Showing posts with label Switch. Show all posts
Showing posts with label Switch. Show all posts

Thursday, November 27, 2025

Demo Play Thursday - Outlanders On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Outlanders from Pomelo Games and Big Games Machine.

I'm a bit behind schedule when it comes to demos so Outlanders is already out now, but i am glad i played it. It's one of my longer videos and yet i only completed the tutorial and 2 scenarios. i don't think i finished the demo nor do i know how much more there was to it. I never saw this demo say it was a demo

I appreciated that the demo came with a tutorial, but it wasn't as comprehensive as i expected. it taught the basic controls of the game but never went into how this game can be won. what's particularly frustrating is how the first scenario i played differed from the tutorial. i think the first scenario should act as a tutorial, too. there appears to be a village elder/leader that doesn't really have any interactions with us, so they would've been great offering some advice and tips.

That's not to say this is an overly complicated game. Outlanders tells the player what their goals are for each scenario, but not how to get there. this does mean that even tho i achieved and completed the first scenario, i do think i could go back and maybe do it 5 minutes quicker, if not more. This is also true for the second scenario, which i barely finished in the time limit. as this is a demo, i don't know if there is a reason to go back and re-do past scenarios. if this game was on a PlayStation or Xbox console then perhaps there would achievements to get by re-doing past levels, but here on Switch i don't know.

Personally, i enjoyed my time with Outlanders. it does have that "one more turn" appeal to it. if it had leaderboards where i could compare my completion time with my friends, then it could become a chill game to play and a competitive one to play, too. if you're curious about this, i would recommend trying out the demo. it isn't as complicated as a Civilisation game, but some of the core Outlanders mechanics are different enough that it may take some time to adapt. the key mechanic i understood was dismantling and moving gathering jobs. for some aspects of village life, you do need to move things around and more people from job to job.

Thursday, November 13, 2025

Demo Play Thursday - Nuclear Gladiators 3000 On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Nuclear Gladiators 3000 from Turbo Napalm.

I've played a few games like Vampire Survivors on mobile as part of Mobile Friday and just in my free time, but Nuclear Gladiators 3000 is the first time i've played one on consoles. the big concern i have with these games is that things can get crazy, not just in terms of difficulty but also in terms of explosions and stuff happening on screen and the worry is always can the platform i'm playing it on handle it. thankfully, after playing the DEMO i can say that the Switch was fine playing Nuclear Gladiators 3000.

With it's rocking soundtrack, it makes a good first impression. it's going after a certain 80's vibe and i think pulls it off, tho i would've like the odd sax solo or something similar to The Transformers Movie.  Nuclear Gladiators 3000 also does a good job in explaining what the goals are and how to play. i do feel that for the first couple of runs, this could all be simplified and then when you get your first sponsor things could then open up more.

The goal seems simple enough. you defeat wave after wave of enemies until trying to survive for 3 minutes to get to the next stage. by blowing things up and doing combo's, the audience gets more enthusiastic. by defeating enemies, you're able to level up weapons and abilities in a run. when the run is over, you're scores and audience values are converted into Freedom Bucks. these can be spent on permanent upgrades which will help you go further in the next run. But as you'll see in this video, i was never able to survive for 3 minutes on the third stage. the leap from second to third stage seemed a little too big.

As a demo, it's fun to play and worth checking out. But there is a downside to it. there is no trailer nor any screenshots. there's not even a message from the developers. so all i get to use is one character. i don't know how many others there are, how many stages there are, or sponsors. the demo succeeded in showing me the game mechanics but failed in showing me what the game has to offer.

Sunday, November 9, 2025

Switch Funday - Splatoon 3 - November's Eggstra Work – 139 Top Score!


Welcome to Switch Funday!

This weekend is November's Eggstra Work Event in Splatoon 3 on Switch. I have felt terrible since Friday with a migraine and general queasiness, so i was unable to Live Stream during the weekend. i got out of bed for a little bit to take part in the event. i got 10 matches done before i gave up due to general fatigue. my highest score was 139 in my tenth and final match. i don't know if this is good enough for bronze. let me know in the comments what your scores were!

Thursday, October 30, 2025

Demo Play Thursday - Majogami On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Majogami from Inti Creates.

The demo for Majogami is short, but because of the game's style and art direction it does leave an impression. the demo starts quite quickly and immediately begins with some story. once it's finished, the tutorial begins and it's quite simple at first. you're introduced to something then get to do it in-game. what's great is that for more complicated things, the game will show videos on what to do. even tho we end up at the tutorial quite abruptly, it's pretty decent.

The Demo seems to be from the start of the game and is essentially the game's opening prologue. we get more story, more tutorials, and then we reach a boss fight. as it's the start of the game, i never felt like i was in danger even tho i was being hit often, but it did take some time to wear down the boss. i do worry that this could get longer as you progress through the game.

I have to imagine that on the OLED Switch, Majogami looks fantastic. i have a launch model Switch and i felt that it ran fine and looked great. the music isn't bad either. with good controls, a fantastic tutorial, a story that leaves you wanting to know more, and of course great style, i'd say that this demo for Majogami is a good one and well worth checking out.

Thursday, October 23, 2025

Demo Play Thursday - Sonic Racing: CrossWorlds On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Sonic Racing: CrossWorlds from SEGA and Sonic Team.

I really enjoyed playing this DEMO. the game itself is already out now, i'm a bit behind with the demos after catching Covid, and it's been getting a lot of positive comments and praise so i was quite keen to try the demo and see what the fuss was about. 

On Switch, this demo looks great. loading wasn't too bad and the transition from world to world during the race was fine. there is a sense of speed as you race. i initially liked how the tutorial explained how the game is played but soon realized in the race that the tutorial failed to go over the buttons in the game. thankfully it doesn't take long to try them out, but in a race you're up against some strong competition.

In kart racing games, it's tough to make the opposition feel strong and fair. in the past, a criticism of Mario Kart games has been the "Rubber Banding" effect that would bring the other racers back closer to you. here in Sonic Racing: CrossWorlds i didn't feel like the other racers were cheating. i could see them doing the tricks, aiming for speed boosts, and attacking other players. it felt like i was racing against some decent opposition. 

This meant that i failed to win all of the races i took part in. i typically won around 2 of the 4 races in the cup available in the demo. But as it is competitive and as the other racers are trying hard, the top positions would change race to race. i was racing against a rival and even tho i didn't win all of them, neither did they so i was always able to beat the rival.

The DEMO had some of the racers, some of the cars, and some of the customisation options. it was enough to mix and match and get a feel for how that works, it might be familiar to those who have played the older Sonic Racing games. there was also a Time Trial option which was also useful for practicing the tracks. it felt like there was about an hours worth of content and some replay-ability. i think this is a good demo for Sonic Racing: CrossWorlds and after playing it i do get a sense of why the game is getting more popular and i do want to play the game now.

Thursday, October 16, 2025

Demo Play Thursday - Trails in the Sky: 1st Chapter On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Trails in the Sky: 1st Chapter from Nihon Falcom and GungHo Online Entertainment.

This is one of the longest videos in the Demo Play Thursday series, if not the longest, and i'm not surprised because all of the "The Legend of Heroes" game demos have been long, but unlike them this time i kept playing because i knew from experience that i should. this video only covers the opening story, a time skip, and the first quest of the game.

The demo starts with a screen that lets you buy the game, something that not all demos do. the option menu is quite extensive and has some nice customisations that typically come to early 2000 games remade in the modern day like speed up settings. the next 9 minutes is an opening set in the game's past before having an intro to the modern day setting of the game.

the story we start with is both main characters needing to head into town as today is their final test. their goal, to become a junior bracer. our characters and the world look great on the original Switch, and a launch model too. there was some pop in where shadows appeared before the grass that sat on top, but other than that everything looked and controlled great and it didn't feel like i was playing a lesser version of the game.

by about 40 minutes into the demo, it really started to feel slow. i had turned on auto messages, but they were slow. there was nothing in the options to increase the speed of the text bubbles. the default in this demo just happens to be really slow. i had set the difficult to easy as i wanted to sit back and enjoy the story, but i was starting to get frustrated by how slow things were starting to feel and the auto messages was a key part of this.

it would take about 40 minutes to start our final training quest and get all the back story of the world. having so much information available is useful as i've never played the original on PSP. but it was a lot to take in in such a short period of time. when it came to combat, the game had some nice pictures showing how to do it. as i've played previous The Legend of Heroes games i was also able to bring some of that past experience. what's nice about the combat is that if you're facing a low level enemy you can quicky dispatch them. but if there are many of them or something stronger, you can do a quick hit and then engage them in turn based combat.

it took a little under 20 minutes to complete this final training quest and i ended this video once we became junior bracers. unfortunately, i don't know how much longer this demo was. there was no information on the game's eShop page and the game itself gave no information as to how long and what was in this demo. another issue with this demo is how out of date it is to the game. the developers have done a final job continuously updating the game since it came out, but this demo hasn't been updated. i don't know how different this demo is, or how improved the game is, from what i played in this video.

Thursday, September 25, 2025

Demo Play Thursday - Formula Legends On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Formula Legends from 3DClouds.

I'm a fan of Formula 1, and racing in general, and i'm always keen on trying new arcade style racers. what interested me in Formula Legends was the inclusion of many different era's of cars, teams, and drivers. the game doesn't have the license for official names so the alternatives they've come up with work well enough.

The makes it clear that it's a demo. but what the game fails to explain is how the demo differs, if it does, from the main game. the issues include not knowing what tracks are included in the game. i pondered whether the game would focus on famous tracks of the eras or just focus on the tracks which are in all eras included. the demo doesn't have all the teams and drivers from some, if not all, the eras included and doesn't detail at any point if this will continue into the main game or not. some games will provide more information, whether via a bullet point list or trailer, as to what more content the retail game has.

i did enjoy the art style, all the cars looked great. the team have taken some liberties with the tracks, shortening them significantly but trying to keep iconic parts of them. But the Switch version seems to have an odd issue with the tyres. they seem to be in a constant state of vibration and never really look like round tyres. it gave the impression the the cars were floating on the track rather than racing on them. i also thought the engine sounds were off when driving the 90's cars.

The demo didn't start with explaining how the controls worked. the demo loads into the main menu with Story Mode being highlighted even tho it's locked and not in the demo. the two modes we can try are Time Attack and Custom Mode. I chose to start with Time Attack to learn how to play the game. unfortunately, the tutorial was in Custom Mode, so i didn't get to experience it for a while.

I felt that the demo for Formula Legends failed to get the message across the players about what the main game is and includes. whether it's a technical issue or limitation of the Switch, the graphical and audio stuff makes me not want to play this version of the game. if there was a trailer showing the game running on other platforms or from the final game then maybe i'd have a different opinion. But the demo as it's presented doesn't do a great job showcasing the game and i honestly wouldn't recommend the Switch version.

Thursday, September 4, 2025

Demo Play Thursday - Space Adventure Cobra - The Awakening On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Space Adventure Cobra - The Awakening from Microids.

This isn't an anime or game series i was aware of. so for me, the appeal was the nostalgic look and feel of the animation. i've learned since i played this demo that the game itself covers the first 12 episodes of the 1982 anime.

Unfortunately, as much as i enjoyed the look of the game, as a demo this isn't great. it takes place from the third mission in the game, which means it's after any proper tutorial. so the developers appear to shoehorn in tutorial and it doesn't work. after the animated intro to the mission, we're shown how to move and then how to jump. but the character quips about the collectable at the same point the game tells us how to jump. but the platform is unstable and means we have to skip the collectable as we have no idea how to get it.

the character next quips about exploring the cemetery, so i do that. but then we're up against bats and have to work out the shooting. thankfully the game does tell us how to use the psycho gun, tho it doesn't call it that.

the tutorial aspect isn't great, but the rest of the demo was quite enjoyable. the mix of animation and gameplay worked well for me. it's not quite seamless switching between the two styles, but it's fine. it was surprising to get a mix of combat styles, there's a shotgun style weapon as well as hand to hand combat. by the end of the demo, i was starting to get into a flow with the gameplay.

What the demo was successful in showing was the varied types of gameplay. there's "traditional" platforming, there's puzzle platforming, there's underwater sections, and there are sections where we're avoiding in-coming enemy fire. it's a demo where playing it a second time would probably feel better. 

the demo does have a cool trailer at the end, after a "to be continued section." it shows off other characters, several other locations, and a few other gameplay platforming mechanics and situations. Whilst the demo is aimed at the original Anime, the nostalgic feel of the game, and therefore this demo, worked for me too and after playing this demo i would be interested in trying out the full game. so whilst it wasn't the best execution of a demo, i do think it's a successful demo.

Thursday, August 7, 2025

Demo Play Thursday - Holo's Hanafuda On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Holo's Hanafuda from Gemdrops.

I currently live in Japan and i've heard of Hanafuda and seen the cards. they are typically really beautiful to look at and make a great gift. but i have no idea how to play the game. a majority of the people i've spoken to here also don't know how to play it, often saying it's something their grandparents play. so for me, i was interested in trying this out not from the holoilve perspective but because of the hanafuda.

This is a timed demo and it's clearly labeled as so when you start it. it's also clear that save game doesn't work. 20 minutes does seem a little short but i think it's down to them not wanting the story spoiled and so that the player doesn't learn how to play hanafuda just from the demo, negating the need to buy the full game. 

I found the tutorial in this game to be great. not only were the explanations clear, but also playing Hanafuda was clear, too. the tutorial kept it nice and simple and at a slow pace. we were then taken into a game where the tutorials kept happening and giving us a chance to use what we learned. 

I don't know if the portrayal of the hololive characters is accurate, but they never felt like getting in the way. the story elements were fine, but critically when i was playing it never got distracting. the same with the graphics and music, it all worked well.

If you're interested in learning about Hanafuda, this maybe a great way to do so. i'd certainly recommend those wanting to learn give it a go and hopefully fans of hololive will like this too. unfortunately, i don't know about hololive so maybe viewers can comment and let me know if this game was good for them.

Thursday, July 31, 2025

Demo Play Thursday - ISLANDERS: New Shores On Switch


For this week's Demo Play Thursday i played the #NintendoSwitch version of ISLANDERS: New Shores from Coatsink.

I'n my personal time, i have tried the original ISLANDERS game on PS4. whilst i appreciated the art and music, i kept butting up against it's rules and logic. With this sequel, i had hoped that the puzzle aspect would've been tweaked a little and focus would've been put on to the user experience with the game. unfortunately, playing this demo was perhaps more confusing that when i played it on PlayStation 4.

Simply put, ISLANDERS: New Shores came across as a Soulslike. the rudimentary tutorial failed to teach the buttons, with iconography that would be confusing to Switch players, rules that can only be learned through experience, and bonuses that are only spotted when they're briefly mentioned on screen at the result screen though how to get the bonus is never taught to the player.

The game is too quick with the information and this was evident from the start when loading the demo when the message about high scores and auto saves was on screen for 3 seconds or less. it took completing the first two island, if not all three, before i saw all the bonuses that were applied for the score. with such a chill atmosphere, it's weird to see information appear and disappear so quickly.

With randomly generated islands, it's unclear if the islands i played in this demo would be the same as what other players had. if they are, please let me know. this island generator makes it difficult to know how the high score system works. it's unclear in the messaging if the game itself generates the islands so everyone is playing different levels or if the developers used Ai to generate the levels in this game and everyone is playing the same. 

After playing the demo, i know ISLANDERS: New Shores isn't for me. i bounced off the first and you can hear my enthusiasm diminish whilst playing this demo. i'm not saying it's vibe is bad, i enjoyed the art and especially liked the music. i just don't find it approachable and to me it feels more like an expansion of what worked from the first with none of the changes i felt it needed to be even better. So as a demo, it worked for me as i know that it's not for me.

Thursday, July 17, 2025

Demo Play Thursday - BUSTAFELLOWS season2 On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of BUSTAFELLOWS season2 from Nippon Cultural Broadcasting Extend and PQube.

I haven't played the original game that came out back in 2019 so going into this, and any continuation of a story, i'm interested to see if that lack of knowledge would be a hinderance. 

This demo is the prologue of BUSTAFELLOWS season2 but it is also different from the start of the game. this means that the save data from this Prologue will NOT work with the main game. for spoiler reasons, it's not made clear what the differences are between this version and the final retail version. I did like that the demo makes this clear before it starts. there's a memo from the developers about this prologue. unfortunately, it's only on screen for less than 2 seconds so for this upload i have extended the time it's on screen so you can read their note.

Personally, i'm not a huge fan of how this prologue told it's story. i admit that i didn't get to the end of it, but with this video already over an hour 15 and my enthusiasm for the story dropping, i thought this was long enough. we start with an introduction to a lot of people who know each other, in a way that didn't quite feel as natural as i'd hope. there's a shocking development, and then the story goes back in time a little. we're introduced to more people who seem to know each other, but then we do get introduced to two new people who seem like they're going to be important to the story.  then i ended the demo.

Thursday, July 10, 2025

Demo Play Thursday - Hogtie On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Hogtie from RedDeer.Games and Alacrity Games.

there were a decent number of puzzles to playthrough in this demo for Hogtie. as you play it, it's clear where the cut off for the demo is. as there appears to be no story, such a cutoff doesn't feel weird. what's nice is that we're given puzzles across two different biomes, which means a greater number of types of puzzles are available. in this video, i played through all the puzzles i could, but i didn't get all the stars. for the purpose of this video, getting all of them wasn't important. but it does seem that progress is gated behind ability. So if you're bad at this game, you won't gain access to much of it. it's not ideal but as this isn't a story based puzzle game it is understandable. What's unknown is whether our playthrough of the demo would carry over to the final game or if we get a bonus start or two in the main game for playing it.

i'm not great at puzzle games, so i always hope that there's a clear tutorial or a sensible ramp up in difficulty, or preferably both. With Hogtie, i appreciated how they showed each new ability in action and the controls needed. what they didn't show was when to press the controls. so i had to experiment a little with tapping, holding buttons until i understood. but the videos were very clear in showing what the goal of the puzzle was. i also appreciated how quick the puzzles were to restart by hitting the replay button on screen during the puzzle or the replay option at the end. but i don't know if "replay" is the least confusing word to chose. when it's after the puzzle i would suspect it means watching a replay of our game. i think retry would've been a better choice.

This communication problem occurs at least one more time. some of you may be watching and thinking the audio is quiet, and i would agree. i have not turned down the game audio. actually, i've turned down my commentary audio a little. and yet, i show in this video the audio options and i genuinely couldn't understand what it meant. if you have labels, they must be universal and clear. but i've seen all 3 of those labels used for all sorts of audio stuff. i even turned it up in-game. so i have to imagine the audio is a little broken in the demo so let us know if the final game fixes it.

Overall, i thought this was a good demo for Hogtie. if you're curious about the game and the puzzles in it, trying this demo is a great place to start. remember, the game is skill based so if you struggle to complete the demo then you're unlikely to get enough stars in-game to progress. the controls are good, the tutorials are great, the art is fun, and the mood is casual. it's a nice game to have and to make slow progress through.

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.

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.

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.

Thursday, May 22, 2025

Demo Play Thursday - Jack Barau On Switch


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

I had hoped to play this DEMO a few weeks ago, when i first saw it listed on the UK eShop page but when i clicked the Download Demo button nothing would happen and i didn't see the demo on the Switch eShop either. when it finally was available on the eShop i jumped on it and even tho the game is out now i still wanted to give it a go.

The Jack Barau DEMO goes straight into gameplay. there's no trailer, no story cinematic, there's just a world map. i do appreciate that the map clearly shows where the demo ends, but like most demos the game never says if our save file will carry over to the final game. it took me about 20 minutes to complete the demo and another 10 to get all the possible gold stars. once it's finished, there's nothing left to see. there's no trailer showing what's coming in the game, no screenshots or artwork, and perhaps strangly for this game in particular there's nothing talking about the motivation behind this game because Jack Barau highlights an issue on the island of #Réunion of fledging Barau Petrels getting lost and confused by human made lights. the eShop page mentions it a little but with nothing said in the demo it feels like a missed opportunity.

The only other knock against this demo was the odd audio bug that occured on occasion when our character Jack spoke. it sounded like the audio was peaking and distorted even tho it was the same level as the rest of what he said. But other than that it ran great, it looked great, and after some initial adjustments to the controls is played great.

The difficulty of what we played was fairly low but it didn't detract from my time with the demo. i had fun and i wanted to continue playing to get more story and to try and collect more of the fledglings. i'm unsure if there is more than just the island we saw on screen to play through so you'll had to judge whether the price is worth the risk. but if you're curious i'd say try the demo, but i think there's something fun here.

Thursday, May 1, 2025

Demo Play Thursday - The Hundred Line: Last Defense Academy On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of The Hundred Line: Last Defense Academy.

This video is longer than many of the other Demo Play Thursday videos as this demo, and most likely the game too, had a weird mechanic in that it's almost impossible to pause the game during the story telling. I say almost as the player can turn off the auto play of the story but this doesn't give the player access to any of the menus. as you'll see in this video, i was only able to access the menus at very specific points. the start of The Hundred Line: Last Defense Academy is a very long story sequence with only a couple of moments where the player has control. i don't know if this will be the case going forward in the game, but as someone who's not played many visual novel style games this was the first time i've encountered such game design.

Now with that out of the way, i really enjoyed my time with the demo for The Hundred Line: Last Defense Academy. i liked the music, i liked the art style, and i especially enjoyed how the game didn't bog it self down with backstory and world building. the demo starts with an apocalyptical event taking place, goes back in time to shortly before it, and then carries on from the event. i wasn't expecting some of the scenes we got or how gruesome some of them were. but it didn't take me out of the story telling either.

graphically, other than some banding i think it holds up well on Switch. but with how long some of the story sequences are, it was disappointing that the game was unable to turn off the Switch's Screen Dimming feature which other games like Loopers has done. You'll see it in this video where it catches me out a couple of times and you may also hear the analogue sticks being pressed but nothing happening on screen as this was my attempt to prevent the dimming.

As a demo, the game doesn't have a link to the eShop page on it's home screen. As a story focused game, the demo has a bigger role to play as it has to try and sell the game's story and hook into the player so that they would want to get the game to carry it on. For me, i was interested in the story enough to want to know more.  as i didn't finish the demo, i don't know if it ends on a cliffhanger. but i feel like i've seen a lot of what the game has to offer, initially at least, to want to keep playing it. i'm not just curious as to where the story will go, i'm also interested in the character interactions and the world in general.

The demo for The Hundred Line: Last Defense Academy isn't the best demo i've played, but i'm glad i've played it. i was curious about the game before i played it but it didn't really grab me. i would probably have done nothing more than Wishlist it. but now i've played the demo, i'm much more interested in it, even if it does have some quirks that could get annoying down the line. i'd recommend people giving it a go, just beware it's age rating does seem well earned.

Thursday, April 24, 2025

Demo Play Thursday - Love Live! Nijigasaki High School Idol Club TOKIMEKI Roadmap to Future On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Love Live! Nijigasaki High School Idol Club: Tokimeki - Roadmap to Future.

As part of Stories on Tuesday, i've been playing more visual novels and that also includes demos. Love Live! Nijigasaki High School Idol Club: Tokimeki - Roadmap to Future is a style of visual novel i've not tried before as most of the games on this channel have been more serious or sad.

this demo at no point says that it's a demo so it's unclear if we're getting the full start of the game or if our save will carry over to the main game. there was no trailer nor link to the eShop either. The demo also ends rather abruptly. so as a demo experience, it's not great.

As for the story, i felt that it started strong and it gave the main cast of characters surprising depth to what, at first, seemed like shallow answers. But after the introductions and back stories were over, the style of story telling changed. Our character has lost some of their memory so the goal of the game appears to be that i need to re-make social connections to help remember. but the gameplay to do this makes the game feel more trial and error than i expected. we are free to choose where to go, but during the whole day we can only make 2 choices. in this video you'll see how sometimes my choice led to a character interaction with me and sometimes it was just me watching characters interact with each other. i found this style of story telling and gameplay unsatisfying.

If i make the wrong choice, my connections with my friends don't improve. but it's very difficult to make the right choice. it's not a 50/50 decision as there are so many choices to choose from, and with each day consisting of only 2 interactions, i felt genuine pressure to try and succeed at what amounts to at guessing. so for me, Love Live! Nijigasaki High School Idol Club: Tokimeki - Roadmap to Future isn't the style of visual novel i want to play.

Thursday, April 17, 2025

Demo Play Thursday - Rusty Rabbit On Switch


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

At first glance, i assumed Rusty Rabbit was another in a long line of shovelware on Switch but after checking out the eShop page and reading that somewhat famous companies Nitroplus and NetEase were behind the game i was really curious to see what they had come up with.

I did go into this demo expecting it to look worse than it actually did. there was something about the screenshots and video on the eShop page that made it look like a lower resolution game and got me thinking that this would be a lesser experience in comparison to the PS5 version of the game. thankfully this is a great demo and that wasn't the case.

this demo makes it clear that it is a demo but more importantly it says that the save file from this demo will work in the retail version of the game, it's something that a lot of demos don't mention. there are also links at the start of the demo to get the game from the eShop and at the end of the demo. as an experience, it's certainly one of the better demos i've played as part of this playlist.

Right from the start, this demo for Rusty Rabbit impresses. the music on the home screen was great and it's great throughout. the main character Rusty is well written and performed. he was surprisingly likeable, more so when the other characters were introduced. the tutorial is good and smartly incorporates mechanics into actual gameplay, dishing them out a little at a time so it's never overwhelming. that approach also works well with the #Metroidvania style of gameplay in Rusty Rabbit. we have more abilities at the start than when the demo ends but it's well written into the story as to why.

The story is teased a little bit more on the eShop page than it was in this demo but the world building and some of the back story revealed do help make it less obvious how little story we're going with at present. i am curious as to where it's going to go and what other characters will be introduced.

If i had to pick a shortcoming after playing this demo it's that i don't know who we, the player, are. at times it feels like Rusty is talking directly to us but because the world is presented so cohesively, it does make me wonder if Rusty is breaking the 4th wall or if there's more to it.

I highly recommend the demo for Rusty Rabbit. it presents a great first hour of the game. if you're interested in a character driven metroidvania with rpg elements, then this is well worth checking out. 

Thursday, April 10, 2025

Demo Play Thursday - Pilo and the Holobook On Switch


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

i didn't know anything about this game before i started playing the demo, but on the eShop, i did like the look of the game and that you'd be scanning. i was hoping that this demo would help show off more about the game and what you're doing. I think it did a great job at that.

The demo seems to be taken from the first hour, or so, of Pilo and the Holobook, from the start until our encounter with hints of the big bad of the game. nearly all the game mechanics have a tutorial and we seem able to play the game at our own pace. the biggest frustration was the one time the game required us to do something that wasn't tutorised. in the dessert, there's a moment where we need to corral some electric sheep and i missed it the first time and accidently stumbled upon the solution my second time there. a mechanic the developers don't make use of is our own character quipping or talking to themselves possible solutions to an issue. i can see this being a possible stumbling block to progress.

But on the whole, Pilo and the Holobook looked great, played great, and was really chill. i could've finished it sooner but i genuinely enjoyed walking around and scanning.  the music was fine but, as i said in the video, i feel like this would be a good game to play whilst listening to a podcast.

I didn't get the impression that Pilo and the Holobook was purely aimed towards kids, but it did feel like it would be suitable. as an adult, i did enjoy my time with the demo and wouldn't say no to getting it when it comes out. if you're curious about a game where scanning is the main mechanic, then this is a great demo for you to try. but after playing it i'd almost say the game itself is worth getting without playing the demo.