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2024
Most helpful reviews
Recommended
The Call of Cthulhu Table Top RPG by Chaosium is unique for multiple different reasons. While combat and action pieces can occur, the game is mainly focused on detective work and keeping your sanity in the face of otherworldly creatures from Lovecraftian lore.
The series has never really translated over to a video game well, with the last attempt being Bethesda’s Call of Cthulhu: Dark Corners of the Earth, which while attempted to be faithful to the source material, had major bugs that pulled out of the immersion. Since then the franchise has been rather dormant but Focus Home Interactive and Cyanide studios have attempted to bring it back with a new call to answer.
Players take control of Edward Pierce, a war vet and private detective, who is down on his luck as he has not been able to take on new cases and has turned to alcohol to ease the pain. That is, until a major case comes in and he is charged with investigating the death of the Hawkins Family, who died in a mysterious fire.
The Hawkins were a big name in their small fishing community of Darkwater – just off the coast of Boston, Massachusetts. The wife – Sarah Hawkins – was a well-known painter who was being treated for mental issues. Her paintings showed dark and disturbing creatures, which brought her plenty attention in the art world. Her death brought on a shock to those around her and the community and Pierce is asked to find out as much about her and the fire as possible.
Pierce agrees to the job and travels to Darkwater, here he finds an old whaling station which has its own problems, a group of bootleggers have taken over most of the port, the police are almost powerless to do anything about it, the sailers of the town are drunk and jobless. As Pierce gets closer to finding out the truth behind the fire of the Hawkins mansion, the closer we get to learning of a dark force set to release on the world.
There is plenty of mystery and intrigue to keep you interested in solving the case, this is mainly thanks to how well paced the gameplay is. Call of Cthulhu is a detective game first and throws itself into the land of stealth gameplay where hiding is really your only defense, and psychological horror as you begin to question your sanity against as you battle against the occult.
Thankfully the game gives you multiple ways to tackle these situations thanks to a specialized character upgrade system. Players can upgrade specific stats that will allow them to choose different outcomes to situations, for example, someone with the who has an improved Hidden Spot stat – players can find hidden clues in the world much easier, better Investigation skills will allow you to pick locks, and so on. Only two stats cannot be upgraded via normal means, which will be the Medical and Occult, these can be upgraded instead by finding Medical books and Occult items in the levels.
Despite this, Call of Cthulhu is a slow burn, focused more on telling a good detective story than delivering a game full of jump scares. Intense moments where the need of stealth feel far and in between from the predominant investigation gameplay that tends to be the focus point of the game. That being said, I’ve never found myself bored of my investigation as every aspect was filling in (or adding) blanks to tell the story.
While the environmental work is beautifully done to bring Darkwater to life, its residents I find could have used more work. I’ve found a lot of characters experiencing clipping issues where their hand went through their legs, or the mouth refused to open while the characters body convulsing and almost had a seizure motion (in my case he was also brandishing an axe). Sadly, my time with Call of Cthulhu was filled with these technical issues that will hopefully get repaired with a patch.
The sound quality of the game is also questionable, during my playthrough with important events, I found that important sounds like ripping and tearing, or blood splatter was unfortunately missing out of these scenes which really took the power away from it. Like with the visual issues I experienced, these happened frequently enough that it became noticeable but will hopefully be patched up. Cyanide’s Call of Cthulhu does a great job at staying true to the source material even if it takes things slower than most horror games. It tells a great story and presents enough choices that makes it interesting for multiple playthroughs. It’s unfortunate that some graphical and audio glitches keep occurring throughout which ruined my complete immersion.
If you’re looking for a different type of horror game, a fan of H.P. Lovecraft’s work or fan of the Table Top, Call of Cthulhu is definitely worth your time. Review from https://gameitall.com/call-of-cthulhu-2018-review/ Based on the review copy on PS4 provided by Focus Home Interactive
6 users found this helpful
+6
Exceptional
As a fan of the Mega Man series, Batterystaple Games and Fire Hose Games' roguelike platformer 20XX has been on my radar. It doesn't hide the fact that the game is an homage to the gameplay that made Capcom's Super Fighting Robot so popular, it's difficult, it has cool power-ups and it's hard. As much as it pays tribute, it also improves on everything, making it damn near impossible to put down. 20XX starts out like most Mega Man titles. A city is under attack by experimental robots and its up to Nina, a blue clad lady robot with gun for an arm, and Ace, a red clad sword wielding robot, to save the day and defeat the robot leaders while being judged by discount Dr. Wily. The game doesn't give you any story to follow but instead throws you into the fray to fend for yourself. While the game shares a similar platforming premise to Mega Man, 20XX improves the formula with Roguelike elements including procedurally-built stages, character upgrades, and a punishing difficulty while still presenting the best difficulty curve that comes to recent memory. The game is split between four types of arenas - Fire, Garden, Sky, Ice - each with 2 different bosses. The levels hold their own unique threats including projectile traps, laser beams and various bad guys that will just get in your way. With the levels procedurally-built, you're never sure what you're going to get thrown at you. You'll have plenty of help though as stat boosting items and weapons can be conveniently found all over the place, and defeating levels give you the option of improving your health, increasing your nuts (the game's currency) or taking the Boss' power which can be used in a similar Megaman fashion where one boss is heavily weak against it. Still don't expect to clear all 8 levels (plus a the final boss run) on your first go. Dying makes you lose everything except for Soul Chips, which can be used at the main base to purchase new permanent upgrades, as well as single run upgrades and the ability to add new upgrades or weapons to your run. What is really amazing about 20XX is just how smooth the game is. Everything from jumping, dashing, attacking and using your powers are so perfect that if you screw up and die on your run, it's likely your own damn fault. It also does a great job at adding Co-Operative play that doesn't hinder players who may be better than the others, while still rewarding players who work together. 20XX does an amazing job at being a fun roguelike, balancing its great controls and punishing difficulty to the point of "one more run" turns into 3 more hours of playing the game without noticing. Whether you're playing couch co-op, online co-op, tackling its various challenge modes, you do not want to miss out on this great indie title that surpasses it's the game it's playing homage to. Review from https://gameitall.com/20xx-review/
«Blew my mind»
«Just one more turn»
4 users found this helpful
+4
Exceptional
Sega has been capitalizing on the new-found love for the adventures of Kiryu Kazuma, so far releasing 3 games within two years with amazing results. The prequel and remake of the original PS2 title helped pave a way for the emotional end of Kiryu's journey in Yakuza 6, and yet new fans still want more adventures in the Japanese crime world. (Who am I kidding, us old school fans wanted that too.)This brings us to Yakuza Kiwami 2, the second Yakuza game to come out this year and a remake of the PS2's Yakuza 2. Like the first Kiwami, Kiwami 2 features several updates to the game including additional sub-stories, new mini-games, a major graphical and quality of life update as well. Yakuza Kiwami 2 continues one year after the 10 billion yen incident chronicled in the first game. Kiryu stepped down from the Tojo clan in order to live a quiet life with his new adopted daughter Hakura. After visiting the gravesite of those who died in the first game, Kiryu is approached by the current chairman of the Tojo, who asks his advice in a situation between the Tojo and the Omi Alliance, a rival Yakuza gang. However the meeting is a trap and the chairman is murdered, Kiryu decides to help the Tojo Clan once again by helping to stop a possible war.
Like any other Yakuza game, the story from there twists and turns in a dramatic fashion as Kiryu becomes the target of multiple factions while figuring out the mastermind pulling the strings. Kiwami 2 has the benefit of using the Dragon engine that was introduced in Yakuza 6, giving the game plenty of detail in the world and animation. In terms of gameplay, this has made the game extremely smooth, as the streets are crowded with people, combat is fast-pace and allows moving from shops on the streets to combat with no load times. While most of the combat has remained relatively unchanged in format, as players can still pick up random weapons off the streets and use Heat actions to deliver devastating blows. However the multiple combat styles from Yakuza 0 and Kiwami are gone for heavier focus on the Dragon Style, while still delivering the flow from Yakuza 6, giving a sweet middle ground between both games. Speaking of borrowing content from the latest iteration, Yakuza 6's Clan Creator makes a return with some massive improvements. The new Clan Creator gives more of a Tower Defense style where you have to guard construction equipment with your generals which can be hired or found by completing sub-stories. I found myself enjoying it a lot more than last time, which was a bit of a hit or miss for us. Of course this wouldn't be a Yakuza game without plenty of side content and distractions to keep you from stopping a war between the two biggest gangs in Japan. The side stories for Kiwami 2 remain as over the top as ever but provides great rewards from new ally heat actions which can be pretty comedic (the S&M Barker and the Plumber were two of my favourites), while the Sega Arcade complete with the arcade versions of Virtua Fighter 2 and Virtual-On, as well as the return of Darts. Meanwhile a new Golf mini-game has proven to a bane in my existence with its addicting and frustrating Closest to the Hole and Bingo games. One mini-game I didn't expect to return actually received a major update, and that would be what I like to call the "Sexy Chat". In Yakuza 6 this was represented by a cam girl show where Kiryu talked to a model online. In Kiwami 2, this mode gets much more personal as you're talking directly to the model and snapping a variety of photos as an amateur photographer. Instead of pressing buttons to chat with the model, players are able to put their on phrases together with a variety of results. This was surprising difficult to do correctly in order to unlock the next level, and for some reason left me feeling less perverted then the situation in Yakuza 6. To add to the ridiculous mini-games is the Sega Toylets. These were real-life urinals that measured your urine's stream quantity and pressure while rewarding you with some small but entertaining games. In Yakuza, Kiryu has the option to relieve himself at a Toylet after drinking at the many restaurants in the two cities available. Players can control the force of Kiryu's stream which drains his bladder in an attempt to beat the small game. It's a weird mini-game but like everything else in Yakuza, it's somehow extremely entertaining. Also making a return is Yakuza 0's cabaret clubs. There is an entire sub-story around this game similar to the Clan Creator, where you are able to recruit girls from Sub-Stories or by other means to work as a hostess in a club that needs help getting to the top and are thrown into a Cabaret Grand Prix. Kiryu will have to advertise the club, manage the girls, assign them to tables and take orders to keep customers happy and revenue pouring in. It's easy to dismiss this game as more Yakuza, as much of the game is more of everything we love of the series from its dramatic gangster story, its white-knuckle brawling and its ridiculous distractions that keep the series great, but what makes Kiwami 2 stand out above the other releases so far is the vast improvement to nearly every quality of life item thanks to the Dragon Engine. Developers pushing HD remakes and re-releases need to take notes from Sega, this is how you make a remake. Review from https://gameitall.com/yakuza-kiwami-2-review/
«Blew my mind»
«Can’t stop playing»
3 users found this helpful
+3
SNK has been around for 40 years now and their names has been synonymous with titles like King of Fighters, Metal Slug, Ikari Warriors, Samurai Showdown, Shock Troopers and more.
The SNK 40th Anniversary Collection however features games that are older than the Neo Geo System that made the company famous. With 13 games offered on the Switch Card and 11 games coming as DLC later, the bundle is a decent package of classic games offering a lot of different games for everyone who were curious about the other games that company had.
The collection itself does feature some solid hits, including Athena - a sidescrolling action adventure where you play the title character (and later KOF/SNK Heroine fighter) through a mystical land, Ikari Warriors 1, 2, and 3 - which can be considered one of the best retro-top-down shooters, and Prehistoric Isle - a strange 2D Shoot'em up that includes Dinosaurs.
Each games plays smoothly thanks to improved graphic resolution, and redesigned control schemes which give players a bit of ease when it comes to twin-stick shooters - which I feel the collection has a lot of. But what really caught my eye when going through the titles is the ability to choose from the Arcade or Console Port of specific games. It's important to note the difference between these, as the arcade generally had better graphics - they were also made to take as much money from you as possible, so the arcade versions are noticeably harder from the console port (which most are from the NES era.)
The Collection also features a rewind option that allows players to, well, rewind the last few seconds of the game, and an interesting 'Watch' feature which gives players the ability to watch a too-assisted perfect run of each game. The Watch feature also gives players the ability to jump right in seamlessly at any point and time in the game.
There were some issues that I've ran into when it came to enjoying these classics was the lack of single Joy-con Support on most titles. These games did make some sense as of why it was not available, as most were Twin-Stick Shooters, which consists of a large chunk of the games in the collection. That being said, NIS America has stated that there is a planned Day 1 update for when the game launches that will correct this, allowing a single stick mode for twin-stick games.
It also helps to know that there is 11 more games to come as a free update on December 11th, with two of them being part of a free download on the Nintendo eShop. Giving plenty of options and different games to play. Still it feels weird knowing that the heavy hitters like King of Fighters, Fatal Fury, and Metal Slug, despite already having their time in the light with various re-releases on other consoles, are missing from this collection.
To put it bluntly, The SNK 40th Anniversary Collection isn't for everyone. While for a collection based game, the technical features are fun to play with, and I personally love the option to play the original Arcade or Console release of the game, but the selection of games are questionable due to a lack in variety and heavy hitting titles that makes us think "SNK." Full Review: https://gameitall.com/snk-40th-anniversary-collection-review/ Based on the Nintendo Switch Edition provided by NIS America
2 users found this helpful
+2
Exceptional
When it comes to feeling unease and just plain creepy, there is nothing better than Japanese Ghost stories. Movies like Ju-On and Ringu series (or their American adaptations: The Grudge and The Ring series) are probably two of the most famous films in this category and while they never really produce any jump-scares or focuses heavily on blood and gore, they provide a tense, uneasy feeling throughout the film. The Yomawari series from NIS nails this feeling, as they're a disturbing and twisted take on an Urban Ghost story that will is guaranteed to make players feel uneasy about the entire situation they find themselves in. Now compiled into one game on the Nintendo Switch, players will be able to enjoy both titles - Yomawari: Night Alone and Yomawari: Midnight Shadows - on their TV or portable.
Night Alone sees you in control of a young girl who while walking her dog, experiences a near-miss with a transport, only to find her dog is now missing. Upon returning home, her elder sister offers to look for the dog in the dark streets. After a few hours, the young girl decides to search for her sister and her dog only to find creatures in the shadows scattered all over the town. Midnight Shadows gives us a more emotional story by putting the fate of two best friends - Yui and Haru - on the line. As the two friends are separated after watching a fireworks display, they attempt to find each other in the dark city.
Both Yomawari games share some similarities, mainly that they both involve young children somewhere around 8-12 years old searching for someone/something at night full of creepy ghosts/spirits, and both dealing with a loss, something that really sets the story apart from other run-of-the-mill horror titles.
There is no fair way to say that one game has a better story over the other, as they both deliver an emotional punch out of the gates and keeps it rolling until the very end. I've also never had a game that made me audibly gasp, sad and pissed off during a tutorial scene, setting the mood for what would come almost perfectly.
Gameplay takes inspiration from run-and-hide horror titles like Amnesia and Outlast but takes place in a top-down perspective. Players have no defence against the spirits and ghosts, and can only run when encountering the creatures. You can't run forever though, as running requires stamina which when drained can slow you to a stop, leaving you open to being captured. Players also are given the ability to hide in a bush or behind objects, as well as distract them by throwing objects.
While most games give you a point of view for when you're hiding, Yomawari has a much more effective strategy to making hiding one of the most stressful things you can do in the game by darkening the screen and using your heartbeat as sort of echolocation for how close the enemy is to you. It's a subtle mechanic that is extremely effective in this type of horror game.
Both Night Alone and Midnight Shadows have the same type of gameplay, but I do find that Midnight Shadows refines the controls and make it work better. Plus with the ability to take control of both Yui and Haru, as wells as the multiple endings based on items found during exploration really drives the game more than Night Alone.
There is something deceptively creepy about Yomawari's cute graphics. As most of the obviously human characters have an adorable almost chibi likeness, and the environments looking like a modern-day Japanese town, the darkness surrounding the town is unsettling and almost feeling unnatural.
Monster designs are also very creative, based on Japanese Urban Legends and delivering a very macabre look, whether it's just a simple shadow creature to a giant face with spider-legs, or a bunch of hands with a number of eyeballs staring out at you. These things are the things nightmares are made of.
Yomawari: The Long Night Collection is a great collection for any horror fan as both games give you plenty of content, a great amount of replay value and plenty of genuine scares that will make you want to put the console down but a story that is so good that you won't want to. Review based on the Nintendo Switch version of the game provided by NIS America - visit our site for the original review https://gameitall.com/yomawari-the-long-night-collection-review/
«Blew my mind»
«Can’t stop playing»
2 users found this helpful
+2
Exceptional
If there is one thing that the Persona series gets a huge amount of praise for – it’s the music. The praise is rightfully so as the series has had huge concerts in Japan to celebrate the games, and what better way to help celebrate the music is to put the tunes and some of the best remixes into a Rhythm game.
It worked well for Persona 4 with the originally PSVita exclusive Persona 4: Dancing All Night, which at the time we reviewed a solid 8 out of 10 thanks to the catchy music, a great challenge and a great reason for the Persona characters to dance.
It’s been three years since then and now Atlus is coming back to the Dance scene and this time bringing the SEES and Phantom Thieves to the party in two separate games on PS4 and Vita, or as one giant collection which gives you the only way to play Dancing All Night on PS4.
While the Persona 4: Dancing All Night port is exactly as it was on the Vita, only with better sound and visual quality, we’re going to focus our review on Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight.
Both Dancing in Moonlight and Dancing in Starlight have a similar story. The respective crew members of the SEES and Phantom Thieves are invited to Club Velvet in a dreamlike state and are greeted by their respective Velvet Room Attendees (Persona 3’s Elizabeth and Persona 5’s Caroline and Justine), the crew has been tasked to solve a bet that they can out dance the other team. This is the only bit of story that you’ll get from the game that feel like it actually means something – unlike Persona 4: Dancing All Night’s full story which involves taking on the shadows of a JPop group. Both P3 and P5 dancing gives you something else that act more as fan service by introducing Social Links.
Social Links are unlocked by completing specific challenges for each character, from hitting a certain amount of notes perfectly, using challenge modifiers, or getting a brilliant or higher ranking on specific songs. Completing these task unlock a small cutscene that will have the leader character (Yuki or Ren – aka Joker) talk with the other team members about their dance and help them solve their various issues. Social Links provide another bonus to the game as viewing these will unlock new content including clothes, accessories or modifiers. This differs from P4D by removing the store option to unlock content via money earned and gives completionist players plenty of reason to come back to songs and try higher difficulties to beat the challenges and unlock more.
The gameplay however remains largely the same as it did on the Vita. With players dancing to various songs from respective Persona Soundtrack (and several remixes), players will have to match the beat by a series of commands utilizing the Triangle, Circle and Cross (x) buttons on the right hand side, and the up, left, and down direction buttons on the left, there is also the Scratch which is done via the analog sticks. It takes a couple of songs to get used to the layout but with enough practice, pulling off Brilliant and even King Crazy rankings becomes a natural occurrence on easier levels.
If the game gets too easy, or if you want to make a certain aspect of the game easier, you can always add modifiers. These can both help and hinder your progress by changing the speed of the notes, how your fever meter fills and more. The modifiers also affects your score, with more helpful modifiers lowering your percentage while challenges raise the score, giving you plenty of reason to explore and play around with the selection.
The biggest thing that I notice with the two games is how distinct the music is, Persona 3 seems to have more of a hip-hop and dance club inspired tunes while Persona 5 is more jazzy. That being said, it still suffers from P4D’s issue of reused music, with the same song used at least twice with remixed variations. Although thanks to a better audio quality and a better mix of style – these remixes are probably the more enjoyable tunes in the game.
One bonus feature that they don’t mention a lot in the promotional aspects is that both games have are PSVR compatible in certain modes, specifically in the Collection area which gives you the ability to view characters in their unlocked costumes, and character rooms which are unlocked after completing specific tasks. While it does nothing for the dancing aspect of the game, it’s a nice additional feature for those with a PSVR headset.
While not much has really changed from Persona 4: Dancing All Night, P3D and P5D gives us just enough of an upgrade in presentation to be an improvement, and while the Story Mode is a missed feature thanks to a throwaway setup, the Social Links is a great way to keep track of progress and gives us more down-time with our favourites Persona characters – although a bit bittersweet for Persona 3 fans. Based on the review copy of Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight provided by Atlus Review from https://gameitall.com/persona-endless-dancing-collection-review/
«Just one more turn»
«Can’t stop playing»
2 users found this helpful
+2
Recommended
The Call of Cthulhu Table Top RPG by Chaosium is unique for multiple different reasons. While combat and action pieces can occur, the game is mainly focused on detective work and keeping your sanity in the face of otherworldly creatures from Lovecraftian lore.
The series has never really translated over to a video game well, with the last attempt being Bethesda’s Call of Cthulhu: Dark Corners of the Earth, which while attempted to be faithful to the source material, had major bugs that pulled out of the immersion. Since then the franchise has been rather dormant but Focus Home Interactive and Cyanide studios have attempted to bring it back with a new call to answer.
Players take control of Edward Pierce, a war vet and private detective, who is down on his luck as he has not been able to take on new cases and has turned to alcohol to ease the pain. That is, until a major case comes in and he is charged with investigating the death of the Hawkins Family, who died in a mysterious fire.
The Hawkins were a big name in their small fishing community of Darkwater – just off the coast of Boston, Massachusetts. The wife – Sarah Hawkins – was a well-known painter who was being treated for mental issues. Her paintings showed dark and disturbing creatures, which brought her plenty attention in the art world. Her death brought on a shock to those around her and the community and Pierce is asked to find out as much about her and the fire as possible.
Pierce agrees to the job and travels to Darkwater, here he finds an old whaling station which has its own problems, a group of bootleggers have taken over most of the port, the police are almost powerless to do anything about it, the sailers of the town are drunk and jobless. As Pierce gets closer to finding out the truth behind the fire of the Hawkins mansion, the closer we get to learning of a dark force set to release on the world.
There is plenty of mystery and intrigue to keep you interested in solving the case, this is mainly thanks to how well paced the gameplay is. Call of Cthulhu is a detective game first and throws itself into the land of stealth gameplay where hiding is really your only defense, and psychological horror as you begin to question your sanity against as you battle against the occult.
Thankfully the game gives you multiple ways to tackle these situations thanks to a specialized character upgrade system. Players can upgrade specific stats that will allow them to choose different outcomes to situations, for example, someone with the who has an improved Hidden Spot stat – players can find hidden clues in the world much easier, better Investigation skills will allow you to pick locks, and so on. Only two stats cannot be upgraded via normal means, which will be the Medical and Occult, these can be upgraded instead by finding Medical books and Occult items in the levels.
Despite this, Call of Cthulhu is a slow burn, focused more on telling a good detective story than delivering a game full of jump scares. Intense moments where the need of stealth feel far and in between from the predominant investigation gameplay that tends to be the focus point of the game. That being said, I’ve never found myself bored of my investigation as every aspect was filling in (or adding) blanks to tell the story.
While the environmental work is beautifully done to bring Darkwater to life, its residents I find could have used more work. I’ve found a lot of characters experiencing clipping issues where their hand went through their legs, or the mouth refused to open while the characters body convulsing and almost had a seizure motion (in my case he was also brandishing an axe). Sadly, my time with Call of Cthulhu was filled with these technical issues that will hopefully get repaired with a patch.
The sound quality of the game is also questionable, during my playthrough with important events, I found that important sounds like ripping and tearing, or blood splatter was unfortunately missing out of these scenes which really took the power away from it. Like with the visual issues I experienced, these happened frequently enough that it became noticeable but will hopefully be patched up. Cyanide’s Call of Cthulhu does a great job at staying true to the source material even if it takes things slower than most horror games. It tells a great story and presents enough choices that makes it interesting for multiple playthroughs. It’s unfortunate that some graphical and audio glitches keep occurring throughout which ruined my complete immersion.
If you’re looking for a different type of horror game, a fan of H.P. Lovecraft’s work or fan of the Table Top, Call of Cthulhu is definitely worth your time. Review from https://gameitall.com/call-of-cthulhu-2018-review/ Based on the review copy on PS4 provided by Focus Home Interactive
6 users found this helpful
+6
Exceptional
As a fan of the Mega Man series, Batterystaple Games and Fire Hose Games' roguelike platformer 20XX has been on my radar. It doesn't hide the fact that the game is an homage to the gameplay that made Capcom's Super Fighting Robot so popular, it's difficult, it has cool power-ups and it's hard. As much as it pays tribute, it also improves on everything, making it damn near impossible to put down. 20XX starts out like most Mega Man titles. A city is under attack by experimental robots and its up to Nina, a blue clad lady robot with gun for an arm, and Ace, a red clad sword wielding robot, to save the day and defeat the robot leaders while being judged by discount Dr. Wily. The game doesn't give you any story to follow but instead throws you into the fray to fend for yourself. While the game shares a similar platforming premise to Mega Man, 20XX improves the formula with Roguelike elements including procedurally-built stages, character upgrades, and a punishing difficulty while still presenting the best difficulty curve that comes to recent memory. The game is split between four types of arenas - Fire, Garden, Sky, Ice - each with 2 different bosses. The levels hold their own unique threats including projectile traps, laser beams and various bad guys that will just get in your way. With the levels procedurally-built, you're never sure what you're going to get thrown at you. You'll have plenty of help though as stat boosting items and weapons can be conveniently found all over the place, and defeating levels give you the option of improving your health, increasing your nuts (the game's currency) or taking the Boss' power which can be used in a similar Megaman fashion where one boss is heavily weak against it. Still don't expect to clear all 8 levels (plus a the final boss run) on your first go. Dying makes you lose everything except for Soul Chips, which can be used at the main base to purchase new permanent upgrades, as well as single run upgrades and the ability to add new upgrades or weapons to your run. What is really amazing about 20XX is just how smooth the game is. Everything from jumping, dashing, attacking and using your powers are so perfect that if you screw up and die on your run, it's likely your own damn fault. It also does a great job at adding Co-Operative play that doesn't hinder players who may be better than the others, while still rewarding players who work together. 20XX does an amazing job at being a fun roguelike, balancing its great controls and punishing difficulty to the point of "one more run" turns into 3 more hours of playing the game without noticing. Whether you're playing couch co-op, online co-op, tackling its various challenge modes, you do not want to miss out on this great indie title that surpasses it's the game it's playing homage to. Review from https://gameitall.com/20xx-review/
«Blew my mind»
«Just one more turn»
4 users found this helpful
+4
Exceptional
Sega has been capitalizing on the new-found love for the adventures of Kiryu Kazuma, so far releasing 3 games within two years with amazing results. The prequel and remake of the original PS2 title helped pave a way for the emotional end of Kiryu's journey in Yakuza 6, and yet new fans still want more adventures in the Japanese crime world. (Who am I kidding, us old school fans wanted that too.)This brings us to Yakuza Kiwami 2, the second Yakuza game to come out this year and a remake of the PS2's Yakuza 2. Like the first Kiwami, Kiwami 2 features several updates to the game including additional sub-stories, new mini-games, a major graphical and quality of life update as well. Yakuza Kiwami 2 continues one year after the 10 billion yen incident chronicled in the first game. Kiryu stepped down from the Tojo clan in order to live a quiet life with his new adopted daughter Hakura. After visiting the gravesite of those who died in the first game, Kiryu is approached by the current chairman of the Tojo, who asks his advice in a situation between the Tojo and the Omi Alliance, a rival Yakuza gang. However the meeting is a trap and the chairman is murdered, Kiryu decides to help the Tojo Clan once again by helping to stop a possible war.
Like any other Yakuza game, the story from there twists and turns in a dramatic fashion as Kiryu becomes the target of multiple factions while figuring out the mastermind pulling the strings. Kiwami 2 has the benefit of using the Dragon engine that was introduced in Yakuza 6, giving the game plenty of detail in the world and animation. In terms of gameplay, this has made the game extremely smooth, as the streets are crowded with people, combat is fast-pace and allows moving from shops on the streets to combat with no load times. While most of the combat has remained relatively unchanged in format, as players can still pick up random weapons off the streets and use Heat actions to deliver devastating blows. However the multiple combat styles from Yakuza 0 and Kiwami are gone for heavier focus on the Dragon Style, while still delivering the flow from Yakuza 6, giving a sweet middle ground between both games. Speaking of borrowing content from the latest iteration, Yakuza 6's Clan Creator makes a return with some massive improvements. The new Clan Creator gives more of a Tower Defense style where you have to guard construction equipment with your generals which can be hired or found by completing sub-stories. I found myself enjoying it a lot more than last time, which was a bit of a hit or miss for us. Of course this wouldn't be a Yakuza game without plenty of side content and distractions to keep you from stopping a war between the two biggest gangs in Japan. The side stories for Kiwami 2 remain as over the top as ever but provides great rewards from new ally heat actions which can be pretty comedic (the S&M Barker and the Plumber were two of my favourites), while the Sega Arcade complete with the arcade versions of Virtua Fighter 2 and Virtual-On, as well as the return of Darts. Meanwhile a new Golf mini-game has proven to a bane in my existence with its addicting and frustrating Closest to the Hole and Bingo games. One mini-game I didn't expect to return actually received a major update, and that would be what I like to call the "Sexy Chat". In Yakuza 6 this was represented by a cam girl show where Kiryu talked to a model online. In Kiwami 2, this mode gets much more personal as you're talking directly to the model and snapping a variety of photos as an amateur photographer. Instead of pressing buttons to chat with the model, players are able to put their on phrases together with a variety of results. This was surprising difficult to do correctly in order to unlock the next level, and for some reason left me feeling less perverted then the situation in Yakuza 6. To add to the ridiculous mini-games is the Sega Toylets. These were real-life urinals that measured your urine's stream quantity and pressure while rewarding you with some small but entertaining games. In Yakuza, Kiryu has the option to relieve himself at a Toylet after drinking at the many restaurants in the two cities available. Players can control the force of Kiryu's stream which drains his bladder in an attempt to beat the small game. It's a weird mini-game but like everything else in Yakuza, it's somehow extremely entertaining. Also making a return is Yakuza 0's cabaret clubs. There is an entire sub-story around this game similar to the Clan Creator, where you are able to recruit girls from Sub-Stories or by other means to work as a hostess in a club that needs help getting to the top and are thrown into a Cabaret Grand Prix. Kiryu will have to advertise the club, manage the girls, assign them to tables and take orders to keep customers happy and revenue pouring in. It's easy to dismiss this game as more Yakuza, as much of the game is more of everything we love of the series from its dramatic gangster story, its white-knuckle brawling and its ridiculous distractions that keep the series great, but what makes Kiwami 2 stand out above the other releases so far is the vast improvement to nearly every quality of life item thanks to the Dragon Engine. Developers pushing HD remakes and re-releases need to take notes from Sega, this is how you make a remake. Review from https://gameitall.com/yakuza-kiwami-2-review/
«Blew my mind»
«Can’t stop playing»
3 users found this helpful
+3
SNK has been around for 40 years now and their names has been synonymous with titles like King of Fighters, Metal Slug, Ikari Warriors, Samurai Showdown, Shock Troopers and more.
The SNK 40th Anniversary Collection however features games that are older than the Neo Geo System that made the company famous. With 13 games offered on the Switch Card and 11 games coming as DLC later, the bundle is a decent package of classic games offering a lot of different games for everyone who were curious about the other games that company had.
The collection itself does feature some solid hits, including Athena - a sidescrolling action adventure where you play the title character (and later KOF/SNK Heroine fighter) through a mystical land, Ikari Warriors 1, 2, and 3 - which can be considered one of the best retro-top-down shooters, and Prehistoric Isle - a strange 2D Shoot'em up that includes Dinosaurs.
Each games plays smoothly thanks to improved graphic resolution, and redesigned control schemes which give players a bit of ease when it comes to twin-stick shooters - which I feel the collection has a lot of. But what really caught my eye when going through the titles is the ability to choose from the Arcade or Console Port of specific games. It's important to note the difference between these, as the arcade generally had better graphics - they were also made to take as much money from you as possible, so the arcade versions are noticeably harder from the console port (which most are from the NES era.)
The Collection also features a rewind option that allows players to, well, rewind the last few seconds of the game, and an interesting 'Watch' feature which gives players the ability to watch a too-assisted perfect run of each game. The Watch feature also gives players the ability to jump right in seamlessly at any point and time in the game.
There were some issues that I've ran into when it came to enjoying these classics was the lack of single Joy-con Support on most titles. These games did make some sense as of why it was not available, as most were Twin-Stick Shooters, which consists of a large chunk of the games in the collection. That being said, NIS America has stated that there is a planned Day 1 update for when the game launches that will correct this, allowing a single stick mode for twin-stick games.
It also helps to know that there is 11 more games to come as a free update on December 11th, with two of them being part of a free download on the Nintendo eShop. Giving plenty of options and different games to play. Still it feels weird knowing that the heavy hitters like King of Fighters, Fatal Fury, and Metal Slug, despite already having their time in the light with various re-releases on other consoles, are missing from this collection.
To put it bluntly, The SNK 40th Anniversary Collection isn't for everyone. While for a collection based game, the technical features are fun to play with, and I personally love the option to play the original Arcade or Console release of the game, but the selection of games are questionable due to a lack in variety and heavy hitting titles that makes us think "SNK." Full Review: https://gameitall.com/snk-40th-anniversary-collection-review/ Based on the Nintendo Switch Edition provided by NIS America
2 users found this helpful
+2
Exceptional
When it comes to feeling unease and just plain creepy, there is nothing better than Japanese Ghost stories. Movies like Ju-On and Ringu series (or their American adaptations: The Grudge and The Ring series) are probably two of the most famous films in this category and while they never really produce any jump-scares or focuses heavily on blood and gore, they provide a tense, uneasy feeling throughout the film. The Yomawari series from NIS nails this feeling, as they're a disturbing and twisted take on an Urban Ghost story that will is guaranteed to make players feel uneasy about the entire situation they find themselves in. Now compiled into one game on the Nintendo Switch, players will be able to enjoy both titles - Yomawari: Night Alone and Yomawari: Midnight Shadows - on their TV or portable.
Night Alone sees you in control of a young girl who while walking her dog, experiences a near-miss with a transport, only to find her dog is now missing. Upon returning home, her elder sister offers to look for the dog in the dark streets. After a few hours, the young girl decides to search for her sister and her dog only to find creatures in the shadows scattered all over the town. Midnight Shadows gives us a more emotional story by putting the fate of two best friends - Yui and Haru - on the line. As the two friends are separated after watching a fireworks display, they attempt to find each other in the dark city.
Both Yomawari games share some similarities, mainly that they both involve young children somewhere around 8-12 years old searching for someone/something at night full of creepy ghosts/spirits, and both dealing with a loss, something that really sets the story apart from other run-of-the-mill horror titles.
There is no fair way to say that one game has a better story over the other, as they both deliver an emotional punch out of the gates and keeps it rolling until the very end. I've also never had a game that made me audibly gasp, sad and pissed off during a tutorial scene, setting the mood for what would come almost perfectly.
Gameplay takes inspiration from run-and-hide horror titles like Amnesia and Outlast but takes place in a top-down perspective. Players have no defence against the spirits and ghosts, and can only run when encountering the creatures. You can't run forever though, as running requires stamina which when drained can slow you to a stop, leaving you open to being captured. Players also are given the ability to hide in a bush or behind objects, as well as distract them by throwing objects.
While most games give you a point of view for when you're hiding, Yomawari has a much more effective strategy to making hiding one of the most stressful things you can do in the game by darkening the screen and using your heartbeat as sort of echolocation for how close the enemy is to you. It's a subtle mechanic that is extremely effective in this type of horror game.
Both Night Alone and Midnight Shadows have the same type of gameplay, but I do find that Midnight Shadows refines the controls and make it work better. Plus with the ability to take control of both Yui and Haru, as wells as the multiple endings based on items found during exploration really drives the game more than Night Alone.
There is something deceptively creepy about Yomawari's cute graphics. As most of the obviously human characters have an adorable almost chibi likeness, and the environments looking like a modern-day Japanese town, the darkness surrounding the town is unsettling and almost feeling unnatural.
Monster designs are also very creative, based on Japanese Urban Legends and delivering a very macabre look, whether it's just a simple shadow creature to a giant face with spider-legs, or a bunch of hands with a number of eyeballs staring out at you. These things are the things nightmares are made of.
Yomawari: The Long Night Collection is a great collection for any horror fan as both games give you plenty of content, a great amount of replay value and plenty of genuine scares that will make you want to put the console down but a story that is so good that you won't want to. Review based on the Nintendo Switch version of the game provided by NIS America - visit our site for the original review https://gameitall.com/yomawari-the-long-night-collection-review/
«Blew my mind»
«Can’t stop playing»
2 users found this helpful
+2
Exceptional
If there is one thing that the Persona series gets a huge amount of praise for – it’s the music. The praise is rightfully so as the series has had huge concerts in Japan to celebrate the games, and what better way to help celebrate the music is to put the tunes and some of the best remixes into a Rhythm game.
It worked well for Persona 4 with the originally PSVita exclusive Persona 4: Dancing All Night, which at the time we reviewed a solid 8 out of 10 thanks to the catchy music, a great challenge and a great reason for the Persona characters to dance.
It’s been three years since then and now Atlus is coming back to the Dance scene and this time bringing the SEES and Phantom Thieves to the party in two separate games on PS4 and Vita, or as one giant collection which gives you the only way to play Dancing All Night on PS4.
While the Persona 4: Dancing All Night port is exactly as it was on the Vita, only with better sound and visual quality, we’re going to focus our review on Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight.
Both Dancing in Moonlight and Dancing in Starlight have a similar story. The respective crew members of the SEES and Phantom Thieves are invited to Club Velvet in a dreamlike state and are greeted by their respective Velvet Room Attendees (Persona 3’s Elizabeth and Persona 5’s Caroline and Justine), the crew has been tasked to solve a bet that they can out dance the other team. This is the only bit of story that you’ll get from the game that feel like it actually means something – unlike Persona 4: Dancing All Night’s full story which involves taking on the shadows of a JPop group. Both P3 and P5 dancing gives you something else that act more as fan service by introducing Social Links.
Social Links are unlocked by completing specific challenges for each character, from hitting a certain amount of notes perfectly, using challenge modifiers, or getting a brilliant or higher ranking on specific songs. Completing these task unlock a small cutscene that will have the leader character (Yuki or Ren – aka Joker) talk with the other team members about their dance and help them solve their various issues. Social Links provide another bonus to the game as viewing these will unlock new content including clothes, accessories or modifiers. This differs from P4D by removing the store option to unlock content via money earned and gives completionist players plenty of reason to come back to songs and try higher difficulties to beat the challenges and unlock more.
The gameplay however remains largely the same as it did on the Vita. With players dancing to various songs from respective Persona Soundtrack (and several remixes), players will have to match the beat by a series of commands utilizing the Triangle, Circle and Cross (x) buttons on the right hand side, and the up, left, and down direction buttons on the left, there is also the Scratch which is done via the analog sticks. It takes a couple of songs to get used to the layout but with enough practice, pulling off Brilliant and even King Crazy rankings becomes a natural occurrence on easier levels.
If the game gets too easy, or if you want to make a certain aspect of the game easier, you can always add modifiers. These can both help and hinder your progress by changing the speed of the notes, how your fever meter fills and more. The modifiers also affects your score, with more helpful modifiers lowering your percentage while challenges raise the score, giving you plenty of reason to explore and play around with the selection.
The biggest thing that I notice with the two games is how distinct the music is, Persona 3 seems to have more of a hip-hop and dance club inspired tunes while Persona 5 is more jazzy. That being said, it still suffers from P4D’s issue of reused music, with the same song used at least twice with remixed variations. Although thanks to a better audio quality and a better mix of style – these remixes are probably the more enjoyable tunes in the game.
One bonus feature that they don’t mention a lot in the promotional aspects is that both games have are PSVR compatible in certain modes, specifically in the Collection area which gives you the ability to view characters in their unlocked costumes, and character rooms which are unlocked after completing specific tasks. While it does nothing for the dancing aspect of the game, it’s a nice additional feature for those with a PSVR headset.
While not much has really changed from Persona 4: Dancing All Night, P3D and P5D gives us just enough of an upgrade in presentation to be an improvement, and while the Story Mode is a missed feature thanks to a throwaway setup, the Social Links is a great way to keep track of progress and gives us more down-time with our favourites Persona characters – although a bit bittersweet for Persona 3 fans. Based on the review copy of Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight provided by Atlus Review from https://gameitall.com/persona-endless-dancing-collection-review/
«Just one more turn»
«Can’t stop playing»
2 users found this helpful
+2
Recommended
The Call of Cthulhu Table Top RPG by Chaosium is unique for multiple different reasons. While combat and action pieces can occur, the game is mainly focused on detective work and keeping your sanity in the face of otherworldly creatures from Lovecraftian lore.
The series has never really translated over to a video game well, with the last attempt being Bethesda’s Call of Cthulhu: Dark Corners of the Earth, which while attempted to be faithful to the source material, had major bugs that pulled out of the immersion. Since then the franchise has been rather dormant but Focus Home Interactive and Cyanide studios have attempted to bring it back with a new call to answer.
Players take control of Edward Pierce, a war vet and private detective, who is down on his luck as he has not been able to take on new cases and has turned to alcohol to ease the pain. That is, until a major case comes in and he is charged with investigating the death of the Hawkins Family, who died in a mysterious fire.
The Hawkins were a big name in their small fishing community of Darkwater – just off the coast of Boston, Massachusetts. The wife – Sarah Hawkins – was a well-known painter who was being treated for mental issues. Her paintings showed dark and disturbing creatures, which brought her plenty attention in the art world. Her death brought on a shock to those around her and the community and Pierce is asked to find out as much about her and the fire as possible.
Pierce agrees to the job and travels to Darkwater, here he finds an old whaling station which has its own problems, a group of bootleggers have taken over most of the port, the police are almost powerless to do anything about it, the sailers of the town are drunk and jobless. As Pierce gets closer to finding out the truth behind the fire of the Hawkins mansion, the closer we get to learning of a dark force set to release on the world.
There is plenty of mystery and intrigue to keep you interested in solving the case, this is mainly thanks to how well paced the gameplay is. Call of Cthulhu is a detective game first and throws itself into the land of stealth gameplay where hiding is really your only defense, and psychological horror as you begin to question your sanity against as you battle against the occult.
Thankfully the game gives you multiple ways to tackle these situations thanks to a specialized character upgrade system. Players can upgrade specific stats that will allow them to choose different outcomes to situations, for example, someone with the who has an improved Hidden Spot stat – players can find hidden clues in the world much easier, better Investigation skills will allow you to pick locks, and so on. Only two stats cannot be upgraded via normal means, which will be the Medical and Occult, these can be upgraded instead by finding Medical books and Occult items in the levels.
Despite this, Call of Cthulhu is a slow burn, focused more on telling a good detective story than delivering a game full of jump scares. Intense moments where the need of stealth feel far and in between from the predominant investigation gameplay that tends to be the focus point of the game. That being said, I’ve never found myself bored of my investigation as every aspect was filling in (or adding) blanks to tell the story.
While the environmental work is beautifully done to bring Darkwater to life, its residents I find could have used more work. I’ve found a lot of characters experiencing clipping issues where their hand went through their legs, or the mouth refused to open while the characters body convulsing and almost had a seizure motion (in my case he was also brandishing an axe). Sadly, my time with Call of Cthulhu was filled with these technical issues that will hopefully get repaired with a patch.
The sound quality of the game is also questionable, during my playthrough with important events, I found that important sounds like ripping and tearing, or blood splatter was unfortunately missing out of these scenes which really took the power away from it. Like with the visual issues I experienced, these happened frequently enough that it became noticeable but will hopefully be patched up. Cyanide’s Call of Cthulhu does a great job at staying true to the source material even if it takes things slower than most horror games. It tells a great story and presents enough choices that makes it interesting for multiple playthroughs. It’s unfortunate that some graphical and audio glitches keep occurring throughout which ruined my complete immersion.
If you’re looking for a different type of horror game, a fan of H.P. Lovecraft’s work or fan of the Table Top, Call of Cthulhu is definitely worth your time. Review from https://gameitall.com/call-of-cthulhu-2018-review/ Based on the review copy on PS4 provided by Focus Home Interactive
6 users found this helpful
+6
Exceptional
As a fan of the Mega Man series, Batterystaple Games and Fire Hose Games' roguelike platformer 20XX has been on my radar. It doesn't hide the fact that the game is an homage to the gameplay that made Capcom's Super Fighting Robot so popular, it's difficult, it has cool power-ups and it's hard. As much as it pays tribute, it also improves on everything, making it damn near impossible to put down. 20XX starts out like most Mega Man titles. A city is under attack by experimental robots and its up to Nina, a blue clad lady robot with gun for an arm, and Ace, a red clad sword wielding robot, to save the day and defeat the robot leaders while being judged by discount Dr. Wily. The game doesn't give you any story to follow but instead throws you into the fray to fend for yourself. While the game shares a similar platforming premise to Mega Man, 20XX improves the formula with Roguelike elements including procedurally-built stages, character upgrades, and a punishing difficulty while still presenting the best difficulty curve that comes to recent memory. The game is split between four types of arenas - Fire, Garden, Sky, Ice - each with 2 different bosses. The levels hold their own unique threats including projectile traps, laser beams and various bad guys that will just get in your way. With the levels procedurally-built, you're never sure what you're going to get thrown at you. You'll have plenty of help though as stat boosting items and weapons can be conveniently found all over the place, and defeating levels give you the option of improving your health, increasing your nuts (the game's currency) or taking the Boss' power which can be used in a similar Megaman fashion where one boss is heavily weak against it. Still don't expect to clear all 8 levels (plus a the final boss run) on your first go. Dying makes you lose everything except for Soul Chips, which can be used at the main base to purchase new permanent upgrades, as well as single run upgrades and the ability to add new upgrades or weapons to your run. What is really amazing about 20XX is just how smooth the game is. Everything from jumping, dashing, attacking and using your powers are so perfect that if you screw up and die on your run, it's likely your own damn fault. It also does a great job at adding Co-Operative play that doesn't hinder players who may be better than the others, while still rewarding players who work together. 20XX does an amazing job at being a fun roguelike, balancing its great controls and punishing difficulty to the point of "one more run" turns into 3 more hours of playing the game without noticing. Whether you're playing couch co-op, online co-op, tackling its various challenge modes, you do not want to miss out on this great indie title that surpasses it's the game it's playing homage to. Review from https://gameitall.com/20xx-review/
«Blew my mind»
«Just one more turn»
4 users found this helpful
+4
Exceptional
Sega has been capitalizing on the new-found love for the adventures of Kiryu Kazuma, so far releasing 3 games within two years with amazing results. The prequel and remake of the original PS2 title helped pave a way for the emotional end of Kiryu's journey in Yakuza 6, and yet new fans still want more adventures in the Japanese crime world. (Who am I kidding, us old school fans wanted that too.)This brings us to Yakuza Kiwami 2, the second Yakuza game to come out this year and a remake of the PS2's Yakuza 2. Like the first Kiwami, Kiwami 2 features several updates to the game including additional sub-stories, new mini-games, a major graphical and quality of life update as well. Yakuza Kiwami 2 continues one year after the 10 billion yen incident chronicled in the first game. Kiryu stepped down from the Tojo clan in order to live a quiet life with his new adopted daughter Hakura. After visiting the gravesite of those who died in the first game, Kiryu is approached by the current chairman of the Tojo, who asks his advice in a situation between the Tojo and the Omi Alliance, a rival Yakuza gang. However the meeting is a trap and the chairman is murdered, Kiryu decides to help the Tojo Clan once again by helping to stop a possible war.
Like any other Yakuza game, the story from there twists and turns in a dramatic fashion as Kiryu becomes the target of multiple factions while figuring out the mastermind pulling the strings. Kiwami 2 has the benefit of using the Dragon engine that was introduced in Yakuza 6, giving the game plenty of detail in the world and animation. In terms of gameplay, this has made the game extremely smooth, as the streets are crowded with people, combat is fast-pace and allows moving from shops on the streets to combat with no load times. While most of the combat has remained relatively unchanged in format, as players can still pick up random weapons off the streets and use Heat actions to deliver devastating blows. However the multiple combat styles from Yakuza 0 and Kiwami are gone for heavier focus on the Dragon Style, while still delivering the flow from Yakuza 6, giving a sweet middle ground between both games. Speaking of borrowing content from the latest iteration, Yakuza 6's Clan Creator makes a return with some massive improvements. The new Clan Creator gives more of a Tower Defense style where you have to guard construction equipment with your generals which can be hired or found by completing sub-stories. I found myself enjoying it a lot more than last time, which was a bit of a hit or miss for us. Of course this wouldn't be a Yakuza game without plenty of side content and distractions to keep you from stopping a war between the two biggest gangs in Japan. The side stories for Kiwami 2 remain as over the top as ever but provides great rewards from new ally heat actions which can be pretty comedic (the S&M Barker and the Plumber were two of my favourites), while the Sega Arcade complete with the arcade versions of Virtua Fighter 2 and Virtual-On, as well as the return of Darts. Meanwhile a new Golf mini-game has proven to a bane in my existence with its addicting and frustrating Closest to the Hole and Bingo games. One mini-game I didn't expect to return actually received a major update, and that would be what I like to call the "Sexy Chat". In Yakuza 6 this was represented by a cam girl show where Kiryu talked to a model online. In Kiwami 2, this mode gets much more personal as you're talking directly to the model and snapping a variety of photos as an amateur photographer. Instead of pressing buttons to chat with the model, players are able to put their on phrases together with a variety of results. This was surprising difficult to do correctly in order to unlock the next level, and for some reason left me feeling less perverted then the situation in Yakuza 6. To add to the ridiculous mini-games is the Sega Toylets. These were real-life urinals that measured your urine's stream quantity and pressure while rewarding you with some small but entertaining games. In Yakuza, Kiryu has the option to relieve himself at a Toylet after drinking at the many restaurants in the two cities available. Players can control the force of Kiryu's stream which drains his bladder in an attempt to beat the small game. It's a weird mini-game but like everything else in Yakuza, it's somehow extremely entertaining. Also making a return is Yakuza 0's cabaret clubs. There is an entire sub-story around this game similar to the Clan Creator, where you are able to recruit girls from Sub-Stories or by other means to work as a hostess in a club that needs help getting to the top and are thrown into a Cabaret Grand Prix. Kiryu will have to advertise the club, manage the girls, assign them to tables and take orders to keep customers happy and revenue pouring in. It's easy to dismiss this game as more Yakuza, as much of the game is more of everything we love of the series from its dramatic gangster story, its white-knuckle brawling and its ridiculous distractions that keep the series great, but what makes Kiwami 2 stand out above the other releases so far is the vast improvement to nearly every quality of life item thanks to the Dragon Engine. Developers pushing HD remakes and re-releases need to take notes from Sega, this is how you make a remake. Review from https://gameitall.com/yakuza-kiwami-2-review/
«Blew my mind»
«Can’t stop playing»
3 users found this helpful
+3
SNK has been around for 40 years now and their names has been synonymous with titles like King of Fighters, Metal Slug, Ikari Warriors, Samurai Showdown, Shock Troopers and more.
The SNK 40th Anniversary Collection however features games that are older than the Neo Geo System that made the company famous. With 13 games offered on the Switch Card and 11 games coming as DLC later, the bundle is a decent package of classic games offering a lot of different games for everyone who were curious about the other games that company had.
The collection itself does feature some solid hits, including Athena - a sidescrolling action adventure where you play the title character (and later KOF/SNK Heroine fighter) through a mystical land, Ikari Warriors 1, 2, and 3 - which can be considered one of the best retro-top-down shooters, and Prehistoric Isle - a strange 2D Shoot'em up that includes Dinosaurs.
Each games plays smoothly thanks to improved graphic resolution, and redesigned control schemes which give players a bit of ease when it comes to twin-stick shooters - which I feel the collection has a lot of. But what really caught my eye when going through the titles is the ability to choose from the Arcade or Console Port of specific games. It's important to note the difference between these, as the arcade generally had better graphics - they were also made to take as much money from you as possible, so the arcade versions are noticeably harder from the console port (which most are from the NES era.)
The Collection also features a rewind option that allows players to, well, rewind the last few seconds of the game, and an interesting 'Watch' feature which gives players the ability to watch a too-assisted perfect run of each game. The Watch feature also gives players the ability to jump right in seamlessly at any point and time in the game.
There were some issues that I've ran into when it came to enjoying these classics was the lack of single Joy-con Support on most titles. These games did make some sense as of why it was not available, as most were Twin-Stick Shooters, which consists of a large chunk of the games in the collection. That being said, NIS America has stated that there is a planned Day 1 update for when the game launches that will correct this, allowing a single stick mode for twin-stick games.
It also helps to know that there is 11 more games to come as a free update on December 11th, with two of them being part of a free download on the Nintendo eShop. Giving plenty of options and different games to play. Still it feels weird knowing that the heavy hitters like King of Fighters, Fatal Fury, and Metal Slug, despite already having their time in the light with various re-releases on other consoles, are missing from this collection.
To put it bluntly, The SNK 40th Anniversary Collection isn't for everyone. While for a collection based game, the technical features are fun to play with, and I personally love the option to play the original Arcade or Console release of the game, but the selection of games are questionable due to a lack in variety and heavy hitting titles that makes us think "SNK." Full Review: https://gameitall.com/snk-40th-anniversary-collection-review/ Based on the Nintendo Switch Edition provided by NIS America
2 users found this helpful
+2
Exceptional
When it comes to feeling unease and just plain creepy, there is nothing better than Japanese Ghost stories. Movies like Ju-On and Ringu series (or their American adaptations: The Grudge and The Ring series) are probably two of the most famous films in this category and while they never really produce any jump-scares or focuses heavily on blood and gore, they provide a tense, uneasy feeling throughout the film. The Yomawari series from NIS nails this feeling, as they're a disturbing and twisted take on an Urban Ghost story that will is guaranteed to make players feel uneasy about the entire situation they find themselves in. Now compiled into one game on the Nintendo Switch, players will be able to enjoy both titles - Yomawari: Night Alone and Yomawari: Midnight Shadows - on their TV or portable.
Night Alone sees you in control of a young girl who while walking her dog, experiences a near-miss with a transport, only to find her dog is now missing. Upon returning home, her elder sister offers to look for the dog in the dark streets. After a few hours, the young girl decides to search for her sister and her dog only to find creatures in the shadows scattered all over the town. Midnight Shadows gives us a more emotional story by putting the fate of two best friends - Yui and Haru - on the line. As the two friends are separated after watching a fireworks display, they attempt to find each other in the dark city.
Both Yomawari games share some similarities, mainly that they both involve young children somewhere around 8-12 years old searching for someone/something at night full of creepy ghosts/spirits, and both dealing with a loss, something that really sets the story apart from other run-of-the-mill horror titles.
There is no fair way to say that one game has a better story over the other, as they both deliver an emotional punch out of the gates and keeps it rolling until the very end. I've also never had a game that made me audibly gasp, sad and pissed off during a tutorial scene, setting the mood for what would come almost perfectly.
Gameplay takes inspiration from run-and-hide horror titles like Amnesia and Outlast but takes place in a top-down perspective. Players have no defence against the spirits and ghosts, and can only run when encountering the creatures. You can't run forever though, as running requires stamina which when drained can slow you to a stop, leaving you open to being captured. Players also are given the ability to hide in a bush or behind objects, as well as distract them by throwing objects.
While most games give you a point of view for when you're hiding, Yomawari has a much more effective strategy to making hiding one of the most stressful things you can do in the game by darkening the screen and using your heartbeat as sort of echolocation for how close the enemy is to you. It's a subtle mechanic that is extremely effective in this type of horror game.
Both Night Alone and Midnight Shadows have the same type of gameplay, but I do find that Midnight Shadows refines the controls and make it work better. Plus with the ability to take control of both Yui and Haru, as wells as the multiple endings based on items found during exploration really drives the game more than Night Alone.
There is something deceptively creepy about Yomawari's cute graphics. As most of the obviously human characters have an adorable almost chibi likeness, and the environments looking like a modern-day Japanese town, the darkness surrounding the town is unsettling and almost feeling unnatural.
Monster designs are also very creative, based on Japanese Urban Legends and delivering a very macabre look, whether it's just a simple shadow creature to a giant face with spider-legs, or a bunch of hands with a number of eyeballs staring out at you. These things are the things nightmares are made of.
Yomawari: The Long Night Collection is a great collection for any horror fan as both games give you plenty of content, a great amount of replay value and plenty of genuine scares that will make you want to put the console down but a story that is so good that you won't want to. Review based on the Nintendo Switch version of the game provided by NIS America - visit our site for the original review https://gameitall.com/yomawari-the-long-night-collection-review/
«Blew my mind»
«Can’t stop playing»
2 users found this helpful
+2
Exceptional
If there is one thing that the Persona series gets a huge amount of praise for – it’s the music. The praise is rightfully so as the series has had huge concerts in Japan to celebrate the games, and what better way to help celebrate the music is to put the tunes and some of the best remixes into a Rhythm game.
It worked well for Persona 4 with the originally PSVita exclusive Persona 4: Dancing All Night, which at the time we reviewed a solid 8 out of 10 thanks to the catchy music, a great challenge and a great reason for the Persona characters to dance.
It’s been three years since then and now Atlus is coming back to the Dance scene and this time bringing the SEES and Phantom Thieves to the party in two separate games on PS4 and Vita, or as one giant collection which gives you the only way to play Dancing All Night on PS4.
While the Persona 4: Dancing All Night port is exactly as it was on the Vita, only with better sound and visual quality, we’re going to focus our review on Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight.
Both Dancing in Moonlight and Dancing in Starlight have a similar story. The respective crew members of the SEES and Phantom Thieves are invited to Club Velvet in a dreamlike state and are greeted by their respective Velvet Room Attendees (Persona 3’s Elizabeth and Persona 5’s Caroline and Justine), the crew has been tasked to solve a bet that they can out dance the other team. This is the only bit of story that you’ll get from the game that feel like it actually means something – unlike Persona 4: Dancing All Night’s full story which involves taking on the shadows of a JPop group. Both P3 and P5 dancing gives you something else that act more as fan service by introducing Social Links.
Social Links are unlocked by completing specific challenges for each character, from hitting a certain amount of notes perfectly, using challenge modifiers, or getting a brilliant or higher ranking on specific songs. Completing these task unlock a small cutscene that will have the leader character (Yuki or Ren – aka Joker) talk with the other team members about their dance and help them solve their various issues. Social Links provide another bonus to the game as viewing these will unlock new content including clothes, accessories or modifiers. This differs from P4D by removing the store option to unlock content via money earned and gives completionist players plenty of reason to come back to songs and try higher difficulties to beat the challenges and unlock more.
The gameplay however remains largely the same as it did on the Vita. With players dancing to various songs from respective Persona Soundtrack (and several remixes), players will have to match the beat by a series of commands utilizing the Triangle, Circle and Cross (x) buttons on the right hand side, and the up, left, and down direction buttons on the left, there is also the Scratch which is done via the analog sticks. It takes a couple of songs to get used to the layout but with enough practice, pulling off Brilliant and even King Crazy rankings becomes a natural occurrence on easier levels.
If the game gets too easy, or if you want to make a certain aspect of the game easier, you can always add modifiers. These can both help and hinder your progress by changing the speed of the notes, how your fever meter fills and more. The modifiers also affects your score, with more helpful modifiers lowering your percentage while challenges raise the score, giving you plenty of reason to explore and play around with the selection.
The biggest thing that I notice with the two games is how distinct the music is, Persona 3 seems to have more of a hip-hop and dance club inspired tunes while Persona 5 is more jazzy. That being said, it still suffers from P4D’s issue of reused music, with the same song used at least twice with remixed variations. Although thanks to a better audio quality and a better mix of style – these remixes are probably the more enjoyable tunes in the game.
One bonus feature that they don’t mention a lot in the promotional aspects is that both games have are PSVR compatible in certain modes, specifically in the Collection area which gives you the ability to view characters in their unlocked costumes, and character rooms which are unlocked after completing specific tasks. While it does nothing for the dancing aspect of the game, it’s a nice additional feature for those with a PSVR headset.
While not much has really changed from Persona 4: Dancing All Night, P3D and P5D gives us just enough of an upgrade in presentation to be an improvement, and while the Story Mode is a missed feature thanks to a throwaway setup, the Social Links is a great way to keep track of progress and gives us more down-time with our favourites Persona characters – although a bit bittersweet for Persona 3 fans. Based on the review copy of Persona 3: Dancing in Moonlight and Persona 5: Dancing in Starlight provided by Atlus Review from https://gameitall.com/persona-endless-dancing-collection-review/
«Just one more turn»
«Can’t stop playing»
2 users found this helpful
+2
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Known for57
- Borderlands 216,024
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- Company of Heroes 29,878
Known for73
- Fallout 414,309
- Fallout: New Vegas10,265
- Dragon Age: Origins6,943
Known for46
- Borderlands 216,024
- Deus Ex: Mankind Divided10,803
- Borderlands10,155
Known for27
Known for60
- Tomb Raider17,838
- Dead Space (2008)9,558
- DmC: Devil May Cry6,857
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- Resident Evil 2 (1998)6,430
- The Evil Within5,662
Known for34
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- Borderlands 216,024
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- Borderlands: The Pre-Sequel9,325