Thursday, October 31, 2024

Demo Play Thursday - Botworld Odyssey On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Botworld Odyssey, from the developers Featherweight Games.

I didn't read too much about this game on the eShop before downloading the demo, it was the screenshots that drew me in. the game looks colorful with a wide range of localities. the fighting looked exciting and the robot aspect interested me as i wondered how close to a "Pokémon" style game would they go or would it be more of a "Metabots" game.

the first screen we're greeted with not only makes it clear that we're playing a demo but also provides a way to pre-order/but the game from the Switch eShop. it's always surprising when a game doesn't have a way to pre-order it or buy it from a store. there could've been a message saying this is a short demo, maybe saying outright or giving a hint as to what we can do, either on the first screen or before the next Character Creation screen. very few games do something like this but here it might've helped as i was surprised when the demo finished as abruptly as it did.

the character creation is limited but what we can make looks like it's part of the world. Out of the Buffalo, Rat, Cat, Dog, and Lizard options, i chose to create a cat character and i was satisfied with what was made. then we're thrown straight into the game and the beginning tutorial section. for the most part i found the tutorial section to be good. but it did feel like they were missing out on incorporating the family more into it. and then the tutorial seems to suddenly end right when new things are opening up. the big example in this video is how the game works with 4 robots. i didn't realize that only 3 can be on the field at a time, so it was confusing why we now had a fourth that did nothing.

The fighting aspect of the game is a real highlight. it's simple enough that the games tutorial covered it well enough that i knew what to do, but there's also depth in what we can do. by the end of the demo i was already thinking about how to strategically place my robots to work around the enemy robots. it's too early to tell how this part of the game will grow and change, for example it would've been nice to see how we could swap out a robot for another one in a way to change our strategy. a nice touch was how we, the player character, to interact with the fights and attack.

But i don't think i ever understood how to change my own loadout. i either missed it in the tutorial or there wasn't one for it. the game also failed to have a tutorial for upgrading our robots. it did introduce upgrading them with material we found. but i don't remember it ever telling us to upgrade their Ai or how that system worked.

The demo for Botworld Odyssey is good and after playing it i would be happy to continue playing the game. i just feel that it's disappointing that the tutorial works so well until it doesn't. it's very noticeable when something new happens in the early tutorial part of the game, but there's no tutorial for it. But it's not a big complaint when compared to how good the rest of my experience with the demo was. i'd recommend people check out the demo for sure.

Wednesday, October 30, 2024

Backlog Conquering - Poison Control On PS4 - Part 5 – Seventh and Eighth "Belles' Hells"


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Now the story is continuing, after being stuck in Part 3 and getting unstuck in Part 4, i managed to do 2  Belle's Hells. the first one was simple and similar to other one's i've done. but the second one had a bit more of an interesting design and requirement to finish so it was a pleasant surprise. 

Today's video ends at the shop and a discussion had there gave my character some answers but left more for my companion. the way the story is being teased out at a decent pace is really keeping me engaged with it so i look forward to the next video.

Friday, October 25, 2024


For Mobile Friday this week is i tried out Tiny Cafe from Nanali Studios on my iPhone 14 Pro.

I have played a few of these animal themed restaurant simulators for Mobile Friday. Campfire Cat Cafe, https://youtu.be/Zhz5-EKj2NM, has been one of the ones i would recommend but i can now add Tiny Cafe to that list, too. These games all tend to have great art style, but then suffer with issues like they're too grindy, Cat Snack Bar, https://youtu.be/hhqyaTmhXw4 and Cats & Soup, https://youtu.be/B5_zo0ov4IM and https://youtu.be/hCvATMGu-9g, being too big examples of this. or if they try to have a story it feels like a side thought and isn't too in-depth, Animal Restaurant https://youtu.be/DZhTicMX4Bo is an example of this.

In the hour i played with Tiny Cafe, i do think i was at the beginning of the grind in terms of the basic gameplay but the story aspect of the game was just getting started and i was interested in where it would go. we not only have the story of our main character, but there's the story of his friend, and the stories of those who visit our shop. these stories are an effective way to get us to come back to play the game.

The start of the game does well to incorporate the games story into the tutorial and it takes us through basic gameplay in a way that's a little handholdy but not in a patronising way. the tutorial was soo good that i was surprised when it failed to do some basic things. there are icons on the screen that the game doesn't tell us about but there was also a way to take a screenshot of your cafe and the game hadn't told us about it.

the characters and their animations are great. For the most part, i enjoyed the art style of the characters and the cooking equipment. but the background details seemed a bit too flat, basic, and not quite in the same style as other stuff. it's noticeable but not distracting. the game does something a little unique where you can not only zoom into a specific piece of equipment but you can also rotate around it a little. Tiny Cafe doesn't just have traditional cooking and cafe stuff, there are some fun things as well like a bath.

I would recommend Tiny Cafe. it's one of the better restaurant simulation games i've played but also one of the better ones with a story as well so i'm interested in returning to see what happens next.

Version 1.0.8 Played.

Thursday, October 24, 2024

Demo Play Thursday - Ys X: Nordics Demo On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Ys X: Nordics Demo from Nihon Falcom.

Ys is a series that i've heard about but not one i've ever played before. so trying out this demo wasn't just for the site, it was for me too. i was curious about soo many aspects and hoped that the demo would let me know if i want to get the game or not.

Unfortunately, my time with the demo got every increasingly frustrating and i didn't enjoy my time with it. nearly every aspect of the game felt outdated or that it was built for a different console, whether that's the #Switch or maybe if the initially started planning this on Vita. graphically, the PS4 version feels like a downgrade. the lack of shadows make certain items in the game look like stickers, but there's the opposite problem where there are shadows that make characters look like they have scars.

The artwork for buildings looks so bland, and the draw distance is so close to the camera that later on islands in the background started to blend in with the sea so it looked like a wall of a single color. the characters were the best looking thing in the game, but don't look to closely as their mouths don't sync up with their speeches. 

I also found the game's story wasn't syncing up with what i was doing and that was probably the most frustrating thing as it meant i was having to pick what to say from a choice of something that makes no sense or something that makes only a little sense. very rarely did the game offer me something to say that i, the player, wanted to say.

The demo also hit a technical issue where i had single digits of frames. this started with the dual battle with the "Princess" and maybe a combination of luck and low difficulty setting meant we could defeat the wolves even if nothing was moving on screen.

Unfortunately, i can't recommend the PS4 version of the Ys X: Nordics Demo, and as my experience with the game was so negative i can't really recommend people getting the game. it felt like it's only for the hardcore fans who are maybe used to the outdated designs and complaints i had through most of this video.

Wednesday, October 23, 2024

Backlog Conquering - Poison Control On PS4 - Part 4 – Once More Into The Second Circle of Hell


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

In Part 3, i got stuck in the first major "Dungeon" of the Second Circle of Hell. i tried twice and was defeated twice, right at the end of the Dungeon. so going into this part i thought that would be my first goal. Unfortunately, i seemed to have forgotten to manually save after recording Part 3 so when i started the game for this recording, i realized that i had to basically re-do Part 3 all over again. 

Thankfully i was able to defeat the dungeon, which had previously bested me, on my first attempt. This lead the the story twist that i didn't see coming. previously, our goal had been to collect stickers. we get stickers by solving personal hells. with 5 of them, we're able to get to heaven. well, by finishing the dungeon today i got all 5 and headed off to the shop to redeem them. that's when it's revealed that 5 stickers are needed to get 1 Gold Sticker, and it's 5 Gold Stickers that are needed to get to heaven. so our goal, and the amount of videos in this series for this game, as now grown. 

I am still enjoying the story and the gameplay is mostly fine. the camera tends to fight me now and then and sometimes the lock-on seems to be aiming at ghosts or just off the enemy. thankfully the story is keeping me going so i am looking forward to the next couple of videos at least to see where things are headed.

Sunday, October 20, 2024

Switch Funday - Blast Corps - A Frustrating Nostalgic Return


Welcome to Switch Funday!

This week's game is Blast Corps and this isn't my first time playing this N64 game. back when it came out, my sister either rented or borrowed this game and we played it a little. the problem was, we only played it a little because we got stuck. my hope about revising Blast Corps is to try and make progress but also to understand why i probably got stuck as a kid.

As ever, some of the journey with N64 games on Nintendo Switch is working out what the controls are, how they've been brought over to the Pro Controller. unfortunately, i think that even after my time with the game, i still didn't fully understand all the controls. i understood enough, but for example i couldn't work out how to do the dump truck drift.

The controls throughout were always a little weird, not just in how they've been brought over to the Pro Controller, but in how responsive they are in game. at times, i was impressed with how responsive and accurate it was. then there were times where i kept getting stuck on buildings as the controls didn't quite work as expected. 

out of the different modes i played, i enjoyed the timed destruction ones the most. having a set level, a time limit, and a target was nice and was like a puzzle. it did feel like there was only one answer to this puzzle, but it was mostly fun and a nice way to try out each of the machines you can control. Racing had potential, but i think the course design didn't match well enough with the vehicles and the short cutting mechanic. the second race i did came close. but other than that, i didn't really enjoy the other game modes.

I came away from Blast Corps with the feeling that this was an XBLA game before such a thing existed. for me, there's not enough here for a full game release. not just in terms of gameplay, but also with the menus, music, and basic lack of any information. 

Friday, October 18, 2024

Mobile Friday - BLEACH Soul Puzzle - A Fun Polished Match 3 Game That's Refreshingly Simple


For Mobile Friday this week is i tried out BLEACH Soul Puzzle from KLab, on my iPhone 14 Pro.

I'm a fan of Bleach and have been for a long time. i've played a few games from Bleach, like the PS3 game Bleach: Soul Resurrección https://youtube.com/shorts/2ml6Ik5EuqI, and KLab's Bleach: Brave Souls on PS4. looking at the screenshots, i knew that it was going to be a Match 3 game, but because it was Bleach themed i wanted to try it so that's why i gave it a go this week.

Maybe i'm a little jaded with Match 3 games, but going in i wasn't expecting too much from BLEACH Soul Puzzle. it does make a nice first impression. i thought that it's tutorial was simple but effective and it got across the basics of gameplay. the graphics looked HD and appropriate for Bleach, and while the music was repetitive and a little generic it also felt appropriate. BLEACH Soul Puzzle didn't feel like a match 3 game that was reskinned to be Bleach themed.

the biggest surprise, in a nice way, was how simple BLEACH Soul Puzzle was. Match 3 games tend to add mechanics to try and differentiate themselves from each other. whether that's challenge mechanics, score mechanics, or something with the power-ups. I'm not saying that's a bad thing, as long as their tutorials are decent enough to get it all across then i have no issue with them. But BLEACH Soul Puzzle has none of that. it's goal is simply erase a set number of things, whether that's a gem, gems, or other stuff on the game grid. 

As the game's tutorial is solid, the goals are explained, and the overall presentation being polished, BLEACH Soul Puzzle works very well. i'd even recommend it to Match 3 fans, who like myself, may find the simplicity of the experience refreshing. 

BLEACH Soul Puzzle does have one or two issues. the game did have an extra download. it wasn't huge, 107 MB, but i wasn't expecting there to be one at all. i also think the game should explain some of the menus, like collection and gallery, before they're unlocked, and that the Exchanges menu should be locked until a little later in the game. as there's no icon for a Store, the game should direct players to the coins.

With BLEACH Soul Puzzle being based on the current Thousand Year Blood War and that series not being finished, i feel that this game is going to be around for a while, maybe even years. once that series is finished, it's possible they'll rebrand the game for the next story arc or even go back to previous arcs. BLEACH Soul Puzzle is well worth playing now and it could be a game you return to on and off for a lot longer.

Version 1.0.4 Played.

Wednesday, October 16, 2024

Backlog Conquering - Poison Control On PS4 - Part 3 – Entering The Second Circle Of Hell


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Things got more difficult in Part 3. i was able to get into the second circle of hell, but i failed to beat the first dungeon there twice. you can see that in each attempt i get to what seems to be the final fight, but i was unable to successfully clear away the poison whilst defending myself from the never ending swarm of enemies. 

It's a shame as this video starts with a new character, some new questions being asked, and there was a nice boss fight. i  wanted to beat this dungeon to see what would happen, would this have been enough to get us to heaven.

Sunday, October 13, 2024

Switch Funday - The New Denpa Men - My Second Hour


Welcome to Switch Funday!

Last week i checked out the free to play game The New Denpa Men, https://youtu.be/8VjQxmvSxrY, but after my first hour with it i wasn't sure the game had showed me enough of what it is. The New Denpa Men is a slow game and it's mechanics and design feel old so i came back for a second hour thinking this would be enough time for the game to fully show me what it is.

My second hour with The New Denpa Men added little, if anything, to the overall game. it continues to not detail how to do things, i guess how to do the fishing after some annoying tries, and the big new addition of decorating felt poor, more so when you compare it to other games that came out on the 3DS. I tried out a couple of special events towards the end of the video and whilst it was nice to have something different to do, i got jewel pieces and there's meant to be someone on my island to give them to, but there wasn't. 

Whether it's the jewel pieces or the fishing, it's frustrating that the game hasn't cornered off these aspects of gameplay until it's ready for us to deal with it. Many games will curate the start of the game in such a way that it feels random but in fact it's been designed so we're introduced to each gameplay mechanic. in The New Denpa Men, it feels like the start of the game hasn't been curated, it feels like it's been left as open as possible for all players to engage with. so i've been put into a scenario where there's a fishing mechanic that's not been explained and i have items to give someone on my island, but they're not on my island.

It was nice to get access to more Denpa Men in my party and i felt that it made the combat a little more easier. but it's still frustrating that the game doesn't specify what each of their abilities until they're used in combat. You can only do combat whilst on a mission. so if there's someone in your party that's not needed, you have to either finish the mission or quit. 

The New Denpa Men continues to not be very accessible to new players and this second hour reinforces my statement that this is perhaps designed more for fans of the series rather than new ones. It's design feels like it was initially made for phones and was ported to the Switch, maybe Nintendo changed their mind. when starting the game i had to download additional game data which updated the game and it restarted. i had, earlier in the week, updated the game from the Switch home menu. this behaviour of downloading data to update itself is again something more common on mobile games than consoles and not a pleasant experience.

Version 2.1.12 played

Saturday, October 12, 2024

Online Saturday - Disney Speedstorm - Season 10's First Weekend - Nightmare Before Christmas


Welcome to Online Saturday.
For today's video i'm back on Switch. It's been about a year since i last checked out the Switch version of Disney Speedstorm. https://youtu.be/8az0B7vEXGs. This weekend is the first weekend with Season 10. this season is themed after The Nightmare Before Christmas. 

Friday, October 11, 2024

Mobile Friday - Disney Pixel RPG - A Basic Gacha RPG That Needs A Little Work


For Mobile Friday this week is i tried out Disney Pixel RPG, from GungHo Online Entertainment, on my iPhone 14 Pro.

There was a lot of excitement surrounding this game when it was announced so i took a step back from it and didn't learn what it was. so i go into this not knowing much more than what the screenshots in the app store show.

Unfortunately, Disney Pixel RPG starts with a bad first impression as i had to download extra data. it wasn't as much as some other games, but it was more than i would want to download over a mobile network. it did warn that the game was going to do this download, but it didn't warn about this eating into mobile data, some games have started to provide that warning and recommend that such a download be done over wi-fi.

Next is a basic avatar creator and then we're thrown into gameplay. it's here that the game tells us what it's story is and i think it does this fairly well. once we're told about it we're put into a combat scenario and shown how to fight in Disney Pixel RPG. the controls can be set to auto or each character can be given instructions. a cool feature is that we're shown is that you don't need to go into a menu to set a command, you can flick the screen in a certain direction to command a character. But it also shows how basic some parts of the game are. there's no "battle music" or "victory theme", it all just feels generic music when you're in a world.

After this the tutorial mostly stops. it's weird that Disney Pixel RPG's tutorial had been great up to this point but then just drops us in the home world. other than some basic party stuff, there's a lot of the menus not talked about. an example is how i was completing missions throughout this video but had no idea where that section was. things were happening in combat that weren't being explained, mainly status conditions. things like this were making the game feel old, like it should've come out a few years ago.

The Gacha mechanic is another example of this. games still have it, but some of the better games find a way to incorporate it into the game world. In Disney Pixel RPG, it feels like a separate thing from the game's story, just like how games used to have such a feature. It's also not as flashy as most modern mobiles games.

a weird thing about Disney Pixel RPG is how it uses abbreviations. none of them are detailed. some can be worked out or at the very least guessed, like i did with LBrk Eff guessing it was Level Break Effect. but next to it is a "i" button that doesn't show what the abbreviation meant. There were some others i had no idea what was being abbreviated. 

In it's current state, Disney Pixel RPG is playable and fine. but it's not hard to see issues. i found the High Graphic mode seemingly broken, what looked like place holder text behind final text, and sounds far to loud and annoying. i highly recommend tuning the sounds as Disney Pixel RPG has some basic sounds that can be piercing and annoying. there are aspects of it's design that are also frustrating, like it never shows in numbers how much health we have left. Or that our team has a power level but the enemy doesn't so we don't know if we're about to waste energy fighting an enemy we can't win.

Version 1.0.3 Played.

Thursday, October 10, 2024

Demo Play Thursday - Card-en-Ciel On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Card-en-Ciel, from the developers Inti Creates.

Reading the eShop listing for the game, i was interested in the game. i thought the story idea was different and i was curious how the card mechanics would work. this demo seems to be from the start of the game and i think it's a great start. the tutorial, the story, the mechanics are all introduced smartly and in a way that feels right for the universe.

After playing an hour, the only thing that felt off was that the text on screen didn't auto scroll and that there didn't seem to be an option to turn it on. This is an older demo but it felt quite polished, which leads me to think that perhaps the Japanese release of the game has already happened.

One great feature of this demo is how it does the tutorials. it doesn't just put up a block of text, there's a video showing it in action. the text could have multiple pages, each with their own video. but what i thought was really cool and something i don't remember seeing else where was how the videos could be made full screen. i've played plenty of games where the picture/gif/video used in the tutorial is small, but here, the ability to make it full screen really felt modern and something that other developers should be looking at implementing. 

This first hour is basically the tutorial for the game and each point seems to add a new mechanic to the game. each one isn't huge, but by the end it did feel like there were quite a few things to think about each turn. i don't know if it's a case of too much too soon or just too much in general. i enjoyed the simple mechanics at the start where each card could either do an action or move your character. i thought this was an interesting twist but then the game adds cards which, for example, can be used to avoid an enemies attack and counter them.

After my hour with Card-en-Ciel, i'm genuinely impressed with it. this demo is the start of the game and it shows that Card-en-Ciel is an approachable game that has a good first hour. i would recommend people trying out the demo first. this is a game that ties together a few different genres like card battling, visual novels, and rpgs. fans of each of those may like Card-en-Ciel and this demo is a great place to start.

Wednesday, October 9, 2024

Backlog Conquering - Poison Control On PS4 - Part 2 – The Third and Fourth "Belles' Hells"


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Part 2 continues on with the story. we previously did the first two Belles' Hells and they weren't too difficult, nor were the stories behind them that bad. the two I did today, they were much harder. not just in difficulty of playing them but also the stories behind them. There will be a Part 3 as i expect there to be more twists and turns in the story as we progress further deeper into hell.

Sunday, October 6, 2024

Switch Funday - The New Denpa Men - My First Hour


Welcome to Switch Funday!

This week i checked out the free to play game The New Denpa Men, from  Genius Sonority. The Denpa Men series is something i'm vaguely aware of from the 3DS but i've never played any of the games. going into this Nintendo Switch version i didn't know what to expect so i was surprised when it revealed itself as a free to play game.

After playing it i looked it up and my thoughts whilst playing the game make sense. something i say a few times is how the game feels old. graphically it's fine, but for a free to play game the tutorial is surprisingly light and very little of what the game is is explained to us. the way the game works and why is not explained to us in a way that makes me think it's a console game and part of a series, whilst the free to play mechanics and microtransactions make it feel like a mobile game.

It's also slow, with an introduction that does little to get across what the world is. all i know is that there is legendary loot, which appears to be from the earlier games, and we're after it so we won't be bullied any more. 

The gameplay aspect is more similar to a dungeon crawler. the two locations we've been to so far are varied and give the game a more casual feel. But the game makes it very clear, repeatedly, that if you are wiped out in the dungeon you loose all the loot. if you teleport out of the dungeon you can keep your loot but as you haven't finished it you can't continue the story. 

Combat is not explained, but thankfully it's not too difficult except that resources at the start are scarce. so i immediately ran into issues of health and AP (magic abilities). this is kinda compounded by the choice of Denpa Men in my party, but seeing as it wasn't explained to me who i should bring with, let alone which ones i should catch, i imagine this is a situation that many may find themselves in. most modern mobile games rarely leave the start of the game to such luck

After an hour, i've come away feeling like i've not really even started the game. so i may come back next week to see if things improve with an extra hour of play time. but if i was to judge the game after this hour, i wouldn't recommend The New Denpa Men. it doesn't bring anything new whilst also feeling old and unwelcoming, designed for those who played the 3DS games. The Denpa Men's celebrations, or lack there off, when winning a battle sums up my feelings after playing this.

Version 2.0.10 played

Saturday, October 5, 2024

Online Saturday - Foamstars - Now Free To Play, No PlayStation Plus Needed!


For Online Saturday i'm back with Foamstars, from SquareEnix and Toylogic. Foamstars is out across PS5 and PS4. I'll be playing the PlayStation 4 version of it. 

The game is now Free to Play. not only is the game free to download, it doesn't require PlayStation Plus to play it. the game has been updated a few times since i last played it back in May, https://youtu.be/SCjUS_FTOKk, so i also found the recent changes beneficial. the biggest change i appreciated were the regular game modes being grouped together so when you're looking for a game it can be any of those modes.

Mobile Friday - Punko.io: Tower Defense - A Successful Combination Of Roguelike And Tower Defense


For Mobile Friday this week is i tried out Punko.io: Tower Defense, from Agonalea Games, on my iPhone 14 Pro.

It's a combination of a Roguelike and a Tower Defense game. it's always interesting to see which elements of a roguelike are used and how they're used in combination with tower defense. At first glance it may look similar to  Kitty Keep, which we previously looked at https://youtu.be/aQNjKxIjSJg, but Punko.io: Tower Defense is not an idle game and each of the roguelike and tower defense elements are controlled more by the player than the computer.

The roguelike element of the game makes criticizing it a little difficult. one of the goals with that play style is repeatedly dying and working out what elements are repeated, learning how the loop works, and slowly making progress. But, seeing as Punko.io: Tower Defense starts off with telling us something wrong, i think it's fair to criticize the game's poor tutorial. Punko.io: Tower Defense starts straight into a level and we're soon instructed to choose a card or upgrade, but we can't upgrade as there's only 1 playable card. then the tutorial stops. if the game is going to have a tutorial, it should be correct, but for it to then stop and leave us alone is unfair to new/unfamiliar players. it may work on a console market which has more "seasoned" players but the mobile market is more casual. the game should at least ask if we want a tutorial, fix the first command, and offer some extra information to help new players.

The tutorial for the home menu is better than the gameplay one, but itself still has issues. near the end of the video i get a key, but at no point does the game tell me where or what to do with it. i thought i would be unlocking some sort of gatcha area but the forth unlock was evolution. i had to guess that the key unlocked a chest and that chest was in the shop. but i was surprised that i had two sets of keys for another chest. i can understand, to a point, why the gameplay may have less information, but the home menu aspect of the game needs to be better.

When it comes to equipment i'd argue that Punko.io: Tower Defense gives us too much information. the way the equipment aspect of the game works feels old and poorly executed. when you get 1 item, then it's fine, but as soon as you get more than one of the same item, it's difficult to manage. in the video i showed an example with shoes. i had one equipped and then got a second one. both were "good" quality. but there's no way to compare their basic stats. you have to look at one, remember, close, click on the second, and then compare. that might be manageable for HP stat, but both items have a long list of "Grade Skills" that unlock as you upgrade them, leaving us with much more to remember and making a quick task take longer. Many games have Quick Equip button that'll simply equip the items with the highest stats and that would work here. but the game needs to present the Grade Skills better.

Punko.io: Tower Defense's core gameplay loop is simple and effective. the character art is stylised and cool. graphically it's nice to look at, play, and it didn't heat up my phone. it mostly does ok with the Dynamic Island but at times it's off by a few pixels. for a lot of players it's a good game to have. but it's not the most approachable game, it feels like it was designed and made for a more experienced audience. the non-gameplay side of the game feels too basic and not as well designed as the rest of the experience and so sticks out because of that. i would recommend Punko.io: Tower Defense as no two runs would be the same, but it does need a little more work.

Version 1.0.0 Played.

Thursday, October 3, 2024

Demo Play Thursday - Metaphor: ReFantazio - Prologue Demo On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Metaphor: ReFantazio - Prologue Demo from Atlus.

Going into this demo, i didn't know anything about the game. i had somehow missed previous trailers and news about it. so other than it being an RPG, i didn't know what to expect. So i went in with no real expectations, it was all up to the demo to showcase itself.

And it did a fantastic job at that. the demo appears to be the first few hours of the game, tho it admits there are some changes from the retail game. The demo is quite open about it being a demo and that the aim is to showcase many aspects of the game. it's also clear that our save from this demo can be carried over into the final retail version.

one of the cooler features of this demo is the difficulty choice. if your focus is story, then choose that mode. the demo makes it clear that you won't die from battles. the other difficulty levels revolve around how difficult the battle aspect of the game becomes. i did this demo on normal and after this hour and a half i'd say it's probably fine to keep it at Easy and focus more on the story. the fights are fine, but they don't add much to the game beyond the style the game already oozes. 

This game has soo much style and design i would argue that perhaps it has too much. there were a few moments where there was a load for some flashy stylish thing that only lasted a few seconds before there was another load back into the gameplay. On a PS5 where load times may not even exist this may work better, but on PS4 it felt more like a waste of time. 

For me,  the biggest shock was how poor i thought the story telling was for most of this video. but this could be explained due to Atlus cutting some story elements from the demo. But the story bounces from the present to the past, from one group to another, and often there was very little linking anything that was happening together. it took about an hour for all groups to be tied into the story together and for things to start feeling more harmonious. But once it got going i really got into it and enjoyed it

I would recommend the Prologue demo for Metaphor: ReFantazio. beyond the main story that's told, we get glimpses of something entirely different teased as the game asks for our name like we were another part of it's story, rather than us controlling characters. Having many difficulties makes it approachable to a wide audience, and there seems to be a lot here to play.

On PS4 i'd say that it plays great. there are some cutbacks that are noticeable but they don't really affect gameplay. for example, the main city we're in at the start looks big and interesting, but there aren't as many people around as you'd expect. the loading was better than i expected and the game uses a very short walking anime to help cover the loading of a new area of the city, so it feels like this PS4 version itself got attention rather than it being a straight port from PS5.

Wednesday, October 2, 2024

Backlog Conquering - Poison Control On PS4 - Part 1 - The First Two "Belles' Hells"


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Poison Control is a surprise pick for a series that focuses on Backlogs. it came out in 2021 so it's one of the more recent games i've bought. But the thing is i don't remember buying it, so i don't know why i have it. it's not a PlayStation Plus game so my Backlog Conquering series is the perfect place to try it as whilst it's not an old game, it's still in the backlog.