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Hugh Likes Video Games: Toem

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Toem
Developed by Something We Made
Played on Nintendo Switch

The Skinny: A delightful little adventure about photography and community
Toem is a little gem of an indie adventure game about photography and perspective. This comforting little puzzle box is full of puzzles to solve, characters to help, and tiny locations to visit.
 Created by Swedish indie studio Something We Made, Toem only takes a few hours to play but is all about relaxation and comfort. Designed to be played in short bursts, it is the perfect game to wind down with at the end of the day or de-stress to over a coffee break as you take missions tracking down singing goats and finding the perfect spot to photograph a forest hotel.
 The game sets you in the shoes of a young photographer on an adventure to find the Toem, with no further explanation given. The tools at your disposal are your trusty camera and a very unusual public transit system that rewards public service with free rides. The game is divided into five zones, and at the start of each one, you’re given a public service card. As you explore a forest, a city, a seaside resort, and a mountain, you are given puzzles to solve in the form of requests of each area’s inhabitants. These can range from the simple, such as taking a photo of a requested subject, to the obtuse, such as recovering lost items or even restoring a power plant. After each puzzle, you are rewarded with a stamp on your card. Collect the requisite number of stamps, and you’re free to move along to the next area. But completionists will still have plenty of challenges to complete, animals to photograph, and hidden secrets to uncover beyond the game’s forgiving requirements.
 With one notable exception, Toem is presented in a charming black and white art style, and the small, isometric levels have a diorama-like quality. The characters are quirky, and a few of the puzzles are fiendishly clever, but I never felt stuck.
 Toem is a short and cozy experience that is perfect for unwinding by a roaring fire or relaxing with a hot cup of cocoa. If you’re looking for something to chill with at the end of the year, give this game a shot. Toem is available on PC from Steam and Epic, Nintendo Switch, and PS5.

Hugh Likes Video Games: Metroid Dread

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Metroid Dread
Developed by Mercury Steam
Published by Nintendo
Played on Nintendo Switch

The Skinny: Samus Aran is back, baby!

My life-long love of the Metroid series began with Metroid II on the clunky, grayscale Game Boy. It was the first video game I bought with my own money, or close enough. I had won a gift card to the mall in a school raffle. I’ve had a soft spot for the taciturn and mysterious bounty hunter ever since. But after the series pivoted into Metroid Prime, I had all but given up hope of seeing a brand-new 2D Metroid. I expected the four games in the series to remain relics of the past, fondly remembered and imitated by indie devs, but a part of history.
I was pleasantly surprised by the announcement of Metroid Dread if a little skeptical. I needn’t have worried, and perhaps should have seen it coming. Created by Mercury Steam, the studio which created the 2017 remake Metroid II: Samus Returns, the fifth game in the series is a return to form.
The gameplay feels much more modern, but still in line with older games. Samus moves with more fluidity and grace than her previous entries, the melee counter returns in a much more satisfying form, and her new slide move is fun to use. She has an agility that feels more akin to her movement in Smash Bros. than Super Metroid. But it works, and it makes exploring this huge new planet a delight. That momentum is also very important for the game’s other new enhancement: Stealth sequences!
Metroid Fusion toyed with the idea of stealth by introducing SA-X, a powerful enemy with all of Samus’s abilities that the player must avoid and hide from in scripted sequences. In Dread, Samus faces off against the E.M.M.I, nigh-indestructible scientific robots out of Boston Dynamics’ worst nightmares. They each have a specific area they patrol, and Samus must avoid and run from them until she can find a way to stop them. Overall, these sequences are a lot of fun but require a level of precision that leads to frustration at times.
This demand for precision also extends to the boss encounters. Bosses are varied and wonderfully gross in their designs. An early encounter has you fighting a big mutant scorpion thing standing on jutting rib bones. Each encounter requires not only precise timing but a keen eye. Each boss has patterns and weaknesses more akin to Zelda’s bosses than Metroid, and each has a melee vulnerability that leads to a sort of quick-time event where they are vulnerable. While these sequences are cool and surprising, the bosses are very tough, and by the time I was facing them over and over again, I was sick of them. It is frustrating when you’re running through a boss for the fifth time because you haven’t fought it in the exact steps the game demands. Earlier game bosses were more tests of the player’s ability to explore and find hidden resources like missiles and energy tanks. Metroid Dread has a much softer focus on exploration.
The game’s zones are wonderfully designed, but the game is filled with one-way doors, drops that Samus can’t go back through without late-game upgrades and hidden pits. I felt a bit herded at times, and discouraged from really exploring at my own pace. While this preserves the game’s momentum and ensures you don’t get too lost, it loses the thrill of exploration for a more guided experience, and this lack of options extends to the game’s controls.
While Metroid Dread gives players a lot of tools to work with, there’s no way to adjust or experiment with your layout. Y shoots, ZL slides, and holding in the left joystick activates the speed boost. When it works, such as with the slide, movement and combat feel fluid and dynamic. When it doesn’t, and with the speed booster in particular, movement becomes a frustrating, emersion-breaking chore. Allowing players to map their buttons, or implementing any sort of accessibility options would have gone a long way to improving the game. The graphics were also gorgeous but occasionally a stumbling block for me. Metroid Dread looks fantastic, but it was designed with the OLED Switch in mind. I played it in handheld mode on my original Switch, and while it still looked great, there were a few sections where I wasn’t quite sure what was a foreground element and what was part of the background. I ran into a few literal walls that way, which is just embarrassing for a bounty hunter of Samus’s caliber. 
 Overall, Metroid Dread is a glorious return to 2D form for the series. It still innovates in all the right ways and brings back enough of the classic feel that it gets my hearty recommendation. While I wish it would get out of its own way at some points, it’s Samus’s biggest 2D adventure yet. While it doesn’t quite replace Super Metroid in my heart, this is still a brilliant entry in a series that doesn’t get enough love from Nintendo. This game is a Switch essential.

Hugh Likes Video Games: Castlevania Advance Collection

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Castlevania Advance Collection
Developed by M2
Published by Konami
Played on Nintendo Switch

The Skinny: Dracula Season is back, baby!

Just in time for Halloween, M2 has released a new collection of Castlevania titles from the Gameboy Advance, and these 32-bit classics have never looked or played better.
The collection includes Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow, all of which were originally released on the GBA, Super Nintendo’s Dracula X, and a nice horde of extras. Players can choose from the North American, Japanese, and European releases of each game, along with an art gallery, manuals, music players, and encyclopedias. Each game also includes a ‘gadget,’ a special tool added to help manage collectables that can be turned on or off.
The three GBA Castlevanias were all side-scrolling exploratory RPGs in the style of PS1’s Symphony of the Night. While not as beloved as that cult hit, the three games are each a gem, and being able to play them on major consoles or PC in one package is a nice bonus.
Circle of the Moon was a GBA launch title, and while it was impressive, the dark, intricate sprites were hard to see on the unlit screen, and progression relied on random item drops for the game’s card-based magic system. This is the game that benefits the most from this collection. The visuals look great on the Switch handheld screen, and the encyclopedia and added gadget make collecting card and health drops a much less frustrating process. While it’s no longer considered canon in the Castlevania series, CotM is still one of my favorites, and I’m glad it’s included here.
2002’s Harmony of Dissonance is a much more straightforward follow up to Symphony of the Night featuring a castle more reminiscent of the PS1 game, and a nimble, Alucard-like protagonist in Juste Belmont. This game had its visuals tuned for the darker, smaller screen, and the very complicated, labyrinthine double castle is trickier to navigate, but this was still a delight to return to, even if this is the game that gets the least out of the included extras and form factor.
Aria of Sorrow, the last GBA Castlevania game, is probably the star of the show here. Released later in the GBA’s life, Iga and his team at Konami created an incredibly atmospheric castle that doesn’t feel too big or too cramped, while delivering the most interesting story in the series by setting it in the far-off future date of 2035. Soma is a joy to play as, and his ability to collect and absorb the souls and abilities of enemies gives the game a lot of replay value. There’s just so much variety in what he can do that I really went digging to find all the souls I could.
Also included is Castlevania: Dracula X, a Super Nintendo not-quite-port of the Turbo Graphic CD game Rondo of Blood. Infamous for its extreme difficulty and removing most of Rondo’s innovations, cutscenes, and voice work, it’s technically a part of the collection, but mostly exists as an afterthought here. But it is included for completionists who want to butt their heads against quite possibly the most difficult final boos fight in the whole series.
Castlevania Advance Collection brings together three hand-held classics that hold up today. These were some of my favorite games on the GBA, and I’m thrilled to be able to still bring them with me on the Switch twenty years later. If you never tried these sprawling adventures back in the day, or if you’re just in the mood for something thematically appropriate but not too intense this Halloween, pick up for PC through Steam, or your modern console of choice.

Hugh Likes Video Games: Cozy Grove

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Cozy Grove
Developed by Spry Fox
Published by Quantum Theory Games
Played on Nintendo Switch

The Skinny – What if Tom Nook was dead the whole time?

Cozy Grove is a chill game in the style of Animal Crossing and Stardew Valley that can best be described as a ‘chore simulator’ but that’s hardly a bad thing. Players are put in the boots of a novice Spirit Scout, sent to Cozy Grove to hone her skills and put the many ghosts haunting the island to rest. Also, the ghosts are anthropomorphic bears, because why not.
As you meet each ghost and learn a bit about their story, they will task you with quests, most of which involve gathering either specific items hidden on the island, or resources earned from fishing, mining, and other activities. Players can also commission and place decorations and raise plants and animals.
While this all will sound very familiar to players of the genre, the systems are well executed, and the hand-drawn art is charming. The island is rendered in muted black and white tones, but as ghosts have their daily needs fulfilled, the areas around them fill with color. These areas can be expanded using decoration in the game, making the game easier to see and giving it a real sense of progress.
Cozy Grove does require a great deal of patience, even for a game of this type. Items the characters need to complete the next part of their stories are often locked behind quests for other characters, or require high amounts of limited resources. Characters don’t give story missions every day, either. It can be frustrating to wait for a character to give you what you need for another part of the story. Especially if multiple other characters need something from them.
I played on the Nintendo Switch, but Cozy Grove feels like it was designed with tablets in mind. While the button controls are by no means bad, the game has a bit of trouble with targeting, and often selects the wrong object to interact with when using button controls. There is a ‘swap target’ that occasionally appears if the game is unsure where you are pointing, which somewhat resolves the issue, but it isn’t always there.
These are minor quibbles in what is an excellent, heartfelt, and charming little chill-out game. Cozy Grove is a perfect game to wake up with over coffee or unwind to after a long day The game is available on mobile, PC, and major consoles. If you have the time and inclination, it is a cozy goth delight.

Hugh Likes Video Games: Dragon Quest II

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Dragon Quest II: Luminaries of the Legendary Line
Published by Square Enix
Played on Nintendo Switch

The Skinny – A flawed but still-fun classic

Last week, Dragon Quest celebrated its 35th-anniversary last week, and I have been playing through the second entry in the venerable series to celebrate. While the game has a lot of rough edges, the Switch port still largely holds up.
Originally released in 1987 in Japan and 1990 in North America, Dragon Quest II is a continuation and expansion of the original Japanese role-playing game. In the first adventure, a lone knight, who is the descendant of a great hero, saves a kingdom from an evil wizard, who is also a dragon. The sequel picks up the story a century later, with three of that hero’s descendants picking up the family trade and taking out Hargon, a malevolent priest bringing about the end of the world. While this is still a primitive example of a console RPG, it does mark some notable firsts for the genre. The player starts out controlling a single hero, but picks up two companions along the way, making it the first JRPG with a party. Your party doesn’t quite have defined classes per sei, but each character plays a little different, with the Prince of Midenhall playing the role of a warrior with high attack and defense, but no access to magic, while the Princess of Moonbrook can cast powerful spells but can’t wield swords or wear heavy armor. The Prince of Cannock is a bit in the middle, with some access to both.
You also get a boat to explore a wider world, which includes a simplified and smaller version of the world map from Dragon Quest! While there is a pretty big (for the time) world to explore full of towns to visit and dungeons to delve into, the story isn’t very complex by today’s standards. There are plenty of clever secrets and things to uncover, such as a hidden slot machine minigame, but the plot is your basic quest to go find the big bad and put your sword through him.
The Switch port carries on from a long line of ports and remakes that have incrementally improved the game over the years, from the Super Famicom to Game Boy to Wii and up through mobile phones. This is definitely a game that is in no danger of ever going ‘out of print.’ Naturally, the graphics and sound have been upgraded, and the game looks fabulous, with highly detailed and colorful sprites, although there isn’t much animation in the game, with battle scenes still being fought against still images. But even if they don’t animate, Akira Toriyama’s designs really pop in HD. And Koichi Sugiyama’s orchestral score sounds great.
The gameplay is pretty relaxing, with turn-based combat and simple puzzles that are usually resolved by finding the right NPC or using the correct item based on their clues. You don’t always have full control over actions in battle, as enemies appear in groups and you can’t select individual monsters if they’re in a crowd. But the AI has been improved over the years, and the game tends to deal out damage in an optimal way for the player. While the monsters are fun to look at, combat can get pretty repetitive, though. Developers hadn’t quite worked out the curve for adding bosses, and you won’t see very many until the last castle.
The only thing that hasn’t been improved from the original, and is still the biggest drawback, are the dungeons. The towers and caves in the game are long and very maze-like, with lots of frustrating traps that just serve to prolong the game without being much fun. The cave that leads to the final dungeon, in particular, has a set of very nasty trap floors that force you to begin again from the entrance, with random encounters hitting you every few steps. It’s not the most engaging design, and I had to put the game down a couple of times and play something else.
With those drawbacks aside, Dragon Quest II: Luminaries of the Legendary Line is a classic that further defined an emerging genre. Plus, it is on sale right now as a part of Dragon Quest’s anniversary, so curious gamers can experience this historic gem for cheap on the Nintendo Switch eshop or IOS and Android app stores.

Hugh Likes Video Games: The Legend of Zelda – Link’s Awakening

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The Legend of Zelda: Link’s Awakening
Published by Nintendo
Developed by GREZZO
Played on Nintendo Switch

The Skinny – This reoccurring Zelda classic still plays like a dream.

Originally released for the Game Boy in 1993, The Legend of Zelda, Link’s Awakening may be the most revisited game in Nintendo’s catalog. But that isn’t without good reason. in 1998 it received an upgrade for the Game Boy Color, with a bonus dungeon and new functionality for the Game Boy Printer peripheral. A little over twenty years later, a new version for the Nintendo Switch has brought it back again with bright and colorful HD graphics. But how does a Game Boy game hold up over twenty-five years later?
 Pretty well, as it turns out. The story and gameplay are nearly untouched, with the only tweak being the inclusion of dedicated buttons for Link’s sword and shield, with two buttons for selectable tools, which makes better use of the Switch’s controls. The combat is familiar and satisfying. This game plays just as well as it did in the original.
A few new items were added to the game, including a set of Amiibo-like collectibles and bottles, which allow the player to recover inside dungeons. There is also an expert difficulty added for returning players which bulks up enemies and removes heart drops from the game. This more than balances out the difficulty, and made the game a nice challenge.
The added GB Printer sections have been removed, which is disappointing because even if the printer wasn’t available, the cutscenes for obtaining them were still fun to discover in the GB Color version. In its place is a new minigame that allows players to make and complete their own dungeons based on chambers in the game. This is a fun little diversion, but without the ability to design chambers yourself, it feels a little insubstantial. The minigames from the original GB release, a fishing minigame, a raft obstacle course, and a UFO catcher, have been expanded and improved. I usually skip the fishing in Zelda games, but this one was a lot of fun.
Link’s Awakening has always been one of the stranger games in the series, with the titular hero washing up on a mysterious island and being thrust into its mysteries. The remake keeps the story intact, while also give a shiny toy-like aesthetic to the graphics. The game preserves the aspect of the original game with the update, which means that the action is a bit more zoomed out, giving a preview of what would be on the next ‘screen’ in the original version. Overall, I feel this is a good choice, and it helps reinforce the new diorama-like feel of the world.
The Legend of Zelda: Link’s Awakening is a definitive edition of a stone-cold classic. Switch owners shouldn’t sleep on this bite-sized adventure.

Hugh Likes Video Games: Rain on Your Parade

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Rain on your Parade
Unbound Creations
Played on PC

The Skinny – Cloudy with a 100% chance of MAYHEM!!1!

Inspired by games like Donut County and Untitled Goose Game, Rain on your Parade puts players in the driver’s seat of a mischievous cloud in a dazzling paper-craft world. Using a set of weather-based powers, players journey through fifty mission-based levels to reach their ultimate goal, the mythical city of… Seattle!

With tongue firmly in cheek, this clever little game delivers on a wide variety of challenges as you work your way across the world. The weather powers are fun to use and are constantly mixed up. Rain soaks people and can be used for other puzzle objectives like growing crops, but can be remixed by soaking up other substances, like oil which can be used to start fires with your lightning ability. Snow and tornado powers also let the player freeze objects or manipulate the environment, although both are unlocked fairly late in the game.

The levels, which range from beaches to grocery stores to the surface of the moon, are cleverly designed, although a few are VERY short. The writing in Rain on your Parade is the real highlight of the experience. It is wickedly sharp and unexpectedly varied in its targets. One mission will have you ruining a pool party by soaking all the sunbathers, but the next will have you delivering coffee in a parody of The Office or pulling off a museum heist. There’s always something new to do, with a clever twist to the mechanics in each level. The sharp, funny writing carries the game as well.

The paper-craft aesthetic of the world is also well implemented and helps to keep the game lighthearted and fun. The player’s cloud, which can be customized with hats, accessories, and a face you can redraw to your liking, is made of cardboard. The human figures resemble Fisher-Price Little People, and the settings and objects have a paper-craft aesthetic. It feels much more akin to overturning a toy box than a GTA-style rampage. This is reinforced by the brief story sections that frame the action as a bedtime story.

While the puzzles are varied, most of the levels themselves are pretty short and won’t require quick reflexes to solve. They mostly boil down to using the correct order of abilities on the right objects to solve a condition, then watching the effects play out.

Rain on Your Parade is a clever little gem of a game, perfect for unwinding, but it sits firmly into its niche as a casual toy chest of an experience. If you’re looking to relax with a bit of silly destruction, I highly recommend it.

Hugh Likes Video Games: 2020 Top 5

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Hello, readers! With not much else to do this year, 2020 was definitely a year for gaming. And gaming got a lot of attention this year, from the glossy spectacle of Final Fantasy VII Remake to the glitchy mess of Cyberpunk 2077. I tend towards a more indie bent in my gaming, but here are my top five games that caught my eye this year, as usual, in alphabetical order.

Animal Crossing: New Horizons

Animal Crossing: New Horizons
Nintendo
Played on Nintendo Switch

Let’s start with the biggest truth of the past year. 2020 was a garbage fire of a year, and in a year where we couldn’t just go and visit our friends, games became virtual spaces to meet up and visit. And for me, that mostly happened in Animal Crossing New Horizons. There’s not much that I would call serendipity this year, but Animal Crossing dropping in mid-March, just as everything shut down became a haven. A game about building refuge became a port in the storm for millions, me included. I wasn’t a fan of AC before this, and I doubt I would’ve picked up the game otherwise, but it allowed some peace and comfort in my life, as well as the ability to visit friends’ islands when I couldn’t visit their homes. I have mostly dropped off, prompting my villagers to complain about how they’ve missed me every time I pop back in, but ti was a needed balm for a few months.

Fall Guys: Ultimate Knockout

Fall Guys
Mediatronic
Played on PS4

Fall Guys made the obvious leap of combining great ideas into one package better than the sum of its parts: Online Battle Royale Gaming and Obstacle Course Game Shows. The alchemy of cartoonish costumes and padded foam rolling logs works up to an oasis of calm and joy, even as I get knocked out one more time.

Hades

Hades
Supergiant Games
Played on Nintendo Switch

Hades is one hell of a game. Loaded with challenging gameplay, intricate systems, and a compelling story full of rich characters, Supergiant has created a masterpiece of the Rogue-like genre. While games like Dead Cells and Rogue Legacy had flirted with the idea of narrative in a Rogue structure, Hades doubles down and commits to telling a story that not merely progresses between runs, but relies on the life-die-repeat structure as a meaningful and necessary component. The result is a satisfying gameplay loop that makes even a bad run feel meaningful as players claw their way out of The Underworld, one room at a time.

Hyrule Warriors: Age of Calamity

Hyrule Warriors: Age of Calamity
Omega Force
Played on Nintendo Switch

A prequel to The Legend of Zelda: Breath of the Wild, the game is set during the Calamity one-hundred years before that game opens. While that game featured cutscenes that revealed glimpses of that conflict, this game shines by letting players fight out the epic war. Using Dynasty Warriors combat is a stroke fo genius, as that series lends an epic grandeur to the conflict, and we can see how mighty Link and the Champions really were. The game also lets players drive the Divine Beasts, essentially ancient elemental giant robots, for some even more epic destruction.The result is an engaging mix of fan service and mythic tragedy (plus some time travel nonsense) that makes this title stand out from others in the -Warriors series.

Merchant of the Skies

Merchant of the Skies
Coldwind Games
Played on Nintendo Switch

A delightful little indie game that didn’t see enough love this year, Merchant of the Skies is a steampunk airship trading game that sees you buying low and selling high across an archipelago of floating islands. Along the way, you upgrade your ship, set up facilities to harvest and refine goods from raw materials, set up a fleet to deliver them, and discover the region’s hidden secrets. This was a perfectly chill game with a lovely pixel art style. There is no combat to worry about, and as long as you can keep your ship powered, (or pay for a tow to a refueling station) the game keeps going. This friendly management sim hooked me pretty quickly, and had me playing for one more run to clear that next upgrade or uncover the next island. While the game did tend to want to autosave a bit too often for my taste, which left me cooling my heels at a loading screen, It was the perfect game to relax with in a stressful year.

Hugh Likes Video Games: Hyrule Warriors – Age of Calamity

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Hyrule Warriors: Age of Calamity
Developed by Omega Force
Published by Nintendo
Played on Nintendo Switch

The Skinny: Breath of the Wild: The Champions’ Jukebox Musical

The follow-up to 2014’s Hyrule Warrirors, Age of Calamity rejects that game’s franchise-spanning scope to focus on the cataclysmic events that led up to Switch smash-hit The Legend of Zelda: Breath of the Wild. The result is a story-focused game that refines the mechanics of the first game and delivers a high-stakes epic. While the -Warriors games have become a showcase for various tie-in properties, the series started out as an adaptation of Romance of the Three Kingdoms and AoC brings the game back to its mythical epic roots. Also, there’s time travel.
The game is a lot of fun to play, and the smaller roster of characters feels really well tuned. This isn’t a game where you pick your favorite and main them through the whole campaign. Players are encouraged to keep characters leveled, and to play with all of them. And there are very few ‘bad’ characters in the game. Combat is intuitive and fun, and everyone gets their opportunity to smash wave after wave of monsters.
Age of Calamity also does an excellent job of incorporating the engine and mechanics from Breath of the Wild. The music and sound effects bring the world of Hyrule to life, and it was almost comforting to be back in a world of paragliding, hunting for koroks, and dodging and countering giant Lynel sword-swipes again. But this gets into the flaw inherent to these nostalgia-driven -Warriors titles. Evoking a beloved, and in most cases better game makes me want to play that one instead of the one I’m in. Stomping whole armies of moblins in the Divine Beasts is great fun, but I’m getting a real craving to load up Breath of the Wild and sneak up on them with bomb arrows instead. Ultimately, a spin-off is always beholden to its parent property, and unable to surpass it.
Hyrule Warriors: Age of Calamity is army-destroying fun in a charming, familiar world. While it evokes the spirit of Breath of the Wild without quite delivering on it, it is still a great time. It is available now for the Nintendo Switch.

Hugh Likes Video Games: Kunai

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Kunai
Developed by: TurtleBlaze
Published by: The Arcade Crew
Played on Nintendo Switch

The Skinny: Ninja Robot Tablet Action

In the distant future, a lone robot awakens to save mankind from the AI Apocalypse. With an energy draining sword and an emoji-displaying tablet for a head, he sets out to save the small band of human resistance fighters, along with the rest of the world.
While its story is a bit thin, Kunai delivers a pleasant and fast-paced Metroidvania experience. In addition to the aforementioned sword, a variety of upgradable guns are also at your disposal as you traverse a variety of technology-infused forests, floating mountains, and futuristic cities. You travel on foot, with the ubiquitous double jumps, and with the games’s eponymous standout feature, the kunai, a pair of grappling hook-like knives that allow you to scale walls and swing along ceilings with ease. The game gives you a huge amount of freedom early in the game, delightfully disrupting the traditional gameplay loop of unreachable ledges and unjumpable pits. The controls are fun and intuitive, letting the player navigate quickly and easily.The game is presented in a faux gameboy pixel art style, with grayscale backgrounds. Enemies are painted red, while Tabby and his allies are blue. While it doesn’t have the flash of Ori and the Blind Forest or Hollow Knight, the sprites are easy to see, and charmingly designed. Backgrounds are surprisingly detailed and cleverly imagined.
The game rarely slows down, except in a few sections which involve navigating courses consisting of hazards like bottomless pits and rooms full of spikes. These parts of the game feel separate, and a bit archaic. Fortunately, they are quite close to save sections, and the game gives a Super Meat Boy try try again feel.
While Kunai doesn’t have the narrative weight or graphical artistry of some of the bigger Metroidvania titles, it is a fun and fast-pace game with plenty of charm, and is well worth your time. It is available on PC from Steam or on the Nintendo Switch from the Nintendo eShop.

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