Monday, 11 May 2020

Greenalink reviews: Streets of Rage 4!!!!




Developer: Lizardcube/Guard Crush Games/DotEMU
Publisher:DotEMU
Price: Roughly £23/$25, different platforms and regions may vary on exact price.

The Streets of Rage series at one point played a huge role of being part of Sega’s 3 key franchises during the early 90s along with Sonic and Shinobi.  After the release of Streets of Rage 3 in 1994, the franchise went very quiet. Along the way, multiple 3D attempts of making a sequel were made but eventually scrapped for Sega Dreamcast and even Xbox 360. The long drought finally ended in August 2018 thanks to a reveal trailer posted online to YouTube that guess what didn't get cancelled, making it one the longest real life gap for a sequel entry in video game history.

So it has been a whopping 26 years since Streets of Rage 3. Now developed by Lizardcube (Wonder Boy: The Dragon’s Trap Remake), Guard Crush games (Streets of Fury) and DotEMU (Windjammers 2), the series finally has an official 4th entry.
Does it succeed or will it struggle and be trapped in the world of the 90s along with other relics like Super Mario World 2: Yoshi’s Island and Duke Nukem 3D?

Features:
12 levels
17 playable characters
1 challenging arcade mode
An all star group of music composers

Editor's note: SoR will be used as a shortened way to say "Streets of Rage".
For example:
SoR1 = Street of Rage 1.
SoR2 = Street of Rage 2.
SoR3 = Street of Rage 3.

Graphics:
This one is being handled mostly by Lizardcube who did an excellent job with Wonder Boy: The Dragon’s Trap that I personally called it one the best remakes in recent years.  Now tackling a much bigger project, the amount of work involved is staggering with roughly 1,000 frames for playable characters to roughly 300-400 frames for basic enemies. That alone would have been good enough but they pushed it even further with the rich detailed environments, visual effects like reflections from the puddle at the street to even beams of light covering over the main characters. These effects are also applied to the nostalgic pixels characters too.  The pixel characters sprites are mostly 1:1 to their original source but SoR 3 Shiva is a notable character who had a slightly altered movepool which requires reusing the lesser seen sprites in somewhat creative ways, even if it looks off.
The in-game text is a a higher definition version of the Streets of Rage 2/3 font which is a neat touch to diehard fans.

29 years after the very first game, things don't change.


Sound:
The main sound effects are mostly brand new with probably one or two being mostly near direct rips from the 90s trilogy. The exception would be playing as 12 of the retro characters as they use the respective sound effect from their respective games. I did notice that both SoR2/SoR3 Blaze and SoR3 Skate were using voice clips from prequel entries too, overlooked or intentional I cannot say for sure.

The voices are pretty simple and standard stuff as they are used to say a line after being selected as a character to a series of battle related grunts and shouting out special moves. What stood out to me the most is that every enemy class now have their own set of battle cries after being defeated which is a massive improvement over Streets of Rage 3 where there was only 1 death cry for every common male enemy in the game.

The main soundtrack focuses on recent music styles that were introduced from YouTube ranging from mid 2000s to the 2010s. Some of the tracks have a fusion of retro chiptune and new instruments which is most notably true when playing through both Stages 3 and 9. Olivier Deriviere the main composer of the game, composed nearly every regular area in the game with the very first part being an exception. The tracks Olivier composed implemented a dynamic effect that changes the melody when entering a different part of the level which does impact the feel of the game by a huge margin.

Guest composers were responsible for the themes of nearly all of the boss battles and they are pretty unique too but they don't have the dynamic effect when progressing through the battle.

"Rock on!"


If the style of the newer tracks are not your cup of tea, there is also the option to play the classic soundtrack which plays music from Streets of Rage 1 and 2 but there's some oddities with the design choices.
All of the tracks from Streets of Rage 1 are from the 8-bit Game Gear/Master System versions and yes Back to the Industry, the factory theme from SoR 2 was used in the 8-bit version of the first game, they even used the intro themes and ending themes (yes really) of 8-bit Streets of Rage 1 as well. I don't know if this is a nod to Master System fans who played Wonder Boy: The Dragon's Trap remake 3 years ago or it ticks the obligatory 8-bit music for retro nostalgia. I still would have preferred the 16-bit tracks when using Streets of Rage 1 as the 8-bit versions are usually abridged/cutted down and don't cover the entire melody per loop, at least a bigger playerbase will get to hear official 8-bit renditions I guess....

The Streets of Rage 2 tracks are from the 16-bit Genesis/Mega Drive versions which is good but where they use these key tracks could have been improved. Streets of Rage 4 has a bar area but it doesn't play Bar Hopping but Under Logic (baseball stage from SoR2) instead. Dreamer one of my personal favourites is used in a lift section in the later half of the game, not bad. Max Man the theme used against Shiva back in SoR2 days isn't used against Shiva in SoR4 a missed opportunity.

A sample of the dynamic music effect in play. Take a listen.

Gameplay:
The quality of the gameplay is the very definition of 90s design ranging from the fun to frustration factor. The latter really depends on the character you are playing and playstyle you want to achieve. To make the game feel modern is the introduction of extended combo options. This allows a lot of creativity depending on the situation the player is in; aerial juggles are now a thing as previously hitting an aerial opponent will force a knockdown with invincibility effect until s/he wakes up, this can go against the player as well when dealing with enemies who have good anti-air moves.

Speaking of juggles, the camera borders have a new rule that forces the enemies to stay in the fighting arena at all times, the borders are treated as invisible walls too which can be used to extend combos. Great for characters who have good launch power moves because it can lead to wall bounce follow-ups for massive damage .

Veterans of the series will get to mess around with a few new tools including the aerial special and vault jump. One additional feature Star Moves actually originated from the Game Gear version of Streets of Rage 2 that allow characters to pull off a very powerful move at a cost of a star. Each character has one and nearly all of them have different uses.

The special moves got revamped and instead will drain temporary life that can be refilled by attacking the enemies with normal moves, the catch is that the refill will stop if the player takes a single hit from an enemy. The HP drain happens a lot sooner too, the moment when the move is executed and not right after the move ends like in previous games. These adjustments will put these moves as a higher risk tool to use than in previous games because you could lose a lot of health by taking a simple hit right after using a (non-)invincible move at the wrong time.

There are 5 HD characters to play as, 3 of them who were introduced from the first game and share similar combat flowchart techniques. Cherry and Floyd are two newcomers and both have notable changes to their combat flowchart techniques .

Axel one of the two characters who have been in every game so far is a bit lacklustre in his SoR4 attire at the moment, most of his specials lack range and slow movement speed makes it hard for him to escape tough situations. Though I do appreciate the attention of detail the team tried to do in one of their official behind the scene videos by recreating the frame/attack data of his famous grand upper attack. According to Guard Crush Game's discord, they are planning to make him better in one of their upcoming patches.

Blaze the other character who has been in every game so far plays a lot better, her specials have good  pokes for knockback, her blitz attack can hit a downed opponent (aka OTG) and she has a Bayonetta style After Burner kick to not only boost her forward jump speed but to extend her combos in the air. She also makes good use of her charged attack which has good knockback distance and can even used as a wall bounce juggle tool.

Floyd fills in the heavy character archetype in this game. He does have a lot of differences compared to classic Streets of Rage 2 Max that makes him more defensive, for starters he doesn't have a slide to increase his movement speed, instead he lunges out both of his arms that is a good poking tool for defensive play and can hit some enemies in the air.
He is the first character in the series to move around when picking up an enemy similar to what Mika Haggar can do in Capcom's Final Fight and is the first character who has a special grab by electrocuting them, he even has a unique move that involves grabbing 2 enemies for Floyd to smash like toy action figures.

Cherry is the speedy but weak character archetype, she is the only HD character who can properly run and has some tools that is unique to her. Her grab flowchart is also unusual as she doesn't technically throw enemies but either pummel, pogo bounce off from one or just a pummel to slam. She is a character that has quite a learning curve on how to use certain moves effectively if you're familiar to the series for nearly 30 years.

Adam is the only HD character who is unlockable and feels like a superior version to Axel in almost every way. He has a mini-dash that works very identical to 2D Fighting games. The development team on Playstation Blog mentioned before launch that Adam is considered to be more offensive orientated than Axel so all of his HP draining specials used his legs instead of his arms and his Star Move has better reach and damage but doesn't cover his rear as well as Axel and has limited juggle followups after using one. Saying that, his jab combo has a nice ender which is very useful to send enemies into the pits.

Even after criticising Axel, I can sense that the different playstyles are infact there and every section has a different strategy, Axel is the definition of pre-dash mechanics of side scrolling beat em' ups like Final Fight and Streets of Rage 2 whereas Adam's mini-dash feels more modern, I got to admit that it does feel rewarding after figuring out a deathless or even a no damage strategy in tougher sections of the game.

The 12 retro characters are playable too ranging from super old school characters from Streets of Rage 1 to the not so super old school characters from Streets of Rage 3. Most of their moves are intact but their properties for some of their moves have been altered by Guard Crush to make sure they feel right in the game's engine. Zan's throwing distance for example have been toned down significantly to make it less effective as a pseudo projectile against enemies but it allows follow-up combos that he couldn't do before if he throws an enemy towards a wall for a wall bounce effect. Streets of Rage 3 Skate was terrible in his original game but is amazing in Streets of Rage 4 due to a mixture of indirect buffs (common enemies having  under 1 and a half bar length of HP at the most) to direct buffs (blitz attack dealing 2 powerful hits, and has a great throw bread and butter combo) I am comparing this buff to how Pichu rose from the bottom tiers of Super Smash Brothers Melee to high/top tier status in Super Smash Brothers Ultimate. The Streets of Rage 1 characters are as basic as ever, slightly adjusted to implement the new juggle mechanics and they even have the classic cop car backup special which is counted as a star move.

Colour palettes differences on enemies are not just for show. The one wearing red dungarees can breathe fire from his mouth whereas the one in dark purple can perform a flying body slam.


Level design:
The game does have a quite a lot of variety when it comes to the sizes of each section, a combination of certain enemy types and even interactive traps. One section has electric traps that can harm anyone if caught, later on there's pits that can be used to instantly KO your enemies, stage 5 has poison ponds that drain the character's HP and even poison vents which can be used to lure enemies in for extra damage. For some areas, it's even possible to backtrack slightly to have some breathing room or picking up extra items. All of these are show rather than tell which is great.  Enemies different palettes are not just for show but also difficulty, some of them have the same A.I level with higher HP, some may use different attack patterns and some may have enhanced properties.

The difficulty of the boss battles is a mixed bag. The first few bosses are quite intimidating at first with attacks that have super armour properties and it's not always straight forward when to get in to deal some damage and actually flinch the boss, especially if you play aggressive which usually works well in previous games. Later on in the game they become somewhat easier because they have huge weaknesses or easy to punish playstyles. One boss has super armour throughout but if you recognise his charging poses, you should be able to dodge his attacks, another boss would rather fight from a distance and you can figure out the projectile attack by looking at the colour of its body glowing before it fires a shot.

The changes in difficulty are as follows:
* Number of starting lives
* HP amount for regular enemies (very minor difference in this one)
* HP drained for using a special move (very small penalty for easy to 1/6th of entire bar for higher difficulties).
* AI aggression (Mania will have some enemies move faster)
* Enemy spawns (obviously more enemies to face when playing higher difficulties).
This section is going to be a total wreck for some.
Useful features:
The team added button mapping which should be mandatory in every game, options to disable certain button combos for moves and even an option to enable 3 button legacy layout for players using the 3rd party Genesis 3 button controller via bluetooth. The game has a level select to help players practice the levels in higher difficulties

More control options are a good thing.


Value:
Side scrolling beat em ups is a tough one to execute. Normally multiplayer works best with local friends but due to the recent Covid-19 setting up a local session is riskier than ever. It does have official online play which is limited to 2 players. PC Steam supports remote play together which means 4 player online. Besides the multiplayer component, there's stage select to practice individual levels, a 1 credit clear arcade mode which does require a different set of strategies if you want to get through the higher difficulties, heck you can feel the sense of satisfaction when making it to the end. The starting lives are fixed and can only get an extra 1up after every 30,000 points.

There's also 2 kind of players goals as well. People who casually play it and don't touch it for a while or people who want to grind it out, execute S rank in either Arcade or Individual Levels, master arcade mode deathless even. I've been getting S ranks for individual level runs but not in Arcade Mode. Still the 'grand master' status would be trying to get S rank on 1CC Arcade Mode in Mania difficulty and pulling it off would be no easy feat at all as it involves playing excellent for roughly an hour to an hour and a half long, not under 10 minutes like single level runs.


Overall:
Streets of Rage 4 is finally here and it's one of my favourite games released in 2020 so far. I've been playing it again and again to learn something new. For a genre that is harder to produce in this generation than other genres, this game nearly ticks all of the boxes. Some may love the changes, some may hate it. For me personally I get why some parts can be annoying but overall, the good things really outshine the bad parts for this game.

Sword Strikes:
+ Nearly everyone from is playable with Ash and Roo being non-playable at the moment.
+ Adding features going beyond fans exceptions.
+ Unlockables that isn't paid DLC.
+ Has the best of 90s brawler design with easy to play and tough to master game design..
+ 1CC Arcade mode on higher difficulties feels very rewarding when completed.
+ Expanded movepool and properties to make it fresh for diehard veterans.
+ A great modern soundtrack.

Sword Yikes:
- 90s design for having limited defensive tools, you cannot block, duck nor parry.
- Enemies with super armour are the biggest jerks.
- Difficulty spike for the bosses when going in order (late game bosses feel a lot easier than earlier ones).
- 1CC Arcade on the highest difficulty is a very long playthrough to 1 Credit Clear than other beat em ups of the genre.
- Needs a training mode to practice juggles and situational combos like having more than 1 star.
- Retro Soundtrack needs better use of when to play tracks and ideally replace SoR1 8-bit tracks with SoR1 16-bit tracks..
- If you're not a person who wants to get S ranks or complete/master 1CC Arcade Mania, replay value is limited.

Rating:
Excellent: A

Review code provided by DotEmu.

Ideal links to check out!
Streets of Rage 4 - Behind the Gameplay video
Streets of Rage 4 - Behind the Music
Streets of Rage 4 - Behind the Art
Streets of Rage 4 - Behind the Tracks
Streets of Rage 4 - PS4 Blog post - Why retro characters are not 1:1 faithful

Monday, 27 April 2020

8 Bit Mini review: Streets of Rage 1 for Master System

To celebrate the launch of Streets of Rage 4.
I might as well post a series of quick reviews on all of the 8-bit Streets of Rage games that were released in the 1990s.



Now the Streets of Rage games are mostly known for its 16-bit trilogy on the Genesis/Mega Drive and not a lot of people know the existence of both the Master System and Game Gear versions.

UK, Europe and Brazil still had Master System consoles in the market a few years longer than Japan and America thanks to its stronger support. Along the way, various 8-bit ports of 16-bit games came to the system. One of them was Streets of Rage.

Streets of Rage 1 for the Master System came out sometime in 1993, very likely after the groundbreaking Streets of Rage 2 game for the 16-bit console, priced at around £32, the system didn't have many side-scrolling beat em ups other than Renegade, Double Dragon and Golden Axe. Could this be the system seller for the budget console? Read on to find out.

I can't believe it's not Genesis.



Presentation:
Fragments of a SEGA Logo collide to the middle and form into 1 logo. Not bad.
The game starts off with a difficulty select: Normal and Hard.
That is it.
No options, no sound test, no lives modifier.
You do get the option to play as all 3 characters and all of them are statistically unique, although saying that, most of their attack sequences are identical to each other. The ending is a series of still shots and a lack of staff credits with Yuzo Koshiro being the only member to get an in-game mention for his music at the title screen.


Graphics:
This is probably the most impressive element of the port, the quality is surprisingly good. Most of the sprites look faithful but with less options on the depth of colours, the animation did lose a couple of frames here and there and would have been a bit better if the keyframe animation loops for walking were a bit faster.  The gameplay framerate runs at a higher 60 frames (compared to 30 frames for its 16-bit counterpart) and the evil twins are not simple palette swaps as their hair designs have been altered too..

Not everything is perfect.
For example, there's some alterations to the palettes with Garcias that made green ones easy and blue ones medium in rank, the background for the ship level is completely static which lacks a sense of realism and during walking animations I can see a few glitch sprites that would last a frame but it does stand out if you focus on the playable character.



Sound:
Technically this one came out after the Game Gear release which shares similar components. This made porting the music a breeze. One problem was that the Game Gear version only had 5 stages whereas the Master System had all 8 stages.
The solution was to use the character select theme as the track for stage 2 and a brand new track for both stages 6 and 7 (yes 2 stages in a row will use the same track) oh and stage 3 (beachfront area) is using the 8-bit rendition of the Factory stage 1st area from 16-Bit Streets of Rage 2.
They all sound pretty standard but most of the loops of familiar tracks have been cut down due to possible limitations on space after making those impressive looking sprites.

Sound effects are pretty standard stuff, the most notable omission is the lack of voices so players will have to figure out slightly longer whether or not an enemy has been KO'd.

I still can't believe this is NOT Genesis.


Gameplay:
The first entry was the most basic in the series which does give it an easier time to translate a 3 button system to a 2 button system. Unfortunately, the method to call police backup requires pressing the START button followed by pressing either button 1 or 2. This problem is only severe for people who are playing it on an authentic system or more specifically a cart converter that has the START button on it which could be prone to crashes if pushed too hard.

The system's weaker power also points out a key weakness, the maximum number of enemies on the screen at one time.
For comparison sake, the 16-bit original can have nearly 15 enemies on the screen at once, the Master System version is limited to just 2 and to make things worse, it's limited to the same enemy type or as I call it, Noah's Ark Syndrome. This does lower the challenge significantly and the only real difference hard mode makes besides having more enemies to knockout per section is taking extra damage to the point it's possible to die in a single from Mr.X's tackle attack.

The game also has some weird quirks with the A.I. and most of the bosses.
The whipping girl called Nora has the annoying mercy beg mechanic that is applied to every single one from Rounds 5 to 8, The weapon juggler Jack's projectiles only have hitboxes for the actual throws, the juggling sprites don't have hitboxes so players can just grab + pummel loop against them.

One of the most bizarre game design choices I've seen is how most the bosses turn around....
The boss will only turn around by first going off-screen.  This does lead to some hilarious moments where Souther (claw boss) will perform backwards dash claw attacks as a reaction to the player's jumping after walking past him/her.
Abadede and Bongo are somewhat tad more threatening as Abadede will stop and side step as a reaction to the player's jumps forcing a more head-on approach by timing the punch button at the right time. Bongo starts to accelerate and use his flame breath a lot faster but if you're familiar with grab loops, it's not a huge problem. The evil twins are not as hard to hit but their jump kick attack's hitbox is way off to the point the player will take damage before the boss's leg sticks right out.

The biggest crime is the lack of multiplayer, a console where 2 player setup isn't a problem... doesn't have the option to play 2 players at all, a stupid idea or an greedy incentive to encourage customers to buy a Genesis/Mega Drive console and play the 16-bit version?



What Master System has that Genesis don't?
To avoid being an absolute inferior version, the team added a brand new boss that is exclusive to the Master System release. He doesn't have an official name and most of the official design documents you probably have seen online are mostly 16-bit focused  Anyway, this new boss doesn't have the weird boss A.I.quirk when it comes to turning around and attacks with a limited seeking missile as it tracks the player's position when s/he is on the ground.  This extra boss does somewhat make stage 8 more complete as previously, the 16-bit version had no refight at the end of the first section, now with this new boss, every end of section has a boss refight.


The new boss exclusive to the Master System

Overall the game does do a good job as a Master System game but some questionable cuts holds it back as a must have classic for the system. It's okay to play a few times but the moment you play its 16-bit counterpart, you wish you spent more time with that version instead.


Grand Uppers
+ Great looking visuals that are on par with NES Super Mario Bros 3
+ All 8 stages are in the game
+ Classic SoR tunes with one that is Master System exclusive
+ A boss that is exclusive to the Master System


Grand Downers
- Lack of proper options
- No 2 player
- Lack of properly mixing up enemies due to limitations
- If you don't know the safe landing trick, you will hate the Signals a lot.
- It takes longer to beat the game but for the wrong game design reasons

Grade: C.


Sunday, 6 January 2019

Greenalink reviews Monster Boy and the Cursed Kingdom



Developers: Game Atelier
Publisher: FDG Entertainment
Release Date: 4th December 2018
Average Price: US $40 or £34.99
Filesize: 4.2gb main game and at least over 800mb for updates
Available platforms: Switch, PS4, Xbox One, PC (Early 2019)

Monster Boy a game that took over 5 years of development and has an interesting development history as well, with games with very long development times there are usual concerns if the quality ends up being sub-par but after playing this I can tell you that that's not the case with this game.

Features
6 playable forms
5 magical items 
1 pig with an eye-patch



Monster World and Wonder Boy: Monster Boy and the Wizard of Booze?

The game was originally a Kickstarter sequel to an entirely different game:
Flying Hamster II: Knight of the Golden Seed, that got cancelled and made a partnership with the publisher FDG Entertainment and made partnership with LAT Corp a year later to officially incorporate the title into the Wonder Boy series. That game was called:
"Monster World and Wonder Boy: Monster Boy and the Wizard of Booze"
Feedback got negative due to the reference of alcohol and so it got renamed to the title we know today as:
"Monster Boy and the Cursed Kingdom" which makes a lot of sense as every human has been cursed into an animal, the nod to Wizard of Booze is still in there as one of the characters drinks a lot and cause havoc thanks to his wand. 

Graphics

Along with the title, this category had a few major revisions. Originally going to use motion-sprites a method used in many games such as Steamworld Dig, but by October 2017 they have decided to use Hand-drawn designs. They were probably influenced by Lizardcube's incredible remake to Wonder Boy the Dragon's Trap which first became publically available to Youtube in June 2016.


Announcement trailer from late 2013

After playing the final game and watching one of the earlier trailers, most of the enemies and bosses showed in that video remained visually the same. The updated designs for the playable characters is a huge step up to what their original incarnations a few years ago, they look cleaner, more expressive and have decent running animations (looking at you pig and frog). The background art assets were redone too with some notable level design changes. For example, one of the houses found in the village only had the entrance to the armoury but not the blacksmith to unlock upgrades.


The game has some neat visual glow like effects when entering dark and gloomy places which is a nice little touch. Gameplay performance is decent on all platforms but the Nintendo Switch version isn't 100% perfect, I did notice a performance drop in some of the more intense sequences most notably the 2nd set of phases against the final boss, I did have a look on YouTube for PS4/Xbox One versions and they ran at 60 frames, still that is only 0.5% of the entire experience which is impressive, maybe it could get a patch to fix that performance issue in the future or not.

More reliable than Slippy Toad


Sound

Technically the first new non-port/remake Wonder Boy game to be released in the post chiptune-era. There are sound effects, grunts from various hero forms, enemies and bosses (so no voice acting) and music.
The majority of sound effects are modern samples, the coin spawning sound effect, for example, is directly taken from Wonder Boy 3: The Dragon's Trap, one of the few retro sound effects and an irreplaceable one too.
The grunts are pretty standard but some are pretty hilarious including the frog boss whirlwind attack and the masked bombers responding back to the player for stealing their bombs.
The soundtrack is the real star of the game, it has a mixture of remixes mainly from Wonder Boy 2, 3 & Monster World along with some brand new compositions. While the remixes are already decent, the new ones steal the show.
Grass Fields, for example, is so good that you could use it in a movie as part of a montage cliché and it still works. The Falls feels like a lost track from Sonic Adventure with a lovely piano sequence part-way through. The Haunted Manor has DS era Castlevania vibe mainly The Hidden Curse from Portrait of Ruin.

Then you find out the composers who were responsible:
* Yuzo Koshiro - Streets of Rage/Etrian Odyssey
* Motoi Sakuraba - Dark Souls series
* Michiru Yamane - Sega Rocket Knight series and IGAvania Castlevania games
* Keiki Kobayashi - Ace Combat series and Ridge Racer 7
* Takeshi Yanagawa - Shenmue II
* Tee Lopes - Sonic Mania (worked on the English Opening theme of Monster Boy)
 and there's no surprise why the soundtrack is fantastic.


Gameplay

Where can I start on the gameplay?
Dragon's Trap was criticised for its simpler level designs due to Master System's limitations and while Monster World did fix that, international versions of the game became brutal due to the lack of continuing the game after getting a game over so a lot of safety saves were required.  

Simply put Monster Boy's gameplay is a combination of Dragon Trap's various animal forms and Monster World's diverse level design, added with a hint of stressful free checkpoint/save stations throughout the game.

The game isn't afraid to throw a challenge that can feel brutal at first but at the same time not too intimidating to redo, throughout the entire adventure, there are enemies to slay for gold and brain-teasing puzzles that even 20 year veterans like me had to take a good 5 to 10 minutes to figure out what to do.

There's a sense of accomplishment when you figure out a clue/solution to a hard puzzle or figuring out a boss's weakness. What makes the game stand out from many other modern 2D game is the creative use of game mechanics along with excellent level design, early games animals are still required for the rest of the game but not forced to solve every single puzzle.

One of the main reason why it works is because, the playable character can change form on the fly, while Dragon's Trap did have that feature through limited transformation rooms or using a secret ability from Tasmanian Sword, the levels back then were heavily focused on 1 animal form in mind.



Value


One of the game's key bullet points mentioned in various trailers said that it's a 15-hour adventure and I've managed to beat it in roughly 12 hours in-game time, that's still impressive and I haven't even 100%'d the entire game yet. There's a lot of hidden secrets, past game references in clever ways and even tougher puzzles to figure out. I salute you if you can 100% it without using a guide.

The blind playthrough is a lot longer than say Steamworld Dig 2, Shantae & The Pirate's Curse & Azure Striker Gunvolt series. Even if there are some longer games, this game, in particular, doesn't have artificial filler to make the game longer as there isn't any grinding to slowly level up your character. You get rewarded with new techniques quite frequently at a steady pace.

The only real criticism is that the adventure mode is the only mode to play unlike Mega Man 11's speedruns/challenge modes. Nintendo Switch owners are also locked to 1 save per profile which is a bummer if you wanted to copy older saves and redo your favourite segments a lot sooner. I read on Wonder Boy speedrun Discord that at least the PS4 (& probably Xbox One) can support multiple saves per profile but I cannot say for sure.

Unlocking magic chests require using a certain spell a specific number of times.


Conclusion

While I was aware of the game's original existence through its announcement trailer a few years ago, Mega Man 11 took over my mind since it had a guaranteed 2018 release date, when I finally got to play this, it surpassed my expectations, the quality and attention to detail is simply incredible and if it was released in 2019, it would have been easily the Celeste of 2D Action Adventure games. Play this as soon as possible, it is one of the better if not the best retro revival video game (spiritual) sequels since Sonic Mania and A Link Between Worlds.


Monster Joy:

+ Every animal forms have decent abilities
+ Nearly every screen has a secret
+ Incredible soundtrack
+ The length of the actual game is much longer than expected in a good way, no grindy filler.
+ References to past games
+ Challenging puzzles, some are pretty clever once figured out

Monster Boy-ring

- Side quest puzzles can be too challenging for some, you really need good attention to detail on the clues.
- Only 1 save file per profile for Switch owners
- Some side quest puzzles that go uncompleted cannot be retried due to early final build bugs (played on V1.02, probably not an issue on more recent builds)

Grade: A+
Switch review code provided by FDG Entertainment

Tuesday, 9 October 2018

Greenalink reviews Mega Man 11




Developers: Capcom
Publisher: Capcom
Release Date: 02/10/2018 or 04/10/2018 for Japan
Average Price: US $30 or £25
Filesize: just over 2GB



Eight and a half years since the last Mega Man came out, a lot of new gems such as Shovel Knight were released along the way and some big flops such as Mighty No. 9 which wasn't received well at all, does the 11th entry of the long-running series has a spark of life to a popular genre or is that spark a complete dud?

Features
8 Robot Masters turned bad
2 gameplay altering gears
3 pellets on the screen at once
2 voice acting options
1 robotic dog


Not 8-bit man?!

The team took a big risk and gave another shot at the non 8-bit atheistic approach which hasn't been done since Mega Man 8 (PS1 1997) or the 3D Graphic 2.5D Mega Man 1 remake: Mega Man Powered Up for PSP.
A certain fan base from another franchise tend to have a universally positive track record if it stuck to the 16-bit Genesis atheistic, nearly the same can be said for Mega Man in 8-bit, that said the nostalgic style had some limitations and by removing it allowed the team to implement more/new ideas to the series.


Graphics

Powered up by MT Framework 2.x, Mega Man series isn't the most taxing game to run than say Monster Hunter World, I was initially concerned when watching the debut trailer last year during the 30th Anniversary event due to the 30fps cap on the video itself but the final build has changed my mind completely thanks to some decent visual effects that couldn't be pulled off completely if it stuck to the 8-bit approach including shadows, light glow from giant flames and detailed gear attacks sequences (2 of the main bosses will transform), heck destroying Sniper Joe will have its shield flying away from the destruction for a few seconds. It's the first new Mega Man game to be played in a widescreen ratio (PSP doesn't fully count) which in a way does affect the level design for boss fights since the in-game camera is fixed during those parts. When Mega Man equips to a different weapon, not only his colour changes but his physical appearance too, especially the helmet piece which is based on the Robot Master he took out to obtain it.



"You're skating on thin ice!"

Sound

To describe the background music it used a limited soundfont/instruments but it's not the original chiptunes back in the day although part of Fuse Man's theme is very close, it kinda reminds me of the in-house, dance-friendly style used in EX Troopers but minus the vocals. There were some complaints about the default volume settings as bgm tends to be washed out by other effects, so during my playthrough, I set music a few points higher and lowered both voice and sound effects, this did allow me to listen to the melody of each track much more easily. Sound effects were done by foley work which simply means that it was re-created sound from real life, retro sound effects wouldn't be as effective with the new visual approach to this game, noticed how the 1up Mushroom Power-up in Super Mario Galaxy for example used modern sounds rather the classic Super Mario Bros sample.

There's bonus (pre-order) DLC which plays an alternate soundtrack during the main stages, they are very pleasant to listen to and made me wish that it was treated as an unlockable bonus for beating the game. The English voice actors performance against Mega Man 8 is a huge step up with Mega Man sounding more like a teenager rather than a female sounding eight year old, Robot Masters have a variety of accents and personalities that adds a lot of character than bosses featured in previous games, even if some of them sound pretty cliche, such as the angry, short-tempered Blast Man and the playful friendly natured Bounce Man.


Mega Man unleashing Double Gear which only works if the user is at low HP





Gameplay

The structure is identical to Mega Man 9 as players start off with stage select and afterwards complete 4 final stages, part-way through the game you can unlock Rush Jet. For Mega Man's abilities, however, he regains the ability to slide and charge shot which were passed over to Proto Man in 9 & 10, the charged Mega Buster has a bit of extra utility thanks to a guard break mechanic against opponents wielding some kind of shield, they become vulnerable to other attacks after blocking a powerful Mega Buster shot. His new mechanic and main feature to the game thanks to Dr. Wily's prototype called the Double Gear system allows him to increase his attack power and/or speed by slowing everything down for a couple of seconds. The amount of inputs from Mega Man 9 -> 10 -> 11 is quite staggering as all 4 shoulder buttons and the right stick have use in the game. By not using the 8-bit aesthetic, level design has a bit more freedom and creativity by removing the restriction of using the camera's Y Co-ordinates.

Power Gear is effective against mid-bosses and end of level bosses mainly because you can quickly activate the gear, use an effective weapon and then deactivate it, this is vital against end of level bosses because some of them die after taking 4-6 hits from a power gear boosted weapon they are weak against.

Speed Gear is handy for tough platforming segments and most importantly study and dodge powerful attacks from enemies. I tend to use this for moments where I would have a better chance to avoid it by slowing down time. I like these additions because it adds a lot more depth and most importantly for speed gear, makes boss fights more manageable if used correctly. The gears add a breath of fresh air.

For the actual levels, both Fuse Man and Bounce Man stood out the most during my playthrough because in a level design perspective it took advantage of what the new engine can do over the retro style engine, MM 11 is also notable for featuring mid-bosses in every regular stage, some of them share the same weakness as the end of level boss, some do not and after taking them out you are rewarded with a checkpoint and some small energy pellets.

Similar to Mega Man 7 - 10, you can pick up parts to buy upgrades and/or consumable items to make a tough level easier to beat, the best upgrade I got was a refined speed gear upgrade where the Blue Bomber is completely unaffected by speed loss during his speed gear activation.


Top button and right button are dedicated to Rush Coil and Rush Jet respectively which is fantastic because it no longer slows down the pacing of the gameplay. Single button slide and Rapid firing are additional commands but involve sacrificing other 2 buttons. Top players set the gears to the rear shoulder buttons (L2/R2s) and map slide to front left shoulder and rapid fire to front right shoulder, changing weapon can be done by using the right stick which does take some time getting used to.



The game feels 80% old school and 20% new school by adding voices (again), realistic sounds and new game mechanics


Spoilers alert!

I played the entire game on the normal difficulty which is the ideal challenge factor to compare it to previous games as the easier 2 difficulties have some notable tweaks to make it more accessible to lesser skilled players. There were some cheap deaths in some of the areas for Impact Man, Acid Man and even Wily stage 1 due to either pits or lots of instant kill spike traps. Wily 1, in particular, had an odd difficulty spike because nearly every room that had platforming either had spikes or pits which can be a concern if Mega Man gets hit by an enemy. That said if you're dying a lot in Wily 1 then practically you are not using every weapon available. Then Wily 2 didn't have the same issue and I will say that Wily 2 is somewhat nowhere near as brutal as the first Wily level. Wily 3 and 4 had a bigger focus on boss fights and kept platforming to a nearly absolute minimum which I felt was a bit of a step back as nearly any other Classic Mega Man game had at least 3 platforming focused stages. The only other criticism is that there was only 1 theme for Wily Castle and not 4 (Mega Man 9) or 5 (Mega Man 10).


Superhero mode is the highest difficulty in the game and it's treated very differently to Inti Creates' Mega Man games. For starters the level design enemy placements are exactly the same, what is different are the lack of 1UPs, E-Tanks and HP/Ammo Energy refills, to make things worse, Mega Man takes slightly more damage than usual. The only source of recovery are E-tanks (+M-tanks) and extra 1UPs bought from the shop, then the bosses themselves are enhanced in various ways! Block Man, for example, unleashes a Power Gear boosted block dropper making it very hard to dodge the falling blocks without slowing down time with speed gear, Torch Man's dive kick comes out ridiculously fast, simply put they are a lot faster and have (slightly) enhanced versions of their attacks. This is not for the faint and hearted, it's the definition of unfair hard mainly aimed towards veterans of the series.

Block Man is easily the most memorable Robot Master in this game

Spoilers ends here!


Value

Taking notes from the recent 2 games, Mega Man 11 has a decent amount of content for not only completionists who want to beat every in-game challenge for Gold but also the speedrunning community too to get very good times. There are some silly modes where you have to move the oven robot as far as possible within a certain time limit, every platforming level has a challenge focusing on low shots (attacks), low jump count, balloon attack, medal collection, score attack and time attack. Some of these modes encourage the player to think differently when trying to aim for the gold medal. Balloon attack and Medal Collection are both identical as they involve collecting but the gameplay differences are night and day as one has to avoid red balloons and destroy the blue ones by touching or shooting at them, the Medal Collection mode has enemies on the screen as usual and the medals are found in hard to reach areas and require using either Rush Coil or Rush Jet (in some cases Speed Gear to slow down falling blocks).

Score attack is probably the most disappointing as it has a few flaws due to game design such as respawnable enemies to grind for more points. To obtain the gold medal in Block Man and get over 50,000 one player decided to exit and re-enter the final room before the boss doors to respawn Anti-Eddie for roughly 200 points per kill.

Lastly, there's Dr Light's challenge which is a series of 30 tough rooms to playthrough and dying even once is game over, I haven't gotten past room 10 yet which shows a lot of practice is required.
I managed to reach number 1 for fastest Medal Collection in Block Man's stage for at least a day.


Version differences:

Nintendo Switch highest resolution is 1080p but has amiibo support to obtain free items.
PS4, Xbox One and PC (with good graphics card) can be played at an even higher resolution. 
Load times are all decent, even on the Nintendo Switch. 
I played a lot of Azure Striker Gunvolt on the PC a few years ago with an Xbox 360 controller and by complete surprise had nearly no issues with Mega Man 11.




Conclusion:

The 11th entry might not be the best Classic Mega Man ever but it does get accepted to be part of the good games club. The biggest selling points are its unique features to classic Mega Man, ranging from modern game engine tech to "practice makes perfect" level design that are for the most part a step into the right direction.


Mega Yes
+ Custom Controls
+ Rush Coil + Rush Jet buttons
+ Speed Gear to help study boss patterns
+ Executing a really good speedrun is rewarding to watch back thanks to replays.
+ A lot of achievements to encourage multiple playthroughs.
+ Nearly all of the weapons are useful and Power Gear helps take out bosses very quickly.
+ Some pretty good music tracks, including the Instrumental DLC variants.

Mega No
- Acid Barrier is almost useless.
- Fewer platforming levels and less background music tracks than usual in Wily's stages
- Odd difficulty spike for Wily 1 -> when Wily 2 is not as hard... casually at least
- Controls can feel wonky if using the right stick and trying to select the correct weapon.
- You are an 8-bit loyalist and would rather wait for a fan demake of Mega Man 11.
- Not all of the tracks are as memorable as the previous games 

Grade: B+

 PC Steam Review code provided by Capcom UK

Tuesday, 26 June 2018

Greenalink reviews Lumines Remastered





Developers: Resonair
Publisher: Enhance Games
Release Date: 25/06/2018
Average Price: US $15 (Switch) or £13.49 (Switch)  £9.99 (Steam)
Filesize: just over 830mb


A classic puzzle game from the mid-2000s for the PlayStation Portable makes a return in an HD remaster for modern platforms.

Features:
40 music skins,
44 Avatars icons,
Lots of beats
A variety of modes

What made it a classic?


Game designer Tetsuya Mizuguchi designed the game as an interactive walkman and a dream machine thanks to the headphone ports which made it possible to play with good sound from anywhere. Mizuguchi is pretty famous for previous audio heavy games including Space Channel 5 and Rez and decided to make it less daunting to casual players by making it a puzzle game. The game itself is definitely easy to play and understand and it's also hard to master, there are some unique game mechanics which made it stand out from many other puzzle franchises.

Graphics


Originally a PSP game, the visuals have been redone with native HD textures/sprites meaning you won't see jagged edges on your avatars, other than that it is mostly the same, visually elegant.



Sound


A key feature of this game, if you were expecting new tracks that are exclusive to remastered, prepare to be disappointed. On the flip side, this version has a higher quality bit-rate than the ones used in the previous versions and it's fantastic to listen today, especially for gamers trying this game out for the first time with a variety of excellent pieces of music, ranging from feudal Japan style, digital voices and even house beats.

One notable addition is trance vibration which allows any spare rumble supported controllers to feel the bass across your body. This mode is mostly useful for Nintendo Switch users as it can use up to 8 Joy con, 2 to play the game and 6 placed around your body including jumper pockets, trouser pockets (to USA readers this is pants).  and under your feet. PS4 is limited to 4 PS4 Dualshock 4 controllers and while Xbox One is up to 8 (big) controllers. PC Steam users vary depending on how many rumble supported controllers you have.



Gameplay


The core mechanic is simple, create a 2x2 block to clear it, however, the twist is that a vertical timeline needs to sweep over these blocks to erase them for good. If a timeline sweeps a 2x2 it counts as 1 square, if it sweeps a harder 4x4 square it counts as 9 squares. If the timeline sweeps at least 4 square per lap, it gains a score multipler bonus, repeat this process during the next laps to get a x8, x12 and a x16 bonus.

This is tough for BGM skins that have a fast tempo but you can still clear blocks quickly in general but the opposite can be said for slow tempo BGM skins simply because, while it does give the player more time to clear 4 squares per lap, the timeline moves more slowly meaning that it will take a little bit longer to sweep through the completed squares.  Every once in a while a chain block appears and depending on the colour, placing it next a block of the same colour will cause a chain connection of a single colour which will get erased by the timeline, a well placed chain block can change the momentum of the playfield significantly.

The game gets surprisingly tough at level 30 out of 100 where the blocks start to naturally fall a bit faster than usual, making it tough to plan moves ahead, this is a much bigger problem when there's a huge stack of blocks over the entire playfield.



Value


Besides the usual Challenge mode, there are other ways to play the game. Puzzle mode is a series of mini-levels where you have to make a shape within a certain time limit.  The puzzle count was increased to 100 by featuring puzzles from Lumines 2 and later games.

Time attack mode where you clear as many blocks as you can within a certain amount of time. The playstyle involves minimal movement and rotations to not only save time but also clear more blocks. time categories include 60, 180 and 300 seconds,  This mode used to have a 600 second category but it was removed in the Remastered release.

Vs CPU/Vs 2P modes involve clearing more squares than your opponent per timeline loop in a tug of war fashion, the more times you win each loop the winner gets a bigger playing field whilst the loser struggles with the smaller playing field. I have 2 complaints about this mode:

1) Both players don't even start off with the exact same block RNG sequence which can make a notable difference in the early game.

2) If you decide to quit part way through the vs CPU mode after completing a few stages, you have to start all the way back to the very beginning.

The second issue puts PC (and home consoles to a lesser extent) at a disadvantage if you want to have a break and save power on electricity whereas the Switch version can be done by putting to sleep and not use up any electricity (other than low on battery charge).

As a non-portable release, this mode features 2 players without needing a second console/second copy of the game, this is a huge plus over the original. The game is not planning to have online vs 2p mode other than online score leaderboards and I guess that is mainly because the background music and timeline are 2 majors factors that can cause a catastrophe if the game heavily desyncs due to a laggy online connection.

Mission mode never appeared in the original game but was featured in Lumines 2 makes another appearance to the Remastered game, it's essentially a visual training mode to teach players solutions during certain situations, it is a very important mode for new players to figure out how the flow of the game fully works.

Shuffle is an extra challenge mode where you play through the BGM skins in a random order which essentially makes no 2 playthroughs the same, this was added mainly because the original was pretty linear.



Overall:

A great puzzle game makes a decent remaster debut.
For a double dip purchase, you are getting the best quality audio this time along with gameplay content-wise that were introduced in later games.

The ideal platform to play it on is the Switch version for many reasons including a higher resolution in portable mode and HD rumble support for the fancy yet crazy trance vibration. It's practically the dream machine 2.0 simply because this version wouldn't exist without the Nintendo Switch's HD rumble and sales impact in the past 15 months.


LuYES

+ Highest quality audio as of this release.
+ Trance vibration.
+ Online leaderboards
+ Good variety of playstyles, each mode has a different set of both effective and ineffective strategies.

LuNO

- Not the easiest puzzle game to unlock everything which can put some lesser skilled gamers off.
- Some removed options such as the 600 second time attack mode and a reduction of avatars icon count from 48 to 44 (some are from later games) may anger diehard purists of the PSP original.

Overall: B+


Steam Review code provided by Enhance Games

Tuesday, 8 May 2018

Greenalink reviews: Streets of Red: Devil's Dare DX

Streets of Red: Devil's Dare Deluxe



Developers: Secret Base Pte
Release Date: 12/04/2018
Average Price: $8.99
Filesize: Just over 600mb


Review note: I have played through the single player content of the game multiple of times. For multiplayer, I only had 1 good opportunity.

Streets of Red is an enhanced release of 2014's Devil's Dare which was a PC exclusive at the time. Now back on Switch and PS4 with a lower price.

Features

4 playable characters
2 unlockable characters
13 boss battles
18 regular stages
100s of zombies to splatter

Graphics:

A mixture of Black, Grey and Green reminiscent of Game Boy's original graphics along with the colour Red to heavily emphasize the blood. The framerate is an odd one as scrolling updates at roughly 30 frames per second when running but character movement (not animations) is 60 frames. Character sprites all stand out and are pretty recognisable too as you can guess what special abilities they have when fighting against them. The Deluxe version revamped the graphic designs for some bosses that were previously references to movies from the 80s such as the Terminator and Ghost Busters to references based on retro style games including Turtles in Time and Final Fantasy VII

The original version was based on Arnold Schwarzenegger's Terminator.
That was changed to Youtube gaming critic Jim Sterling.


Sound:

A lot of recent retro style beat-em-ups focused on either 8-bit chiptune or modern music. This one used a 16-bit chiptune which is ideal to Yamaha YM2612 used for Sega 16-bit console. Every level has its own melody and the most memorable track for me is Train Station (Train-2) which starts off with certain notes which sounds very Streets of Rage worthy. Voice recordings are super clear and not crackly compressed, they do sound quite repetitive for playable characters, especially 1 of the 2 unlockable characters who have limited combat options outside of specials.

If the game's title told you something, expect a lot of video game references.


Gameplay:

Combat is pretty simple but surprisingly deep thanks to Dash cancelling and setting up multiple fatalities which in return rewards the player with free food and more cash.
Fatalities are essential for extra cash which can be used to purchase upgrades, revive from an unexpected death, or getting a super high score.

The initial 4 characters have notable strengths and weaknesses.

Kingston has the ability to grab and perform an atomic bomb but he is the slowest walker/runner in the game. The original PC release was visually based on Gilius Thunderhead but the Deluxe version was changed to be visually based on Shovel Knight. His defensive special: Mighty Thunder is very Golden Axe like despite the change.

Axel looks like the all-rounder judging from his running speed and attack properties, he has the tools for almost everything that he can grab enemies from a distance thanks to his hookshot.

Queenie stands out as her special moves have unique secondary effects ranging from freezing enemies to recovering HP. Her weakness is that she isn't super strong when comparing to Kingston for both normal attacks and specials.

Jackson is intended to be the fast but weak character by removing knockback properties from his running attack and a low damage output standard combo. However, from my experience, he is by far the best when he gets his hands on enhanced Dive Kick which costs only 1 bar, deals up 20 damage and recovers very quickly.

Players can purchase an upgrade at the end of each round, the available power-ups are random with an enhanced special taking up the first slot and 3 others taking up the rest, perks vary from level to level and even playthrough to playthrough. Some are very good and some are not too bad, an excellent perk, for example, is the Black Flag which has a small chance to instantly kill any non-boss enemy in the game after executing a move which has a knockback property dealing an appropriate 666 points of damage.

Streets of Red has 3 difficulties, the hardest option stands out as it has an extra layer of challenge by adding bets. You bet high to allow more bonus money for each fatality kill against an elite enemy/boss but losing a life means having to pay a lot more money to revive. Elite variant from enemies/sub-bosses have a small chance of happening but when it does happen, they appear much bigger and have more HP than their regular counterparts. Elite variant from bosses is 100% after selecting the max bet. The easiest option (casual) does not allow the player to playthrough the good ending stages because they were Casual gamers and should try harder next time.

One possible gripe I can say about this is that you are dealing roughly 3-4 enemies at once with a rare 6 in some cases. Some say it makes it too easy but if one player had to deal with 10 enemies at once, special attack spamming would be a valid strategy as extra soul point drops (they fill up special bar) from weakened enemies will allow the player to perform even more special moves and can take out the rest without any problem.  The player's attack collision is too forgiving that it can hit enemies from behind the player, this does, however, lead to easy setups for multi-fatality kills.



After clearing a stage, you get a option to select 1 out of the 4 random upgrades.

 
Value:

Now this is where it gets interesting, the structure encourages multiple playthroughs to experience every single area as early stages can only access 1 area whilst later stages can access all 4 areas. This requires at least 4 nearly completed playthroughs to discover all 16 areas. No 2 playthroughs are the same thanks to the random upgrades the player can get at the end of each level.


In 2018 standards, beat em ups are usually very short in length compared to big mainstream games but this interesting stage select structure does encourage multiple playthroughs.


Aside from Arcade mode, there is an endless survival mode which consists of killing enemies with a certain perk enabled such as more HP, damage or faster speed. There are 9 different set of enemy waves and it resets after every 9 waves with better average stats. I got up to wave 20 where the short enemies with blades had very powerful stabs dealing 21 damage which was fatal against the agile Jackson who has 55 HP max. I was disappointed that for the Switch version at least didn't have its own leaderboards, heck even an offline leaderboard for that mode would be a neat addition to track best scores from long survival attempts.

Multiplayer notes:

Secret Base said that more players = more enemies to kill. I think there weren't as many enemies to fight against in a 2 player playthrough when compared to a 1 player playthrough. Money is shared between both players meaning that we couldn't always pick the most expensive upgrade because we had to save some cash for the good ending chapters. One solution is to cross your fingers and get the pirate upgrade but play well at the same time afterwards due to 50% less HP penalty. Another solution is to add a small multiplier when having more players. Something like x2 cash for 2 players to x4 cash for 4 players. This should fix the money issue when it comes to buying upgrades. 

Playing the game solo does give me good opportunities to use a continue which costs money and the price rises after using a continue. This becomes risky in multiplayer because money is shared between 2 to 4 players, the only way for the lesser skilled player to not spend a dime on using a continue and carry on playing is to let the better player complete the stage.


Overall:

Streets of Red is one of the more accessible and better beat em ups for the Switch so this year, it might be a bit easy for veterans of the genre even when playing the highest difficulty but multiple characters and the stage progression structure increases replay value over many games from the 90s. Just like many other games of the genre, this one is best played in multiplayer where good teamwork requires creative special move combo setups and discussing what upgrades to purchase at the end of each level. For the Switch version, the lack of leaderboards for survival mode makes it hard to track records without pressing the screenshot button.



Grand Uppers:

+ Tutorial stage showing how to execute specials.
+ Simple but surprising combo depth.
+ References
+ Semi-linear level structure

Grand Downers

- References
- A bit on the easy side for veterans.
- No online 


Decent: B+

A review code was provided by Secret Base.