Hue

Apr 08
Posted by Ben at 14:50

We could have reviewed Hue a while back, back on its PC release we were offered it, but we didnít have the time unfortunately. Itís nice then that going back to it, buying it with my own money, and playing it because I wanted to, has revealed Hue to be a fantastic little game.

Hue is a puzzle platformer, a 2d indie puzzle platformer if you can imagine such a thing. It tells the story of a young boy named Hue, his mum is a brilliant scientist who has discovered a colour beyond the visible spectrum, and has unfortunately lost herself within it. The story is told through letters that sheís left for Hue, and act pretty much as the beginning of chapters. The story is centred on her struggles as a scientist, her regrets, and her realisations. Itís a strange one, thanks to the superb soundtrack (itís really is a standout), the first half of the game feels morose, and I spent that period waiting for the other shoe to drop, for the tragedy to reveal itself. It never really happens, Hue is actually a charming game, relatively philosophical, but itís not as heavy as it initially appeared.

The gameplay is whatís important in Hue, and fortunately it more than stands up. As you progress through the world you systematically pick up colours. Hue can use these colours to change the world around him, meaning things hidden in a blue background will show up in another colour, obstacles or traps or one colour can be made to vanish if you match their colour. In simple terms, expect moments where you have to make a jump and while in midair switch the colour to provide you with a platform to land on. As you progress youíll encounter elements that alter the colour of objects, meaning you have to start thinking on multiple levels rather than just simple timing or block moving puzzles

And thatís Hueís strength, it keeps providing you with something new to think about. ITís very easy initially, instead forcing you to get to grips with switching colours on the move, but it doesnít dwell on a puzzle set for too long, nor does it repeat ideas all that often. The difficulty is pitched almost perfectly too. Thereís definitely a slightly turbulent feel to your progress, youíll be stuck on a taxing puzzle for a while, then race through the next few. Generally though very little of it seems unsolvable. Thereís no hint system, but, and maybe I got lucky, I never really needed it, playing about with the mechanics, trying and failing, would invariably reveal the next step.

It is a criticism I would level at Hue, up until fairly close to the end itís almost immaculately balanced, then it throws a couple of puzzles at you that involve mechanics that havenít been the focus up until then. Iím sure some people will race through the levels that had me stumped without a problem, then get stuck on the ones I tore through, everyoneís different after all, but it was a moment where I could have done with a hint within the game. Thereís a slight feeling that Hue outstays its welcome, actually maybe thatís unfair, more that the structured pacing of the game is discarded towards the end. Up until then youíve picked up a colour, then done a chunk of levels, before picking up another. It feels like the game should end 1 set of levels after picking up the final colour, but it continues well beyond that.

Not that Hue is a long game, maybe 4 hours or so, plus thereís some hidden items to find if thatís the sort of thing that motivates you. For the most part though I loved Hue, I wish the emotional connection I felt I should be having and the gameís narrative had managed to connect somewhere along the way, but aside from that Hue is a masterfully put together game, a real standout amongst itís indie-puzzle-platformer peers.
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The Inner World

Apr 03
Posted by Mark at 15:23

Ahead of the imminent sequel- subtitled The Last Wind Monk- Headup Games have brought Studio Fizbin's The Inner World to console.

There has been a disaster in Asposia, a physics-defying world existing on the inside of a sphere, as the Wind Fountains, Asposia's sole form of ventilation, have stopped blowing, and creatures known as the Basylians have emerged from them, turning the Asposians to stone.

The remaining Asposians have all looked to Conroy- the Wind Monk in charge of one of the fountains- for guidance, which happens to be puritanical and austere. When his endearingly naive apprentice Robert manages to lose the pendant which reminds Conroy of what he cryptically claims is the happiest day of his life, he goes looking for it- meeting local criminal Laura, who helps him discover that Conroy's rule is not as benevolent as it seems.

Taking control of both Robert and Laura at different points in the story, their hand-drawn adventure sees them collecting arbitrary items and hoping that they'll be useful later, in that way that point-and-click adventures are. As they go along, they visit a range of exotic locations and meet plenty of interesting individuals.

The writing that drives the characters carries all the water it needs to, although many of them fall into the trap of being character traits waiting to be fleshed out and on occasion lines will often jar with one another- a character would say something, then immediately say something else that implies they didn't know the thing they said last. There are, however, smiles to be raised if few or no laughs.


The point-and-click game contains its entire control system in its name- you point at a thing and you click it. Historically, this was achieved with a mouse- something that isn't present on PlayStation 4. Instead, you control your character directly with the left thumbstick, cycle through hotspots with L1 and R1 until you find the one that you want, then a menu gives you the options you have for interacting.

There is an easy criticism of the genre in that eventually it boils down to systematically applying every item in your inventory to every part of the scenery or every character until the game relents and lets you progress, and The Inner World's control system serves only to formalise this process, and as such it's all too easy to allow autopilot to set in.

Revealing all the hotspots in a scene may be a necessary evil, maybe as a last resort for a player who just can't work out the solution to the puzzle, but this system takes away not only the immediacy of interacting by forcing you to cycle through all the options you don't want to get to the one you do, but also the joy of working out solutions- or finding interesting 'wrong' answers yourself- by having to go through a better answer before you get to the one you wanted.

It also makes the direct character control almost entirely redundant- some hotspots only make themselves known if you're near them, but this is implemented inconsistently and the cycle will rarely start anywhere near the hotspot you want.

Worse, the touch panel on the DualShock 4, which you'd think would be perfect for this sort of game, isn't used at all.

The Inner World is pleasing enough in that way that modern point-and-clicks can be, but the console port can be very easily skipped in favour of the PC version.

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Danganronpa 1 2 Reload
Video Review
Mar 18
Posted by Ben at 19:02

Ok, before we start, the below video contains scenes from the first case of Danganronpa 2. It does include spoilers, including the first victim, plus a couple of solutions to some of the arguments during the trial. So, just a heads up if you're going in to Danganronpa 1 2 Reload blind and don't want anything spoiler

Which is fair enough, it's the investigations and trials that make the Danganronpa games, so you really should try to avoid spoilers where possible. I will say that the video doesn't reveal too much else, it certainly doesn't reveal the killer. But it serves to highlight the problem with doing video coverage of a game like Danganronpa 1 2 Reload, there's a lot to cover, and an awful lot of it is key to the story

The video takes a look at how the investigations work, then a couple of the mini-games from the trials, aside from milling about and killing time with the other students, that's kind of what Danganronpa is. It's very good though, it's hard not to get hooked in to the story once it gets going

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Danganronpa
1 2 Reload
Mar 16
Posted by Ben at 18:09

For the uninitiated, Danganronpa 1 2 Reload is the PS4 port of the two mainline Vita Danganronpa games. In terms of how they play, youíre kind of looking at a visual novel, with some friendship building a la Persona, then some Phoenix Wright style investigation and trying to prove who the culprit is. If it seems like Iím rushing through the explanation itís because weíve got a bit to get through, and Iíd wager if youíre searching the internet for reviews of Danganronpa 1 2 Reload, youíve probably encountered the series before.

Danganronpa is dripping with character. Even just in terms of looks, itís colourful, vibrant, the characters all have something about them, some caricature element to them. I was going to use the word Ďstylisedí but I thought that might sound like a negative, itís not, all the characters stand out, theyíre all unique, across both games, and they all look great. The setup too, youíre one of a number of extremely talented school kids, so talented that they attend a school that only the Ďultimatesí, the very, very best, can attend. Unfortunately the school has been taken over by a malevolent robot bear, and heís declared that the only way anyone is getting out of there is for them to kill one of their classmates and get away with it

Itís the narrative, or narratives, that make the Danganronpa games, the whole premise is buried in mystery, with hints and teases dangled long before the reveal. Each case is unique, and genuinely quite gripping once they get going. The prelude can be a little arduous, it takes hours before the game feels like itís begun, Danganronpa 2 in particular. I found myself wincing when a case would end, not at regret for what had gone on before, more that I knew the preamble before the next case begins in earnest was going to drag.

Yísee, while Danganronpaís characters and narrative are probably its strongest points, they might also be its weakest. I think it might be a case of things being lost in translation, but often the jokes not only fall flat, they just donít really make sense. I get why the games have so much down time, you have to spend time with the other characters to form attachments to them, not in gameplay terms, just that if youíre supposed to feel sad or betrayed by what happens throughout the story, thatís not going to happen if you havenít lived in the world. And truth is I liked most of the characters in both games, Ďmostí being the key word as thereís a few I started to loathe. Not because theyíre bad people, more that the bombastic, over-the-top nature of the characters often translates in to their personality quirks being laboured to the point of tedium. That character whoís really clumsy, theyíre going to fall over every scene, that guy whoís obsessed with hope and despair, you better believe heís going to mention it every time heís on screen. Itís a shame, but for Danganronpa, sometimes, less would be more.

The mini-games that make up the trials are a bit of a mixed bag too. Iím not sure Iíd say I liked any of them as such, certainly not loved, but some of them do serve a purpose. Countering arguments by shooting words or phrases with a bullet made from a contradicting statement, itís not without its problems but it works to bring some pace and panic to Danganronpa. Itís presented in a way that makes you feel bamboozled and shellshocked, not unlike your character. The problem with it, and I think this is more of an issue with the PS4 version than it was on the Vita (from memory), is that, thanks to the size of the screen youíre playing on, it can be a little hard to take in whatís on the screen. Aside from that though the games work perfectly fine on the larger screen, even with the loss of the touch controls

The games upscale well enough to the higher resolution. Itís rare you see anything that looks especially rough or blurry, but there are instances, particularly when the camera zooms in on objects. There were also instances where I managed to walk through environment, nothing broke, but itís the sort of thing you mention in a review. Likewise I saw a few instances of untranslated text, both times it was during explanations of the trial mini games, although I suspect it was duplicate text, certainly it wasnít anything I needed to know. I did find some of the mini-games confusing at first, and, in the arguments at least, it sometimes feels like you donít know where to begin, but they all

work despite the loss of the touch screen. If youíve never played a Danganronpa game before then let me assure you, theyíre kind of great. Theyíre exhilarating, gripping, especially the trials, thereís always something you didnít see coming and itís rare it feels like a cheap shot. They never really settle in to a rut, when when you know the pattern of throwaway story, free time, murder investigation, trial, theyíll still mix things up by throwing in something about the overarching plot. Thereís an awful lot of game here too, while I suspect playing both games back to back (neither are short games), youíre certainly getting your moneyís worth. I suspect most will be picking them up because they never got around to finishing both games on the Vita, certainly that was the case for myself and the rest of Bitparadeís writers, so let me assure you that both games still hold up despite their relative age. Danganronpa 1 2 Reload may get lost in this unusually busy Q1, but if you do pick it up you wonít be disappointed with it.
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Switch
or die trying
Mar 12
Posted by Mark at 19:15

Getting a timely name change seemingly to avoid confusion with a certain newly-released console, Switch - or die trying is another in a long line of precision platformers.

In Switch, you play as the letter I, whose friends- the rest of the alphabet- have all stopped talking to him because he's a bit too self-absorbed, so he sets out to perform acrobatic feats in the hope that it will make them all love him again.

The game's core structure doesn't deviate too much from the templates left behind by the likes of Super Meat Boy and its imitators- the player must reach the goal in a number of self-contained levels by making seemingly improbable jumps and navigating assorted obstacles.

The main weapon in I's arsenal is that old platform favourite, his double-jump. Double-jumping allows him to switch (a-ha!) between his lower- and upper-case forms. Oddly, however, the developers have chosen to put this second jump onto a different button to the normal one.

The game opens with the phrase 'Gamepad strongly recommended', and it's not wrong. On keyboard, the dobule-button-double-jump is a feat of finger gymnastics that isn't entirely comfortable, and distracts from the environment-traversal aspects of the game. Using an XBox pad, the default setting of A to jump and RT to switch helps to give fast double-jumping a nice, natural-feeling rhythm.

It's a motion not entirely dissimilar to clicking your fingers, which is another comparison to that Nintendo console I'm sure the developers would be really happy to hear about.

This isn't the only quirk the game brings to the genre- I is also able to shoot at objects to open doors and even transform platforms, although a reliance on hiding moving targets behind a wall you have to keep sliding down and jumping back up means that on occasion this aspect can feel a lot more like luck than skill.

In later levels elements of the environment such as platforms, barriers around targets and even streams of lava are toggled based on I's current case, similar to forgotten XBox Live Indie title Nyan-Tech, bringing the game slightly into puzzle platformer territory.

As well as simply reaching the exit, each level has two extra objectives in a target time and a collectable ink drop. At the end of the level you are awarded the standard one to three stars for doing so, but progression is kept primarily to how many levels have been finished, relieving the frustration of being unable to get that speed star by a few milliseconds.

The precision platformer is an increasingly oversubscribed field, and a very easy thing to get wrong- and while Switch - or die trying is hardly going to go down as a classic in its field, its gets enough right to stand above some of the genre's less accomplished efforts.
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Torment: Tides of Numenera
Video Review
Feb 28
Posted by Ben at 03:01

Our review has just gone live for Torment: Tides of Numenera, and it's a good game. It's very much a story driven game though, so a video of it might not be that exciting

So it's with that dirtying of the water that I present our hour long gameplay review of the PS4 version of Torment: Tides of Numenera. This is recorded on the PS4 Pro, not that that really has any bearings on performance. As good as the game is there's a fair few technical problems, lot's of hitching, and the animation seems to run at a lower framerate from the camera.

Anyway, the footage is captured from a fair bit in the game, and I complete at least one side quest, so there are some slight spoilers, nothing too story heavy though. Still, bear that in mind before watching

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Torment:
Tides of Numenera
Feb 28
Posted by Ben at 02:47

The old-school Western RPG has had something of a resurgence over the last few years. Not that weíre falling over them now, but with the Shadowrun games, Wasteland 2, and Pillars of Eternity, weíre seeing about one a year. As much as Wasteland 2 had a weight on its shoulders so too does Torment: Tides of Numenera, acting as spiritual successor to Planetscape: Torment

I donít really have the space in this review to detail the plot of Torment: Tides of Numenera, but the brief outline is that someone figured out how to live forever, creating bodies to inhabit before jumping to the next one and abandoning the Ďcastoffí body to live on. These castoffs are often revered or loathed for their creators actions, you are one of these castoffs. Your ability to manipulate the ĎTidesí has drawn the attention of a creature called The Sorrow, it hunts you and you Ďfatherí through the physical and psychic worlds.

Torment: Tides of Numenera is dense with mechanics, but it starts to make sense as you progress. Initially the levelling up system, the cyphers (powerful items), and the stat pools are all a bit bewildering, but it does start to make sense. Torment: Tides of Numenera uses stat points for its various mechanics, in combat youíll use your pool of physical to increase the strength and chance of success for your attacks. If youíre trying to persuade someone in conversation youíll lose the indigo intelligence pool, the more points you spend the greater the chance of success. You need to be careful though, once these pools are spent theyíre gone until you refill them with items or rest

When I was planning the video review for Torment: Tides of Numenera I was struggling to pick a bit of gameplay that included combat. I was hours and hours in when I started to think about it and Iíd only had 1 fight, an easy one right at the start of the game. Iíd had opportunities for more, but Iíd managed to talk my way out of it, but itís not like I was tripping over offers. Truth is combat is often more trouble than itís worth, youíre not falling over health items, youíre often charged a small fortune to rest, and as well as eating all your health, chances are youíre going to burn all your stat points too.

Itís not that the combat is horrendously bad, but itís definitely the weakest part of the game, and itís difficult to spec for. This isnít Fallout, handing out a beating isnít often a solution, but even if it was the moveset isnít there to make it especially fun or interesting, you find yourself using the same moves, spending the same skill points because you donít really have a lot of options. Anyway, it took me a while to get it drilled in to my head, but itís really not what Torment: Tides of Numenera is about. While to claim that you never need to fight is maybe bending the truth, itís certainly not where the focus is. You can usually talk your way out of it, intimidate someone in to backing down, convincing them itís not in their best interest, or simply, just not taking on that side quest.

Youíll spend huge chunks of time in Torment: Tides of Numenera talking to people, reading their stories, learning about the world, its culture and its inhabitants. Thatís what the game is about, not endless combat. While some of the lore is, to me at least (sorry fans of Numenera), a bit nonsensical, some of the stories contained within are fantastic. The writing is uniformly superb, and itís hard to think of many games that can boast missions, and side missions, as interesting. A big part of it is that stories go beyond where youíd expect. In another game youíd be given a task, youíd go and find the thing, return, complete the quest. In Torment youíre given a task, have to speak to someone, do a task for them, they tell you to speak to someone else, at which point the narrative takes a turn, then you have to make a decision about how to act. Side quests and main missions are lengthy, you can spend hours making very little concrete progress, this is more of a plus than it sounds, so dense are they



The characters too are fantastically written, your character, the Last Castoff, is probably one of the weaker and least interesting youíll encounter. Your potential teammates all have distinct personalities, and while some of them are very typical, thereís some who reveal themselves to be more than they appear. They each have their own stories that play out as you progress through the game, again, some of them are great. I really like them as characters too, Erritis is definitely worth adding to your party, the heroic bastard. The NPCs and quest givers are generally fairly good too, thereís one or two where their characterisation means their message gets lost a bit, but given what weíre used to having a few misses is easily forgivable. Itís not all good news though, while the combat is a black mark against the game, itís worth mentioning the technical problems.

Without seeing the PC version for myself I canít say for sure that this isnít an engine issue. The game judders on PS4, thereís a framiness to the animations, itís not a fps issue as such, the game world seems to run at a higher framerate, it just isnít smooth. Thereís also a hitching that occurs sporadically. More than sporadically, itís not constant, and given the nature of the game itís not game-breaking, but it is regular. Itís probably most noticeable in the Sagus Cliffs area, itís not caused by having the view too zoomed out, itís not caused by too much going on on-screen, as it occurs in much smaller, quieter areas, and it occurs on both the Standard PS4 and the Playstation Pro. It may not be a huge problem, but itís enough to say that if you want Torment: Tides of Numenera and have access to a decent PC, thatís probably where you should play it.

Iíve had a few other bugs too, generally itís been small things like the health bars flickering, the sound disappearing for a bit, small things that donít really have any bearing on the game. I have though had items fail to appear in my inventory, itís only happened once, but given that you never really have an abundance of items it doesnít inspire confidence. Iíd have written it off as me imagining it, but I also had an issue where an item that should have allowed 5 uses vanished after one. It was a useful item too. Again, none of this really affected my enjoyment as such, but had I not noticed the missing items and saved, I may not have been able to finish a quest.

Iím not sure fixing those issues would all of a sudden turn Torment: Tides of Numenera into a classic, as good as the narratives can be there is something heavy going about the whole thing, or maybe thatís just personal taste. Still though, for the right person Torment: Tides of Numenera is going to be ideal, were the combat a little better Iíd say itíd be pretty much essential for fans of the genre, but either way I donít think it will disappoint too many people

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Pixel Heroes:
Byte & Magic
Feb 06
Posted by Mark at 14:35

There's every chance that this game's title alone will tell you everything you need to know. It's going to make a song and dance about its low-res art style, and it's not going to take itself that seriously.

A roguelike, you start your adventure by assembling your rag-tag bunch of adventurers as they head off on their quests to help the citizens of Pixton, a city very aware of its retro appearance, by exploring dungeons and lopping the heads off the various beasties within.

Those dungeons, as befitting the genre, are procedurally generated and unforgiving- and if your characters cark it on their way through, then unless one of them makes it to the end and can pay for a resurrection, they're gone for good.

Those expecting a dungeon-crawler in the vein of Diablo or even Etrian Oddysey will be coming away disappointed, however. Rather than being left to navigate a maze, taking down monsters and collecting loot as you go, the game simply plonks you in a room which will contain either some monsters or a chest, and once that's dealt with, you get a quick shuffle of your inventory and it's onto the next room.

For a genre where inventory management matters so much, it's surprising to see that Pixel Heroes makes such a mess of it- the inventory shares its screen with the character stats, and to equip an item involves choosing it from the inventory menu, pressing and holding 'A', moving over to the character's equipment slot and then releasing the button.

This screen, which contains two grids of items, space for a short description and a graph of the character's stats, winds up being cramped and messy to fit into a screen with the effective resolution of the 3DS' bottom screen, a canvas which has seen many, far better similar screens.

The interface isn't a lot better in the main game, with unnecessarily huge icons for your party's attacks pushing the action into the top third of the screen. Each character can equip two weapons and has two innate skills, and the two groups can be toggled between. The two teams- your team of three, usually facing off against three enemies- trade blows until one team expires.

Only one member of each team can act in each turn, and the one who acts has to rest during the next turn- this reduces battles to alternately attacking and healing, and removes much of the strategic advantages to attacking one member of the enemy team over the other.

The game has its genesis in a mobile game released about six months ago, which goes some way to explaining many of its design decisions- the huge icons being designed to be poked by fat fingers on undulating trains, and the holding of buttons being a holdover from being able to drag across the screen.

In its natural habitat of mobile, this is a nice distraction- bite-size gameplay chunks which are easily operated on autopilot, superfically reminiscent of the games people played in their youth, all mercifcully free of the trappings of microtransaction-driven free-to-play. At home it's just a bit of a waste of time- not involved enough to warrant full attention and made less enjoyable by a lazy port.
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Double
Dragon IV
Feb 05
Posted by Ben at 10:42

There is something to be said for absolutely nailing you inspiration, capturing everything about the original source. Done right you evoke all the fond memories and nostalgia for the original, but there is every chance youíll take things too far. There was that Psycho remake a decade or so back that was essentially a scene for scene remake. It was fine, well acted, well shot, but it was the same as the original, no one needed it. Double Dragon IV kind of shares the same problem, it feels every inch a lost NES Double Dragon game, but thatís not entirely a good thing

Itís difficult to know where to start critiquing Double Dragon IV, so much of it overlaps, you need certain bits to make the good things good, but they also make the bad things bad. So Iíll start with a word about the PC version in the hope that before we publish this these issues are resolved. In game the PC port runs fine, certainly I canít say I noticed any glaring problems, but getting to the point where you can actually play the game is where Double Dragon IV stumbles. Despite Steam recognising the Playstation 4ís DualShock 4 controller natively, the game throws a fit when you try to use it. Itís an easy enough fix on the consumerís end, if you run a controller emulator to mimic a 360 controller youíll be able to use something with a d-pad worth the name, but you shouldnít have to.

Screen size is another problem. Double Dragon IV boots to a windowed mode, you can press F2 to increase the size of the screen, and you can press Ďalt enterí to force full screen mode, but again you shouldnít have to, and itís an issue that still occurs when playing in steamís big picture mode. Finally, closing the game. Thereís no way to do this with a controller, thereís no option on the game menu, you need to force the shut down yourself. Hopefully all this is an easy fix, but it should have been sorted for launch.

There is some things to like about Double Dragon IV, particularly if you have an affection for the originals. Thereís a plot that might as well not exist for most of us, but it does fit with games from that time, bouncing around all over the place, trying to explain the level designers locations. The backgrounds and characters look suitably 8bit, crisper and a higher resolution certainly, but they definitely look the part. The music too is, to my memory at least, spot on, it feels like it belongs in an old brawler

The problem is that the same can be said for the gameplay. Even compared to the 16-bit era of Streets of Rage 2 and Final Fight Double Dragon IV feels limited. There are a number of moves at your disposal, beyond the basic punches and kicks thereís a headbut, a roundhouse kick and a barwards punch, but theyíre so inneffective that itís hard to see why youíd choose to use them over standard attacks that have more reach and allow you to combo. Thereís no art to it, youíll soon learn to use the more powerful rising attacks when youíve been knocked down, but largely because youíll spend a lot of the game being knocked down. Enemies will break your combo for no reason, and youíll find that the progressive rise in difficulty is really more a case of enemies doing more damage and becoming cheaper, attacking you as you stand up. Which to be fair will have been your tactic throughout the game, so I guess itís only fair. Then thereís the platforming, thereís not loads of it, but none of it is good, itís probably the right thing to break up the gameplay in some way, but not with something worse.

Itís again a callback to those old NES games, back then games were unfair, they were cheap, and you did have to cheese your way through them. I did have some fun with Double Dragon IV, nostalgic fun sure, but that doesnít necessarily invalidate it. You can never shake the feeling though that Arc System Works should have used those old games as a springboard, that sticking so close to them actually hurts this game. Itís not awful, but nowadays it really doesnít hold up
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Double Dragon IV
Video Review
Feb 02
Posted by Ben at 16:47

Our full review of Double Dragon IV will follow tomorrow. It's half way written, and I know more or less what I think of the game, I'm just a little torn as to where Double Dragon IV s on a scale

It's certainly not a bad game, and it is a faithful sequel. It feels like an old game in a way most retro games don, I'm just not so sure that's a good thing.

As things stand, some of my criticisms of the PC port of Double Dragon IV are accurate, things like controller problems and not being able to close the game from inside the game, but there's every chance that by the time you watch it these things have been patched and fixed. I'll try to remember to annotate the video if it ever happens

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