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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
famicomdojo
famicomdojo

At Famicom Dojo we’re all about the preservation of video games.  As interesting and fun as the console ports of arcade games can be, none of those ports has truly replicated the arcade controls or aspect ratio of the original games, plus there are almost always other small or technical details that don’t make the jump.

With Arcade Archives games, this gap is lessened or eliminated entirely, and the built-in options to allow you to rotate your display to best mimic the arcade experience and maximize the real estate of your Nintendo Switch, or even your TV if you’re able to change its orientation!  For those who want a simpler solution, an after-market stand like the HORI PlayStand will get you most of the way there.

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4CR Plays - Asterigos: Curse of the Stars

The trailer for Acme Game Studios’ debut offering, Asterigos: Curse of the Stars really stood out. The game’s combination of bold cartoony characters and sprawling Greco-Roman inspired locations wrapped up in some kind of action-RPG package looked right up my alley. Though the game can sometimes be its own worst enemy, it’s only a quality-of-life patch away from being excellent and on release day the developers were already posting plans to address specific issues players had pointed out, so I’ve no doubt the kinks will be worked out.

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Asterigos stars Hilda, a young warrior from Anbari’s Northwind Legion, on a mission in a strange land to locate the rest of her legion, lost after being sent to find a cure for a mysterious curse afflicting their king. Aphes has been under a curse called Asterigos for 1000 years. Its citizens have been stuck. No one ages, they’ve all turned purple, and they must consume a mystical element, starite, in order to stay sane. Worst of all Anbari’s king has been afflicted, after acquiring a rare relic. With the Northwind legion missing, Hilda has to dive headlong into the thousand year long history of Asterigos to find her lost comrades, cure the king, and ultimately save the people of Aphes from themselves.

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Gameplay consists of exploration, combat, and leveling up, all of which is very solid. The exploration and combat controls are fluid, there are all sorts of interesting skills to learn and lots of enemy types to fight. It even features a “story” (easy) difficulty for people like me who don’t much care for the nuances of parrying or boss fights at all. Exploring Aphes is mostly a smooth experience; climbable surfaces are marked, and the controls are really good, but falling into a bottomless pit (which is easy to do when sprinting around the levels) results in respawning to a checkpoint with all the enemies also respawning, rather than simply taking health and resetting player location, as most modern games do. It’s very annoying and another quality-of-life improvement that I’d like to see.

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The game’s visual style is very striking, well realized, and cohesive. The characters and locations are colorful, bold, and cartoony making the game stand out from similar games. It’s also much tamer than many similar action games, having only a “Teen” ESRB rating. The style becomes especially interesting in light of the tone getting considerably darker as the game progresses, while the bold cartoony style remains consistent.

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There are some technical issues, though, that hamper the style and gameplay somewhat. The game seems to render at 1080p on PS5 and enemy frame rates inexplicably scale down when they’re far away, so hopefully that can be patched. Up close, combat animations look great, and most of the running and jumping looks really fluid but a few of the character “emotes” while in conversations look straight out of a 2000s free-to-play RPG and Hilda’s jog animation is distractingly odd.

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Though Asterigos’s story is technically “save the world,” it’s a foreign “world” about which the main character knows almost nothing that needs saving, and it works really well. There is a wealth of backstory to discover, the main narrative twists and turns, and the cast of characters are interesting and surprisingly multidimensional. In order to really dive into the world, though, you have to hunt through levels for scraps of paper and talk to everyone.

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Doing so reveals not only the history of Aphes, but leads to side quests and character upgrades along the way. Unfortunately, the need to dive into conversations isn’t well explained and side quest-related dialog is mixed in with general conversations with no indicators to tell you which characters to talk to, which dialog options to choose for side quests, or if a character has anything new, and quest-relevant to say. It’s part of the biggest problem with the game; It’s almost impossible to track side quests, to the point where, near the end of the game, I had to abandon some.

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The idea seems to be to reflect Hilda’s lack of knowledge of Aphes in the gameplay, which is initially really novel. There is no map, Hilda keeps track of everything in a journal of sketches and writing, and fast travel is gradually introduced, forcing the player to explore and begin to understand Aphes’ geography before being able to teleport everywhere. It’s very rewarding to stumble upon a new area in a labyrinthine quarter of Aphes. However, what Hilda writes in the journal is largely useless for actual quest tracking, the game features no quest log, and characters won’t repeat dialog lines telling you where to go so you end up needlessly traipsing through levels over and over again trying to figure out where a certain important item is used. This has no effect on the main quest, though, which is clearly tracked for the whole game, but completionists will get annoyed and should probably wait for a few patches.

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Asterigos: Curse of the stars is a bit rough at present and it may seem like I’m down on it. That’s partly because it’s so close to being great that the annoyances really grate, because there is nothing fundamentally wrong with the game, and most of it is novel and excellent. Once the developers improve side quest tracking and clean up a few technical issues, it’ll be pretty close to an essential play!

A copy of Asterigos: Curse of the Stars was provided for this review.

4cr Plays - Freshly Frosted (PS4)

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Hi. Anybody still out there? It’s been a minute, eh? Life happens, and suddenly it has been quite some time since the last post.

However, sometimes, just when the world is getting to be too much, a metaphorical hand descends from the clouds with a wonderfully wholesome, addictive puzzle game for you to get lost in for a few days. In this case, that game is Freshly Frosted - a sugar and pastel-filled puzzle game about topping and delivering donuts.

I’ve been sucked into the game recently, and you get to hear all about it.

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4cr Plays - Faraday Protocol (Switch)

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Faraday Protocol is a first-person puzzle game centered around an archeologist, Raug Zeekon, from the planet Cunor. Raug has been sent to investigate a mysterious signal. Shortly after arriving at a set of mysterious pyramids - called OPIS - Raug stumbles on the “Bia Tool” - a gun that can absorb and expel energy. He must use this tool to navigate a series of increasingly-complex circuit-based puzzles and to uncover the secrets of the OPIS complex.

I sat down with the Switch version of Faraday Protocol. Read on for my impressions.

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video game review Faraday Protocol nintendo switch switch eshop greg4cr puzzle games

4cr Plays - Sam & Max: Beyond Time and Space (Switch)

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I’ve always had a soft spot for the Sam & Max series - point & click adventure games about a canine detective and his best pal, a megalomaniacal rabbity thing. I played the original, part of the legendary LucasArts lineup of the 90s, over and over again. Then, when Telltale Games brought back the duo as the stars of three “seasons” of episodic games, the episodes became part of a ritual where my future wife and I would sit around a CRT computer screen on Friday nights and play through them. I have really fond memories of playing each episode as they came out.

After Telltale closed down a couple of years back, a group of former developers - under the banner of Skunkape Games - bought the rights to the original games. These developers have been working to release all three seasons on modern systems, with a huge range of improvements to the controls, graphics, and audio. The remastered first season, Sam & Max Save the World, was release last winter - where it made the first winter of lockdown a tiny bit more bearable.

Now, one year later, the second season - Sam & Max: Beyond Time and Space - has been released on PC, Xbox, and Switch. I have spent some time with the Switch release. Read on for my impressions.

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video game review sam & max beyond time and space telltale skunkape switch adventure game greg4cr

4cr Plays - Gleylancer (PS4)

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We live now in the era of the remaster, where older games are released for new audiences with a fresh coat of paint - often updated to appear sharp on an HD display. Often, this treatment has been applied to games that came out one or two generations ago, bringing early 3D games into the modern era.

Advanced Busterhawk Gleylancer is an interesting outlier in this trend. This 1992 shoot-em-up was originally released in Japan for the Sega Mega Drive/Genesis, and did not make it into other parts of the world until 2008, when it appeared on the Wii Virtual Console. Even then, the surprisingly-long story scenes were in Japanese.

Now, Ratalaika Games has re-released Gleylancer on basically every modern system - translated into English, and with HD visuals.

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famicomdojo
famicomdojo

Another World (aka Out of This World) was a singular 16-bit experience for many games in the early 1990s.  A cinematic experience with amazing graphics and music on affordable consoles and computer platforms, and minimalist design to match, but brutal consequences for failure.  If you were like us, you were hooked and wanted more.

Published by Delphine Software, the game was actually only developed by one person – Eric Chahi – with sound design provided by Jean-Francois Freitas.  Together, over two years, they created a video game experience that has stood the test of time three decades and many consoles and online gaming services later.

We explore how the limitations of the ‘90s drove Chahi to create a game that was easily portable to other systems of the day, required minimal (if exceptionally clever) effort to port to other contemporary systems, and how this all laid the groundwork for an HD glow-up that belied the extraordinary, indie-like effort to create.  We also tackle the features that were included in, but also the ones notable missing from, the 20th Anniversary Edition that is itself 10 years old as of 2021.

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4cr Plays - Mon Amour (Switch)

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In every medium - movies, books, even games - there are those mad geniuses whose names elicit an immediate reaction. Their works aren’t always good, but they are always damn interesting. You’ve probably heard some of these names - Suda51, Swery65, Hideo Kojima.

Yoshiro Kimura doesn’t quite have the same level of fame. Many of his games, with studio Onion Games, have only made it westward in the past few years. None of his games - Moon, Black Bird, Dandy Dungeon - are world-shatteringly great. However, they are always incredibly interesting.

His newest game, Mon Amour, has just launched on Nintendo Switch and Steam. What is it? It’s kind of like Flappy Bird, but with a lot more kissing. It’s a game that I hated at first, but then couldn’t stop. It’s weird as hell, but has a lot of heart. In other words, it’s certainly a Yoshiro Kimura game.

Keep reading

video game review Nintendo Switch Mon Amour Onion Games greg4cr