Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Wednesday, May 13, 2026

Kalanaro (Multi) Preview

We haven't done a preview of a game in such a long time on SuperPhillip Central. Do I even remember what a preview is?! Well, let's find out that answer together, as well as look into a game from my favorite genre, the platformer, with Kalanoro.


Kalanoro comes from Red Raketa Studio, an indie developer based in Madagascar. The entire game centers around Madagascan culture and Malagasy folklore. If you're completely ignorant on what any of that entails like I was when I was introduced to the game and demo, here's some quick background. 

The name "Kalanoro" refers to the human-like cryptids, beings believed to be spirits watching over Madagascar itself, said to bring good luck. Appearance-wise, they're small, short, bare fangs, and have unkempt hair that covers up their bodies.

Red Raketa Studio's Kalanoro begins with Kalakely, a Kalanoro creature, keeping to herself and enjoying life when suddenly a caravan of trailers fly by. They're all flying to start up a massive concert for a witch named Raneny, a self-celebration, as it were. Kalakely sets off on a bus to travel the island far and wide, rescuing and assembling a collection of lemur musicians that were captured by Raneny's troops, with the main goal of crashing Raneny's giant musical to-do.

Kalanoro is a top-down 3D platformer with nothing in the way of manual camera movement. It's somewhat similar to Super Mario 3D World with its perspective and level design, where Kalakely moves from point A to point B, bashing foes with her fists, hair, and weapons, as she performs various platforming feats through obstacle-filled levels.

The demo currently available to play offers four levels. The first level is a brief tutorial that sees Kalakely set off on her adventure and take to the bus. It teaches some basic moves, like being able to quickly dash around, either on the ground or in midair, phasing past objects like gates and fences in the process.  

This first level also introduces some of Kalakely's attack options, chiefly the ability to pick up weapons and use them on enemies. These come in the form of footwear like sandals, vegetables like carrots, and heavy tools like sledgehammers. Each weapon type has its own strength as well as its own durability. After a set amount of hits, it'll break on you, but there is an immense number of weapons strewn and sprinkled about stages that losing a weapon is never a bother. It just forces you to improvise further mid-battle and pick up another makeshift weapon, for instance.

The second level is the first real platforming challenge without safety nets and with things that can actually harm Kalakely. It brings forth collectibles in the form of scrolls and blue gems. Each level has a specific number of these to optionally collect, which can in turn be used to purchase helpful one-time or multiple use items in various shops throughout the game. The demo just had one shop available.  

The Kalanoro demo's third level brings Kalakely to a tropical beach and cove. The main mechanic introduced here was using Kalakely's hair to channel and transfer electricity from a working generator to a non-working one. Transferring power means opening locked doors and gates that would otherwise be impossible to pass. The earliest locked generator door revealed not only a treasure chest but also a little lost koala kid. Through picking the child up and taking them further into the level to their home, Kalakely earned her first five "fans". 

As Kalanoro deals with music and building an ensemble of musicians to combat Raneny's concert, it's important to not only build a band but also a following, too. This is where the "fans" mechanic comes in. The fourth level, a trek in and out of mines, is all about vandalizing posters featuring Raneny and putting Kalakely's crew's posters on top of them instead. Each poster placed in a level rewards new fans. These fans are not only used to build a following, of course, but they also act as ways of unlockable new areas/levels in the game. 

That's how the final area in the demo unlocks, after all. This final area is less of a level and more of a glorified rhythm game followed by a preview of a boss before the demo ends. It's as simple as hitting the correct button with proper timing when the prompt presents itself, all the while knocking away Raneny's goons who wish to disrupt the Kalakely and friends' mini performance. It's not much to look at--the performance, that is--from the beginning, but all bands have to start somewhere. I'm eager to see in the final version how large of a band and massive of an audience the end-game performances get in Kalanoro. 

Intermissions between levels put players back on the bus with Kalakely as she plays host to her lemur musician guests. It's not just as simple as saving or rescuing a musician and calling it a day for them. No, they're pretty high-maintenance, usually requiring food made from found ingredients in the platforming levels. Ignore a guest's desires at your peril, because as the game notes, ignored requests can make a musician become captured all over again. 

I'm hoping in the final version of the game that we won't have to babysit the characters too much, or that the timer for when a character will get captured again isn't too strict. I can imagine it getting tedious to repeatedly rescue characters that were already saved. That said, you're given a bounty of ingredients in levels just by simple exploring and playing the levels, so at least in the demo, running out of or not having a given ingredient was not an issue.

Speaking of issues, playing on my Steam Deck saw little in the way of performance problems. This was both in docked and handheld forms. Pausing mid-cutscene or mid-dialogue sequence, however, did cause the HUD to show up during these scenes, which I imagine is an unintended oversight. Otherwise, the game looks great, colorful, vibrant, and I really dug the music as well.

Kalanoro is shaping up to an enjoyable 3D platformer with lots of heart and better still, it's one that showcases the demonstrably rich culture and folklore of part of the world that doesn't get much representation in and even out of gaming. We'll find out how it all turns out when Kalanoro steps onto the stage for some platforming action on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch in Summer 2026.

A code was given to me by the developer for the purpose of this preview.

Wednesday, April 1, 2015

Bubsy 3D (PS1) Preview

Today is a special day for SuperPhillip Central. This is the first ever preview of an unreleased game that I have the opportunity to talk about. It's Bubsy 3D, and like previous games in the series, it's truly something special. However, I only got to play the first level, despite the demo being a near-final build. Here are my impressions of Bubsy 3D.

Move Over Mario


I recently went to San Francisco press event where select members of the media got to try out a near-final build of Bubsy 3D, one of the most anticipated games in recent memory. The event took place in a dark warehouse where there was the smell of iron and passed out prostitutes on the floor, drowning in their own waste. It created an ambiance that clashed with the cute, cartoon visuals and appearance of Bubsy 3D. Something tells me that that was intentional, as Bubsy 3D itself is a testament to video games being art. It seems to me that the statement the event holder was saying was that even in the darkest, most depressing of areas, happiness (Bubsy 3D in this case) can prosper. And boy, did it prosper with my time with the demo!

So far, in the near-final build I played, Bubsy as an avatar controls incredibly tightly. Bubsy can turn on a dime, move in a seemingly unlimited amount of directions, and can even jump! The latter helps in reaching higher areas and platforms that Busby otherwise wouldn't be able to reach.

Bubsy 3D features a world that will have you always
wondering what's over that hill, even after getting over it!
While other games are just platformers in name, Bubsy takes it literally, and that is such a breath of fresh air. Floating in the air are actual platforms. Yes, this isn't a game like Super Mario 64 which tries to hide that it's a platformer by creating a realistic world. No, Bubsy 3D is proud to be a platformer, and I can't thank the developers enough for this change of pace.

Bubsy's back, and this time it's personal!
Bubsy 3D further sets itself apart with its visuals and art design, which are top notch indeed. Bubsy 3D goes for a very minimalist approach, and this is no doubt an ode to an artistic sentiment that less is more. Textures are simple, featuring a checkerboard pattern, and geometry is very basic. This all adds to a visual identity that is wholly original and easy on the eyes.

Creativity like making the pause menu say "Paws" is just another
 in the ingenious line of development decisions in Bubsy 3D.
The sound effects exude with a combination of realism and cartoon aesthetics. I giggled every time Bubsy made a sound when he jumped and while listening to the super catchy music. Bubsy 3D is a wholly interactive animated cartoon, and the presentation is especially to thank for that.

Continue or quit? Do you even have to ask!?
Unfortunately, my time with Bubsy 3D was cut off short due to the sounds of police sirens in the distance, and the event holders yelling for everyone to get out while they quickly took all of the demo machines apart. However, I think I'm not using hyperbole here when I say that Bubsy 3D is going to be something that players will not forget, and it will have an infamous mark on gaming history. You can quote me on that. Please do, actually, because it'd be awesome for one of my quotes to be on the game box.

Thursday, October 20, 2011

Super Mario 3D Land (3DS) Japanese Preview Trailer

The hype train for Mario's newest 3D adventure chugs along with a Japanese preview trailer showcasing the power-ups the mustachioed plumber will utilize in-game from the Tanooki to the Boomerang Suit. Many level locations are shown, revealing the genius of the level designers. Stay tuned for a SuperPhillip Central review of Super Mario 3D Land when it comes out mid-November.



Sunday, April 11, 2010

3D Dot Game Heroes (PS3) Preview Video

We start off the new week with a look at 3D Dot Game Heroes. 3D Dot Game Heroes is another anticipated game of mine for the month of May. It's an absolutely stacked month with this, Mario, and ModNation all within the same couple weeks. Regardless, 3D Dot Game Heroes is an homage to the classic Zelda franchise, and who doesn't love homages? The fine folks at PSNation have rustled up a ten-minute preview of the game, its features, and some little secrets along the way.



Tuesday, December 22, 2009

ModNation Racers (PS3) Beta Impressions

ModNation Racers for the Playstation 3 is one of my most anticipated games of 2010. Only Super Mario Galaxy 2 outranked it. That said, I was very happy to learn that was invited to become a part of the beta for ModNation. I've had some time to tinker around with the game, get the ins and outs, and just play for a few hours or so to form some impressions. Will ModNation Racers push your pedal to the metal?


As is the beta, not all the features have been included. The majority of the track parts, avatar parts, and modes are locked away. As you start the beta, you're thrown into the hub, a circular area leading to all of the modes and options in ModNation Racers. There's the top three mods and karts of the day, a featured collection of tracks, online racing, quick race (which only has time trial available and not the quick race option), and the creation station where all the mods or game avatars, vehicles, and tracks can be created, downloaded, and shared.

Batman has a larger wingspan than you'd think.

The creation station is where all the imagination takes place. You can design a mod, but the options are rather limiting as most of the tattoos and art parts are locked for the retail release. Regardless, there's plenty of creative people already making famous game, television, and film characters such as Mario, Luigi, Link, Spider-man, Batman, Kratos of God of War fame, and many more. I've no idea how these characters are created, possibly gifted use of tattoos, but nonetheless, these are very impressive! Needless to say, I downloaded a wealth of characters. Also you can design a vehicle for your created or downloaded mod. You create the vehicle body, the paint job, and the size of your car. Nothing like Batman cruising in style in his patented Batmobile!





A cavalcade of characters from comics and games!

Luigi's got a sweet ride!

Track creation is the most complicated and rightfully so. It'd get boring rather quickly if the options were small. You could only design so many varied types of tracks. Thankfully, there's a host of options to choose from to create your track the way you want it. First, you can set up the topography of your track. From small hills to rugged mountains. Then you place your track. It's just like driving in the regular game. You can choose when the track slopes upward, downward, make it flat and so forth. Once you've created a full lap, you can start altering the track from dirt roads to concrete town streets, twist the track, widen or narrow parts, add shortcuts either obvious or hidden, and branch the track into several parts. You can also place scenery and props or have the game do it for you. There's only one available setting in the beta, the alpine, but the full release will more than likely feature many more.

I made a quick, beginner track called Windmill Valley. It's a rural road weaving through numerous windmills and around a beautiful blue lake. There's one big shortcut on the track, and it's obscured by multiple trees. It's a simple enough track that offers enough drifting opportunities to be fun for all skill levels. Nothing mind-boggling here.




Some shots of Windmill Valley, my first real course.

After your mod, vehicle, or track is completed, you can share it online. Unlike LittleBigPlanet, it's already much easier to find selected works by various creators. It's not an exact science, however, so I'd love to see that improved. Regardless, if you haven't a creative bone in your body, you can do what most of us are doing and download other people's work. There's already an exhaustive amount of great tracks, mods, and vehicles to select from, alter, and race away with or on.

Mario gives the thumbs up to his opponent.

Now that I've briefly gone over the creation aspects of the game, let's move onto the core mechanics of the gameplay. Firstly, starting up the game and driving for the very first time, the controls feel extremely loose. By now I've gotten used to them, but I'd still prefer some tighter steering instead of what we have now. Drifting is the main mechanic used in ModNation Racers. The longer you drift, the more your boost meter runs up similar to MySims Racing of all games. You can use your boost energy not only to boost (obviously), but you can also use it to shield yourself against opponent attacks. You can also gain boost points by drafting behind other racers as well.

Batman tracks down the Joker out in New Mexico.

Performance-wise, there's way too many load screens, and they're quite long, too. Many of those playing the beta have had the game crash on them multiple times. I've not seen this myself, but I'm knocking on wood as I type. Additionally, the framerate is set at thirty frames per second, and that number dips quite often with frequent slowdown and stuttering. Visually, the game is gorgeous with striking backgrounds, detailed landscapes, and plenty of neat things to look at as you breeze by.

Mamma-mia! I'm on a competitor's console!

All-in-all, ModNation Racers has several problems that bar it from being a perfect game. Thankfully, the game is only in beta right now with some form of release for the retail game in 2010. There needs to be work on the framerate, loading times, and looseness of the controls first and foremost. As it is now, ModNation Racers is shaping up to be an excellent kart racer with a wonderful creation system implemented into it. Whether or not the game rivals the quality or sales of something like Mario Kart is yet to be seen. Either way, you're looking at one of the rides of your life with ModNation Racers.