that thanks to the Definitive Version for Nintendo Switch, and I loved every minute of it.

Well, nearly every minute of it. There remain remnants of the reason why I didn’t finish it a decade ago. Shall we proceed?

Might & Magic – Clash of Heroes: Definitive Edition is a puzzle RPG based on the Might & Magic franchise that dates all the way back to 1986. Clash of Heroes does tie into the series; it’s a prequel to Heroes of Might & Magic V. However, its color-matching puzzle mechanics vary distinctly from the main series’ focus on tactical turn-based combat. As such, you need no knowledge of traditional Might & Magic lore or mechanics.

Clash of Heroes focuses on five different characters, each of whom is embroiled in a demonic plot to take over the kingdom of Ashen. The story begins with a surprise attack that turns the various regions against one another. Each playable character, in turn, must figure out what’s going on and then level up to the point where he or she can mount an effective counter offensive.

By handling one hero at a time, the narrative basically becomes five separate stories. This isn’t great for the narrative, but it makes sense from a gameplay perspective. Clash of Heroes begins each encounter by randomly dropping the soldiers of two armies on a split field. Your army is on the bottom facing the enemy at the top. Your soldiers consist of various grunts and higher-powered elite units, all of which are acquired either through story progression or via purchase with your in-game rewards. You can place up to three different grunt types and two elite types on the field at once, allowing up to five different units. But you don’t always want to do that.

Combat, you see, is based on aligning the units to initiate attacks (vertical) or to convert them to defensive walls (horizontal). The grunts must match not only in unit type, but in color. So, the more unit variations you have, the less likely it is you’ll get matches. The elite units can’t be matched horizontally, but they can be combined vertically with any grunt unit with a matching color.

Still with me? Because it gets a bit more complicated. You get a limited number of action points to align your units, but you can gain more in certain ways. Removing a unit to collapse the line into a defensive wall, for example, can get you that action point back. Connect more than one chain in a single move and you’re awarded additional action points. It’s a lot to consider, especially when you’re weighing whether to defend against a pending enemy attack or to hurry up and launch attacks of your own.

You’ll also want to keep looking ahead, as basic attacks will rarely get you a win. The goal with the attacks is to hit the enemy’s line behind its soldiers, but your opponent also has walls and units in the way that will weaken your attack. It’s therefore important to chain your attacks by having similarly colored units attack at the same time. This is tricky, because different unit types attack at different speeds. An elite unit in Anwen’s story may take four turns to attack after alignment, while the basic archer grunts only take two. So, you’ll need to wait a couple turns to align the archers, but leaving them as single units makes them vulnerable to enemy attacks.

No matter how solid your strategies and timing are, battles will often come down to luck. As you lose armies to attacks (the opponent’s and your own), your stock of replacements increases. You use an action point to call them in, but you have no control over what you get or where they come in. As such, they’ll often block units you planned to align. They could also inadvertently create walls, thereby removing units from the battlefield that you planned to use for attacks.

Of course, it always seemed the enemy got perfect draws when summoning more units. How convenient that three blue units dropped right on top of the blue elite unit that requires four grunts for an attack. Did I ever get that kind of luck? It sure didn’t seem like it, but I admit it’s easier to remember the bad stuff.

If Might & Magic: Clash of Heroes was just about this puzzle mechanic, it’d be nothing more than a decent casual game. But the heroes and their units require leveling up and using artifact bonuses in the grand RPG tradition. This also means grinding, as there are numerous unfair difficulty spikes as you progress. Completing the side missions in the proper order certainly helps, but each chapter also has random encounters you’ll need to engage in order to prepare for what’s to come.

You’d think these battles would become repetitive, but that’s not the case thanks to two smart development decisions. First, each hero has different abilities and elite unit types that make you relearn how to be effective in combat. As such, each chapter requires a slight strategy shift. Second, not every battle is about simply penetrating the enemy’s defenses. Some require you to simultaneously attack specific objects, for example.

One required me to push three enemies backwards until they fell off a cliff. One boss had a nasty habit of turning my unchained units into food, which he would then inhale to restore his health. The best defense against this was to chain up my soldiers or sacrifice them to get them off the battlefield. Then, there are numerous puzzle challenges in which you must figure out the precise progression to eliminate all of the enemies units in a single turn.

It’s a lot packed into one puzzle RPG, and it’s all wonderful. That includes the graphics and audio, which feature storyboarded animations with a live narrator. These are quick enough to not slow things down, and they do a good job of adding some dramatic weight to the proceedings.

Put aside my frustration with the anger-inducing random unit drops, and you’ve got a nearly perfect time-killer in Might & Magic – Clash of Heroes. Whether you’re playing at home or on the go, it’s fun. Whether a battle takes two minutes or ten, it’s fun. Whether you’re on chapter one or five, it’s fun. Whether you’re playing in story mode or online in competitive multiplayer, it’s fun. The game’s heavy reliance on RPG strategies and random luck will likely frustrate casual puzzle gamers, but once it clicks, you’ll want to see it through…even if it took a couple releases to do so.

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Review: This Way Madness Lies (Nintendo Switch) https://purenintendo.com/review-this-way-madness-lies-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-this-way-madness-lies-nintendo-switch https://purenintendo.com/review-this-way-madness-lies-nintendo-switch/#disqus_thread Sat, 12 Aug 2023 04:36:54 +0000 https://purenintendo.com/?p=151946 This Way Madness Lies is a retro-inspired title that combines JRPG elements with a Shakespearean narrative. It may sound like an odd pairing, but whether you’re a budding thespian with

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This Way Madness Lies is a retro-inspired title that combines JRPG elements with a Shakespearean narrative. It may sound like an odd pairing, but whether you’re a budding thespian with anime aspirations or a Sailor Moon aficionado who dabbles in the classics of William Shakespeare, this unique combo has you covered. And yep, it totally works. Hey, to thine own self be true.

This adventure has a lot going for it. Let’s start with the story. It’s pretty bonkers, but it’s also charming, funny, and very tongue-in-cheek. You play the role of Imogen, a student at Stratford-Upon-Avon High. She wields a magical scepter that grants her magical powers, including the ability to teleport between dimensions. She also happens to be part of the school’s drama society. Between rehearsals for their next performance, her crew of wannabe actors forms a superhero-esque group. They go into action by suiting up in classic anime style; hence the earlier Sailor Moon reference. 

This Way Madness Lies - Nintendo Switch - screen 1

There’s a fair amount of dialogue, but it’s fast-paced and humorous. There’s also less ye olde English than you might expect, though it’s certainly present. The best part is, if you don’t understand a lick of Shakespeare, a quick tap of a button instantly translates it for you. Not only does this help out anyone struggling with those tricky phrases, it’s also translated in such a clever way that I found myself flicking back and forth every time just to see what they would say in modern English. It’s a unique mechanic that’s cleverly used.

The graphical style is another huge pro; it’s right up my alley. If you, like me, enjoy the 16-bit styling of titles like Secret of Mana, you’ll find yourself equally enamored. It’s not quite as stunning as that 1993 title, but it’s lovely to behold as you traverse various realms. The music is just as enjoyable, with catchy, fast-paced tunes that blend an upbeat anime style with older twinklings reminiscent of Shakespeare’s era. It’s very well done.

This Way Madness Lies - Nintendo Switch - screen 2

The turn-based gameplay is another treat for players of classic titles. Your team attacks or defends by using weapons, magic, or items, then the enemy phase begins. The fun lies in testing different offensive strikes to see what works, with plenty of on-screen stats available to assist. You can also rest your character to replenish any depleted moves. The best part is a special team-up ability that combines your teammates in unique moves that deliver more damage. They’re also just fun to watch. 

There are plenty of options to keep players fulfilled in the accessibility department, too. You can save the game at any point, with multiple save spots available. This gives you the opportunity to revisit a previous save state and try a different path. The in-game menu also allows you to change your party’s items and weapons, or even let them have a short conversation. You can also adjust the difficulty setting at any time. One notable absence, though, is a map. It’s not always necessary, but I occasionally found myself wandering in circles during some scenes.

This Way Madness Lies - Nintendo Switch - screen 3

If this sounds amazing, well, it kinda is. And it comes at a budget price, too. Of course, at $9.99, there is a compromise on game length. This isn’t the type of JRPG that will keep you going for weeks or months; it’s more likely to be over within a few nights or over a weekend. That said, it’s an enjoyable time while it lasts.

Overall, This May Madness Lies uniquely blends JRPG elements with the world of William Shakespeare. It has everything going for it, from a humorous story to a wonderful 16-bit styling that smacks of classic ‘90s titles. It may not be the toughest or longest title, but if you’re a fan of anime, Shakespeare, or JRPGs in general, you’ll find enjoyment here.

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Review: Cross Tails (Nintendo Switch) https://purenintendo.com/review-cross-tails-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-cross-tails-nintendo-switch https://purenintendo.com/review-cross-tails-nintendo-switch/#disqus_thread Wed, 09 Aug 2023 12:51:21 +0000 https://purenintendo.com/?p=151932 With a lesser game, I might've eventually given up on it. But there are enough rewards in Cross Tails to push you through. It certainly helps that the intricate party preparation and tricky battles of this tactical JRPG are rewarding to overcome.

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Cross Tails is a pleasant surprise for numerous reasons. It’s a pleasant surprise as a release from KEMCO, a publishing company that has brought us numerous fun but often formulaic retro JRPGs. It’s a pleasant surprise from Rideon, developers of the competent but somewhat forgettable Mercenaries series. And it’s a pleasant surprise as an isometric, turn-based, strategy RPG.

Cross Tails focuses on two separate but intertwining stories. At the start, players will decide if they want to control Felix (from the Kingdom of Ravenfurt) or Shaimaa (of the Republic of Hidiq). What separates the kingdoms? Ears and tails. Although the characters look human, the Ravenfurts exhibit canine physical attributes, while Hidiqs are more feline. Is it any wonder they’ve always been on the brink of war? There’s also a reptilian nation, Dralbo, just to shake things up a bit.

No matter how you side in this cats vs. dogs tale, the story quickly reaches a point where a Hidiq town is attacked, sending the conflict to a boiling point. If you play as Felix, you know the Ravenfurts aren’t responsible. If you play as Shaimaa, you aren’t so sure. Either way, the stories of the two central characters will continue to overlap as they individually discover just what’s going around them.

It’s a typical JRPG plot line that’s meant to be experienced in separate playthroughs. Rather than complete one and then the other, I found it interesting to flip between save files at the points when the stories intersected. Felix, for example, reaches the village attack a few battles into his story. With Shaimaa, however, it’s her first. This approach to the narrative made for a unique method of storytelling I found compelling.

That’s important because other story aspects aren’t that compelling. Despite the crossing tales approach to Cross Tails, the plot still feels very “been there, done that.” That’s not to say it isn’t engaging, but it doesn’t feel as fresh as some of the other turn-based JRPGs I’ve played lately.

Also, although the main characters and their counterparts are distinctive and memorable, Cross Tails relies on faceless recruits to round out your combat parties. This approach helps to keep the central characters in focus, but it also means you won’t care about a lot of the people you’re taking into battle.

If you don’t care about the soldiers, turn-based strategy gamers will care about those battles. This, as it should be, is where Cross Tails shines. Combat takes place on the type of isometric battlefield that’s often compared to Final Fantasy Tactics. A more accurate comparison in this case would be God Wars: The Complete Legend, both visually and technically. The background graphics are colorful, smooth, and detailed, allowing the heavily outlined (and chibi-esque) characters to stand out effectively. The camera controls are a bit too sensitive, but that doesn’t really impact turn-based gameplay.

Battles start with a quick overview of the map, followed by selecting the placement of your available soldiers. As they’ll each have different abilities—including how far they can move and how easily they can reach higher areas—getting them in the right spot to be quickly effective is important. Order is determined by AGI, but the first couple rounds can often be used to get your team in an effective offensive or defensive formation.

Cross Tails quickly overwhelms you with numerous skills and abilities to select in battle, and you’ll need to rack up MP to use these advanced attacks and buffs (or play in easy mode, which starts you off with plenty of MP).

You also have access to highly effective beast powers, or BP, but these come in limited supply. Players can even determine the characters’ faith for various buffs.

The most intriguing variation from similar games, however, comes via Hate. This is like aggro, making opponents more likely to attack a character the more he/she attacks, heals, or uses abilities. In other words, the more troublesome a character is on the battlefield, the more the enemy will go after that character. It becomes an effective strategy, as you can fade soldiers with poor defense into the background and trust the enemy will leave them alone. Of course, that doesn’t always mean they will. So it goes in tactical RPGs.

Another big change is Cross Tail’s reliance on money. Skills, abilities, weapons, armor, recruits, job classes…all are upgraded or acquired through cash, so you really have to manage your money well. And considering there are over 30 classes from which to choose—each with its own combat strengths and weaknesses—even the simplest upgrade decisions can prove stressful.

Unfortunately, getting the money you need requires revisiting previous maps for only slightly modified battles. Often, you’ll have to do this right after completing the map the first time, making progression a real slog. This is another reason I liked switching back and forth between save files for the different paths; it helped to keep things fresh when engaging in two or more fights in one sitting.

With a lesser game, I might’ve eventually given up on it. But there are enough rewards in Cross Tails to push you through. It certainly helps that the intricate party preparation and tricky battles are rewarding to overcome.

But it’s equally important that the whole package is cohesive and logical. The cash-based system makes sense once you get used to it, and each new element, character, and ability feels like a logical extension of what you’ve done so far. A stronger story and livelier dialogue could help move things along, but Cross Tails’ competence and unique diversions from the norm should hold your attention for at least one playthrough. You just have to decide: cats or dogs?

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Review: Onigo Hunter (Nintendo Switch) https://purenintendo.com/review-onigo-hunter-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-onigo-hunter-nintendo-switch https://purenintendo.com/review-onigo-hunter-nintendo-switch/#disqus_thread Tue, 08 Aug 2023 16:25:28 +0000 https://purenintendo.com/?p=151921 Onigo Hunter left me with some early questions. What are these Onigos exactly? And why am I hunting them? These monsters reside in the ancient ruins that hunters explore in

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Onigo Hunter left me with some early questions. What are these Onigos exactly? And why am I hunting them? These monsters reside in the ancient ruins that hunters explore in search of artifacts. Said artifacts contribute to the development of the Kingdom. How so? I couldn’t tell you. But enough, let the hunt begin.

You start by picking your difficulty level, easy or tough. Where’s normal? The plot is actually alright, as ruin hunts quickly turn into a search for the missing king. Where it stumbles is in the low-effort naming (Lucifer Island, Satan Island… seriously?). The game isn’t as horrific as the naming implies; it feels like the devs simply pulled generic names out of a hat. Even the lone inhabited island is known merely as the town.

Onigo Hunter Onigo Hunter

Where the story loses steam is through slow development. I hoped for occasional surprises, but things advance at too limited a pace for my liking. After 7-8 hours, I couldn’t tell you much in the way of twists. Onigo Hunter is the type of RPG you can pick up and play seamlessly after setting it down for a week. The plot takes a backseat to the gameplay.

However, like some of the island naming, the gameplay can be misleading. You’ll be disappointed learning that the monsters you capture don’t fight alongside you. Instead, you combine them to make items via Energy Alchemy Devices. I had some initial interest in this, as it helped early on. However, this gameplay gimmick falls victim to KEMCO’s numerous attempts at innovation. What sounds good on paper ends up being used sparingly in-game.

One of the more significant changes outside of combat involves overworld travel. The traditional approach is absent. Instead, you click the spot on the map, and you are there. While I can appreciate that this cuts down on time, I do miss individual towns. The lone hub town houses a guild, equipment shop, and tavern, living up to its name’s implied personality, or lack thereof.

A lack of personality extends to the main characters, who are cliched variants of previously seen tropes. None are offensive, just forgettable. Lead Fain allies with Lumiere, the king’s teenage daughter, her doting tea-serving butler Sebastian, and a mechanical doll machine. Onigo Hunter doesn’t go beyond the minimum I expected.

Onigo Hunter Onigo Hunter

The game has a couple of things working in its favor, though. The guild requests, where you can grind your way up in rank and watch your monster compendium fill, are compelling in their own way. Although mostly standard, a couple of musical tracks remind me of Yasufumi Fukuda’s compositions in Smash Bros. Brawl.

It’s a shame that the unique elements of Onigo Hunter (monster acquisition, map trimming) have only a marginal impact. You’re left with a generic RPG, the kind that many uninformed associate with the publisher. This game could be comfort food to grab on sale, but there are superior offerings from this publisher. Onigo Hunter comes off as a lower-effort KEMCO RPG.

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Review: Brain Show (Nintendo Switch) https://purenintendo.com/review-brain-show-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-brain-show-nintendo-switch https://purenintendo.com/review-brain-show-nintendo-switch/#disqus_thread Tue, 08 Aug 2023 13:02:39 +0000 https://purenintendo.com/?p=151914 In Brain Show, you compete against your friends and/or family in a game full of trivia, betrayal, comedy, and fun. With a classic TV-style presentation, this game creates a fun environment for competitive people, especially when it comes to random knowledge.

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In Brain Show, you compete against your friends and/or family in a game full of trivia, betrayal, comedy, and fun. With a classic TV-style presentation, this game creates a fun environment for competitive people, especially when it comes to random knowledge.

As per usual, two to eight players take turns answering various random questions. The goal of this game is, obviously, to beat the others, and you do so by getting the most answers right. However, there are elements added that make the game all the more fun, such as the rounds in which you can steal people’s points or knock them out of a round, or even the whole game.

When starting Brain Show, you are able to choose a character and a name. You don’t get much control over these options however. The characters are limited, and so are the pre-defined names. To pick a name, you find the letter it starts with, and hope the one you want is listed underneath. Some letters have multiple names underneath, most of them fairly common, but other letters may only have one or two names listed. However, not getting the name you’d like doesn’t take away from the fun.

After you and your group have chosen your settings, the game starts with a host introducing each player. Some jokes are cracked here and there, and the actual gameplay starts. The first player is given the opportunity to choose a category. There are many categories in the game, but you are only shown four at a time: religion, fashion, movies, symbols, etc.

The connection between category and question is often dubious—who considers One Punch Man a fairytale? Regardless, after the first category is chosen, the host will announce the rules for that round, as there are 13 competition types. Some rounds are simple and just include each person answering what they believe is correct. Some rely on quick thinking; whomever answers the fastest gets the points.

Others are very competitive and include crazy scenarios. For instance, in one round you and your group are floating in the air by balloons. If you get a question right, you shoot another player’s balloon. Get shot twice, and that player falls out of the round. This continues until one person is left floating. These rounds change with each game, which allows Brain Show to continue to be new and fun the more you play. There are six rounds per game, and each person usually has the chance to pick the category.

The last round is always the same, however. Like the balloon round, this one requires you to fight off your competition, this time by shooting them with water guns until their “health” runs out and they fall into a pool full of water. Your health is determined by how many points you have in the game. The person in first place will have the most health, and therefore will need to be hit more than the other players in order to fall. The last player standing wins the whole game.

Unlike similar game shows for the Switch, Brain Trivia is played with the Joy-Cons rather than a smart device. I found this to be a lot handier because I didn’t have to worry about looking back and forth between two screens when answering. The controls are very super easy, as you only need to tap the corresponding A-B-X-Y button to answer.

However, it does mean the number of participants is limited to the number of Joy-Con you have available. Also note that although up to eight contestants can play, multiplayer is limited to single-system only.

Brain Show is a fun game for those who like competing with others, especially with knowledge rather than twitch skills. With over 5,000 questions from 41 categories, it’s hard for this game to get boring. It’s the perfect game for parties or holidays spent with friends or family…provided those friends and family members aren’t the type to hold a grudge when you burst their balloons.

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Review: Super Dinoblasters (Nintendo Switch) https://purenintendo.com/review-super-dinoblasters-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-super-dinoblasters-nintendo-switch https://purenintendo.com/review-super-dinoblasters-nintendo-switch/#disqus_thread Tue, 08 Aug 2023 12:28:49 +0000 https://purenintendo.com/?p=151905 Super Dinoblasters is a cute indie platformer that follows the adventures of a space ranger on a rescue mission. With visuals and other elements that throw back to the heyday

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Super Dinoblasters is a cute indie platformer that follows the adventures of a space ranger on a rescue mission. With visuals and other elements that throw back to the heyday of gaming, is this budget title worth a look on the Nintendo Switch?

The game begins with a short intro to set the scene. You play the role of Galaxy Patrol Bot B3RN1 who answers a distress signal from the dinosaur-ridden planet of Cretacia. The platforming adventure soon begins as you explore this new world, facing off against dinos and collecting coins through about ten levels.

Super Dinoblasters - Nintendo Switch - screen 1

Super Dinoblasters proudly wears its retro stylings on its sleeve. The 8-bit graphics are a dead giveaway, but there are other touches, too. Like the voiceover on the title screen that sounds like an old arcade machine. Or the password you receive after completing each level that allows you to restart from that point. Yes, it’s kind of annoying to enter them in, but that’s what we used to do, kids! It’s a blast from the past, and it adds to the fun and nostalgic experience.

The graphics are deliberately simple, but I enjoyed the changing environments. These add variety to the proceedings, with levels featuring mine carts and slippery ice. The differing backdrops also caught my attention, from underground mines to forests. Simple, yet effective. 

I also enjoyed the enemies. These come in the form of various dinosaurs that roam around, from triceratops to brachiosaurus. You sport a nifty laser that doesn’t kill the dinos, it simply puts them to sleep. I love this for two reasons. Firstly, it’s sweet and makes the game more accessible for younger players without the need for violence. Secondly, it adds a factor of danger since the dinos eventually wake up, ready to cause you damage again.

Super Dinoblasters - Nintendo Switch - screen 3

Speaking of danger, this isn’t a particularly hard title. I was able to finish it in around an hour. Levels do vary in length and often feature multiple ways to get to the end. If you explore and take your time, you’ll collect more coins and potentially find a few bonus items, namely four lost astronauts. These hidden areas are fun to discover and add some longevity to proceedings. It’s also important to remember that this is a budget title, coming in at $2.99.

With that budget tag does come some caveats. There are a few minor glitches that send your little astro-bot to weird places within the level, forcing you to restart. They aren’t game breaking by any means, and I only noticed a couple, but they are there.

Super Dinoblasters - Nintendo Switch - screen 2

The other negative for me is the character’s speed. B3RN1’s default movement is SLOW. Thankfully, you can run by double tapping the D-pad, but this is slightly cumbersome. Regardless, the default setting is not ideal, and I ran the whole time. Perhaps I’m too used to Mario’s outing, where I hold down the run button most of the time.

Overall, Super Dinoblasters is a fun little indie platformer that, while not perfect, provides an enjoyable experience at a discount price. The retro throwbacks and visuals are a neat touch, and you can tell a lot of love has been put into development. With some minor tweaks and a speed increase, plus a few more levels, this one has real potential. For now, if you’d like to support an indie developer and you enjoy platformers, give this one a shot.

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Review: Frank and Drake (Nintendo Switch) https://purenintendo.com/review-frank-and-drake-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-frank-and-drake-nintendo-switch https://purenintendo.com/review-frank-and-drake-nintendo-switch/#disqus_thread Mon, 07 Aug 2023 12:51:18 +0000 https://purenintendo.com/?p=151897 Have you ever had a roommate you never had to see or interact with? If this sounds like fun, we have a game for you. Welcome to the tale of Frank and Drake. While I have a few grievances with this title, there is still much to appreciate.

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Have you ever had a roommate you never had to see or interact with? If this sounds like fun, we have a game for you. Welcome to the tale of Frank and Drake. While I have a few grievances with this title, there is still much to appreciate.

The visuals for Frank and Drake are done using rotoscope animation. Even if you don’t know the term, you’ll know it when you see it, and this game is a good example of using rotoscoping well. As a story game with puzzle elements, Frank and Drake uses object outlines to drop hints to the player. When you see an object with a slightly heavier, somewhat wiggly outline, that is probably what you need at the moment. These cues are subtle but easily discerned—nice touch. The themes, composition, and use of color are also well done, providing good visual appeal.

Gameplay is very simple in this title. Since this is an adventure story with a few puzzles sprinkled in, you mostly walk around and use a reticle to select an object. Interactions usually involve pressing a button to pull up a few select-and-move combinations. (Example/spoiler: target the antenna with the reticle, press A to grab, then use the left JoyCon to move it about. When you get there, you’ll know).

The story centers around a supernatural mystery that involves two characters who share an apartment, but can never meet. Frank is the super of the building, and he only moves around during the day. Drake is allergic to sunlight, so he works only at night. Both experience visions, and they communicate with each other via sticky notes left around the apartment.

Each of these gents faces holes in his past for which he is seeking answers. As they go about their lives, they encounter new people, find clues, solve puzzles, and make choices about what they will or won’t do. This is a very important feature of the game: making choices. I have played other games where you are offered a variety of paths, but choices in this game have a more profound difference in what you experience, what you do, and how things play out. There are a limited number of choices, but you will need to play through the game several times to see and experience everything.

Frank and Drake provides each character with a notebook where you can see your goals, the storyline, your musings, and some sketches for fun. The notebook is a nice device to keep track of stuff in this game. The only downside are the sound effects for flipping to a new section. An individual page turn sounds right, but frequently the sound for flipping to a new section is jarring and doesn’t really sound like the gentle ruffle of several pages being turned at once.

The puzzles are not too difficult to figure out, even if what you need is good old trial and error. Some of the puzzles are engaging, a couple are a little on the simple side. One of my concerns is that once you engage a puzzle area, you can’t back out. It would be nice to be able to leave things in the puzzle and go do research, or to try a different approach to the game. Also, if you get stuck on a puzzle, the only way to get unstuck is to exit the game. This means you will lose some of your progress.

As for real gripes, I have a couple. The game is intriguing, but slowly paced, and the musical score needs some help. Don’t get me wrong, if you like games which take their time to move along, it’s fine. Likewise, the music is not obnoxious; it’s actually well done. The big problem for me (and this is a “me” thing) is that in combination, this game became a two-minute cure for consciousness. The sedate pacing and the low-key, repetitive music nearly put me to sleep many times. The story can pull you in and the game looks good, but there is nothing to excite the player.

Still, it’s clear the developers put some serious thought into this one. If you can be happy with a very calming vibe and slowly paced but good story-telling, Frank and Drake is worth checking out. If you are looking for fast action and thrills, you may want to keep looking.

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Review: Smushi Come Home (Nintendo Switch) https://purenintendo.com/review-smushi-come-home-nintendo-switch/?utm_source=rss&utm_medium=rss&utm_campaign=review-smushi-come-home-nintendo-switch https://purenintendo.com/review-smushi-come-home-nintendo-switch/#disqus_thread Mon, 07 Aug 2023 08:43:04 +0000 https://purenintendo.com/?p=151890 Cute and cosy, Smushi Come Home is set in the undergrowth of a soft fantasy world. You play as a tiny, sentient mushroom, beginning the game on the little island

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Cute and cosy, Smushi Come Home is set in the undergrowth of a soft fantasy world. You play as a tiny, sentient mushroom, beginning the game on the little island where you live with your siblings. You run around the undergrowth, clambering over tree roots and brushing through fallen leaves. You learn how to control Smushi through a tutorial in which you – the bravest of your group – are asked to find your friend’s missing pet bug.

Suddenly, you are ripped from your idyllic existence by an enormous bird that plucks you from the ground and soars away with you in its clutches. You manage to wriggle free, but land further away from home than you have ever been before, and now you have to get back.

Your journey takes you through three different areas, all of which require you to solve puzzles to traverse. These require you to learn many new skills, some on your own and others with the help of friendly locals. The locals will often ask you for help with a task or their own or to trade gems you can collect in return for their help. 

You can also collect crystals that create new skins in various colors and styles for Smushi to wear, as well as a compendium cataloging the different mushrooms you encounter. Between these and the optional side quests, there is plenty of incentive to explore every corner of the game.

The new skills you learn include floating on wind currents, diving under water, and scaling walls.  A handful of characters will offer you challenges to see how well you’ve mastered these skills, with prizes for good performances.

These are all simple skills that most people will be familiar with from other games. But that simplicity matches the style of Smushi Come Home. It’s not designed to be overly complex. The puzzles are fairly easy, in a way that makes it a soothing, relaxing experience, as well as being child-friendly.

Your journey home allows you to meet lots of friendly creatures – many other sentient mushrooms, plants and bugs, as well as a little family of helpful capybaras. You learn a lot about the different communities that live out in the wide world, along with some information about Smushi’s place in the ecosystem. It’s a very sweet game that subtly encourages you to broaden your horizons and appreciate your roots.

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