Friday, 8 December 2017

Quest of Dungeons (Switch) - Review

Quest of Dungeons is available now on the Nintendo Switch and is priced at £7.99.

You may feel a little deja vu reading the title of this review. Yes I have reviewed this title before, way back in the September of 2015 when it was released on the Xbox One. I loved it and gave it a massive 9/10. So when I realised it was released on Switch I didn't hesitate to reach out to the lovely game developer David and ask if I could review it again on the Switch. I had a feeling Quest of Dungeons had found it's true home.

How right I was! Everything I loved about the game initially has been magnified tenfold by the fact I can now take it with me!!! It really does feel super special on the Switch, I've played it for hours on the TV and when my kids want to watch a film I get to carry on playing. I'm one of those annoying parents that turns up to pick the children up from school half an hour early (in my defense if you don't do that you don't get anywhere near the school) and having Quest of Dungeons on my Switch has been the perfect companion to those last few minutes of peace.

In fact I'd go so far as to say that the experience of playing Quest of Dungeons on the Nintendo Switch has made me reconsider how highly I rated it on the Xbox One. I'm not going to go back and change the score but if I was going to score this now, on the Switch, I'd give it 9/10. I can't give it a ten because there could be more of it - the option to reenter a dungeon you liked would be a sweet addition for starters - so it's not quite perfect. But it is definitely closer to perfection than it's Xbox One counterpart is. It feels like the definitive edition of the game.

That being said though it does feel like a little more could have been added for this re-release. There have been some tweaks and new additions - mainly in the form of a new achievement like system that keeps track of your feats and a new "mansion" level that has some new enemies. I might have liked an extra character or two but what I really, really wish we'd seen come to the Switch version of Quest of Dungeons would have been a little co-op mode. Ah that'd be truly glorious. A Joy-Con each as you try and make your way through the dungeons? It's be the perfect way for me to introduce my kids to this type of game. They're too young yet to appreciate the type of game where one mistake can mean you start again from the beginning, but if I were able to support them through it I'm sure we could have a lot of fun together. Hint, hint David!

Catching Up

In the lifetime of this blog I've had to write a fair few of these apology posts. But none were as hard as this one. Because even though I'm sorry to my followers and the developers I've let down by not being here and reviewing the games I said I would I can't say I'd have behaved any different. I couldn't.

As anyone who follows me on Twitter knows I lost my beloved Mum to cancer at the end of September. She was just 48. The last six weeks or so of her life were spent in the hospital. Actually she spent much of the last six months in and out of the place. But in the last six weeks it was clear there wasn't much time left. So I was there pretty much every day, spending all the time I could with her and attempting to support my dad through this horrific time.

In the now two and a half months that has followed - I can't actually believe it's been that long since I last saw her face - I have been trying to spend as much time as possible with my family. I'd like to say helping them, but sometimes I fear I've been more of a hindrance than a help. Also my Dad has surprised me with his strength and hasn't needed me as much as I've needed to feel like I could help. If that makes sense. I'm realising now, that as much as we may not want it too life has to carry on. We have to pick ourselves up and carry on through every day, knowing full well there will always be a huge black hole in our hearts that can never be full again. It isn't easy. It doesn't feel right, or fair. But this is the hand that life has dealt us so we adapt and keep going.

So I guess instead of apologising I guess I'm asking for understanding. I'm going to start catching up on the reviews I should have been doing these past couple of months, starting today. Because I have to carry on - even if I want to shy away from the world.

Wednesday, 13 September 2017

Agents of Mayhem (Xbox One) - Review

Agents of Mayhem is available now for the Xbox One and is priced at £49.99 on the Xbox Marketplace.

This review should have been up a while back. Yeah home life has been hectic, but actually the biggest problem I have had with this review has actually just been in the writing. I've had severe writing block where this game is concerned, because I'm still not sure where I stand with it. Helpful, right?!

Agents of Mayhem is an open world game by Volition, set after events in Saints Row 4: Gat out of Hell. On paper that game sounds amazing, an open world, with plenty of different heroes to play as in a battle against the guys who are trying to take over the world. But somehow, it falls flat.

I wanted to love it. I wanted to be dying to jump back in every time my playtime was rudely interrupted by yet another kid's party. But I just wasn't all that bothered about getting back to what basically ends up being a rather lifeless world. The open world of Seoul just doesn't seem very full, generally there are only a few NPC's, vehicles and just general signs of life. Don't worry though there are some collectibles dotted about to flesh out the world. Oh goody.

This is where my issue in writing this review started - who will believe that Volition have managed to make a world that's stale and boring after the first hour?! But everything about this game does feel stale - at least to me. The characters only ever managed to raise a slight smile, although mostly the attempts at humour made me cringe. Agents of Mayhem just doesn't hit the silly comical heights that the Saints Row games have managed to before.

There are a lot of characters to choose to play as in Agents of Mayhem, but again this just doesn't feel right. I wish they'd made a few less characters and put more effort into writing the ones that stayed. There are too many that just feel completely interchangeable. It's such a shame. Some of them are pretty interesting and have fairly decent backstories but these may only standout because of how dull the others are. You pick three of them to take with you to your missions, and can switch between them at will, utilising their different special abilities to wreak havoc on the baddies. Unfortunately there's no way to control the people you're not playing as, which feels like a big missed opportunity. If you'd had some squad control elements this game could have been a lot more interesting.

The gunplay is alright, it doesn't break any molds but it all works pretty much how you'd expect. I had some issues in some of the bigger battles with stuttering, but it wasn't too bad. The worst thing about the battles is how repetitive they feel, the same baddies will appear over and over and to top it off they feel a bit bullet-spongey.

The biggest problem with Agents of Mayhem is that it feels very much like a game that you'd stick on for half an hour or less to just do a couple of missions. Which would be fine if there weren't plenty of games like this already available that are better. I found myself playing this and dreaming of Overwatch and ultimately putting it on for a while afterwards to take the sour taste out of my mouth.









Monday, 21 August 2017

Ironcast (Switch) - Review

Ironcast has now been released on the Nintendo Switch and is priced at £11.99.

I have reviewed Ironcast before when it was first released on the Xbox One and despite being crap at it I kept going back for more. So when I saw that it had been released on Switch I was pretty excited. I had a feeling this game would work perfectly on the Switch - specifically it's handheld mode. Boy was I right!

Ironcast feels completely at home on the Switch and the fact that in all probability you won't complete the campaign on the first try works brilliantly here. I've found myself picking up my Switch to have a go on a couple of levels of Ironcast tonnes of times this last week or so - during ads on YouTube, waiting for the kettle to boil etc etc. I know for a fact I won't be going back to the Xbox One version anymore, even though that means missing out on those 'cheevs. I'd say, for me at least, that the Switch version of Ironcast is definitely the definitive version. Yeah it's a bit pricier - especially when you consider that Ironcast will likely have been on sale on the Xbox store a few times by now - but honestly it's worth it.

I was hoping to be able to play it with the D-Pad because I remember getting a bit annoyed at how inaccurate the analogue stick could be when making your matches - I ended up retracing my steps a fair few times when playing it on the Xbox. But you can match diagonally on this board so obviously a D-Pad wouldn't work well here, which is a shame none the less.

Another thing I'd like to add is that the menu hasn't gotten any better. Or moreso the navigation of the screen where you can fix your gear or craft new stuff. It's like a mouse cursor that you hover over where you want to go and then press 'B' to get into. Why can't this just be done by moving up or down? Or even better with a hotkey. In combat you press 'Y' to enter the repair mode and then each trigger is a different area you can repair - I feel like this could have worked in the main hub too.

Overall though I haven't got many negatives to tell you about this game. It's good fun, pretty damn challenging and perfect for on the go - it doesn't tax the Switch battery at all. If you're yet to buy it on any other console but have been interested in it previously I'd say pay the extra couple of quid for this version. Hell, I'd even recommend double dipping on this one if you enjoyed it on a home console before. It definitely feels better when you can take it anywhere too.


Wednesday, 19 July 2017

Oceanhorn: Monster of the Uncharted Seas (Switch) - Review

Oceanhorn: Monster of the Uncharted Seas is available now on the Nintendo Switch and is priced at £11.99.

You may be feeling a little deja vu reading the title for this review. Way back in September of last year I reviewed Oceanhorn when it was released on the Xbox One. I reviewed this before I stopped giving scores out of ten and I have to admit to being surprised now by how highly I scored it back then. I guess a few things have changed since then.

As I said in the last review Oceanhorn: Monster of the Uncharted Seas is pretty much a Zelda clone. And when I reviewed it last we were all very much in a Zelda drought, having to revisit old games to get our fix. Oceanhorn for Xbox One couldn't have been released at a better time really, it had been such a long time since a new Zelda game had been released that I (and I imagine a fair few others) was just excited to play a game that reminded me so much of one my favourite game series. But since then we have been given the gift of the Nintendo Switch and Breath of the Wild, a game that I am over 100 hours into and nowhere near finished or even slightly bored of it. I love it so much I'm even attempting to collect all 900 Korok seeds.

So coming down from this Zelda high to play Oceanhorn for review was quite a bump. Everything I liked about it in my previous review is still true; it still looks beautiful and the music is still a treat for your earholes. But playing it on a Nintendo console, home of the real Zelda just brings it home that this isn't Zelda.

Which should be a good thing, right? I wouldn't want to release a game for it only to ever live in the shadow of another series anyway. But unfortunately for Oceanhorn playing it on the Switch just made me even more aware of the games shortfalls. Again all of these shortfalls were mentioned in my last review; the sailing is automatic, the levelling up system is a bit crap and uninvolved and makes me wonder whether it would have been better to just not have it and there is still no quest log or world map, which just seems silly really.

I was more forgiving of these issues in my previous review, and I still stand by that decision. It's easier - for me anyhow - to be more lenient with the Xbox One version. I know that if I ever want to replay this game it will be on the Xbox. When I realised this I was really surprised. My Switch has taken over my gaming life - it has been weeks since I have played on my Xbox at all and I don't even have many games yet. But as a mum of two being able to play a game on the TV whilst the children aren't around and switching to handheld when they're home has been invaluable. I can't wait for the Switch game library to grow.

Even considering the limited number of games available on the Switch up to now I can't really recommend Oceanhorn. It's really unfortunate because I did genuinely love the game when I played it on the Xbox One, but turning from Breath of the Wild to this highlights how much of a Zelda-lite this game is. And that's not as much of a compliment as it was last year.

Thursday, 4 May 2017

Table Top Racing: World Tour (Xbox One) - Review

Table Top Racing: World Tour is available now for the Xbox One and is priced at £11.99.

Let me get this out of the way straight away, as of yet this game has NO LOCAL MULTIPLAYER. There are mumblings online of it possibly being patched in, but as of yet it hasn't. In my opinion this is a massive oversight. This game would have been played regularly in our house if it had a split screen option and instead it is barely ever opened.

My children came in from school the day I got sent this to review excited to try it out together. Instead they had to take it i turns to go through the campaign races, which is fine I guess but it really does affect the longevity of a game. After the campaign is done what would make you come back?

For me the answer (with this particular game) is nothing. Yeah the game is fun enough, but I don't want to grind the same races over and over again. There is an Online Multiplayer option, but I don't tend to play online as such anymore and let's be honest an online community eventually dies off.

It's a shame because this game really could have been excellent for families and groups of friends, the Xbox's answer to Mario Kart. But I really can't look past the fact that there isn't an option to grab a couple of controllers and play it with my children. The cars can be upgraded and there are a number of stars to earn on each level which can drag the game out to be a bit longer. There are a limited number of tracks that you revisit for different events over and over. It just feels lacklustre.

Tuesday, 18 April 2017

Voodoo Vince Remastered (Xbox One) - Review

Voodoo Vince Remastered is available now on the Xbox One and is priced at £11.99.

Confession time, I had never even heard of Voodoo Vince before I received the email about the remastered version. I was a young teen when it first graced the Xbox back in 2003 and was at the mercy of my parents' choices where consoles were concerned. We were always a PlayStation household after my dad first got his hands on the original PlayStation after years of Sega consoles. Our Mega Drive is actually still alive and living next to my Xbox One, PS4 and Wii U quite harmoniously. It was actually the console we played on most over the long Easter weekend, with the whole family round.

Anyway, back to the point, eh? This review won't be commenting on what changes (if any) the remaster has given us because they wouldn't truly be my words, I'd have to read them elsewhere first. I mean, obviously, the graphics look better than I imagine it did on the original Xbox but I am coming to Voodoo Vince Remastered as someone who has never played it, or even seen it before.

So Voodoo Vince sees you take control of a cutesey little voodoo doll, Vince. He's brought to life to rescue Madam Charmaine and of course there are a number of items for Vince to collect on his journey. These can increase his life bar, give him an extra life for if you send him down one of the bottomless pits and they can give him new voodoo powers to use against the many enemies he will encounter on his travels through New Orleans. These powers are pretty cool, they all hurt poor old Vince, but luckily due to him being a voodoo doll his enemies get the same treatment a few seconds later. The first time I triggered a voodoo power I have to admit to being a little confused as I did what the game asked (pull RT + LT) and swiftly watched as poor Vince died in the middle of my screen. Luckily he came back and a second later the enemies that were circling me carked it too. Wahoo!

Voodoo Vince is a fairly standard platformer, gameplay wise. All the usual suspects are present and correct; double-jumps, spins, punches and plenty of gaps for you to fall down. I thought the tutorial was really well incorporated in this game though, there are too many games where the tutorial feels like a chore that can't be skipped and jars the experience. In Voodoo Vince you can just walk past the little pictures that appear in the environment to teach you how to suck eggs, I mean teach you how to jump, punch and spin your way around the world.

I had a lot of fun with Voodoo Vince and felt that the roughly 8 hour completion time suits me perfectly. I know that some people prefer more game for their money, but I feel that Voodoo Vince was just long enough to stop me getting bored or frustrated. I don't need - or want - to spend 20 hours on a platformer if I'm honest. Voodoo Vince is a solid little game that I think is perfectly priced for what you get. Very rare these days!