Monday, November 2, 2026

Review Round-Up - October 2026

Two horror-adjacent titles served as spooky bookends for the month of October on SPC.

Greetings, boys and ghouls! It is I, your host of horror for the month of SuperPhillip Central reviews that now rests in peace. ...Or does it?! Like a zombie rising from its grave, our terrifying roster of October reviews rises back up for one last dread-inducing display with the Review Round-Up!

We started the month with the macabre and morbid (as well as damn difficult and deadly) Maximo: Ghosts to Glory for the SlayStation 2, as our first retro review of the month. It slashed and sliced its way through zombie flesh and skeleton bone to earn a B-.

From there, we took on a different tact, but perhaps one that even more horrifying than our previous game! It's one terrifying title... of tennis!!! Hot Shots Tennis: Get a Grip delighted with some adrenaline-spiking serves and rallies, netting an A- for its effort.

Garfield: Escape from Monday bravely followed with a horror beyond all horrors that Garfield was doomed to suffer... vegetable lasagna! (Did you see lightning strikes and hear thunder claps just now, too?) Perhaps the scariest aspect about this 3D platformer was how average it ended up being, getting a C grade.

Finally, last but not least, it was a wonderful night to have a curse with Castlevania: Belmont's Curse. Like Maximo before it, it dialed up the death and doom for brave players, making for quite the difficult game. It ended our run of frightful games this month with a B-. 

Let us now put this month's repertoire of reviews back in the cemetery and its designated plot before it causes me to go... further insane from attempting to continue this spooky shtick. Seriously, that was draining!! But in the meantime, please check out the SPC Review Archive for all previous reviews ever published on this site--which I can also safely say our reviews are thankfully alive and kicking, unlike my aforementioned shtick. 

November should have more review activity with some big titles, too, but I don't want to bite off more than I can chew. So, while you hopefully look forward to November on SPC, I'll leave you with this month's quartet of review snippets with accompanying links! 

Maximo: Ghosts to Glory (PS2) - B-

While some gaming franchises absolutely stuck the landing into moving from 2D to 3D (Mario, Zelda, and heck, let's say Ninja Gaiden for a closer point of comparison), Maximo: Ghosts to Glory doesn't quite do that with the Ghosts 'n Goblins series. Don't misinterpret me: it's still a success, transitioning its tone, gameplay, presentation, and old-school difficulty to 3D to great effect, but the disappointing camera makes the level of challenge not always an enjoyable one. The save system is less a point of contention, but its execution will still understandably put off a significant portion of potential players. It's not a masterful jump from 2D to 3D, but Maximo: Ghosts to Glory is a conversion that was worth waking up the dead for. 

Hot Shots Tennis: Get a Grip (PSP) - A-

In the end, Hot Shots Tennis: Get a Grip certainly serves up a heavy and hefty amount of fun. It certainly balances the line between arcade experience and simulation really well, but that's not without lowering the level of accessibility for every type of player out there. Those accustomed to tennis in Wii Sports or even Mario Tennis might find a bit of a learning curve if they're transitioning to this particular tennis title. Either way, the rallies are heated, the amount of content is immense, and the level of enjoyable tennis gameplay is off the charts, all making for a tennis game that is one of my favorites to date. So, if you have the chance, you're more than welcome to join the Love Tennis Club, too. I saved a spot for you
Garfield: Escape from Monday (Multi) - C 

While Garfield: Escape from Monday is hardly a bad game, it's also not a great one, either. My experience with this particular 3D platformer was one where I was going through the motions. Perhaps that's a bigger sin for a game that it's dull and boring rather than being interesting and playing badly. Escape from Monday plays well enough, but it's just a game that doesn't really do anything truly special. I'm sure it will be just fine for younger players--after all, I'm not really the demographic in mind here, despite platformers being my favorite genre, by far--but there's also just SO much out there that's better, too. I think of Garfield: Escape from Monday like eating a whole cake: It's tasty on the way down, sure, but it's also empty calories that could be better spent elsewhere--that is, you could do much better playing something else.

Castlevania: Belmont's Curse (Multi) - B-

Konami's long-lasting, long-running series featuring a motley crew of vampire hunters continues on and boldly enters a new era with Castlevania: Belmont's Curse. The movement feels great, for the most part (aiming the Arcane Whip notwithstanding), the challenge level is certainly present and accounted for (I'm thankful for the inclusion of Custom Mode, as will many potential players), the boss battles are some of the series's best, and the art is absolutely astonishing all-around. While not all aspects of Belmont's Curse carry that well-established Castlevania flavor, what is here works and works relatively well. It's certainly neither a monster nor doesn't belong in your gaming world. Just be prepared to cry some Bloody Tears at the difficulty at times.

Meanwhile, Garfield and some tennis were sprinkled in between. Yes, horrifying, as well!

Saturday, October 31, 2026

Castlevania: Belmont's Curse (Multi) Review

Happy Halloween, everyone! I hope your last day of October was appropriately spooky and/or scary. If not, let's make it a little more macabre with the return of a franchise that hasn't seen a new 2D mainline entry in quite a while. It's Castlevania, and it's time to review the latest game in the series: Castlevania: Belmont's Curse!

Every Rose has her thorns. And by "thorns", I mean, "curse". 
And by "every Rose", I mean, "Just Rose Belmont." 


What a wonderful night to have a curse. Maybe not for Rose Belmont, but for everybody else, it's been a long time coming. In fact, it's been almost TWO decades since the last original 2D Castlevania game saw a release. Now, the team behind the fantastic indie darling Dead Cell's equally fantastic Return to Castlevania DLC sets their sights on bringing the 2D line of Castlevania back from the dead with a brand-new entry, Castlevania: Belmont's Curse. Overall, it is indeed a wonderful night to have a curse.

Nearly a quarter-century after Trevor Belmont's original victory over Dracula, he and his daughter, Rose, set sail to Paris, which is suddenly under siege by demonic and devilish forces. Everything points to the Lord of Darkness' return, but Rose, with cursed arm in tow, and her father, set out to discover the truth behind the nightmare that has fallen onto Paris.

If it looks like Dracula, feels like Dracula, it might be Dracula!

Rose Belmont was born with her affliction, her red arm that feeds on her dark emotions--a lingering after effect of Dracula's curse. Fortunately, her cursed arm wasn't the only thing she was left with from her mother. She additionally was given a deck of magical tarot cards to utilize. She starts with but one, offering Arcane magic in the form of a fireball, but as she vanquishes bosses throughout this Metroidvania adventure, more cards get added to her deck. Thus, more magic spells can be learned, too--from boomerang-like crosses that can be thrown, to iron fists that smash down on foes, and bloody trails of spikes that slowly take away health from their affected targets. 

Rose definitely doesn't mind being "cross" with her foes.

Each tarot card has its own collection of clues which hint at where to find the locations of the entity, or to put it in simpler terms, the boss, housing the power in the tarot card. Each card is essentially a boss to battle, to overcome, and to thus, take their power for Rose to use. The magic spells from each card have something called Works of Mercy, which are little optionally objectives to complete for each card. For performing and completing tasks like defeating five foes at once with a given spell or vanquishing enemies in certain ways, you unlock ways to power up Rose's spells. For example, The Fallen's previously mentioned boomerang crosses can be upgraded to have Rose conjure up and toss two at a time.

Yes, it can be difficult to time your parries, but when you do, it feels oh-so good!

These cards bestow Rose with new spells, but sometimes they also deliver unto Rose new abilities to access new areas in true Metroidvania fashion. Yes, Castlevania: Belmont's Curse is a Metroidvania--true and blue. Well, perhaps true and red would be more appropriate by virtue of the bloody battles and arduous platforming sections that await Rose. 

Rose first gets the ability early on to latch onto various hooks with an Arcane Whip. Yellow hooks allow her to swing from them while purple ones are hooks that Rose pulls herself to immediately. I found that in the midst of platforming and especially sections where you basically are focused on myriad things in the moment-to-moment gameplay, that holding the analog stick to aim for these hooks didn't always guarantee Rose's Arcane Whip would connect with them. In sections where failing means you have to redo a significantly challenging platforming segment, this got old and quite frustrating fast. This is especially so since it happened much more often than I would have preferred. Perhaps some user error or controller issue were to blame, but still, it was mighty aggravating at times.

Aside from the other times awesome Arcane Whip, which does allow some awesome acrobatics, mobility, and movement options, Rose also can summon a shield. This serves a twofold purpose--to parry enemy attacks, as well as materialize nearby specific walls and floors from solid to incomplete, the latter allowing her to pass through them. No doubt you can guess that certain platforming segments required switching between having the shield off and on for moving along these materialized floors/walls on the fly. Other abilities include a ground pound that can smash through specific ground tiles with enough force, a midair dash, and yes, the always desirable double jump. 

I see Dracula is giving Rose the red carpet welcome.

Rose will need these abilities and more, as Belmont's Curse's game world is absolutely massive--maybe too much so. Upon making it through the first four major areas of the game, from Parisian streets to the ancient catacombs underneath, I was greeted by Dracula's infamous castle. It was as if the game had only started from there. Everything prior was prelude, essentially, which blew my mind. 

What further blew my mind was how much optional content and side quests there are to discover. Now, to be fair, most of these quests are hardly optional for the true ending of the game, but otherwise, you won't necessarily just stumble upon the answers. Belmont's Curse features plentiful collectible clues that shouldn't be skipped, as they reveal all sorts of solutions to otherwise obtuse environmental puzzles. In fact, one of the aspects that would have helped greatly in the game--fast travel between save points--is incredibly well hidden overall. Until you uncover it, lots of admittedly boring backtracking is in store for you.

And now Dracula is giving Rose the spinning saw blades of doom welcome. Old reliable.

Backtracking and Metroidvanias go together like the Belmont family and vampire killing, but some games in this sub-genre do it better than others. The fact that fast traveling between save points is something so hidden out of the way was frustrating, as otherwise the only option for traveling quickly between zones is a ferryman at very much select locations. As you can only travel between his different doors, and there is only one per massive zone within the game, the backtracking through well-trodden ground for missed secrets and rooms was quite tedious quite quickly.

That notwithstanding, there's something positive to be said about the multitude of secrets and just how well the game world feels all so cohesive and well put together. The map menu is a nice aid in plotting your course, as you'd hope for any Metroidvania worth its weight. You can put up to fifty pins per zone of different types to mark locations of items or treasure chests you couldn't yet access but want to keep in the back of your mind. Areas that turn gold on the map are ones that everything has been discovered in, while areas that remain purple have not. Unfortunately, I don't think the latter is an aspect that a tutorial ever covers. It's something I had to notice for myself.

Any closer and Rose would be bald right now!

All the same, hidden routes abound in Belmont's Curse and its game world, offering attack and defense up items, health and mana-increasing fragments, as well as treasure chests containing relics and weapons. Up to three of the former can be equipped simultaneously, bringing positive and sometimes negative passive effects at the same time. 

Meanwhile, Rose isn't limited to her father's weapon lineage of whips, though those are certainly available. In total, there are seven unique weapon types: from whips and long swords, to spears and gauntlets. Each type has four weapons of progressively stronger attack power in their respective categories. Some weapons are great for getting up, close, and personal with foes, while others are meant for more distant fighting. Either way, it was fun to try out each to find one that I preferred to use overall, as each had different weight, heft, feel, and timing to them. 

With 28 total weapons across seven distinct categories, find your favorite!

Whichever weapon you decide to equip Rose with, just be ready for a challenge. Castlevania: Belmont's Curse is one hell of a hard game. Whether that's dealing with ordinary enemies or contending with the dastardly difficult bosses, you'll find Rose face-planting a ton in defeat. Fortunately, death is not like what you'd find in a Souls-like. There is no serious punishment, and you even keep progress. It's merely returning to the last point you saved at or a zone entrance. 

Furthermore and even more fortunately, you can tune your Castlevania experience to your liking with a super helpful suite of gameplay options in the form of Custom Mode. Rather than opt to have players select between easy, normal, hard, etc., you can fine-tune the difficulty of the game as you see fit at any time by raising or lowering different sliders. This includes how much damage you deal, how much damage you take, how much experience you earn, how many health-restoring potions you start with each time you save, if you can even die (for those who'd like as little friction as possible), and so forth. None of these options cancel out achievements or trophies, which makes for a more pleasant and far less frustrating experience. 

Castlevania and clock towers, two friends together again.

Plus, these options still require you to be able to dabble in some precision, daredevil platforming, and even those can be rather challenging all on their own--especially if you're planning to strive for 100% completion. Sure, ideally, the game would have its difficulty better dialed in so that these options wouldn't be necessary even for a seasoned player like myself. (No, that's no brag, either.) At least, they wouldn't be necessary in an "if I didn't have some of these available, I'd pull the rest of what is left of my hair out" sort of way. 

Belmont's Curse is a stunner of a game visually. The most impressive aspect aesthetically being the drop-dead gorgeous backgrounds and vistas that dazzle and delight as candy for the eyes. Yes, sometimes it can be a bit garish, and when the camera zooms out just enough, it can be difficult to ascertain where Rose is (resulting in taking damage, or worse, death), but overall, the environmental design is a true work of art, much like all the paintings and decor situated in the Main Hall's walls of Dracula's Castle. While I wish the enemy variety was as high as past Castlevania games, what's here are well animated and look superb. 

Musically, Belmont's Curse is nowhere near the level of the more classic, retro entries in the franchise. That's not to say it's bad. It's simply different. And what's here to listen to is rather nice and pleasant. Though, a highlight, of course, HAS to be the game's rendition of Vampire Killer building upon itself the deeper into Dracula's Castle and its Main Hall that you go.

Konami's long-lasting, long-running series featuring a motley crew of vampire hunters continues on and boldly enters a new era with Castlevania: Belmont's Curse. The movement feels great, for the most part (aiming the Arcane Whip notwithstanding), the challenge level is certainly present and accounted for (I'm thankful for the inclusion of Custom Mode, as will many potential players), the boss battles are some of the series's best, and the art is absolutely astonishing all-around. While not all aspects of Belmont's Curse carry that well-established Castlevania flavor, what is here works and works relatively well. It's certainly neither a monster nor doesn't belong in your gaming world. Just be prepared to cry some Bloody Tears at the difficulty at times.

[SPC Says: B-] 

This game was played via the PlayStation 5 version. Castlevania: Belmont's Curse is also available on the Nintendo Switch, Xbox Series consoles, and PC. 

Tuesday, October 27, 2026

Garfield: Escape from Monday (Multi) Review

Our next review, Garfield: Escape from Monday, is perfect for this Tuesday. Why? Because we've officially escaped Monday! Now, let's hope Garfield can do the same. In the meantime, let's check out his latest adventure with the SPC review.

 Just Another Case of the Mondays


My history with Garfield is fairly limited in the grand scheme of things. Sure, I knew of his existence in the Sunday funnies within the newspaper, but what really got me going for Garfield as a kid was the morning cartoon: Garfield and Friends. The show ran for seven seasons and ended up being a large part of my childhood. Garfield on the big screen being voiced by Bill Murray aside, that is the limit of my Garfield knowledge.

In games, Garfield hasn't had too much mindshare. He's been in some kart racers, which I don't know if their popularity is genuine or a meme, and he's had an appearance as a playable fighter in a Nickelodeon Smash Bros. clone. Now, Garfield is hitting the world of 3D platforming with Garfield: Escape from Monday, which ends up being a serving of competent platforming cuisine and little else.

Garfield: Escape from Monday sees the lasagna-loving feline entering into a dream, where he is tormented by the whims of Chef Monday. It's your goal to help Garfield escape his nightmarish dream. Thankfully, he's not alone in his adventure. His owner John Arbuckle, Arlene the Cat, among others nudge Garfield along the way, in between Garfield's myriad sarcastic gripes and quips. 

That's right, Garfield. Bam! ...Wait, wrong chef with a cooking show.

Garfield's adventure takes place along three unique worlds, each with a large assortment of relatively linear levels to explore. Generally, the objective is to move from point A to point B with little in the way of sandbox-style levels. In fact, just a duo of levels throughout the 40+ in Escape from Monday feature an open-ended, expansive design. The others are point-to-point affairs. 

Levels feature all sorts of tricks, traps, and enemies to overcome. Garfield has three hits to his health. If he takes a third hit, he's incapacitated and players are sent back to the last checkpoint. Escape from Monday is very generous with its checkpoints and health system, which is terrific for the demographic the game aims for: younger players. Each time you collect a piece of food, which levels are absolutely doused in, Garfield regains a piece of health. Even if you take damage from a foe, it's as simple as defeating it, as the enemy then will drop health-restoring food.

Garfield leaps into action.

Of course, food isn't just for healing. Depending on the world, Garfield's collected cuisine changes types. For instance, in the Sweet Kingdom, Garfield gobbles up colorful pastel macaroons, while in the Barbecue Desert, Garfield chows down on pizza, hot dogs, and other tasty treats. The food gathered and gobbled up by Garfield fills up a meter: specifically, the Yum-o-Meter. If you can fill this up into the red zone on a given level, you'll receive a bonus of three Lasagna, the main collectible in Escape from Monday.

Lasagna is also housed in out-of-the-way, hidden, or hard-to-reach areas in levels. There can be as little as two to optionally uncover in levels, but there can also be up to six. Even scouring stages with a sharp eye and intricately covering my tracks as Garfield, I occasionally missed a Lasagna here and there, requiring a second or sometimes even third playthrough of a level. 

You better not stay there, Garfield, or you'll get that point "hammered" home to you.

Fortunately, the game properly orders which Lasagna you've already collected. What I mean by this is that if you're missing a Lasagna in a level, the game will show you if it's the first/second/third/etc. Lasagna in the level by its placement within the pause menu. Thus, you're never guessing how deep in a level a Lasagna is because if the second slot is empty, you'll be able to surmise it's somewhere between the first and third Lasagna in the level.

Each of the three worlds in Garfield: Escape from Monday houses its own costume for Garfield to don. Perfect for the Halloween weekend coming up, no? Unlike the actual holiday, though, when Garfield wears a costume, he isn't planning on going door-to-door for candy. Although he might prefer that, now that I think about it more... Anyway, instead, Garfield takes on a new ability. 

Gobble, gobble food as you gobble, gobble as a turkey, Garfield.

For example, the first world features a turkey costume, granting Garfield the ability to flap his wings up to three times in the air to cross large chasms. Meanwhile, Sweet Kingdom takes Garfield and says "surf's up", giving him a board to surf along the waters (or in the world's case, syrup, juice, and chocolate). This ended up being my favorite of the three costumes due to its maneuverability and mobility options. Finally, the last world features a cowboy costume, allowing Garfield to lasso specific Eggplant enemies to ride them like a bull through a China shop, causing destruction in his wake, as well as latch onto and pull himself to different platforms. 

Surf's up and ride the waves, grind these rails, and have a bodacious time, dude!

Aside from the main levels that are mandatory to complete in Escape from Monday, Garfield's latest game has side stages that are optional to tackle. These are generally far shorter stages than the decidedly lengthy main levels that tend to wear out their welcome--at least in this player's opinion. The side levels essentially have their own gimmicks, from levels exclusively played in a 2D perspective, to levels that incorporate a given costume's various quirks. 

Some levels feature a 2.5D perspective, such as this one called Flappy Cat.

Also optional to Garfield: Escape from Monday, but something to increase the otherwise short playtime of the game, is that of time attacks. These, as you might expect, are races through the main and side levels of the game, giving you a set time to have to beat. Frustratingly, these time attacks still feature the cutscenes and myriad gameplay interruptions that the main game possesses. 

Worse off is that some of these are not able to be skipped. There's something truly annoying about having to repeat a time attack attempt and sit through the same "unskippable" scenes, especially when some can last upwards of twenty seconds or more. Further, much like with Microids other published platformer of the fall season, Marsupilami 2 - Salsa Palombia, players cannot simply restart a given stage from the pause menu. Instead, they must back out to the world map to re-enter the level and try again.

Our otherwise lazy protagonist has plenty of moves to help him speed through stages, but also beat his daily serving of vegetables, the enemies found all throughout Chef Monday's manufactured nightmare for Garfield. He can jump, he can roll to move fast through levels, he can swipe foes (though his reach is relatively small, which resulted in a lot more unintentional damage to Garfield than I would have preferred), he can bounce on their heads, and the previously mentioned costumes add to his arsenal of moves. Garfield: Escape from Monday has a pleasant platforming feel to it, which is no doubt important for a game in a genre which good-feeling movement is paramount.

Mash those marshmallows, beat those baddies, and eradicate those enemies!

There's no question that Escape from Monday is a game on a budget. Even still, little things like platforms appearing out of thin air rather than organically rising out of the juice below--to give an example--are things I couldn't quite give leniency to, as it just felt visually cheap. Myriad moments of pop-in, where objects and enemies in the environment literally popped in from nowhere in the distance also distracted and detracted from the presentation as well. 

What Garfield: Escape from Monday's visuals do succeed at is crafting a colorful, vivid cartoon world that looks quite good for its budget. The black outlines around characters really nails the cartoon, comic-like aesthetic, and the worlds are visually interesting, comprised of environments made up of food. The music is serviceable, and the voice acting works at the very least.

While Garfield: Escape from Monday is hardly a bad game, it's also not a great one, either. My experience with this particular 3D platformer was one where I was going through the motions. Perhaps that's a bigger sin for a game that it's dull and boring rather than being interesting and playing badly. Escape from Monday plays well enough, but it's just a game that doesn't really do anything truly special. I'm sure it will be just fine for younger players--after all, I'm not really the demographic in mind here, despite platformers being my favorite genre, by far--but there's also just SO much out there that's better, too. I think of Garfield: Escape from Monday like eating a whole cake: It's tasty on the way down, sure, but it's also empty calories that could be better spent elsewhere--that is, you could do much better playing something else.

[SPC Says: C]

This game was played via the PlayStation 5 version. Garfield: Escape from Monday is also available on the Nintendo Switch 1 & 2, Xbox Series consoles, and PC. 

Sunday, October 25, 2026

Hot Shots Tennis: Get a Grip (PSP) Retro Review (2026)

This week I'm planning to back-load, as it were, my roster of reviews for October. We'll see how that goes, but to kick things off, we have a retro review. I previously touched on this tennis title in 2010 with an older review back when the game originally released. Now, I return to it with a brand-new review. Do I still enjoy the Hot Shots crew taking to the court for a second time with this PSP outing? Let's find out with my second review of Hot Shots Tennis: Get a Grip.

For the Love of the Game


When the Hot Shots crew isn't playing golf for everybody, they're serving up some intense rallies in tennis. Of course, the Hot Shots Tennis sub-series isn't as prolific or well-known as Hot Shots Golf, as it's only had two titles to date with none going to happen for the foreseeable future. Hot Shots Tennis: Get a Grip on the PlayStation Portable from 2010 is the most recent entry, and looking at my current calendar, it seems "recent" is a bit of misnomer. Either way, what a wonderful installment to [hopefully temporarily] conclude the franchise on, as Get a Grip took to the court with both loads of style and lots of substance, making it one of my favorite tennis titles to this day.

Hot Shots Tennis: Get a Grip features what I believe to be one of the most comprehensive and enjoyable single-player campaigns for a tennis title. It sees you joining the Love Tennis Club as two characters: Emily and Hugo, as you jet-set around the world to various locations to revive other characters' joy of tennis. Some folks are going through the motions with tennis, while others simply don't care for the sport anymore. It's your duty to help them get back their tennis spirit.

Emily is about to show Troy here some tough love by beating his butt at tennis.

Each of the ten chapters in Get a Grip's story mode takes place at a unique global destination with a specific client in mind, whether that be small beginnings at a tennis club where a student struggles to enjoy the game, or a college campus humorously known as Jocksford University, where a popular cheerleader seeks something more out of her tennis. Each locale has its own court and series of opponents to take on while venturing through and exploring the rather linear locations.

Be sure to examine all corners of these areas, not just for opponents to battle but treasures to discover, too!

There are over 75 different opponents in total in Get a Grip's story mode, spread across the ten chapters. Battling the required opponents in a given chapter leads the way to facing that chapter's character in hopes of reviving their love of tennis, as well as having them join your team as a playable character.

The story mode's numerous battles reward you with not only money to purchase new cosmetics (that also serve as stat boosters when equipped) in the in-game shop, but also a piece of equipment that the faced character wears. Different matches feature different rules: such as being two, four, or six games, forgoing the traditional deuce rules (players need not win a game by two points in this case), offering a one-serve rule, and even making it so players can only hit the ball with the X button. 

You can see what shot type via button press you and your opponent(s) performed, like Hugo's X serve here.

Each match against an opponent rates you up to 100 points. If you completely dominate a match--as in never relinquishing a point whatsoever in any game of the match--you get a complete, epic victory. Losing a game means you lose your opportunity for an epic victory, and thus bonus experience points earned for your character. Fortunately, you can replay opponents as much as you'd like. However, getting 100 points against each and every opponent in Hot Shots Tennis: Get a Grip is possible, but it's certainly a daunting task. 

This is not only because certain singles matches against specific opponents are just tricky in general, but also because sometimes you'll also deal with doubles matches as opposed to typical singles ones. Here, you'll be partnered with a CPU player of your choosing. Now, don't get me wrong, your CPU doubles partner is hardly incompetent, but they, like a human player, will occasionally make mistakes, and seemingly at random. Occasionally you'll find yourself losing a point or two due to one of these CPU player mistakes, through no fault of your own.

Don't let Hugo down, Emily! We're going for a win this game! 
(Writer's note: The CPU-controlled Emily totally let Hugo down.)

Hot Shots Tennis: Get a Grip's gameplay blurs the line between arcade-y and simulation. It's somewhere in between. It's not necessarily as accessible as say, Mario Tennis, particularly the more recent entries, but it's also nothing like a Tennis Elbow or Virtua Tennis, either. 

A significant amount of Get a Grip's gameplay is about timing, whether that's with your serve or returning the ball. Early on I found myself routinely hitting the ball into the net, or even more obvious to my fault, hitting the ball out of bounds. That's because Get a Grip requires you to not just time hitting your shots, but also focusing on your character and the ball's position as well. Hitting a ball when it's low or when you're on the move will lower your accuracy, meaning that it's more likely to hit the net or be hit astray. If you're attempting to hit the ball with your character's non-dominant hand via backswing, the maximum power of the hit will decrease. 

Thus, it's important to always move to where the ball is going, plant your feet firmly in place to hit the ball while not moving, ideally, use your dominant hand when possible when hitting, and use the correct shot type. 

Lunging for the ball like this is possible, but so is setting up your opponent for a smash ace by doing so!

There are three different shots you can hit in Hot Shots Tennis: Get a Grip, from slices and spin shots, executed with the X and Circle buttons, the latter is a slower hit shot, but it offers more control than the faster X button shot. There's also the Triangle button, which delivers a lob that is great for opponents who storm the front of the net, though it's not always foolproof. 

I won't lie and say that I ever perfected playing Get a Grip. Far too many times I'd be playing well only to fall into the trap of foolishly hitting the ball too low and it frustratingly jettisoned into the net, giving my opponent a point. Now, it's seldom anything but user error when that happens, but combine these moments with difficult CPU opponents as the story mode wears on. Needless to say, later tennis matches can be utterly aggravating when you're dealing with opponents that can mercilessly outplay you while you're making idiotic plays of your own.

Deuces are currently wild in this doubles match, so let's hope for an ace when we serve next!

That said, I never wanted to give up while playing. In fact, every loss only strengthened my resolve to do and play better next time. Did that always work out that way, where I did play better? Absolutely not, but at least my resolve was there. If I felt the game proved too taxing, I could also always lose three story mode matches when a row, thus unlocking easy mode. Which to be fair, can still be a bit of a challenge in later matches. 

As I stated earlier, each of the ten locales in Get a Grip's story mode features its own court, and with the three courts already available from the start of the game, to the three "unlockable through other means" courts in the game, there are 16 total courts. These aren't just different locales to play tennis matches on, either. While there aren't any gimmicky courts like you'd fine in Mario Tennis titles, there are distinctive properties to some of the courts that keep them fresh and unique, other than the environments around them. Some courts feature pebbles on the courts that can influence how a ball bounces upon hitting them, while others feature aerial hazards like Dubno Tower's helicopter blade that hovers over the court. Hitting this is the same as hitting the ball out of play, so mind those lobs!

Hot Shots Golf: Get a Grip is filmed before a live studio audience... at least on this court.

What truly amazed me about each and every court in Hot Shots Tennis: Get a Grip is something that other tennis games of this type don't even think about: the interactivity with the environment. All of the courts in Get a Grip feature interactive elements from hitting the ball and seeing it bounce into the background. This can be as simple as scaring off a dog who was just trying to take a nap in its doghouse, toppling over a piece of the environment like a standing surfboard at the Laguna Beach court, or worse yet, knocking off a tightrope walker (seemingly murdering him in cold blood with an ill-timed tennis ball strike) from the top of the aforementioned Dubno Tower court. I'm sure the ground broke his multiple-story fall...

There are over a dozen characters to join your tennis club and roster of playable tennis stars. In true Hot Shots fashion, a PlayStation all-star joins the roster in this installment of the series as well. In this case, it's one of Killzone's Helghast soldiers. Each character can be equipped with one of hundreds of cosmetics for their head, body, and up to two accessory slots. You can mix and match to your heart's desire, and many of these piece of cosmetic equipment boost stats, such as control, impact, and stamina (oh, the dreaded stamina!). Like other Hot Shots games, using characters routinely, whether you win or lose a match, awards them with experience points that raises their loyalty level. This can be raised up to nine levels, with each level rewarding the character with different upgrades, like new locker slots to try out other costume combos, unlocking the ability to use flat serves, utilizing air shots, and much more. 

The fear of every Helghast: a peppy cheerleader.

Hot Shots Tennis: Get a Grip is a great looking tennis title that plays at a smooth frame-rate, and feels and looks marvelous in motion. It's superb in how colorful it is to look at. Plus, the previously described interactive nature of the courts and also how well the characters emote and animate only heightens how full of personality Get a Grip is. The sound, too, delivers, offering delightful voice acting and music that I couldn't help bopping my head to while playing. Heck, I enjoy listening to it outside of the tennis fun, but I'm a bit of a game music nerd, to be fair!

In the end, Hot Shots Tennis: Get a Grip certainly serves up a heavy and hefty amount of fun. It certainly balances the line between arcade experience and simulation really well, but that's not without lowering the level of accessibility for every type of player out there. Those accustomed to tennis in Wii Sports or even Mario Tennis might find a bit of a learning curve if they're transitioning to this particular tennis title. Either way, the rallies are heated, the amount of content is immense, and the level of enjoyable tennis gameplay is off the charts, all making for a tennis game that is one of my favorites to date. So, if you have the chance, you're more than welcome to join the Love Tennis Club, too. I saved a spot for you!

[SPC Says: A-] 

Thursday, October 22, 2026

Game Boy Classics - October 2026 - Games Update

It seems to be a Game Boy kind of month for Nintendo Switch Online, as last week saw the addition of three Game Boy Advance titles to the NSO subscription lineup of retro games, and now this week we see three more, though this time on the base tier Game Boy lineup. 

Mole Mania is a game produced by Shigeru Miyamoto, while Avenging Spirit and Revenge of the 'Gator come from Jaleco and Nintendo respectively (the latter developed by HAL Laboratory of Kirby series fame). Whether you want to dig, get spirited away, or play some pinball, there's something for seemingly everyone here with this drop of games. They all arrive on NSO on October 27th.


Tuesday, October 20, 2026

Nintendo Switch Sports Resort (NS2) Launch Trailer

Reviews are out for Nintendo Switch Sports Resort, and overall, critics are enjoying the sports package that Nintendo has put out. The full game launches in two days on October 22nd, and ahead of the release date, a launch trailer is here, showing off all 12 sports that players can look forward to participating in. Will you be taking a trip to Wuhu Island by picking up a copy of Nintendo Switch Sports Resort?

Wednesday, October 14, 2026

The Legend of Zelda: Ocarina of Time (NS2) Overview Trailer

Link's first 3D adventure, one that transcends time, has had its overview trailer published by Nintendo on its YouTube channel this morning. The Legend of Zelda: Ocarina of Time is reborn and releases on the Nintendo Switch 2 on November 5th, 2026. This trailer shows off the gorgeous new graphics, Zelda Notes feature, and also another new addition, the Hall of Fallen Foes, where info on beaten baddies and boss rematches can be viewed and taken on respectively. As someone whose favorite game of all time is Ocarina of Time, you can bet I'm chomping at the bit to play this remake. Hope it turns out as well as it looks.

Tuesday, October 13, 2026

Game Boy Advance - Nintendo Classics (NS2, NSW) October 2026 Game Updates

Three new Game Boy Advance titles have dropped onto the Nintendo Classics lineup for Nintendo Switch Online Expansion Pass owners. The first two are Monster Rancher Advance and Metal Slug Advance, two worthwhile GBA versions of these classic third-party franchises. The other arrives in North America for the very first time: Kururin Paradise. A rather nifty drop of games this time around! If you have access to NSO's Expansion Pass, which will you try out first?

Sunday, October 11, 2026

Maximo: Ghosts to Glory (PS2) Retro Review

Ghosts! Goblins! And... Glory?! Maybe, maybe not, as our first game to review for October is that of the retro variety with Maximo: Ghosts to Glory, a 3D revival of Capcom's Ghosts 'n Goblins series. Does Maximo earn glory through its arrival in 3D, or does it not stand a ghost of a chance? Let's discover that answer together, braving the realms of the undead in the process, with this SPC retro review.

Maximo Challenge, Maximo Fun?


Nowadays, we've been given an embarrassment of riches when it comes to Souls-like games--those type of titles that are deemed difficult, fun, and ultimately rewarding for overcoming them. Before there was Dark Souls and such, there was Ghosts 'n Goblins, one of the originators of challenging gameplay within a macabre world. 

Following the PlayStation 2's 2000 launch, in 2002, Maximo: Ghosts to Glory from Capcom Digital Studios boldly took the Ghosts 'n Goblins series and attempted to successfully do what many franchises before it had failed to do: properly make the leap into 3D. For every Mario and Zelda that stuck the landing, there's a Sonic the Hedgehog and Castlevania that stumbled. Did Capcom Digital Studios manage to make Ghosts 'n Goblins work in 3D while retaining its old-school sensibilities for franchise fans in the process?

An old-school style game gets an old-school style story, one that is simple and to the point with some "modern for the time" twists in the form of well done voice acting and intermittently sprinkled cutscenes. When King Maximo returns to his kingdom from a crusade, he finds himself usurped by his once-trusted advisor, Achilles. Left to dead to rights, the Grim Reaper arrives and agrees to assist Maximo in reclaiming his kingdom, rescuing his abducted queen, and getting revenge of Achilles, who has summoned the dead to terrorize the land in his thirst for power. Thus, starting off in the Boneyard, a living dead-infested graveyard, players take control of Maximo as he marches, slashes, slices, and otherwise moves through levels to reach his old castle, now taken over by a new host.

Right away, I found my immersed in the world of Maximo: Ghosts to Glory. It's a lovely combo of deformed characters and enemies and foreboding and frightful environments. From the first level, Grave Danger, I immediately appreciated the feint flashes of lightning, the slightly slanted behind-the-back camera, as it followed Maximo's every step, and the appropriate and spectacularly spooky graveyard atmosphere. While some later areas of the game proved to be a bit too dark to my liking, requiring me to turn up my brightness, all in all, Maximo nails taking the 2D styling of Ghosts 'n Goblins and transitioning it into full 3D. The music, too, brings with it plenty of catchy tracks, though all of the memorable music within the game are just riffs off of the GnG main theme. 

No gate will stop Maximo from on his quest to rescue his queen or kingdom!
...Unless, of course, he lacks the proper key.

Maximo: Ghosts to Glory takes place in five realms: the already accounted for Boneyard, the muddy and murky swamps of the Great Dank, the undead pirates and plunderers featured within the frozen waters of the Graveyard of Ships, the underworld-inspired Realm of Spirit, and finally to the steps and innards of Castle Maximo itself. 

Each realm begins Maximo in an introductory level, essentially having players take the path towards the main hub of each given realm. Upon clearing this introductory stage, the hub is open to explore. This connects the other levels, as well as serves as a place to save your game. More on that latter aspect in a little bit. Once all of the levels in a given hub have been beaten, the path to the boss presents itself. Of course, as levels are completed, the hub becomes more and more dangerous, bringing Maximo (and players) more enemies to contend with. 

Maximo, like Ghosts 'n Goblins before it is true to its predecessor's level of challenge. This is a darn difficult game, where wildly waving around your sword in hopes of defeating enemies easily is essentially a lost cause and will get you nowhere fast in later levels. Maximo is all about placing yourself in an opportune spot to take on foes. Sure, not getting surrounded and flogged to death is important to keep in mind, but that's only part of the equation here. 

While foolishly charging at Maximo, it looks like this skeleton just got a-head of itself.

Yes, where Maximo is situated in combat matters immensely, as he can end up striking walls or funnily enough (though maybe not in the heat of battle) find himself swinging his sword into a wooden door or wall, prompting him to have to use his strength to pull the blade out, all the while being left defenseless in the process. This is where attacking with vertical slashes comes in handy, especially in tight corridors or when surrounded by objects which Maximo's blade won't take too much of a liking to hitting.

To expand on this, some enemies will basically laugh off simple swings from Maximo's sword, as many possess shields where his blade will bounce off, allowing the enemy to attack while Maximo recoils back. Fortunately, there are numerous types of offense to employ with Maximo's blade--whether that be normal swings, crouched swipes, overhead strikes from above, downward stabs, 360 degree spins, and so forth. Essentially, it's up to player to quickly analyze the situation in battle, use the correct type or types of swings for the right combat context, and make sure he doesn't wind up in his boxers or worse, meet his untimely end. 

The Great Dank is home to swamp that our hero must trudge through--
all the while avoiding chomping alligators lurking within!

Maximo: Ghosts to Glory uses a health system similar to Ghosts 'n Goblins. The latter had it where every time hero Arthur took damage, he'd lose his armor and wind up in his skivvies. If he took damage again in his bare essentials, he'd perish and the player would lose a life. Fortunately, there's some added wiggle room for Maximo in Ghosts to Glory, offering different health bars for each form that our hero takes. 

At the very beginning of the game, Maximo has basic armor equipped, giving him two health bars. If he stumbles upon another armor power-up, not only will he gain an additional health bar but also find himself wearing more protection in the form of a helmet. The armor upgrades cap out at three, and each time Maximo grabs more armor than he can muster, he can temporarily turn invincible, annihilating enemies with ease. Of course, losing a health bar means losing armor and Maximo's maximum amount of health available. He, too, can find himself stuck in his skivvies, dead within one more hit.

You've heard of dreams where you're caught at school in just your underwear,
but for Maximo it's during an even less opportune time!

Maximo is a very unforgiving game, compared to a lot of its contemporaries at the time. Dying in the game obviously means a lost life from his cache of stocked lives, but players also suffer the burn of losing a number of abilities and power-ups upon death that were collected. These include abilities like Maximo powering his sword with flames or ice, equipping a shield, being able to toss that shield at faraway foes like an undead-fighting Captain America, among other helpful goodies that are gone when you die even once. Therefore, you must hope to stumble upon these power-ups again.

Further, if Maximo runs out of all of his lives, he must make a deal with the Grim Reaper, paying the ghastly figure a special collectible known as a Death Coin to continue. Each time Maximo's stock of lives is depleted, the Death Coin cost goes up. Run out of these magical, live-saving coins, and it's game over for good. I unfortunately found this out the hard way pretty late into the game. Oof. Also, writer's note here: "Oof" was admittedly not necessarily the word I used when that happened, but for professionalism and family friendliness' sake, we'll pretend it was!

I mentioned a bit earlier about the save system, but only in passing and not in any detail. Well, the unforgiving nature of Maximo: Ghosts to Glory persists within saving. Around each of the game's five hubs are fountains where regular gold coins, the currency collected throughout the game, are used to do everything from traveling between completed realms to saving your game. 

It costs a whopping 100 coins to save, and coins in general have other uses too: whether that be buying armor, potions, keys, or extra lives from specific pedestals in the levels themselves. Thus, you can find yourself penny pinching--or rather, coin-pinching (?) to save up enough coins to simply, well, save! Now, you do get the option to save for free after beating bosses, as a gift bestowed upon Maximo from that realm's rescued princess. Still, it seems akin to giving a player dying of thirst in the desert a drop of water rather than a full glass. Better than nothing, but I'd rather not be charged for a full glass if I'm practically begging for it--or in this case, the ability to save when I'd like.

Needless to say, this particular aspect of Ghosts to Glory might be a sticking point for many players, especially since nowadays we're so accustomed to auto-saving, options to save after every level, and just convenience in general. However, Maximo: Ghosts to Glory certainly makes no effort to shred its calls back to an older-school age of gaming, which I'm certain there are plenty of other players who will enjoy. Everyone else might be find it too brutal of a save system, especially having to repeat progress from lost lives and potential game overs when you can't cough off enough Death Coins to satisfy the Grim Reaper.

There are approximately 30 levels within Maximo: Ghosts to Glory, though the game counts the five hubs and multiple bosses as separately levels, so it's not as daunting of a game as it might seem from the total alone. Rest assured, the game's difficulty makes it daunting enough as a game. Either way, levels are generally linear affairs, complete with occasionally sections and areas to go off the beaten path. Really, I found it usually a bad thing to do this, as that meant I'd encounter more enemies or traps to contend with. If poor Maximo loses half his health just to go through a path leading to a health-restoring potion, it's pretty much a bust of a detour! 

Maximo brings the heat to these boneheads, courtesy of his blazing blade!

That said, Maximo: Ghosts to Glory does accumulate a percentage for each level and on top of the game itself with two stats called Level Mastery and Game Mastery. Level Mastery factors in defeated foes, collected treasure, and discovered secrets. Unfortunately, if Maximo happens to defeat a foe by it falling off the level, say, into a pit, that does not count towards the percentage. Thus, I can imagine the super patient perfectionists who might want to master each level and the game itself to 100% will find themselves frustrated a good deal in trying to do so. This was something I did not have the desire not the patience to achieve, much less even bother to attempt--for understandable reasons!

Really, simply reaching the end of Maximo: Ghosts to Glory is a level of mastery all to itself. Between the arduous battles with enemies that can overwhelm at times with ease and the platforming that offers a higher degree of difficulty as well, the game is no cakewalk. In fact, it's actively hindered by an aspect of the game that I've yet to touch on, and goodness, is it a doozy. I'm referring to the camera.

Maximo: Ghosts to Glory does not use the DualShock controller's right analog stick for camera movement. Instead, camera control is limited to a press of the front shoulder button, and even then, the camera is slow to rotate around to where Maximo is facing. When you're overwhelmed by enemies in combat or attempting to gauge a jump to a platform over a bottomless pit, a gnarly camera makes a nasty game challenge-wise, all the nastier! Sometimes deaths just aren't fair in Maximo, and it's generally because the camera just does not cooperate. In this aspect, Maximo: Ghosts to Glory is old-school in a negative way that brings about difficulty in a form that is just un-fun at times.

This pirate ship spins along this whirlpool, requiring Maximo to properly time leaping on to it.

Fortunately, those un-fun times are practically few and far in-between the moments where the challenge is what I perceived as fair. If I swung Maximo's sword into a chunk of wood because I was too impatient, sure, I'd be annoyed at the time it takes for him to yank out his sword as he gets battered by baddies, but I'd know it'd be my fault in the end. A lot of the time, deaths were indeed my own doing, from poor playing, dumb risks, or other foul-ups. But when Maximo's camera does cost a life, and when the penalty for death is so punishing, the frustration factor can be heightened severely. Thus, while Maximo: Ghosts to Glory offers old-school charm, challenge, and fun, it can also offer old-school aggravation as well.

While some gaming franchises absolutely stuck the landing into moving from 2D to 3D (Mario, Zelda, and heck, let's say Ninja Gaiden for a closer point of comparison), Maximo: Ghosts to Glory doesn't quite do that with the Ghosts 'n Goblins series. Don't misinterpret me: it's still a success, transitioning its tone, gameplay, presentation, and old-school difficulty to 3D to great effect, but the disappointing camera makes the level of challenge not always an enjoyable one. The save system is less a point of contention, but its execution will still understandably put off a significant portion of potential players. It's not a masterful jump from 2D to 3D, but Maximo: Ghosts to Glory is a conversion that was worth waking up the dead for.

[SPC Says: B-] 

Thursday, October 8, 2026

Nintendo Switch Sports Resort (NS2) Overview Trailer

Ahead of its release in a couple of weeks, Nintendo Switch Sports Resort sees an overview trailer, detailing the 12 playable sports within the game, the free-roam options to jet around Wuhu Island in style, and various online and offline options, as well. Play as either your Mii or a Sportsmate and collect a multitude of unique outfits, gear, and more as you compete against friends, family, and total strangers as well. Take a return trip to Wuhu Island for some serious sport-age when Nintendo Switch Sports Resort launches exclusively on the Nintendo Switch 2 on October 22nd.

Wednesday, October 7, 2026

[VIDEO] Top Five Overlooked Mega Man Games

Greetings, and a happy middle of the week to you all! Like a lot of fans of Capcom's Blue Bomber, I'm super hyped for Mega Man: Dual Override. Thus, in my hype, I decided to make a new video. Rather than talk about my favorite games in the franchise in general (a rather cliche subject), I wanted to highlight five entries that I feel are overlooked for various reasons--whether they haven't had modern releases or just aren't mentioned enough.

I had a lot of fun making it, and it was quite a journey to do so, between recording gameplay footage, writing and narrating the script, editing everything together, etc. There are of course myriad Mega Man games out there, so it was challenging to fit just five in a list. All the same, I hope you'll enjoy this latest in the SuperPhillip Plays line of videos! 

Monday, October 5, 2026

Review Round-Up - September 2026

Sports both extreme and decidedly NOT too extreme with some skateboarding and golf 
topped the review highlights for the month of September.

September is over, and that, of course, makes way for spooky season with October. Before we bid adieu to September completely, let's take our routine, traditional look at the reviews that were for the month with none other than the Review Round-Up.

We started with a trio of titles of varying genres, bringing the variety immediately to SPC. We flew to the skies above, as well as the world of light and dark, too, with the Metroidvania Aggelos 2, soaring to a B- grade. From there, we took a flight and trip to Lou's Lagoon for some action, exploration, and crafting fun, but not without a lack of polish, which gave this game a C. The final of our first set of games, Marsupilami 2 - Salsa Palombia, ran, jumped, and climbed its way to a B+ with a superb Donkey Kong Country-like adventure.

Moving on, one of our two top graded games of September took the tee with Mario Golf: Advance Tour, a retro review on the links, as it were. This game scored an A- for an impressive RPG and golf game outing featuring Mario and a decidedly small cast of the Mushroom Kingdom crew. 

Two more indies marched into the lineup of September reviews: a clever Zelda-like called Isle of Reveries (B-) and the Malagasy culture and folklore-rich Kalanoro (C+).

Finally, we stepped on our skateboards and ollie'd with the pros in the super well done Tony Hawk's Pro Skater 3+4, which nailed most of its tricks, earning an A- for its extreeeeeme performance. 

As stated, October is spooky season, so my hope is to have some reviews of both the modern and retro variety to fit into that theme! Until then, check out some snippets from September's reviews (complete with links to said reviews) as well as the SPC Review Archive for all 1,100+ reviews ever published in SPC's 18+ year life.  

Aggelos 2 (Multi) - B-

Aggelos 2 is all-in-all a solid Metroidvania that delivers lots of sweaty palm-inducing action, especially with its level of challenge and difficulty when it concerns its boss battles. Perhaps the greatest challenge, however, comes in a less than stellar way, with its confusing navigation due to a lackluster map system and quality of life features that are entirely absent. Aggelos 2 doesn't necessarily rise up to Heaven, but it also doesn't plummet into the depths of Hell, either.

Lou's Lagoon (NS2, PS5, XBS, PC) - C

...its inventory and crafting systems should be updated if even a little bit to help with the grind, and polishing and debugging for the presentation and multiple technical issues are required for certain. Even with all of my gripes with the game, I deeply enjoyed the adventuring aspects, the platforming, the exploration, the massive amounts of customization, and much of the colorful cast of quirky characters. As it is now, Lou's Lagoon is a tough game to wholeheartedly recommend in its current shape when half of the experience is mired and betrayed by its design.

Marsupilami 2 - Salsa Palombia (PS5, NSW, XBS, PC) - B+

Marsupilami 2 - Salsa Palombia is every thing a sequel should be: It improves upon pretty much all aspects of the original--gameplay, level design, and presentation--adds more features and content, and is just an overall greater adventure. The three protagonists play uniquely to one another, each have their own special uses, short detours and paths through levels they can access, and all I would consider useful to play as. The local co-op could be better, and Salsa Mode especially desperately needs a quick retry option--but otherwise, Marsupilami 2 - Salsa Palombia certainly got me into a very good groove. 

Mario Golf: Advance Tour (GBA) - A-

Mario Golf: Advance Tour is a remarkable adaptation of the franchise in portable, pixelated form. It makes me a bit sad that we haven't seen an RPG mode with this much depth from the series since this installment. 

Isle of Reveries (Multi) - B-

Isle of Reveries offers an overall worthwhile and well designed Zelda-like adventure. The game's starring duplication mechanic is a massive boon to making for some seriously challenging and engaging puzzles, as does the roster of wonderful tools and items. Although aspects like the quickly depleting energy gauge, lack of logical flow in otherwise cleverly designed dungeons, and some major clutter in the visuals do detract from the experience, all in all, Isle of Reveries is yet another Zelda-inspired indie game this year that "owl" probably return to in the future. It's one I also think you should give a "hoot" about, too.

Kalanoro (Multi) - C+

Glitches, poor combat, and some unfortunate, disappointing design decisions aside, Kalanoro is an above average platformer that I'm glad I was able to play. My introduction to Malagasy culture and folklore was a massive bonus as well in playing this game. With a ton of lovely charm, good vibes, and some decent, but not great level design, Kalanoro might not necessarily be a must-play for platforming fans, but it certainly made this reviewer pleased to play it.

Tony Hawk's Pro Skater 3+4 (Multi) - A-

While the way THPS 4's levels and goals were incorporated into this package might feel like Iron Galaxy jammed a square shape through a circle hole, it worked for me, overall. I realize that this won't necessarily be the case for true blue fans of the original THPS 4, though. That said, with a lovely suite of multiplayer modes, accessibility options, and the enhanced Create-a-Park included with the well-designed levels and great feel of the controls, Tony Hawk's Pro Skater 3+4, like the Birdman infamously with a 900, successfully sticks the landing for one stellar skating experience.

Also during the month of September, we took some virtual trips around the world 
in the form of plays and reviews of both Marsupilami 2 - Salsa Palombia and Kalanoro.