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!




Wednesday, 15 March 2017

Zombie Vikings (Xbox One) - Review

Zombie Vikings is available now on the Xbox One and is priced at £9.59.

If you've read anything I've written before, including my Twitter, you know that I have a ready made four player set up at home. My kids love to play games and "help" me with my reviews. So they were super excited when I said we'd sit down and play this together after school.

The art style is lovely and I loved all of the different playable characters' designs. The voice over work is pretty good too. Unfortunately that's about all I have to say about Zombie Vikings that is positive. Oh I like the fact that you can play four player couch co-op too. Or, I did, until I actually played it.

Zombie Vikings is a side-scrolling hack and slash with about 30 levels, which is at least ten too many. The easiest comparison to make would be Castle Crashers. You know, if Castle Crashers was crap. And riddles with bugs.

Where to start with where this game fall short? The story is lacklustre and the "funny" moments are just completely cringeworthy. Seriously, I don't remember the last time I cringed so much at an attempted joke. And I'm not quite sure who this "humour" is aimed at, at times it's too infantile for adults and other "jokes" are a little too offensive for young children's ears. And mine actually, they really were that bad.

 If you want to play a game with 3 friends or family members or whatever do yourself a favour and don't pick this one up. Replay Castle Crashers. Or watch paint dry. Your friends will thank you for it.


Chime Sharp (Xbox One) - Review

Chime Sharp is available now on the Xbox One and is priced at £7.99.

People have repeatedly compared this game to Tetris and I have to say I disagree. Yes they're both games about placing blocks and clearing the board, but Tetris is so much more intuitive and simplistic than Chime Sharp. You don't need a tutorial on Tetris to know what you need to do. Chime Sharp tried to reinvent the wheel a little and didn't tell us that that was what they were doing, resulting in me playing the game for about an hour wondering why I was only getting 40% progression, thus not unlocking any new tracks or modes.

The reason for this, once you know is fairly simple, but it shouldn't be something that isn't clear from the off in my opinion. In Tetris the aim is to clear lines, hopefully more than one at a time, yeah? Well in Chime Sharp you clear blocks using "Quads" or blocks of at least 3x3. Simple enough. But you also have to try and use every part of the game screen. This is what the progression percentage is linked to, not how many quads you get or whatever. You're supposed to try and utilise the whole screen with your quads and doing so unlocks more of the song that is playing. So put a quad in one corner and then you never have to use that corner again. It is a fairly interesting mechanic, but it's one I'm not so keen on in all honesty, especially considering that the game NEVER TELLS YOU that that's what you're supposed to be doing.

You have a point multiplier in play that seems to be lost randomly. I ended up asking someone because I couldn't really see why I was losing my multiplier. Turns out that the fragments you have on the board (the pieces that aren't part of a quadrant) drop after some time. When they drop your multiplier waves bye-bye too.

As I mentioned before when you hit a certain percentage completion on each song you unlock new modes and new songs. In these modes is Sharp mode which sees the timer disappear and be replaced with lives. Earn more lives by forming the perfect quadrant and lose them by letting the fragments drop. You also get Strike mode which gives you 90 seconds to get as high a score as you can and Challenge mode which is basically the same as the standard mode but you have a dodgier board and a smaller variety of pieces to play with. Oh and you can practice any of the songs endlessly too.

In all Chime Sharp offers a pretty good alternative to games like Tetris, but to compare them properly is unfair on both. I'm a huge Tetris fan so I thought I'd love Chime Sharp too. Don't get me wrong I did enjoy my time with Chime Sharp and it does have that addictive "one more go" quality. Unfortunately though I found the colours used in game to be too bright in Chime Sharp for an extended play and whilst the game is addictive enough I feel like it just throws a little too much at you if you want those high scores. They both have their own merits, exclusive of the other, so if you're not a Tetris fan don't be put off by the people that tell you that is basically what Chime Sharp is. It isn't. It's much more than that, I just don't know whether I was ready for more yet.

Kitty Powers' Matchmaker (Xbox One) - Review

Kitty Powers' Matchmaker is available now on the Xbox One and is priced at £12.39.

I had played Kitty Powers' Matchmaker before when it was released on Android. My Twitter was full of screenshots and praise for the game and thanks to the Android Rewards app I had a few quid going spare so I grabbed it. I had a lot of fun with it whilst I was waiting in the car for my kids' to get out of their clubs or whatever I'd turn it on and just do a date or two.

When I heard it was coming to consoles I was a little concerned. I did wonder how it would translate to the big screen and more importantly a traditional controller rather than a touch screen device. Luckily my concerns were unfounded, the game is mapped to a controller like it was always supposed to be there. They work wonderfully.

So Kitty Powers' Matchmaker is exactly what it says it is, you play as a matchmaker under the tutelage of Kitty Powers. She'll guide you through the process of setting up your matchmaking empire, explain all the mini games to you and talk you through the traits of every singleton that comes through your doors as well as advertising in new places to get different types of people as you level up. Ain't she good?!

So singleton's will come in and ask you to find their soulmate for them. Then you give them a little ear piece and follow them on their date. You'll feed answers into this ear piece so make sure you listen to what their date is saying. They'll all have certain things they're attracted too, hair and eye colour being the first thing that they notice about each other. As the date continues you'll choose their food based on what they say they fancy and pull the Love Handle to choose topics of conversation. Everyone has different interests, occupations, guilty pleasures and bad habits and you can either be truthful and hope that your date respects that or lie and take your chances with the roulette wheel over whether they believe you or not. It's a very simple premise that is incredibly addictive. I've played it for over ten hours now and still go for "just one more date" when I put the game on.

You earn money through fees and tips and this money can be spent on new pages for your little black book, a salon or a gift shop and some new restaurants for your daters to enjoy. These restaurants unlock new mini games too. These include a game that sees you trying to hold in a fart by playing a higher or lower card game, or deciding whether or not to splat a spider that invades your table. They can also test your memory by giving you a Generation Game style conveyor belt full of pudding options that your date won't remember the name of, just the order in which they were shown. What's wrong with a traditional menu?! Well, I guess it wouldn't be as challenging that way. You'll also have the chance to play pachinko to decide who pays the bill and exercise your maths brain to work out how much to tip the waiter.

The variety of mini games keeps the game interesting. No date is the same and failing some of the mini games results in some pretty funny moments. It's a really fun little game, but I do wonder why it has been priced so highly. In my opinion an £8 or lower price would have suited this casual game better. Don't get me wrong, that isn't to say this game isn't fun because it really is and I will continue playing it long after this review is written and not just for the achievements!

iO (Xbox One) - Review

iO is available now on the Xbox One and is priced at £6.39.

After trying this game for a fair while, and rage quitting wayyyy more than I should have done in just the tutorial levels the temptation to just review this as 'too hard, avoid' is pretty strong. But I am not a quitter! So I carried on trying and trying and trying and trying and my god this game is ridiculous I'm still trying and trying and trying to get through the game. I still haven't completed it. Something with this just hasn't clicked with me. So I was gonna hold off my review until that magical moment in which it clicked and I could finish it and tell you about all of it, but I'm starting to fear that that moment will never come. And maybe it'll be good to read a review from someone who well and truly sucked at this game (who am I trying to kid?!).

So here I am and I wasn't lying when I said I rage quit in the tutorial. I really did. I guess that -especially right now - I feel so spoilt with good games that I really hate having to replay the same section over and over and over. I have much less patience for that kinda trial-and-error gameplay now than I used to. I have much less patience in general these days.

It can be difficult to review games like this. As much as I don't like to spoil stories for my readers I do like to play them out and let you know what I thought of the narrative in general. Games like this generally don't have much of a narrative, if any at all. These games have to be reviewed on different merits I guess; how intuitive the controls are, how responsive, the difficulty, the physics.

iO sees you control a disc that can shrink and grow. You use this ability to work your way through a myriad of levels which require you to grow to roll down a slope as fast as possible and then shrink quickly to fly the furthest. I guess my reactions aren't as fast as they used to be now, because it was always levels that did this that had me stuck for ages. I can't seem to get the damn thing to shrink fast enough to get it where I need it. Sometimes it did feel like the controls were working against me. The controls are intuitive, don't get me wrong, you use the left stick to move the disc side to side and the right stick to grow and shrink. But sometimes it felt like they (or possibly me) weren't fast enough for what was required. Let's be honest it's probably me.

iO looks incredibly barebones and it is a very simple game. It isn't for me, sadly, but that isn't to say that it isn't for everyone. I think the first two paragraphs of this review show quite well how I feel about platformers currently. Though with most platformers you do still get a moment to take a breath, stand still for a minute and assess what to do next. With iO you can't really do this, momentum plays a huge part in the solutions so pause for breath and face having to spend a fair while regaining the lost momentum. Some people will love this mechanics, but as I said I didn't get along with it.