Maneater doesn't take itself too seriously which is what a game like this requires as it adds to the fun and whilst not a massive game, it can be completed in under 30 hours without rushing through. I feel that it would have been repetitive too if it was a longer game and as such, I think its worth getting especially with the lack of new AAA titles that have been released so far this year as these would have caused many people to overlook this title.
So where's that leave us? Is it good, is it bad? I mean, for me, here's the thing. The funny replays and the odd fit of the graphical style don't take away from the core fun of the gameplay. Gameplay is always the thing. And the gameplay here works. The timeline based system, while not the first time I've ever seen it, is a real rarity in the tactics space. And the specific touches done in this game, really make it sing when all the pieces come together.
We're Five Games brings us a very fun game indeed. Like human fall flat, your character and his actions mirror a flimsy host. Your goal is to deliver packages without severely damaging the package. You have vehicles to help you out when your distance is far beyond walking capabilities. Helicopters, cars, trucks etc.
So now we gotta talk the bananas part. Bananas in a good way. Gal Fighters originally did 2P via link cable. You both had to have a Neo Geo Pocket Color, and a copy of Gal Fighters on you, plus the cable. Yeah that's not happening. And in the modern day, it's made the game tragically difficult to enjoy properly. So how does the Switch port handle things?
Gameplay in Fledgling Heroes is physics based 2D side-scrolling. As you dive off your perch at the starting point, you're meant to keep flapping until your satisfied with the momentary height. A bit better of an explanation: it's a lot like controlling Kazooie in Banjo Kazooie, minus the need for red feathers to stay in flight. You tap to go higher, and do nothing to sink lower with different variations in speed. In each level, there's a multitude of bits and bobs to collect, such as gold coins and treasure chests. As you're always in perpetual flight, measuring your height becomes the trick of the whole game. It's a simple concept--easy to learn, but oh, so hard to master.
Devolver Digital seems to always bring the goods to the table, and I'm pleased to report that Exit The Gungeon is no different! A pixel roguelite shooter that peppers in a heavy bit of bullet hell, this title will do all it can to make you bend your knee to it. Exit The Gungeon is fantastic, brutal and we've got it in the palm of our hands with the Nintendo Switch version.
When someone asks me how I would describe Heat, I say Prostreet during the day and Carbon during the night. During the day are the official showcase events and then during the night are the illegal street races that get the attention of the cops. However, I'm jumping forward so let's start from the beginning.
Outbuddies nautical depths have a colour palette that reflects the despair and loneliness of the deep. Blues and purples are put to stark contrast on your character's reds and pinks. The understanding to have a subtle, yet striking palatte coupled with the pixelated graphics is no doubt a visual recipe for success.
Desperately searching for fun, we hung out in the starting zone, hoping to interact with a few players. In the starting zone itself is a safety bubble--like a force field protecting the new players. This is great, but the moment you stepped out--it was curtains for you. Mid to high, and even some braver low level players camped out at the edge of the bubble, waiting for some daft adventurer to cross its threshold. It became very clear that ambushing unsuspecting new players was the fun to be had in Citadel: Forged with Fire. You could make it past one of these malicious players, but once in the wild, you face enemies that never lose aggro, unclear or no instruction as to what to do or build and strange bugs that begged to be squashed.