Monday, June 30, 2025

Cloud Monday - Sand Land - Part 2 - I'd Recommend Streaming It From The Cloud


This week's new Cloud Monday video is part 2 of playing Sand Land on PS4, via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4. My laptop crashed whilst recording this video so my audio is from my backup, from my Mini Disc MZ-RH10 player.

Part 1, https://youtu.be/rKMnNyzb70s, went very well. it was a near perfect streaming experience that allowed us to focus on the game itself. the streaming experience in this part wasn't as great, but it was solid enough for me to come to the conclusion that Sand Land is a great game to stream from the cloud.

we learned that we get access to manual saves very early in the game. in this part we found where the auto saves are listed and that we get useful information like the time of the auto save. this means, when we get the 20 second warning before disconnection it is easy to manually save. a concern i had specific to this game was the sand, dust, and particles on screen. some streaming services, including YouTube, struggle with this and it can result in a degraded video being streamed to us. across both parts, i felt that the video we got never changed.

Visually, Sand Land looks fantastic on my PS4 and with how big the characters are on screen, when we had a little stream tearing it never really got in the way of us seeing what was on the screen. whilst we didn't have it in either of these parts, i would suspect that Macro Blocking would also not be much of an issue because of how big the art is and how it isn't reliant on fine details.

We're early into the game, How long to Beat says Sand Land is about a 20 hour game, so there could be issues later into the game. but there was nothing in these two parts that has got me concerned. if you're interested in Sand Land, streaming it from the Cloud is a great way to experience the game and i'd recommend doing so.

Friday, June 27, 2025

Mobile Friday - Just One Shot: Idle RPG - Translation And Ui Errors Detract From A Good Looking Game


For this week's Mobile Friday i tried Just One Shot: Idle RPG from developers Highbrow, on my iPhone 14 Pro.

From the iOS App Store page, i had one idea about how this game would play and i was wrong. the name implied that we only had one bullet to complete a task. turns out, One Bullet refers to an in-game mechanic where we charge up a power bar by defeating enemies with one bullet. This also means that my hopes for an interesting story also didn't come to fruition. i don't think this game has a story, it just starts.

It is possible there is a story and i hadn't unlocked it. by the end of this video, there were many aspects of the game i had yet to unlock. i like this approach. instead of bombarding the player with menus and icons, the game slowly introduces them as we get stronger and complete quests. this meant that i never felt overwhelmed and i understood how each thing we unlocked worked with the existing game mechanics. 

This does not mean i think the game does a great job at explaining everything. there is a tutorial and after the initial stuff it reappears when we unlock something new. it's just that i don't think it's quite successful at the teaching part. you'll see that i wasn't totally sure how the spell book system worked other than it made me more powerful. i guess with Just One Shot: Idle RPG's simple mechanics, it's mostly easy to work out that most things make us stronger or help to make our equipment stronger.

The tutorial wasn't the only thing that was a little disappointing about playing Just One Shot: Idle RPG. it's from South Korean developers and unfortunately they haven't finished translating the game into English. it's mostly playable, but very noticeable when Korean characters appear. i was also disappointed with how poorly the UI has been implemented. the Dynamic Island hasn't been taken into account so there are times when names are not seen on my screen because they're under the Dynamic Island. at the bottom of the screen, the bar also blocks names. the iPhone 14 Pro also has rounded corners  which meant i was often missing a letter or number from the stuff placed in the corners.

Just One Shot: Idle RPG is a good game. the art is great, the music was nice and not noticeably repetitive, and the mechanics are well tied into each other. i mostly played this game one handed which would make this a decent game to play whilst commuting. but the issues are numerous and noticeable. personally, until this game gets fixed it wouldn't appear on my top 5 games of the year. but it's fine to play as it is.

Version 1.3 Played.

Thursday, June 26, 2025

Demo Play Thursday - Merge World Alchemist On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Merge World Alchemist from AlignmentSharp.

The Merge mechanic used in this game is something i've seen more in mobile games than those on consoles, so i was interested to see if they were going to do more with it. unfortunately, i'd argue that perhaps the developers have done less than what other companies do.

Many mobile games will use the beginning to not only do the tutorial but to let the player finish something, so the players begin the game knowing what to do and having already done something. here with Merge World Alchemist, the pace was soo slow and there was no sense of accomplishment. the game felt old in comparison to many other merge games i've played. 

The core merging mechanic is fine, it's just that everything built around it does nothing to enhance it. there's a story, but the translation is sometimes poor and it's generally just poorly written. the music is loud and repetitive. there's a quest mechanic, there are people we can hire to loot for us, but they both are poorly introduced and feel in complete. And there are things critical to gameplay that's just not told to us, the main and most frustrating one being how stamina works in the game. 

Merge World Alchemist is cheap on the UK eShop and the game feels like it. for fans of the genre it offers nothing new and very little that's interesting. it'd probably be useful as filler on a long car ride, but apart from that it's hard to recommend the full game.

Wednesday, June 25, 2025

Backlog Conquering - Guacamelee! Super Turbo Championship Edition On PS4 - Part 4


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 4 wasn't as story heavy as Part 3, this time the focus was more on getting to places. along the way, the platforming levelled up and got a bit more tricky. we were having to use more and more of our abilities in combination with each other. at the end of this part, i did get stuck for several minutes on a difficult platforming section and once i completed it i saved and ended the part. but there were a couple of sections earlier where i decided against trying over and over and just moved back onto the main path.

You can watch other parts:

Tuesday, June 24, 2025

Stories on Tuesday - Visual Novel: I.B. - Part 1 - Chapter 1


The new game in the Stories on Tuesday series is the iOS version of Visual Novel: I.B. from Entabridge. 

This is Part 1 and it covers the game's intro, which the game itself doesn't label, and the first chapter.

Monday, June 23, 2025

Cloud Monday - Sand Land - Part 1 - Video Isn't Effected By Sand, Quick To Get Access To Saves


This week's new Cloud Monday video is part 1 of playing Sand Land on PS4, via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I checked out the DEMO for Sand Land, https://youtu.be/Vb6Z6DHvTJ4, back in March 2024 so i knew what to expect from the game. the difference here is that back then, the demo was installed on my PS4 and this time it's being streamed from the cloud to my PS4. What i'm focusing with Cloud Monday is how the game's save system works and whether or not all the sand dust in the air makes the drops the quality of the video i'm watching, much like how YouTube struggles with fireworks and confetti. 

This was one of the clearest streams to my PS4 i've had in a long time. if there were any issues, they didn't last more than a second. the game looked great throughout and the stream didn't seem to have any issues with the sand and dust. i didn't notice any drop in bitrate or resolution whilst playing this part of Sand Land.

The game makes it clear what the auto save symbol is and i did clearly see it during gameplay. but, i was never able to see the actual auto save file. so, at the end of this video, my guess is that it auto saved after the fight but i'm not too sure and would have to check my video. Thankfully, i got access to the manual saves in less than 10 minutes. getting to the save option and saving also seemed quick. on PlayStation Plus Cloud Streaming Service, we're only given a 20 second warning before we're disconnected. unless we're in a cutscene, which we can skip, getting to the save menu and saving should be fine.

It's only been 1 hour, but i've enjoyed my time with the game. the characters are fun, the world has an interesting story, and it looks great on my base PS4. i'm looking forward to the next part and maybe i'll keep playing it in my own time.

Friday, June 20, 2025

Mobile Friday - SushiMon Defense - The Game As A Whole Falls Short, But I Would Still Recommend It


For this week's Mobile Friday i tried SushiMon Defense from developers Dreamplay Games, on my iPhone 14 Pro.

I start this video by talking about what caught my attention from it's #App Store page and whether or not it could pull it off. what i failed to talk about was whether or not "Random Summon! Random Merge! Random Level Up! Random Skills!" would equate into a fun experience. after playing it, i think SushiMon Defense is a fun simple game at it's core but fails to build on it. you could say it's a roguelike and therefore it's fine for it to not tell us a lot about it but i can't help but feel that it tries so hard with it's tutorial at the start for that to be the case.

SushiMon Defense isn't perfect. the tutorial stops before key gameplay mechanics are explained. the summon animation didn't show the first time, so when it did the second time i thought that an advert had started playing but then it abruptly stops in a way which makes it seem broken as nothing really happens in the animation. i was surprised there was an animation as the comic introduction worked so well, i thought they would've used that. i also feel that at times, the controls weren't responsive enough and the game insisted on doing upgrades whilst i was trying to move stuff which caused some minor issues.

And yet, the core to SushiMon Defense still holds up. i want to continue playing it, i haven't deleted it off my phone, unlike a certain Jump King, and i would go so far as to recommend it. but it's going to fall short of game of the year and may not make my top 5 as the game as a whole falls short.

Version 14.4 Played.

Thursday, June 19, 2025

Demo Play Thursday - Nif Nif On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Nif Nif.

Via the Mobile Friday series, I have tried several roguelike deck builder card games. I'm always interested to see what unique spin they're going to have on that style of game and how they're going to introduce it to the player. Will they go hard into the Roguelike aspect and not even offer a tutorial or will they focus on story and world building. When i saw Nif Nif on the eShop, i was intrigued by it's style and that it seemed to focus on animals. i wondered if this game was aiming at a much younger audience.

Quite quickly it's revealed that the goal of this roguelike deck builder is to clean and to stay clean. the foes you face on screen are dirty and seem to want to get our character dirty, too, so it's up the us, the player, to pick the best cards to deal with it. this concept is introduced smartly in the tutorial and it uses videos to show how to play the game. But much like the mobile games of this type, the tutorial in Nif Nif stops early and forgets to get across key concepts of the game and what on screen icons do. as it's a demo i felt OK experimenting myself.

I don't think Nif Nif is aimed at a young audience. it's still a Roguelike game and as such it still has a level of difficulty. the first area we play in doesn't feel like it's been designed to be a low level beginners area. personally, i feel this is a missed opportunity. the game already starts with a great tutorial, it could've continued into concepts and suggestions throughout this first area before letting things get more difficult from the next area onwards. This demo only has the first area and i couldn't beat it on my first try, in-fact i beat it on my third. But like all good roguelikes, you can see that i learned from each run and did the next one better.

I enjoyed my time with the demo for Nif Nif and would easily recommend it for those curious about the game. it was designed with the developers autistic son in mind, so if someone in your family is Neuro divergent it could be something to try too.

Tuesday, June 17, 2025

Stories on Tuesday - Arcade Spirits - From Start To Finish On PS4


The Stories on Tuesday game was the PS4 version of Arcade Spirits from Fiction Factory Games. this was a playthrough of the disc version of the game, published by PQube.

With the story concluded, i have put all the parts together into one long story, from start to finish, including the credits and post credits scene. 

You can check out the previous parts of this playthrough:

Monday, June 16, 2025

Cloud Monday - Humankind - Part 2 - Great Fit For Cloud Gaming, Poor Fit For Consoles


This week's new Cloud Monday video is part 2 of playing #Humankind on #PS4 via the #PlayStationPlus Cloud Streaming Service to my Japanese launch model #PlayStation4.

In Part 1 we learned that the game saves after each turn and that it also has manual saves, too. this already makes it a great fit for being played in the Cloud as we're only given a 20 second warning before a disconnection. but by the end of that video, i was starting to wonder if the console port was actually worth playing.

i could hear audio issues and now we've had a much smoother streaming experience in this Part 2 i feel like the audio is just poor in the game. This PS4 port also felt like a degraded version of the game because of the visuals. we got to meet more characters in this part and each of them looked low quality. from my recordings, i know that the game isn't 1080p either, tho i don't have the ability to determine what resolution it runs at. But the thing that bugged me the most about this port was the apparent decision to prioritise esthetics of accessibility. 

The menus are a joke. you'd really have to get right up close to your TV to read them and the game has no options to increase the size of them either. the tutorials were also frustrating because of their size but also in their timing. there were other minor inconveniences like the camera and cursor being separate meant that i would often see something i'd want my troops to investigate but would have to wait for the cursor to manually move from where it was, resetting the camera to that spot.

There were aspects of the game that gave me the "one more turn" vibe and you can see that by the end of this part. but it wasn't satisfying, i wasn't enjoying my time with the game. so whilst this game is a good fit for being streamed from the cloud, i don't think it's a good fit on the PS4.

Friday, June 13, 2025

Mobile Friday - Jump King - It Looks Great But Feels Like A Basic Port With Inconsistent Controls


For this week's Mobile Friday i tried Jump King from developers Nexile, on my iPhone 14 Pro.

I went into this video not knowing that Jump King was an existing game on other platforms, but i called it early on that it felt like this was a port of a game. i guessed that it was a port of a game designed for a bigger screen like a folding phone and i was kinda right as it was a PC game first. it's a little weird how the game doesn't take full advantage of the phone's screen and doesn't have any options to let the player move the controls around either. the options are extremely basic and are only for the sounds, there's no language options, no accessibility options, and no graphical options.

The music might be broken in this game, or this version of it. i'm unsure so if you know if what i experienced was normal, please let me know in the comments. it's unfortunate that it was so obvious when the music looped as it got quite frustrating. couple this with some grating sound effects, and i honestly wanted to turn all the sounds off but i couldn't because i was recording a video. this has never happened before. then there was the odd sound that came out of a bird, my first thought was that it was a low quality burp! there was also the incident when i got music when i reached a stage and then never got it again.

another complaint i had throughout was the lack of feeling from the game. it never used my phones vibration, nor did it give any visual clues other than a button was being pressed. this lack of feedback made it tough to learn how to play the game. Jump King does not have a tutorial or on screen prompts, it doesn't have a section designed to teach us mechanics either.  we're dropped straight into the world and that's it. not having any sort of feedback gave me the impression that the game is inconsistent, maybe even a little random. Then there was the moment when an old guy said i could glance and look up, but of course they never said how to do so and i never worked out how to do it. 

Jump King may have a retro aesthetic about it, but on mobile it's design just feels old and not in a good way. maybe this sort of community exists on other platforms, but here on mobile it feels like Jump King was just a basic port with little to no thought about taking advantage of the platform it's on. i can't recommend it as i can't think of any group that it's for on mobile.

Version 1.0.10 Played.

Thursday, June 12, 2025

Demo Play Thursday - Through the Nightmares On #PS4


For this week's #Demo Play Thursday i played the #PlayStation4 version of Through the Nightmares.

I'm not good at challenging platforming games but i do like to try them. l'm always hoping to find one that'll be difficult, but not necessarily punish me for finding it difficult. As the player, i'd like to feel that there's a chance i can improve. i think Through the Nightmares get's pretty close to this so even tho the demo got tough, i did actually finish it.

Through the Nightmares starts with a nice small level that serves as it's tutorial and i think it works great. not only did i learn what most of the buttons do, but i got a little taste of how the platforming sections may work. there was a decent sense of satisfaction from this little introduction stage. the second stage introduces an item. it's presented as some sort of checkpoint. but when you complete the level you realise there's a bonus for completing the level and not using it, so of course i tried the level again this time without dying. playing Through the Nightmares in this demo was a pleasant experience, but that's not to say it was an easy one.

The game says on it's PSN page that it's not an easy game, that there will be a challenge, and i certainly restarted plenty of times during this demo. what helped was the choice of using the checkpoint item and/or that restarting when you did die was very fast. using the checkpoint doesn't mean you haven't completed the level. thankfully, Through the Nightmares will let you continue if you haven't collected everything. all you need to do is complete the level to unlock the next.

Most of the challenging platforming felt fair. the game is smart to introduce a mechanic, let us try it out in the level, then let us try it out on something more challenging. the demo ends with us facing off against a boss and throughout the encounter we have to use all the skills we've learned so far. this felt like a fair encounter until the encounter changed it's gameplay style. then it felt a little cheap, like the margins for error were even tighter than before. but, again, with quick restarting and thankfully a little checkpointing from the game itself, rather than the item, it didn't take long to conquer the boss and finish the level.

I enjoyed my time with the Through the Nightmares DEMO and came away with it knowing that it's a tough game but also feeling that i could perhaps do it. so as a demo, i think this worked great. it'd be great to hear from you if you played the retail game and how difficult the later levels are. it also wasn't clear if our save carries over from demo to retail game. but i think the demo for Through the Nightmares is well worth checking out.

Wednesday, June 11, 2025

Backlog Conquering - Guacamelee! Super Turbo Championship Edition On PS4 - Part 3


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 3 was interesting as it helped develop some of the villainous characters and their back story. We also got two new cool abilities, with the chicken especially being one i didn't suspect. we didn't take the story too far forward, but by learning about other characters and getting and trying out our new abilities i feel that Part 4 could be really interesting. There's a chance that we're going to be visiting places we've already been to before and my guess would be that the point is to use our new abilities to explore new places and complete more quests.

You can watch other parts:

Tuesday, June 10, 2025

Stories on Tuesday - Arcade Spirits - Part 8 - The Final Part


The new game in the Stories on Tuesday series is the PS4 version of Arcade Spirits from Fiction Factory Games. this is the disc version of the game, published by PQube.

This is Part 8 of my Arcade Spirits story and the final part, my story is now complete. stay after the credits for a bonus scene!

You can check out the previous parts of this playthrough:

Monday, June 9, 2025

Cloud Monday - Humankind - Part 1 - Auto Saves Every Turn Make It A Good Choice For Cloud Streaming


This week's new Cloud Monday video is part 1 of playing Humankind on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I don't have too much experience with games of this genre in recent years. So a part of me went into this video expecting things to be slow but also hoping for a great tutorial. i found the tutorial to be disappointing throughout this video but thankfully it wasn't slow. Humankind not only plays at a decent speed it also is very quick in between turns. It's just that it doesn't give out information, and when it does it was often a turn behind or even getting in the way of what it was trying to show. thankfully for Humankind, the focus of this series is checking out how suitable a game is for being streamed from the cloud.

it was hugely surprising that the game never showed us or told us how the auto save system works. Soul Hackers 2, the previous game in this series, made it clear what the auto save was, when it worked, and proudly displayed it on screen when it did. With Humankind, i didn't discover that it was auto saving until i went hunting for the manual saves. thankfully, the manual saves were clearly labelled so it was easy to work out that the game is saving at every turn. that is fantastic news, as we the player are only ever given a 20 second warning before we're disconnected from the game. this means, if our turn is just starting we can wait out the countdown. if we're finishing or have finished our turn we can press square to end our turn and the game will auto save for us, and of course there are manual saves.

Whilst this aspect of the game was great, playing it was rougher than i would like. it didn't come across as very welcoming to new players to the genre. it also wasn't very accessible in some respects because i was unable to increase the size of anything. i don't sit close to my TV and it's not that big, so there were times when i couldn't work out what buttons it was showing via pictures.

Going into Part 2, what i will be interested in is if the time between turns grows larger and larger. at the moment, saving and ending turns seems very quick and under 20 seconds. but if it grows too large, maybe even the auto save won't be great.

Thursday, June 5, 2025

Demo Play Thursday - Rally Arcade Classics On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Rally Arcade Classics.

In the PS1 and Game Boy Color era, when it came to rally games i was far more interested in the arcade style games. i remember playing V-Rally, tho i don't remember which ones, and enjoying the rally style but arcade feel. for me, i was really interested in Rally Arcade Classics as it wasn't clear from the eShop how arcadey or how realistic it would be.

When you start this demo you're greeted by a screen that details what's included in the demo. this is fantastic and something that is rarely seen. what they fail to mention is that online leaderboards for every race in this demo are also available! the only downside to the start of this demo is that it assumes you'll go to the options and check the control section. at no point does the game tutorialize the controls. this isn't a big issue in this game because of how short the races are and how quick the game is able to restart, but it feels like a bit of an oversight when so much else about this demo comes across as bespoke and having had time put into it.

There was one more thing that i thought the game was lacking whilst i was playing it and that was the ability to play against the ghosts of other players. as this was a demo, it could be that it's not in the demo. But this was a fully featured demo so i suspect this is the case in the full game. it's a shame as we can clearly see where we stand against other racers in the standings. but at least we have that and we're able to race against our own ghost in the attempt to better our times.

after playing this demo for Rally Arcade Classics i can say that this is the arcade rally game i've been looking out for. it has time limits that some more arcade style games have but the cars have a feel more akin to more serious rally games. you can't just "cheese it" and win, there has to be some element of skill. but because it's arcade style, there's some forgiveness about it and it's less serious. each of the 4 cars i raced in felt different, looked distinct, sounded different, and for me i enjoyed racing the Alpine more than the others.

If you're looking for an arcade style rally game similar to those released on the PS1 and PS2, but not so much those released in arcades, then Rally Arcade Classics from Net2K Games is well worth checking out. the graphics were fine with this Switch version but i wouldn't say great. however the nigh racing worked very well and for the most part the graphics around the car were good enough. the short tracks mean draw distance isn't important, but when it was when i was racing down Monaco hills i could see the other cars ahead on track further down. the only complaint i have with this part of the game is the main music. it repeated far too much. but, the music isn't a critical aspect of the game so turning it down to focus on our co-pilots advice would make sense anyway.

Wednesday, June 4, 2025

Backlog Conquering - Guacamelee! Super Turbo Championship Edition On PS4 - Part 2


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.

after some initial stumbling as i tried to remember the controls, playing Guacamelee! Super Turbo Championship Edition was a lot of fun. it was nice to finish the area we were in, explore a new city, work through a whole new area with a water riding section, and finish exploring another new city. i didn't expect the final city to be so interesting, i only started exploring because i could so i was surprised to learn a new move that was really useful. i'm having a lot of fun so i will return with Part 3!

You can watch other parts:

Tuesday, June 3, 2025

Stories on Tuesday - Arcade Spirits - Part 7 - A Troubled Launch


The new game in the Stories on Tuesday series is the PS4 version of Arcade Spirits from Fiction Factory Games. this is the disc version of the game, published by PQube.

This is Part 7 of my Arcade Spirits story and at no point was i able to predict what was going to happen. this was one of the better written chapters, it felt as chaotic as an actual launch but with the added pressure of a reviewer I, the player, felt pressure my self to try and have the best launch possible. but things started going wrong and before long things spiraled out of control to the point where our character nearly got a Game Over!

You can check out the previous parts of this playthrough:

Monday, June 2, 2025

Cloud Monday - Soul Hackers 2 - Part 2 - I Would Recommend Streaming This From The Cloud!


This week's new Cloud Monday video is part 2 of playing Soul Hackers 2 on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

It's a bold title but one i stand behind, i do recommend streaming Soul Hackers 2 from the Cloud to your PS4/PS5. it's not like a 10/10 rating as that initial wait for manual saves to unlock is far too long and there is soo much talking across both these parts that if we did get the countdown we'd be loosing out on story so we could save manually. But once it's unlocked, i was able to save even with an enemy rushing to attack me.

It's not just the manual save either. at the start of this part we got a basic breakdown as to what happened previously, when i played for Part 1. so a re-cap is very much welcomed. There's another bonus, one i only spoke about today for the first time in a video but for those who have caught the Live Streams it's something i've mentioned before. Unity typically runs poorly on these launch model PS4s so being able to stream the game was great as it enabled me to play the game at a better quality than if i had played it locally on my own PS4. 

I went into the options early on this part and changed the camera sensitivity and it instantly made the camera movements much better. it was just a slight change and one i would recommend. 

Soul Hackers becomes one of very few RPG's that i would recommend streaming from the cloud. if you are curious about this game, streaming it would be not only a safe way to try it out but a way to carry on playing it if you enjoy it. i'm playing it with a focus on story and for me i'm enjoying that balance but i can see how the combat and demon capturing/training mechanics would be more important and perhaps more interesting at higher difficulty levels.