Monday, July 20, 2026

Splashdown (PS2, XBX) Retro Review

It's Monday again, and tonight I have a retro review this time to dive into, both figuratively and literally, with Splashdown. Sure, there's a pile of unplayed recently released games on my desk as I type this review, but that's not stopping me from playing some retro fare. After all, some water racing action is rather perfect for the summer months! Here's the SPC retro review of Splashdown.

 I'm feeling up to splashing down!


We're approaching the dog days of summer in Central City, so while I'm scared to death of oceans and deep water in general (not being able to swim will do that to a person), it's with gaming I can do things I wouldn't ordinarily be able to accomplish. In this case, hopping on a Sea-Doo, jumping along the waves, and racing across an abundant number of interesting locales across a plethora of unique environments. Thank goodness for gaming, am I right, folks? Enter Splashdown for the PlayStation 2 and original Xbox. 

Splashdown decidedly takes aim at Wave Race 64 and less so its GameCube successor Blue Storm to become the watercraft racing champion and wear the wave racing crown. Whereas Wave Race 64 utilized Kawasaki watercrafts, Splashdown rides the waters with Sea-Doos. Either way, the goal is pretty much the same: race against your opponents in three-lap spectacles across a variety of wet and wild locations around the world, from the tropical ocean of the Caribbean, to the icy, frigid waters of the Bering Strait.

This Splashdown race is apparently brought to you by Certina Swiss Watches.

The main single-player mode within Splashdown is that of the career mode. Depending on the difficulty chosen (there are three total), the amount of events you play through grows. Easy contains the smallest amount of races to compete in (though still rather sizable) while Normal possesses around 20 events. There's always a requisite threshold of points to acquire from your position in races, and if you don't meet said threshold, your career is kaput. However, on Easy and Normal at the very least, it's not too challenging to reach the required number of points to progress, even if you don't always cross the finish line in contention. 

Each fictional rider in the game has their own personality and own career mode, and completing their career unlocks a special ending movie for them. Every handful of races in the career sees an opportunity to take on another character of your choosing. Win this race against them in a stadium race setting, and they'll join your team of racing riders. 

Cross the finish line before your opponent to have them join your team in these stadium-style races.

Controlling and handling your rider's Sea-Doo is rather easy. While each rider has their own stats, making handling feel different between characters, for the most part, riding one's Sea-Doo along the water feels and handles like one would imagine a watercraft to behave on the waves. Pulling back on the left analog stick is perfect for straightaways to decrease your Sea-Doo's resistance on the water, thus making your ride go faster. Of course, there's the risk of wrecking, especially in tight turns or if you brush up against other opponents or obstacles. 

Whether on a clear, sunny day or in a downpour, the race must go on.

For those who want to splish-splash and take a quick bath, your Sea-Doo can also enter underwater via the submarine technique. Not only is this great for ducking under hazards that hang out on the surface of the water, but you can also quickly dive under the water and come up for air, in more ways than one, to perform a jump. 

There are a multitude of jumping opportunities outside of smart submarine usage. Those come in the form of ramps that offer the chance to unleash some sick tricks in midair. There's a trick gauge that fills as you hold tricks in midair, though of course you'll want to let go of the trick before hitting the water, or else you'll discover yourself bailing and swimming with the fishes. Tricks build up your performance meter, and as this meter fills, your Sea-Doo's abilities noticeably increase. Chiefly, things like handling, acceleration, and max speed go on the rise.

This trick is seriously hurting my spine just looking at it.

Like the Wave Race series, being on the correct side of a buoy directs racers through the tracks and circuits of the game. Unlike Wave Race, however, missing buoys on the wrong side doesn't lead to eventual disqualification. Instead, your performance meter decreases for each buoy passed on the incorrect side. If you have less than an ideal amount of energy in the aforementioned meter, your Sea-Doo temporarily stalls. And like crashing and wiping out, it's not doubt that stalling isn't optimal if you want to win a race as it wastes precious seconds.

The tracks themselves feature plentiful places to go off the beaten path, multiple shortcuts, and routes that diverge and eventually converge from and to one another respectively. Though while Wave Race 64 utilized masterful wave tech for all of its tracks, Splashdown is mostly wild and wet racing along pristine waters. Only certain sections of track feature waves to negotiate instead of the entirety of tracks. That makes for a nicer go of things in navigating tracks, but it also doesn't necessarily make for an easy, breezy time in general. The CPU can be vicious at times, and races in later difficulties on harder tracks make for grueling match-ups on the water.

Ramps like this one provide plenty of trick-indulging potential.

When you're not contending with a given character's career--which unfortunately each play out the same save for their previously mentioned unlockable ending movies--you have some options otherwise for continuing the aquatic carnage. As the name suggests, Free Roam mode offers the ability to freely explore each of the stellar 20+ environments in the game. This has a twofold purpose: to become better acquainted with tracks before taking them on in the career mode, but also it allows you to stumble upon and collect special tokens hidden throughout each track. While some of these can be collected in the career mode, many of them are out of reach in a traditional race setting. These tokens unlock new color variants for your stable of riders in the game, adding some further longevity to Splashdown.

Don't crash too much, or your chances of victory might be in "ruins".

Multiplayer is also offered in Splashdown, though this does not hold much water or extend replay value in a meaningful way. Yes, you can customize races to your liking, setting up the amount of laps to your leisure on any track already unlocked, but it would have been nice to be able to play the career in multiplayer with a buddy. As is, multiplayer is a pretty limited mode, which won't carry you or a friend for that long.

Splashdown graphically is rather impressive. The reflective surface of the water on each track is amazing to look at (and sometimes it resulted in me crashing from being too distracted), especially considering the time of the game's release early in the PlayStation 2 and Xbox's respective lives. Yes, while the water might have your eyes and mouth... well... watering, at how good it looks, other effects can leave something to be desired. It would have been cooler to have some more prominent splashing happening, especially for a game named Splashdown, ironically. Meanwhile, track environments such as in the geometry of the land, weather effects, and particularly the lighting on some tracks do definitely delight. 

Pull up a seat and start surfing! Wheeeeeee!

If you're looking for a sign of the times to tie Splashdown to a specific era, well, look no further than the soundtrack full of licensed tunes. Really, it's as if I stepped back into the early 2000s and entered a teen rom-com of the era with the music going on here in the game. If Smash Mouth's All-Star doesn't tickle your fancy AND if you somehow have an original Xbox with the game, you can enjoy your own roster of songs via the custom soundtrack option. Either way, you'll be hearing more of the soundtrack than the sound effects, as the Sea-Doos' sounds are more whimpers than roars, though you do get a lot of banter between riders as they race.

Splashdown delivers fast and frenetic aquatic racing action, yes, but it also doesn't do much else. The amount of tracks and environments is immensely impressive, and the difficulty is tough but fair. Career mode essentially being the same for each racer means you'll race the same series of tracks against progressively more challenging opponents, which is about as repetitive as it sounds. Still, for a game you pick up on the used market for cheap nowadays, if you possess a PS2 or OG Xbox, Splashdown's small number of issues are a drop in the bucket compared the oceans of fun you can end up having with it.

[SPC Says: B-] 

Monday, July 13, 2026

4PGP (PC, PS5, NS2, NSW) Review

After an unplanned absence and hiatus from the site for real-life reasons, I'm back in the driver's seat in more ways than one with a new review on SuperPhillip Central. It's 4PGP, offering a veritable who's who of racing game talent behind it and lots of arcade-y action in racing form. Here's the full SPC review--and not a moment too soon!

Start your engines and potentially some frustration, too.


I truly miss the era of arcade racing games. I'm talking about games like Virtua Racing, Ridge Racer, Daytona USA, etc. that don't appear in the modern gaming landscape. 4PGP (or Four-Player Grand Prix) brings with it the spirit of retro arcade racing games of that caliber with some talent that appreciates the era as well. 

For one, the game is directed by Jonathan Marole, a man who has worked on titles like The Crew and Test Drive Unlimited, while also having Kenji Sasaki, director of Virtua Racing and Sega Rally, involved too. Then, on the music front we have Tomoyuki Kawamura, whose past works include the aforementioned Virtua Racing and Sega Rally Championship. The talent is no doubt here, and it's awfully prevalent from the moment you start a race in 4PGP.

The feel of racing your formula-one vehicle is amazing. There's enough weight and tightness to the controls that it's simple to pick up and play the game. You won't have to worry about a simulation here, as 4PGP is pure unadulterated arcade racing action. From performing turns that require you to lean in on the inside of a curve or brake to not overshoot, to speeding down straightaways, the racing feels great, the sense of speed is immense, and it all handles beautifully.

Do you have the need for speed? Well, 4PGP will definitely sate it with its high-speed skirmishes.

The 14 tracks in 4PGP (three per cup, and two that unlock later on down the road) take you all across the world, from the United Kingdom to France to Japan. Turns are well choreographed, so you're seldom required to keep an eye on the mini-map for any reason other than to determine the amount of your lead (or in my case in later difficulties, how far behind the leader you are). 

Speaking of difficulties, 4PGP lures players into a false sense of security. If you start off with the Rookie difficulty, you'll find yourself easily breaking from the pack, maintaining large leads, and having a relatively easy go of racing. Novice brings about some added challenge, offering races that are much closer. That said, the distance in difficulty between Novice and the next level of races becomes a bit too large. What remains in the final difficulty is best left unsaid, as it requires a level of racing expertise that most players besides seasoned veterans most likely won't reach. The CPU is supremely punishing here and not always in a fun way. (Okay, I lied and actually said it instead!)

We may be at the middle of the pack, but there's plenty of race to go!

And that's okay, considering 4PGP would be a boring game if you could just speed through all four difficulties with ease. Instead, the latter difficulties do require the ability to read the tracks well, slipstream opponents, use the boost function sparingly but also smartly, enter into pit lane when needed at apt times, and pretty much run flawless races with perfect racing lines, applying the brake subtly to best take turns.

While there is a racing assist option available, perfect for beginning players or those who can't quite get immediate heads or tails on racing lines, it's somewhat of a handicap (and one not in your favor) in later difficulties, as it restricts you to essentially the same racing line as your CPU opponents. 

Like any racer of this type, following and executing the correct racing line is the key to victory.

My only real gripe with the difficulty settings of 4PGP other than the immense level of skill required to win on the hardest difficulty (a level of skill I decidedly did not have) is that vehicle stats are not balanced whatsoever. There is always a class of cars that is required to race in to stand a chance (or drive a chance, perhaps in this case). The starting set of vehicles do not hold a candle stat-wise and especially speed-wise to the sets and series of rides that you unlock as you beat various cups. This makes multiplayer a bit unbalanced. If a player picks a low-class vehicle, they might as well wave the flag in surrender if their opponent picks a higher class car (and that's waving the white flag and not the checkered flag).

As stated, 4PGP isn't just racing with no frills. There's some nuance here to keep the experience from feeling or being simplistic. For one, there is the boost function, which with the press of the left bumper instills your vehicle with a temporary higher speed. It isn't too pronounced, either, which might put off some players expecting a more prominent burst of speed. 

And while early difficulties don't really require keeping an eye on your tires, later ones practically require it. As you race, your vehicle's tires degrade, especially upon going off the track onto the tarmac, taking turns too fast, and so forth. The more wear and tear, as well as damage to your tires there is, the less accurate your steering becomes. This is where entering pit lane for a quick pit stop becomes mandatory. Successfully completing a short quick-time event style mini-game grants you full boost energy once more as well as fixes up your tires in a jiffy. 

Take a pit stop like the one seen here if your tires are in serious disarray.

4PGP is quite the looker on the track with impressive blur effects when blasting forward on the track to present a sensational sense of speed. This sense of speed is also mightily helped by the 60 FPS frame-rate that is as ever-present as the need to take turns well to win. The first two laps of each race is mostly accompanied by the roar of your vehicle's engine with periodic musical jingles to start each lap. It's on the final lap that the music kicks in, letting you know that the race is at its most serious apex. It works and works well here.  

4PGP is certainly quite kind on the eyes, but remember to focus on the track and not the sights if you wish to win!

4PGP delivers racing thrills with a modest amount of frills. While so many racing games nowadays chase after realism and simulation in the feel to their controls, 3goo's 4PGP is unapologetic in how it harks back to the classic era of arcade racing games. The lack of online multiplayer and steep challenge may turn off some players, however. For everyone else, 4PGP speeds past the finish line in sublime style while adding some subtle substance here and there to make for a worthwhile racer.

[SPC Says: C+] 

A code was provided by the publisher for the purpose of this review.

Tuesday, June 16, 2026

Kioku: Last Summer (PC) Review

While summer isn't officially here just yet in my hemisphere, we turn our attention away anyway from a private eye mouse to another indie game, one of a decidedly cheerier and more charming focus--that of a young girl's first summer on her new island home. This is Kioku: Last Summer, and this is also the SuperPhillip Central review.

Summer break with a game that can sometimes be summer broken.

Summer holds a lot of special memories for me, especially as a child, and no doubt I'm not alone in that. Friendships could continue to grow and prosper. Summer days spent playing outside from day to night, until the streetlamps turned on and you knew it was about time to return home. It was an era where the only real worry in life was possibly a scraped knee--or dreading the new school year starting, for that matter. 

Kioku: Last Summer attempts to recapture the nostalgia folks have for summer with a decidedly charming game. Unfortunately, like a rural Midwestern summer, it's also full of bugs, and just like the spiders and mosquitoes of the real world, these bugs can bite--though in a different way that does make for a less enjoyable experience.

Starting out, Kioku: Last Summer stars Asti, a young girl who finds herself at a new island home with new friends to make, new discoveries to be found, and new adventures to be had. It begins with the island's ferry docking, and you, as Asti, entering the school where you're introduced to your classmates, the friends that you hope to make.

Summertime is always better spent with friends.

The game follows a day-to-day format, though not in real-time. Each day presents a series of activities for Asti to accomplish to further the story. The first one, for instance, requires her to pick up three lost marbles belonging to a character named Bo, who doesn't take too kindly to Asti at the start of the game. He blames her for having his Game Boy-like device taken away from him by their teacher, calling Asti a "snitch" for doing so. Fortunately, this island is otherwise too kind, so snitches don't get stitches here. ...Ahem. Other activities that further the story can last a whole day, like searching for the whereabouts of a certain islander, or simpler events like bike races, learning to catch crabs from the sea, and various activities that essentially boil down to fetch quests. 

Feeling crabby? Head to the water to catch the clawed creatures, then!

Meeting the locals isn't too rewarding or exciting. They seldom have anything interesting to say when you speak to them, and the lines of dialogue at one time are limited to, well, just one line of dialogue each. This is not Animal Crossing where the locals have myriad things to say at a given point, and this isn't meant to be a sim like Animal Crossing anyway. A bullet point to Kioku: Last Summer is building friendships, and this couldn't be more passive. It's simply completing activities and progressing the story, and eventually Asti is the biggest social butterfly on the island--just like that.

When you're not progressing the story that plays out among a week of in-game days, there's not too much other stuff to do. You can search around the island for stickers, hidden in some pretty crafty locations--to the point where I still can't find the last one I'm missing for 100% completion. You can skip or ride your bike around the island for faster travel. You can head to the sea and catch crabs in a simplistic "fishing" mini-game, and you can even play a surprisingly enjoyable creature-battling, marble-slamming mini-game called Marubi.

Marubi pits three creatures in marble form against your opponent's trio of monsters, as you take turns rolling and spinning your marbles, or creatures, into your opponent's marbles. Each turn you and your opponent roll one marble apiece, and "attacking" another marble causes it to lose health points (or HP) based on their attack power. When all three marbles on one side are destroyed, the game is over and the victor is crowned. Now, sure, the game isn't very balanced in the sense that once I got a certain trio of marble monsters, I found that I was pretty much unstoppable, but the game itself is still fun.

Instead of believing in the heart of the cards like in Yu-Gi-Oh!,
 do we believe in the heart of the marbles in Marubi?

Unfortunately, island life isn't ALWAYS the most fun or the easiest to adapt to in Kioku, and not because of the occasional rivalries and friction between friends. No, island life is difficult because the game, unlike the pristine island itself, is littered with bugs, some of these actually locked my progress for a bit. Kioku: Last Summer is an incredibly unpolished experience currently, and that's even after the developers' patch. 

I've had instances where I interact with one islander, and suddenly I'm speaking to someone halfway across the island. Sometimes interactions don't work at all. The character you're trying to speak to will face you as if to initiate a conversation, but nothing will be said.

Generally, characters and tasks you have to accomplish next are helpfully highlighted by a colorful ring of flowers blooming around them. However, on some occasions I had it where even though I tried to talk to the proper character with the ring around them, they didn't initiate or continue the quest line. Instead, they talked about the weather or how they were yearning for coffee or whatnot. 

Chat with the locales, as they have... well, not much to say.

One very annoying glitch after a second bike race in the game saw me exit the finish line, and then go about my merry way. Unfortunately, as I learned later upon reloading my autosave (by the way, there is no manual save option in case you get softlocked and need to reload a previous save) that there was supposed to be a phone call from Asti's dad that she was supposed to be stopped by, but when I originally played through the scenario, no such phone call or interruption happened. So, basically a half-hour of my time was wasted wandering around like a goofball wondering why I couldn't make any further progress.

Kioku: Last Summer is not a long game by any stretch of the imagination. In fact, it's over faster than my summers tended to feel as a child. To roll credits takes but a handful of hours, four or five, to be exact. Yes, there are achievements to earn, but most of these are time-wasters meant to be filler and little more. Why anyone would want to waste time "kicking" 100 goals into a soccer net is beyond me--WELL, OKAY! I WANTED THE ACHIEVEMENT!!! 

But seriously, heck to the no, if you think I'm riding this bike ad infinitum for that last achievement.

The game itself graphically on the presentation end of the equation is rather lovely. The anime aesthetic given to each of the islanders and characters in the game is suitably charming, and Kioku's color pallet is pretty and pleasant on the eyes. I especially enjoyed the lighting, specifically when the sun sets, blazing a bright ball in the sky over the horizon, sending its beams onto the island. 

The sound design is a mixed bag in the sense that the default settings, at least when played on Steam Deck, are ridiculously low. It took me an hour to realize there was supposed to be sound in the game other than little fanfares here and there! Seriously, bring all the audio levels up to 100% if you want to hear anything. What I DID hear was nice and serviceable for this type of game to elevate the cozy atmosphere the developers wanted to give the player.

Kioku: Last Summer is a short experience, as stated, and unfortunately, it's one that I would have a hard time recommending in its current state. Perhaps once the bugs and glitches I experienced on a consistent basis are ironed out and some additional polish is included, this would be an easier recommendation for breezy and cozy summer game. As is, though, you'll suffer some frustrations that are ironically the complete antithesis of the cozy vibes the development team intended. That said, I still overall enjoyed my time on the island, but if I didn't have a review to write, I would have most certainly held off until next summer.

[SPC Says: D+] 

A code was provided by the publisher for the purpose of this review.

Saturday, June 13, 2026

Mouse: P.I. For Hire (Multi) Review

A weekend review shoots onto the scene with Mouse: P.I. For Hire. My investigation proved fruitful, offering word of a game that certainly surprised and delighted. Here's the SuperPhillip Central review. 

A Completionist's Noir-tmare


Saturday. 2:00 P.M. I parked my keister at my office chair and started rat-a-tat-tattin' at the keys like an hot Tommy Gun in hopes of finishin' my review. Like the Circuit de la Sarthe, this game I was coverin' had lots of twists, turns, and was just about as dangerous. This particular game had everything--mystery, intrigue, mice, and enough cheese to smile to one-thousand different photos. It was time to put my reviewin' skills to the test and start chattin' about Mouse: P.I. For Hire. 

...Okay, okay. I cannot keep up this Noir detective monologue bit for an entire review, so let's just get to it.

Immediately from the get-go, Mouse: P.I. For Hire delights, delivering a black and white cartoon-y art style reminiscent of Disney's Steamboat Mickey short. I was immensely amazed by just how fluid everything looked, shooting through guns blazing and seeing enemy heads pop, revealing a fountain of... let's say, ink. Yes, this is a gorgeous and well done game graphically, fully realized and nailing its cartoon aesthetic, and I'm pleased to say that it certainly holds up in the gameplay department as well.

While the enemy variety in Mouse: P.I. For Hire isn't the highest, offering a small mix of run-at-you melee
foes or faraway shooting types, it's still quite satisfying to blast them all down.

Mouse: P.I. For Hire is essentially a DOOM-like in that its levels are labyrinthine areas full of corridors, rooms, spaces, and myriad secrets while having you run, gun, and jump your way through them, mowing down or punching out everything in your P.I.'s path. 

You begin the game with nothing else but Jack's pistol, a Micer, and his fists. However, as the game and case go on, you'll acquire a shotgun, T.N.T. dynamite to chuck at foes and literally signposted walls, a riff off of a Tommy Gun called a James Gun, and more. The more inventive weapons are earned later in the game, such as the hot glue-shooting Devarnisher that melts the skin off your foes in real time, as well as a gun that fires a freezing ray to chill enemies into ice cubes, perfect for shattering. 

I'm rubber, and you're glue. Particularly hot glue. The kind that melts your skin off, bub!

Of course, that's not to mention all of the abilities that Jack learns throughout his case, such as the ability to twirl his tail to slow his descent in order to make it across large gaps or rise up air shafts, a double jump, the ability to wall run along specially marked walls, and more.  

All of these weapons and abilities do a great job in giving you a lot of options in firefights to experiment and take out baddies in a way that suits your play style. You'll certainly gets a multitude of opportunities to do so, as Mouse: P.I. For Hire really loves locking you in a large, expansive room and forcing you to clear the room out of enemies that pour in through doors with skulls on the top of them. 

Nothin' like the great outdoors to not feel so claustrophobic! 

Generally speaking, this is a common occurrence throughout the game's 10-20 hour campaign, and you get a sixth sense, sorta, of when these rooms will happen. It doesn't help that they happen so often that it can get a bit repetitive, even with all of the combat options available to you, whether that be running and gunning, jumping and shooting at exploding barrels to obliterate a squad of enemies at once, or even shooting a hanging prop like an anvil to crush an enemy as it stands below it.

By far the highlight for combat and being able to use multiple methods to dispatch baddies was that of the bosses in Mouse: P.I. For Hire. The game has a motley crew of foes to take on, and these aren't just "shoot 'em till their dead" type affairs. The best of these boss battle bunches include ones that feature attack patterns to avoid, evade, and dodge as you unleash a furious flurry of firepower and bullets their way. These are engaging and suffice to say, not as repetitive as the virtual "kill rooms" that litter the game's levels. 

The various boss battles served as quite the combat highlight for me.

When you're not brutalizing and murdering sinister foes in your path and in such kill rooms, you're on the search for clues. And in between finding these clues, there are all sorts of secrets to uncover in true DOOM-like, boomer shooter fashion. The secrets are well-hidden and many of them are quite easy to miss. Whether located in one of many vents that our gumshoe protagonist climbs through, inside locked doors and safes that must be "tailpicked" through an enjoyable enough mini-game, or simply sitting off the beaten path, these secret areas house money, newspapers, comic books, baseball cards, and other collectibles and goodies like schematics, used to upgrade your various guns and weapons. 

This, however, leads to my number one issue with Mouse: P.I. For Hire and one of my pet peeves in gaming--a game design sin, really. That's the extreme amount of missables within the game. By virtue of the structure of Mouse: P.I. For Hire, it's literally impossible to return to a completed level, which means that a lot of stuff that you missed collectible-wise is lost to you. Yes, you can purchase missed collectibles like newspapers, comics, and baseball cards from the hub city in the game--for a price, but key clues are permanently gone. 

Not exactly the warm welcome Jack Pepper was wanting here, but the welcome he was expecting all the same.

Even still, with the ability to purchase missed collectibles from the shop, there is still a finite amount of money throughout the game. Thus, if you wish to do a 100% run in one playthrough, a guide and multiple saves are a must to track everything down--from collectibles to side quests in the appropriate form of "side jobs". These, too, are easily missed and once they're gone, they're gone on your current playthrough. 

When a game is over 10 hours long for a playthrough, this gets quite frustrating quite fast, especially when the game possess multiple "points of no return" that are not clearly marked by it. Enter a door, and it can instantly lock behind you. Start a particular mission, and it can and will lock you out of returning to the hub city for the rest of the game. 

Usually each time a given level is completed, Jack returns to the city hub where his apartment and office are, enters inside, and pins various clues to his caseboard to hash out the all-encompassing, interconnected mystery that tells the story of the game. Additionally in this hub, Jack can peruse his usual stomping grounds, purchase ammunition, use schematics found in levels to upgrade his weapons and guns, enter the bar to chat with the locals, and even play a rather enjoyable card game using all the baseball cards found within levels.

Splat! My kind of 'toon!

As mentioned, Mouse: P.I. For Hire is a gorgeous game and its 1930/1940s esque cartoon art style is realized to its maximum potential. It really feels like you're playing a cartoon in a Noir style, complete with enough cheese puns to fill up a party platter. That latter part was especially enjoyed by me, as not only a lover of puns but as someone who appreciates a game committing to a bit. Between the fluid action, well done old-timey detective music--as well as some real world jazzy pieces like The Glenn Miller Orchestra's "In the Mood"--and the amazing voice acting--Troy Baker does a phenomenal job as Jack Pepper, Mouse: P.I. For Hire definitely delights.

And really, that's what the game does throughout its 10-20 hour runtime: it delights. Sure, a private investigator entering a police station and mowing down all of the dirty cops inside might bring some "ludonarrative dissonance" discussions into the fray if you think about it too hard, and the numerous points of no return means achievement (or is it "a-cheese-ment") hunters will balk at the requirements, but if you're just casually playing through the game, Mouse: P.I. For Hire is a ripper of a boomer shooter for sure. As a completionist, I hated having to use a guide to play through the game, as it really killed the pacing for me, but I can't argue against Jack Pepper's investigation being a thrilling and fun one. Case closed.

[SPC Says: B-] 

A code was provided by the publisher for the purpose of this review.

Monday, June 8, 2026

Yoshi and the Mysterious Book (NS2) Review

Our first review of this potentially busy month is Yoshi and the Mysterious Book for the Nintendo Switch 2, which also celebrated an anniversary on June 5th (though a one-year anniversary as opposed to our site's 18th anniversary). The game's a bit of a creature feature, but the best kind, at that! See why by reading on with the SPC review!

 Take a look, Yoshi's in a book: a discovery rainbow!


Yoshi's platforming debut in Yoshi's Island back in 1995 on the Super Nintendo is one that Nintendo's green dinosaur just can't escape the shadow of. Essentially, every platformer since is held to its high standard, and most of the time the comparisons aren't flattering. Now, my love and preference for Yoshi's Woolly World notwithstanding, it's safe to say that most other successors in the Yoshi franchise to Yoshi's Island have failed to live up to its rather esteemed reputation. 

Thus, it's interesting that Nintendo went in an entirely new direction with the Yoshi franchise. Yes, Yoshi and the Mysterious Book is still a 2D platformer, but its structure and gameplay are quite different from the bog-standard, well-tread Yoshi's Island formula. Fortunately, for the Yoshi franchise, this is a direction that greatly succeeds at what it sets out to do!

Upon originally seeing the debut trailer for Yoshi and the Mysterious Book from Nintendo of America and all subsequent marketing, I was led to believe the game was going to be a charming, yes, but also an ultimately breezy adventure to play through, made more for younger audiences. While there's certainly some truth to that, overall, Yoshi and the Mysterious Book delivers enough challenges in its unique gameplay hooks that it kept me routinely coming back--enough so, that I happily 100%'d the game!

So, what IS Yoshi and the Mysterious Book if not yet another follow-up to Yoshi's Island? Well, it takes that game's foundations, but also expands greatly upon it to form something wholly original. The Yoshis stumble upon Mr. E (har-har), a talkative tome whose pages are incomplete. He requests that the Yoshis fill out and fill up his pages by entering inside and charting various creatures within. The Yoshis agree, and thus, the adventure begins. There's of course some story friction involved, such as Bowser Jr. and Kamek wandering through the pages, the former feverishly searching for a creature called the Bewilder Bird, but for the most part, the game is all about exploration and discovery.

Each "level" in Yoshi and the Mysterious Book is a contained experience focused on one new creature. Levels are usually not too expansive, but some can be, nor are they overly linear. Instead, they offer plenty of passages, rooms, areas, and for certain, secret areas to find. Immediately upon entering a level, the specific creature to be examined in its native habitat is there.

From there, it's all about examining the creature and using its abilities to further explore the level. The main "collectible"--for lack of a better term--is that of creature discoveries. Take the very first creature introduced in what amounts to the tutorial level, the Crazee Dayzee. Some discoveries are as simple as having Yoshi gobble up the flower with his tongue or bash it with an egg. Simple interactions that don't require much thinking to uncover. However, more complicated and involved discoveries are also available. These could be things like dunking a Dayzee in some water to make it sprout, using said creature to bloom an arch of flowers once it passes by it, or more interestingly, using differently colored Crazee Dayzees to create a remarkable rainbow of bloomed flowers of varying hues. 

Looks like a new discovery is in bloom! Well done, Yoshi!

Each discovery is worth a certain amount of stars, from one to three, with the more complex and complicated discoveries earning three. With 30-40 discoveries for a given creature's habitat, there's a lot of stars to go around. The stars are used to unlock further chapters, so in this sense, it's similar to Super Mario Odyssey's Power Moons in that casual, inexperienced, or younger players can still enjoy the majority of the game's content just by playing and finding the minimal amount of creature discoveries, whereas more skilled, veterans players can seek out as many discoveries per level as possible, fully completing and exhausting each creature's lineup of discoveries, and also collecting the trickily hidden Smiley Flowers, as well.

Some creatures live on land, some in the sky, and some in the sea such as this one.

What makes Yoshi and the Mysterious Book so fascinating and fun on a design level is how each creature Yoshi stumbles across has its own unique hook--its own gameplay mechanic--and so many of these could be fleshed out for their own game! You get such a steady amount of new, innovative, mostly intuitive ideas and concepts that get iterated on within the same level. From riding a giant boar that rushes and can dig through rock and sand, to using a spider creature's web to swing across the stage like Spider-Man, to bouncing off seeds like a gigantic bouncy playground to reach new heights, to retreating from a pursuing hand of grass while encouraging it to interact with the environment in different ways, there's just so much on offer--and that's just the tip of the iceberg, really. 

Ingenuity, imagination, and creativity are three things important to have for making discoveries in Yoshi and the Mysterious Book.

Heck, one level features a spore-like creature that literally can engulf an entire environment, spread on other creatures, and infest the whole level--which the latter is an actual discovery that Mr. E encourages Yoshi to attempt! That's one discovery of Yoshi's tasked by the book, yes, but it's also recommended by Mr. E to essentially exterminate an entire species from a totally different level, too! ...This book has some serious, unresolved problems!   

Yoshi can spread these spores all around the stage. ...Wasn't this the start of a certain Naughty Dog series?

So much of the joy found in Yoshi and the Mysterious Book is experimenting with the environment and its creatures in ways that go off the beaten path and tests the limits of your imagination. The most worthwhile and rewarding discoveries are the ones that make you think, "there's no way the developers or designers thought to include THIS or would make me do THAT" and lo and behold, you accomplish that task and boom! A new discovery gets written onto the page/level. 

A fun little touch is that each discovery you find through exploration, experimentation, and so forth gets written onto the background of the level at the exact place you discovered it. Sure, the background can get a bit crowded and claustrophobic when myriad discoveries are written on the page, but they never overlap to make for a visual mess, thankfully. 

Chart all of your discoveries for each access in Mr. E's readable pages.
You can also name/rename each creature you come across in Yoshi's adventures.

If you feel you've exhausted your imagination and creativity, and have zero idea on how to squeeze more discoveries out of a given creature's level, Mr. E has helpful hints. With the press of the L button, Mr. E will give some semblance of guidance. Some are less obvious than others, but for more obvious hints, you can spend tokens collected in levels to gets new discovery recommendations and further hints, too. Tokens are practically given away in levels, so you'll pretty never be having to grind for them to get hints when needed.    

This creature is of note, both figuratively and literally, for being quite musical.

Of course, levels aren't just built around minor creature discoveries. Each level or creature habitat has its own major goal or objective that opens up the "exit' to the level. You can of course continue charting discoveries long after the exit reveals itself, and you can easily start a level over or end your exploration directly from the pause menu. The former--the Start Over option--is important as a fair number of discoveries can be missed and you can get "locked out of" in a given expedition. Starting the level over puts most everything back where it was, with all your current discoveries, of course, logged in already.

Like the discoveries and the creatures within Yoshi and the Mysterious Book, the major goal of each level has a massive variety, all of them different depending on the creature and the level. For instance, the tutorial creature, the Crazee Dayzee, is all about blooming three giant buds at the end of the level by having Yoshi carry the creature to the buds to bloom them. Another, feature the Shy Guy, has you searching a settlement for elusive, hidden, hiding Shy Guys, and taking them back to the settlement's center. Whereas another creature requires you to win an aerial race to unlock the level's exit.

For example, the main objective of this stage is to fully grow this plant by routinely watering its head.

Some levels, generally the sixth and final one in each chapter, have a boss battle to take on. Now, Yoshi does not a health bar or anything like that in this game. He takes a licking and keeps on ticking when "damaged". The boss battles are not about surviving, but these also serve as opportunities to chart even more creature discoveries in how you go about the battle. As the Hauger, that previously mentioned giant boar, you can actually juggle the boss you battle against multiple times in the air, and in doing so, you unlock a discovery. Needless to say, this is easier said than done, which is a testament to some of the skill-based challenges that some discoveries demand of the player. Also, something that not a typical younger player would be able to do, either! 

Creatures come in all shapes and sizes within Mr. E's colorful pages.

Not every creature's habitat can be exhausted of discoveries in Yoshi's first visit. Some creatures have second "acts" to their specific levels, usually designed around interacting with a second creature. These second acts have far fewer discoveries to find, as they usually require Yoshi to hash out the means to clear the level's main goal and open the exit. Some of the later objectives can be immensely challenging. 

So many discoveries and especially stuff in the post-game, requires a level of play that not many in the inexperienced camp will be able to accomplish easily. Heck, even my gamer self of 35+ years struggled with so many of them. Part of this is because some creatures possess unwieldy, somewhat non-intuitive controls which leads to some frustration, but also another part is that some of the discoveries require such careful precision or specifically ordered steps that they can be challenging to achieve.  

Speaking of the post-game, it was curious to me that I rolled the credits after the sixth chapter was beaten. That's because there's still more story-related content in the following four chapters that unlock after. You're not really done with Yoshi and the Mysterious Book's story until you roll the second set of credits and unlock the literal post-game from there. It makes me wonder how many potential players will roll the first credits and assume they're done, despite so many loose ends with the story, unique creatures, and chapters are available afterwards. 

There are many familiar creatures from Yoshi's past games (like these Goonies),
 but more often than not, you'll discover many brand-new ones.

Switching gears to more a mechanical level, Yoshi himself controls pretty much better than ever in his latest game. He basically has all of the skills he's learned from his Yoshi's Island days: egg-throwing, flutter-jumping, ground-pounding, to assist in examining creatures and making discoveries, and he also has a tail whip that can send smaller to medium-sized creatures riding his saddle. This offers even more in the way of interacting with creatures, such as one that will blow out ride-able bubbles when saddled on Yoshi, or again, the Crazee Dayzee, which will bloom flower buds when the creature passes over them while riding on Yoshi.

Between completing each chapter by logging all creature discoveries and collecting all Smiley Flowers, Yoshi and the Mysterious Book took me just over 40 hours to fully beat. It was mostly an enjoyable time, too, save for some struggles with controlling creatures here and there, trying to make heads or tails of the in-game hints, attempting to successfully clear certain, challenging discoveries, and the incredibly occasional (like, once every five hours) frame-rate freezes and hits. 

Yoshi takes some time to stop and smell (and say hi to) a flowery friend.

Yoshi and the Mysterious Book is very much a thumping good read--or rather, play. It presents so many unique ideas within each of its 50-60 creatures that it approaches Super Mario Galaxy-levels of "new stage, new concept". Such a feat is no small task, and it's certainly no small comparison either. Yoshi's latest absolutely floored me with its exponential amount of fresh ideas, stellar level design, myriad methods the game's systems interact with each other (in almost a "how does this game not break?!" kind of way), and how it constantly rewarded me for thinking outside of the box. It's not Yoshi's Island, nor does the game even itself set out to be, which may disappoint some, but for those who give Yoshi and the Mysterious Book an honest chance, you'll immensely enthralled, much like reading an exceptional page-turner of an actual book. Good-Feel and Nintendo authored an amazing game here.

[SPC Says: A-]