Showing posts with label indies. Show all posts
Showing posts with label indies. Show all posts

Monday, July 15, 2019

Furwind (NSW, PS4, PSV, PC) Review

We're in middle of the month, and it's time for the first review of July. Don't worry--things are about to pick up review-wise for the month! For the time being, let's take a look at Furwind, a 2D pixel art action-platformer from publisher JanduSoft.

This fur doesn't really fly.


In an age where 2D indie platformers are a dime a dozen (figuratively speaking, of course), it's growing increasingly more difficult for developers to differentiate their game from the rest of the pack. Enter Furwind, a pixel art-based 2D platformer that's solid enough on the surface, but control issues and level design quirks make for a game that stands out for the wrong reasons.

There are various types of levels within Furwind, but the primary type has you moving through a veritable maze of platforming challenges in order to seek out two halves of a medallion. These medallions are dropped by mini-bosses found in special rooms in levels. Once the medallion has been assembled, the exit portal of the level opens up, and it's just a matter of reaching it to complete the level.

The pixel art in Furwind is truly remarkable.
Furwind uses a checkpoint system where you pay in-game currency to utilize a checkpoint, and each time you use a checkpoint, the price to use it again goes up. Thus, strategic use of checkpoints is encouraged, but I found checkpoints to be too sparse anyway. The danger wasn't having enough money to use a checkpoint; the danger was not finding a checkpoint in time before dying, and then having to redo a significant amount of progress all over again.

Checkpoints aren't the only thing currency is good for. Within the world map is a shop where you can purchase health, stamina, and other types of upgrades using the currency you've collected in levels. These optional goodies can make the difficult action-platforming adventure that is Furwind all the more manageable.

"Whatcha' buyin'?" Oh, wait. Wrong vendor and wrong game.
I say "optional", but for less patient players, they're more mandatory than anything else. Furwind is a hard game, and part of that is in the mechanics themselves. For one, our fox hero has poor reach with his main mode of attacking, flinging his tail. The ungenerous range of the tail resulted in more than my fair share of aggravating and unfair damage from enemies because I had to get dangerously close just to hit them, or use insanely tight timing to land an attack. Further, but more well designed is the stamina gauge, where every attack our hero uses depletes some of the gauge. It steadily refills and recharges after a few seconds or so, but it discourages spamming the attack button to get through the game. That said, our hero can be caught with his tail down when he's unable to attack and a deluge of enemies march his way.

Other level types include specific platforming, battle, and puzzle challenges that unlock from discovering scrolls within the previously mentioned levels in the game. These challenges require plenty of skill to complete, and some are infuriating in their level of difficulty. More so due to the fact that some are lengthy enough that death results in having to do the challenge all the way back from the beginning. Meanwhile, the last type of level in Furwind has you rescuing villagers in cages by defeating all of the enemies within the immediate vicinity.

Looks like someone brought a tail to a shaman fight.
There are three chapters within Furwind, and they feature similar level types in each and a similar stable of foes as well. While forest and dungeon towers were favorites of mine, the levels where your vision is obscured in a cave of darkness and your only way of survival is to collect fireflies that light the way I detested. Between the small field of vision that resulted in cheap hits and the strict timing to collect fireflies before the darkness enveloped my character, it was a test of patience than anything else.

Each chapter concludes with a challenging boss battle.
Despite being an adequate action-platformer with pretty pixel art and good enough mechanics, frustrating checkpoint design, those blasted cave levels, and the difficulty of the game for some unfair reasons mar what would otherwise be a solid recommendation from me. As is, Furwind is a game that neither exudes enough excellence nor sets itself apart from the 2D indie platforming pack enough to completely forgive the many problems the game possesses.

[SPC Says: C+]

A review code was provided for this game.

Tuesday, October 17, 2017

Squareboy vs. Bullies: Arena Edition (NS, Vita) Review

Squareboy vs. Bullies originally released on mobile platforms. Now, it has been given two dedicated platform releases in the form of a Nintendo Switch and PlayStation Vita update with this new Arena Edition. Let's see if this tale of revenge has more to it than it seems!

Revenge is a dish best served squared.


What happens when you're a weak Squareboy, and you get roughed up by some bullies at school? You seek out to toughen yourself up by heading to the dojo to learn the self-defense, fighting know-how to protect yourself if an incident like that occurs again! But what happens when you decide to take on those bullies that beat you up on and come back to find their fellow bullies destroyed your master's dojo? You go medieval on their 8-bit bully butts. That's the premise of Squareboy vs. Bullies: Arena Edition, a game that has just arrived on Nintendo Switch and PlayStation Vita's digital marketplaces. For five bucks, does this beat-em-up have more going for it than its "been there, done that" story?

In the beginning, two Bullies beat Squareboy up,
but by the end of the game, Squareboy will beat down over 300 Bullies.
Squareboy vs. Bullies: Arena Edition takes Squareboy all over the city in search of bullies to beat up and revenge to serve. If you're familiar with any kind of beat-em-up, then you should not be too surprised by what's on offer with this game. Though, maybe how basic Squareboy vs. Bullies is will make you surprised in a negative way, as you're just moving through environments, defeating waves of enemies with pugilistic power, and occasionally using the bullies' own weapons against them.

That all sounds nice and most of the time it's relatively competent and innocuous. However, movement and combat feel a bit too clunky in the control department. Every move in the game, from your punches and kicks, to your dashes and uppercuts, are all utilized by hitting one attack button. It's just that the direction of the control pad or the analog stick (or in some cases, the amount of times you press said directions) when you instigate an attack affects which move you pull off. The upside with this control setup is simplicity and accessibility. The downside is frustration with trying to perform one move and then you accidentally initiate another.

There is also the problem with every button being used as an attack because Squareboy would play much better if some of the attack commands weren't all tied to the same button. It's understandable why the devs didn't go this direction in an effort to cater to players of all ages, but it made it for me that I oftentimes happened to be too close to an enemy and accidentally grabbed them instead of straight up punched them. This would result in me getting surrounded by foes, having a significant portion of my health taken away in the process. Considering you only get one life per level, and it can make five minute levels where you die at the end due to cheap attacks from not being able to successfully get out of a combo all the more irritating.

Squareboy's the captain of this ship now.
Sure, the controls can be quite aggravating, but how do the levels in Squareboy vs. Bullies: Arena Edition end up being? Unfortunately, they do little to excite as well, simply being devised up of straight side-scrolling affairs where you move from left to right (or, to add some much-needed variety, right to left) and beat up the same enemies over and over again -- this time with a bad guy wearing a bowler hat and this time with a baseball cap-wearing bully who chucks baseballs at you. There are also no level hazards of any type, so all there is to worry about is those baddie bullies.

Meanwhile, the backgrounds are banal and don't much offer eye candy to look at. This makes the 13 levels in the game quite tedious to battle through. Thankfully, there's no real reason to play Squareboy's adventure through a second time (unless you somehow find ennui fun) because by the end of the adventure you'll have most, if not all trophies unlocked anyway. Even that's not implemented in the best way because when a trophy's unlocked, there's about a one second freeze in gameplay before the notification icon pops up.

As a beat-em-up, Squareboy vs. Bullies: Arena Edition is competent but unremarkable. It has small style but limited substance, making it a game you'll quickly forgot about after playing, even if you desire to see it to the end. (I did not.) On storefronts with much more appealing and rich gaming experiences, Squareboy vs. Bullies: Arena Edition just doesn't compete.

[SPC Says: D]

Review copy provided by Ratalaika Games.

Friday, August 1, 2014

Review Round-Up - July 2014

Unsheathe thy shovel with SuperPhillip
Central's favorite game of July!
Our Christmas in July gift to our faithful SuperPhillip Central readers was twelve reviews! Maybe it was a gift to ourselves, too! In any case, this month expressed our love for indies with multiple games from independent developers for various platforms. We started off this indie-centric month with the awesome Armillo, rolling its way into a 9.0. We then took a detour to Vitaville with Uncharted: Golden Abyss (8.25) and Wipeout 2048 (9.0). We went back to Indie City with Guacamelee! Super Turbo Championship Edition, a game that pile-drived its place to an outstanding 9.25. Need for Speed: Most Wanted U was next up with a 7.5 score. Our game of the month was Shovel Knight, digging up a super-impressive 9.5! Oh, it was also our 500TH REVIEW! We then bombed some bastards with Bombing Bastards for the Wii U eShop. That game got a slightly below average 4.75, making us almost wish we were bombing dodongos instead.

Sonic and friends went zero gravity with Sonic Riders: Zero Gravity (7.0), and Disney's Hercules Action Game, by far the sexiest game name ever devised, received the same score (7.0). Finally, Super Toy Cars (4.5), Professor Layton and the Azran Legacy (8.75), and Crash Team Racing (9.25) rounded out the sizzling month of July.

Stay tuned for August on SuperPhillip Central, where we'll hope to have reviews for Grand Theft Auto V, Wii Sports Club, The LEGO Movie Videogame, and some surprises here and there! We're gonna keep on keepin' on this summer!

Armillo (Wii U eShop) - 9.0
Uncharted: Golden Abyss (Vita) - 8.25
Wipeout 2048 (Vita) - 9.0
Guacamelee! Super Turbo Championship Edition (Multi) - 9.25
Need for Speed: Most Wanted U (Wii U) - 7.5
Shovel Knight (Wii U, 3DS, PC) - 9.5
Bombing Bastards (Wii U eShop) - 4.75
Sonic Riders: Zero Gravity (Wii, PS2) - 7.0
Disney's Hercules Action Game (PS1, PSN) - 7.0
Super Toy Cars (Wii U eShop) - 4.5
Professor Layton and the Azran Legacy (3DS) - 8.75
Crash Team Racing (PS1, PSN) - 9.25

Some don't need shovels or any weapon
for that matter to dish out some damage.