Konstantin Koteski, Author at Gamecritics.com https://gamecritics.com/author/kkoteski/ Games. Culture. Criticism. Tue, 07 Oct 2025 17:42:16 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png Konstantin Koteski, Author at Gamecritics.com https://gamecritics.com/author/kkoteski/ 32 32 248482113 Agatha Christie: Death On The Nile Review https://gamecritics.com/kkoteski/agatha-christie-death-on-the-nile-review/ https://gamecritics.com/kkoteski/agatha-christie-death-on-the-nile-review/#respond Mon, 06 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64597

HIGH Well-crafted homage to a classic murder mystery.

LOW Few locales in the campaign, resulting in visual boredom.

WTF Petting street rats?!


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Ready To Play A Book?

HIGH Well-crafted homage to a classic murder mystery.

LOW Few locales in the campaign, resulting in visual boredom.

WTF Petting street rats?!


Agatha Christie: Death on the Nile sets out to translate a well-known murder mystery novel onto today’s gaming consoles, putting players in the shoes of famous fictional detective Hercule Poirot as he struggles to untangle a well-thought-out and well-executed homicide case. Set in the ‘70s and unraveling mostly on the S.S. Karnak with the Nile river sparkling in the background, this point-and-click adventure presents a series of meaty logic-based puzzle challenges, forcing the player to don their thinking cap right away.

Unlike other cross-media iterations of this popular novel, Agatha Christie: Death on the Nile spices things up by introducing a second playable character that isn’t part of the source material — namely, a budding detective named Jane Royce, who works alongside Poirot while investigating a different death on her own.

At first, I cringed at this inclusion, given that I saw no need to deviate that much from the established plot. Also, as a character, Royce is the exact opposite of Poirot in several regards — he is male, she is female. He is white, she is black. He is hetero, she is lesbian. He refers to himself in the third person, she speaks normally. This play on stark contrasts didn’t do much to lure me in… at first. 

Yet as the chapters rolled on, I got accustomed to and enjoyed controlling Royce as much as I did Poriot. Her sections take a different, more ‘hands-on’ approach and she even stars in several stealth and action sequences, while Poriot mostly moves around and speaks. However — and most importantly — her arc deftly complements the novel’s highpoints, adding to the narrative in a manner fitting for the medium of videogames. As a result, this character never felt like someone competing for the spotlight, and Nile’s runtime proved sufficient to leave even the most cost-conscious consumer satisfied. 

As for the gameplay, it’s comprised of curated, tough-to-crack logic puzzles while also being rich in varied mini-games.

For instance, when a character refused to share info unless she heard her favorite song, I had to meddle with an old jukebox’s interior electronics, altering pieces to allow for proper electric flow. Later, while inspecting why the smoke coming out of the boat’s chimney suddenly turned black, I had to get familiar with how the Karnak’s furnace worked via an iteration of the classic Pipe Dream path-making formula.

I was pleasantly surprised at how varied and creative these challenges were, and the constant evolution in their difficulty is perhaps the most confident example of Nile’s quality — it simply never dropped the ball with any lackluster obstacles. 

Throughout Nile’s chapters, I also had to diligently inspect 3D pieces of evidence before spending hours within the main characters’ “mind maps” (accessible via menu) where all hard-earned deductions are stored and comprehensively arranged. Then, I had to carefully connect the scattered info into rock-solid conclusions that rose above all of the obfuscating layers smothering the truth.

This process often involved pointing out which character could or couldn’t have taken a particular action due to their physical location at a precise moment in the scenario, as corroborated by other passengers on the Karnak. Oftentimes, Nile supported this by arranging all of the uncovered facts into an easy-to-follow timeline where we get to rearrange NPC positions, tracking each of their movements minute-by-minute until we have logically reverse-engineered the undisputed paths and actions all of them surely followed.

Obviously, the difficulty of these segments depends on the number of suspects present at a given scenario, as well as on which of Nile’s three difficulty levels the player chooses. For me at least, untangling these timeline challenges was a triumph in and of itself, leading to unsuspected revelations and coveted resolutions to tricky mental knots,  an experience not unlike solving challenges in any number of other, more puzzle-focused experiences.

Between deductions I was able to freely inspect locations like a nightclub in London, a fancy hotel in Egypt, and a few other places that I won’t reveal here. Of course, chatting with and interrogating the dozens of primary and secondary characters gives Nile much of its richness, almost making me overlook how little variety in locales there is here – a few more areas wouldn’t have hurt things. Luckily, the craft of outsmarting the myriad of multilayered characters is a triumph on par with the way the same process unfolds in the source material itself. My victory here was delicious.

Anyone willing to get knee-deep into exercises like inspecting a vase until they spot the tiny crack that proves the villain must’ve hastily knocked it over in the middle of the night will surely find much to love in Agatha Christie: Death on the Nile, and in the end it stands as an excellent example of the right way to adapt classic material for the modern age and its new mediums.

Rating: 8 out of 10 

Buy Agatha Christie: Death on the NilePC – Switch – Xbox – PS


Disclosures: This game was developed by Microids Studio Lyon and published by Microids. It is currently available on the Nintendo Switch, PC, Xbox Series S/X, and PS4/5. This copy was obtained via publisher and reviewed on the Switch Lite. Approximately 30 hours of play were devoted to the game, and it was completed. This is a single-player only title. 

Parents: This game has received a T rating from the ESRB and contains Alcohol and Tobacco Reference, Mild Blood, and Mild Violence. The official ESRB summary reads: “Agatha Christie: Death on the Nile is a seek-and-find mystery game in which players search for specific items/clues on a screen full of objects. Players – as detective Poirot – search through several rooms and interview suspects to find clues to solve a murder. In one room, the partially visible body of the victim is shown as well as a letter “J” written in blood above the victim. Wine is featured in the opening cinematic, while some of the items (selectable and background) include alcohol and tobacco products (e.g., cocktail glass, liquor bottle, cigarettes). Cutscenes depict images of a gun held to a woman’s head as a flash appears when the weapon is fired. Another sequence depicts two characters in silhouette and still frames shooting themselves in an apparent suicide pact.”

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue is shown via textboxes, and I found the font to be easily readable at all times. While some of the puzzles lead the player to identify sounds as a means to a resolution, there are enough visual indicators to allow any player to figure them out without relying solely on audio. Plus, players can ask for a hint at any moment at the push of a button, which will prompt the game to reveal the solution instantly. I’d say this game is fully accessible

Remappable Controls: This game offers a controller diagram, and the controls are not remappable. However, they are intuitive and easy to get used to, with the movement assigned to the sticks and the face buttons used to make choices and interact with the environment.

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Momodora: Moonlit Farewell Review https://gamecritics.com/kkoteski/momodora-moonlit-farewell-review/ https://gamecritics.com/kkoteski/momodora-moonlit-farewell-review/#respond Sun, 08 Jun 2025 11:00:00 +0000 https://gamecritics.com/?p=60988

HIGH Satisfying combat and addictive metroidvania mechanics.

LOW Short runtime and lack of truly fresh ideas.

WTF The fairy queen's sprite is basically Dark Souls' Gwynevere…


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Moon Presence

HIGH Satisfying combat and addictive metroidvania mechanics.

LOW Short runtime and lack of truly fresh ideas.

WTF The fairy queen’s sprite is basically Dark Souls’ Gwynevere…


As the fifth installment in a series I’ve never tried before, Momodora: Moonlit Farewell was revealed to be a competent 2D metroidvania set in a dark fantasy world brimming with themes like sacrifice and maternity, all presented via a captivating art style.

As a priestess of the order in charge of protecting a village from evil forces lurking both below and above,  Momo Reinol is one of the few beings capable of stopping the approaching darkness in its tracks.

Armed with a magical leaf whose reach and damage potential extend at the final stage of its three-hit combo, she embarks on a journey across several biomes to collect items and parlay with deity-like beings to secure mankind’s (or at least, the village’s) survival. Moonlit Farewell’s art direction fits the setting with a carefully chosen color palette and memorable enemy designs. It all fits together beautifully.

Another of Moonlit Farewell’s most notable strong points is how approachable it is, especially for genre newcomers.

While most metroidvanias are keen on keeping the player stuck until that “a-ha!” moment finally presents itself and allows us to unlock the rest of the content, here the map clearly tells us which parts we have yet to explore and exactly which areas still hide a secret. Thus, as we slowly navigate through combat and platforming challenges, we can quickly consult with the map to ensure we haven’t missed anything along the way. The breadcrumb trail of power-ups evolves organically and logically, arming the player with just enough power to never let Momo’s fighting prowess come up short.

So, as is the case with most metrodivanias, gameplay consists of three segments — combat challenges against enemies with deadly melee attacks, molotov cocktail-throwing smarties, and disturbing entities that explode on death, platforming sections where we’ll have to manage our stamina bar, the longevity of our jumps, and the use of other abilities later unlocked, and screen-filling boss encounters, which round up the campaign’s “acts” and often bestow Momo with a new power upon defeat.

Aside from those core elements, Moonlit Farewell is brimming with hidden power-ups that, if successfully unearthed, will expand Momo’s health and mana pools, as well as the stamina recovery which allows her to sprint and dodge.

Despite all the power-ups and items to find, difficulty isn’t the point of Momodora: Moonlit Farewell — there aren’t any wild spikes or overpowered bosses hell-bent on punishing even the slightest mistake. Instead, the power-ups seem more about granting benefits that synergize with each other, and selecting the right array for a given challenge.

For instance, by donning an ability that granted a barrier upon healing myself, I was able to more confidently charge in by synergizing with powers that boost melee damage. In another instance, I combined the “exploding arrows” ability with one that allows Momo to fire three projectiles at once, and suddenly turned into Legolas, feeling pretty good about myself!

Of course, the most powerful abilities are hidden behind demanding obstacles, but hunting for them isn’t necessary to roll credits. Everything Moonlit Farewell throws at the player is well-balanced and solvable simply by using observation, rationale, and the abilities one will naturally come across on the critical path. 

As such, the only real complaint I want to raise is Moonlit Farewell’s lack of innovation. While it offers a nicely curated experience, it never tries to challenge or alter established genre boundaries in any way — there are no big surprises, nor any or game-changing abilities that might’ve enticed other developers to copy from Momodora: Moonlit Farewell in the future.

Ultimately, Moonlit Farewell is a game that excels at what it sets out to do, though it doesn’t try to achieve anything too surprising or outside the norm. Even so, it kept me glued to my console from start to finish, and no fan of this genre will find much fault with it.

Rating: 8 out of 10

Buy Momodora: Moonlit FarewellPCPS XBSW


Disclosures: This game was developed by Bombservice and published by Playism. It is currently available on Switch, PS5, XBX/S, and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 18 hours of play were devoted to the game, and it was completed 100%. This is a single-player-only title.

Parents: This game has received a “T” (“Teen”) rating by ESRB and contains Blood, Fantasy Violence, and Suggestive Themes. The official rating summary reads: This is a platformer game in which players assume the role of a priestess embarking on a divine mission. From a side-scrolling perspective, players traverse environments, interact with characters, and battle human bandits and demons. Players use magic and arrows to defeat enemies in melee-style combat. Battles are highlighted by impact sounds, colorful light effects, and small blood-splatter effects. Some environments contain bloodstains on the ground/walls. One female fantasy creature is designed with exposed breasts, though with no discernible details (i.e., no nipples); another character is depicted in a revealing outfit (e.g., deep cleavage).

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers:  All dialogue in this game is shown via textboxes, so they’re easy to keep track of at all times. Text cannot be altered or resized. All enemy attacks are clearly telegraphed on-screen with enemies signaling when they will strike next and in which general direction. No audio cues are needed for play. This game is fully accessible.

Remappable Controls: This game offers a controller diagram and players can freely remap any action to any button. 

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Croc: Legend Of The Gobbos Remastered Review https://gamecritics.com/kkoteski/croc-legend-of-the-gobbos-remastered-review/ https://gamecritics.com/kkoteski/croc-legend-of-the-gobbos-remastered-review/#comments Wed, 23 Apr 2025 11:00:00 +0000 https://gamecritics.com/?p=61577

HIGH An excellent upgrade of a beloved PS1 classic!

LOW A bit too faithful to the decades-old original.

WTF One boss is a merger of a lizard and a cactus?!


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Crocs Really Can Jump!

HIGH An excellent upgrade of a beloved PS1 classic!

LOW A bit too faithful to the decades-old original.

WTF One boss is a merger of a lizard and a cactus?!


It was 1997 when Croc: Legend of the Gobbos made waves as one of the most noteworthy 3D platformers on Sony’s PlayStation 1 console. As a member of the “gamers-in-midlife-crisis” category, I actually have memories of playing the original release back in the day, though Croc 2 pulled me in more — and fingers crossed that one gets a revamp too! Now, almost three decades after the fact, the little light-green crocodile that likes to exclaim “Ker splat!” when doing a tailwhip is back with an improved control scheme, the same selection of awesome tunes, tons of behind-the-scenes content, and… the same discouragingly high difficulty. 

So, those who are old enough or retro enough to already be familiar with Croc know what to expect from the remaster — it’s the exact same game, save for the removal of tank controls that have been replaced with a far more intuitive control scheme. This time around, Croc actually goes where we point the analog stick — a crazy concept back in 1997!

As for newcomers, Croc: Legend of the Gobbos Remastered features the titular character who aids the tribe of Gobbos (small furry creatures who raised him as their own) by standing in the way of Baron Dante’s evil plans to conquer all of Forest Island. To do so, Croc has to complete a handful of jumping-challenge oriented stages spaced across four distinctive biomes.  

Croc: Remastered’s presentation is fitting given the setting — the cute, colorful theme immediately put me in a good mood, and I also cherished that all of the extra content is unlocked from the get-go. Players can freely inspect a hefty opus of developer video interviews, sketches of the potential (but never realized) Croc TV show, listen to the soundtrack, or check what types of merchandise and other promotional material were produced to bolster the original release. As a result, even those who come across Croc for the first time will instantly get a good sense of how big a deal the game was back in ’97. More importantly, they will also find out why it remains beloved to this day. 

In my opinion, Croc: Legend of the Gobbos is one worthy of being called a classic — it’s not just an old title that gets a free pass due to being a member of a dying breed. Even in 2025 (albeit, thanks to the greatly improved and modernized control scheme) controlling Croc is infectiously entertaining.

Clearing chains of increasingly-difficult platforming sections is satisfying due to the healthy amount of challenge present throughout, and there’s a varied scope of enemies, too. Some move in obvious patrolling routes (like bees and worms) while others hold their ground and wait for Croc to make the mistake of landing just in front of them – then they fire a magic blast!

Similar to the ‘rings’ system in Sonic the Hedgehog, Croc can carry up to 100 diamonds in his backpack, and if he gets hit, they spill in all directions. He might not get them all back, but he can grab at least a few before they disappear forever. Of course, getting struck while no diamonds are on Croc’s person will result in loss of a life, but collecting 100 more diamonds grants us another chance. Croc can also scour the levels to find extra lives, although they do tend to remain well hidden. 

While Croc has a lot going for it, especially for those who can enjoy the games of previous generations, it’s not a total home run. For instance, most of the bosses are far too simple to be memorable, and a good chunk of the later levels rest on a “trial-and-error” philosophy, practically forcing the player to fail once or twice before finally making it through — though to be fair, none of the levels overstay their welcome.

It’s also worth noting that for a game ostensibly created with younger audiences in mind, the set of challenges needed to unlock the ‘real’ ending is far too much. During the endgame, the final pickup of the stage is usually locked inside an elaborate challenge map that must be completed as fast as possible, and we are only given a single try to do so. If we do not reach the goal in time, we cannot attempt the challenge again unless we opt to replay the entire level from scratch. Needless to say, this puts an immense amount of pressure on the player as the final levels are no joke. Thankfully, completing these gauntlets is not necessary to roll credits.

In addition, Croc‘s four biomes don’t merely introduce a new color coating – they all come with fundamental characteristics and ‘flavors’, making exploring them a joy. For instance, the snowy levels make controlling Croc much more difficult due to slippery, frozen surfaces, while the last biome (by far the best one, in my opinion) hides the most diverse set of stages, adding ‘haunted castle’ ideas into the mix beautifully.

All in all, Croc: Remastered is a lovingly crafted, updated version of a high-quality 3D platformer that should please players even without the nostalgia factor. While there are no gameplay changes or new levels, the phrase “if it ain’t broken, don’t fix it” holds true here.

Rating: 8 out of 10 


Disclosures: This game was developed by Argonaut Games and published by Titanium Studios. It is currently available on Switch, PS4/5, XBO/X/S, and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 5 hours of play were devoted to the game, and it was completed 100%. This is a single-player-only title.

Parents: This game has received an E rating by the ESRB and contains Mild Fantasy Violence. Croc: Legend of the Gobbos was definitely made to attract younger players, but some of its challenges are quite… challenging. It’s pretty standard platforming hop-and-bop stuff except for the steep difficulty at times.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: There is no written or recorded dialogue in this game — all characters are anthropomorphic animals who communicate via pointing and physical contact. 

Remappable Controls: This game offers a controller diagram, but the controls cannot be altered. The control scheme is very intuitive, though, with the analog sticks controlling movement and the camera, and the face buttons are for jumping and attacking. 

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Tails Of Iron 2: Whiskers Of Winter Review https://gamecritics.com/kkoteski/tails-of-iron-2-whiskers-of-winter-review/ https://gamecritics.com/kkoteski/tails-of-iron-2-whiskers-of-winter-review/#respond Tue, 18 Mar 2025 11:00:00 +0000 https://gamecritics.com/?p=60414

HIGH Intuitive and rewarding combat. Wonderful hand-drawn aesthetics, epic story.

LOW Some glitches and visual bugs.

WTF Why are the mole people living in a more modern age?!


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Winter Is Coming

HIGH Intuitive and rewarding combat. Wonderful hand-drawn aesthetics, epic story.

LOW Some glitches and visual bugs.

WTF Why are the mole people living in a more modern age?!


More than a decade ago, the genre-defining Demon’s Souls and Dark Souls were lauded by gaming media for how deftly they captured the joy of struggle and triumph, offering hard-earned victories to all willing to commit. Instead of handholding, they counted on the player’s persistence to figure out intricate combat mechanics while providing all the necessary tools. Developers expanded on this by reverse-engineering the 3D-oriented Souls formula and applying it ”back” onto 2D titles, producing more condensed, challenging experiences in a genre that had already engraved “old school to the core!” on its chest.

This feedback cycle has been repeating ever since and gifted us many worthwhile titles like Salt and Sanctuary, Blasphemous 1 & 2, Dead Cells, Hollow Knight, and so on. Unfortunately, it’s been tough to keep track of all of them, and I’m sad to say that the original Tails of Iron slipped past me. I’d like to rectify that omission now with this review of Tails of Iron 2: Whiskers of Winter, which caught me off-guard with pure excellence — it exhibits so much spine, heart, and soul that it swiftly climbed to the top ranks of my favorite 2D soulslikes.

As the campaign begins we control Arlo, the young prince of a rat kingdom who finds his hands full with the harrowing task of having to rebuild his sovereign state after vile bats attacked it viciously and killed the king. Presented via a soothing narrator’s voice, these events transpire in the tutorial, putting us in the shoes of an inexperienced rat “knight” whose knees are shaking at the sight of leathery wings. 

Even two-dimensional, the aesthetics were potent enough to make me dread coming across the bat armies — the mandatory “soulslike tutorial boss that can’t beat” introduced me to how hungry, wild, and ferocious they are. Some can fly, some charge up heavy attacks that make them leap to the other end of the screen, some employ ranged weaponry, and more.  

Even as a small rat, the assortment of armaments Arlo has access to does even the scales effectively. Aside from a shield, he can equip three weapons at once — one one-handed and one two-handed sword, spear, or axe, alongside a bow, crossbow, or pistol. Later on, as he get things under control in the castle’s courtyard he can unlock various upgrade paths for any of those weapons, enriching them with elemental properties and slowly turning him into a tactician, first and foremost.

These tactics are valuable — for instance, bands of armed frogs wield lighting-infused spears and also apply poison with their ranged attacks. Of course, this makes them weak to the remaining options — fire and ice. Therefore, consulting the in-game bestiary and knowing where an enemy’s weaknesses lie is key. Later on, our rodent hero acquires elemental magic which can engulf multiple foes at once if used correctly. This combination of mean, medieval-looking edged weapons and elemental spells never lost their appeal for me, even after a dozen hours.

The tempo of play is also key. While Tails of Iron 2 doesn’t feature a stamina bar, one really shouldn’t press the strike button willy-nilly. Arlo’s attack animations take time to complete and propel him forward, meaning whiffed attacks expose his back to foes on screen. All of the enemies are quick-footed, capable combatants and they’ll swiftly outsmart sloppy players. Arlo is always just a second or two away from the “You Died” screen, and his survival hinging on his ability to mind his surroundings.

Something else to note is that an enemy’s basic, heavy, and ranged attacks are all clearly telegraphed on screen. Enemies flash with a white tint before hurling an arrow, which signals us to raise a shield and block all damage. Yellow flashes herald incoming melee attacks that can either be dodged or parried, and red flashes happen before unblockable strikes that can only be dodged.

Making matters even more manageable, enemies never exploit their numbers to an unfair degree and their attacks never overlapped to the point where there wasn’t a safe space to be found onscreen. However, the visuals sometimes did obscure an enemy attack flash — white flashes against white backgrounds were difficult to keep track of, which is my biggest gripe.

At this point, I’ll say a word about the difficulty — it’s not a cakewalk. Arlo’s health will never reach far enough to carry impatient players, and progress hinges on learning the interesting combat mechanics. Still, I never felt cheated upon respawning at any of Tails of Iron 2’s gracefully spaced-out checkpoints. 

All of Tails of Iron 2’s aspects ooze a keen understanding of fundamental design values, adding up to a triumphant, intensely satisfying result. It’s a top-tier experience not to be missed by any one who enjoys a challenging 2D soulslike — just watch out for those bats!

Rating: 8.5 out of 10


Disclosures: This game was developed by Odd Bug Studio and published by United Label. It is currently available on Switch, PS4/5, XBX/S, PC and macOS. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 15 hours of play were devoted to the game, and it was completed 100% (all achievements were unlocked). There is no multiplayer.

Parents: This game has received a “T” (“Teen”) rating by ESRB and contains Blood and Gore, Mild Language, Use of Alcohol, and Violence. While the game’s visuals are hand-crafted 2D stills and sprites and all of the characters are anthropomorphic rodents, insects, and birds, Tails of Iron 2 features tons of violence and tells a bittersweet story of revenge and honor. It is pretty tough too, so I’d say the “Teen” rating is on point here. 

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers:  All dialogue in this game is shown via textboxes following the slow pace of the recorded narration, so they’re easy to keep track of at all times. While the font size can’t be changed, the text is readable enough without obscuring the action on-screen. In addition, all enemy attacks are clearly telegraphed with enemies signaling when they will strike next and in which general direction. This game is fully accessible.

Remappable Controls:  This game offers a controller diagram and players can freely remap any action to any button. 

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Teenage Mutant Ninja Turtles: Splintered Fate – Casey Jones & The Junkyard Jam https://gamecritics.com/kkoteski/teenage-mutant-ninja-turtles-splintered-fate-casey-jones-the-junkyard-jam/ https://gamecritics.com/kkoteski/teenage-mutant-ninja-turtles-splintered-fate-casey-jones-the-junkyard-jam/#respond Thu, 13 Mar 2025 11:00:00 +0000 https://gamecritics.com/?p=60710

HIGH The new boss fights are challenging, creative encounters.

LOW Things can get a bit too hectic with four players.

WTF There should've been an "easy online" mode from the start…


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Try Together FTW!

HIGH The new boss fights are challenging, creative encounters.

LOW Things can get a bit too hectic with four players.

WTF There should’ve been an “easy online” mode from the start…


Casey Jones & The Junkyard Jam is the first piece of paid DLC released for Teenage Mutant Ninja Turtles: Splintered Fate, a competent roguelike from 2024.

This DLC is a fairly priced expansion to the base game that doesn’t alter its fundamentals, it merely allows a few more ways for players to find enjoyment while re-treading Splintered Fate’s chaotic stages. Hence, everything said in the full game’s review stands today, so readers should definitely check that out for full details.

Casey Jones & The Junkyard Jam DLC adds Casey as a new playable character. There’s also a new biome, complete with altered enemy types and two new bosses. Plotwise, the DLC revolves around a car theft committed by the Punk Frogs, prompting the team to head to their junkyard and look for clues with extreme prejudice.

The entire DLC will take around 10 minutes of a run’s time, as it’s merely a stage that we can opt for in lieu of the usual Bebop and Rocksteady stage that crops up. While that isn’t a lot of content per se, given the repeating nature of the title, spicing things up with a new biome is exactly what players need to disrupt the monotony. On top of that, the DLC introduces a few more shimmering portal types, allowing players to add punishing modifiers like limiting the number of dashes they can perform to gain heftier remuneration later on.

As with the base campaign, everything in Junkyard Jam is fully voiced and true to the source material — Casey Jones fans will surely feel glee as they step into the shoes of the hockey stick-wielding youngster, ready to aid the turtles in their never-ending quest.

As Casey is a human without a turtle shell on his back, his silhouette is easily discernable during play, which is important as two players can’t pick the same character during a run. Casey’s also no slouch, but selecting him offers a more calculated way to dominate Splintered Fate — while swinging the hockey stick is slow and cumbersome, he comes with a well-rounded skillset built around creating short windows for bestowing lethal damage. If done right, his combo can nullify a screenful of enemies in seconds, which makes him a popular choice in any combination of characters.

Junkyard Jam also brings other welcome changes — water damage has received a revamp, and some synergies have been tweaked, encouraging further experimentation. 

However, the most important change to the core experience comes with a free patch that the devs had rolled out prior — there’s finally an easy way to jump into an existing run!

Given that Splintered Fate was made for co-op, it was baffling that the game lacked an option to instantly connect with a random online team. This omission marred the entire experience and created a significant barrier to enjoyment. Now there’s a “Find Public Run” option that simplifies matters. Thanks to this patch, I was only playing solo for a small fraction of the review time, a stark difference to my previously lonely evaluation period. As such, the ability to quickly and easily join others boosts value of this title immensely

Casey Jones & The Junkyard Jam DLC isn’t a game-changer, but the asking price is low and the recent option to quickly join players online improves the entire package’s quality. As a result, those who might have given Splintered Fate a pass before might find themselves now intrigued by the possibility of slapping ninjas and robots around with three other players, at least for a few afternoons.

Rating: 7 out of 10 

Buy Teenage Mutant Ninja Turtles: Splintered Fate: PCSwitchiOS


Disclosures: This game was developed and published by Super Evil Mega Corp. It is currently available on Switch, PS5, PC, iOS, XBX/S, and Mac. This copy of the DLC was obtained via publisher and reviewed on the Switch Lite. Approximately 10 hours of play were devoted to the original game and four more hours with the DLC, and the content was completed. The game features an intuitive hop-in/hop-out multiplayer mode, and up to four people can play at a time. 

Parents: This game has received an E rating from the ESRB and contains Fantasy Violence. The game features the titular cartoon characters as they battle through hordes of enemy ninjas and robots in an attempt to track down and save their kidnapped master. The writing, action, and art direction are all fateful to Nickelodeon’s long-running Teenage Mutant Ninja Turtles series. 

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes and fairly well-acted voiceovers, so they’re easy to keep track of, even mid-fight. Text cannot be altered or resized. All enemy attacks are clearly telegraphed on-screen with easy-to-note areas of attack. I’d say this game is fully accessible

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. However, the controls are displayed at all times at the screen’s corners (i.e., on the Switch, the face buttons are for striking, using special attacks, and dashing in and out of danger, while the left stick moves the character)

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Snow Bros. Wonderland Review https://gamecritics.com/kkoteski/snow-bros-wonderland-review/ https://gamecritics.com/kkoteski/snow-bros-wonderland-review/#respond Wed, 12 Feb 2025 11:00:00 +0000 https://gamecritics.com/?p=59583

HIGH Snow Bros. finally gets a successor!

LOW Camera controls are severely lacking.

WTF The final gauntlet…


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So-So Bros.

HIGH Snow Bros. finally gets a successor!

LOW Camera controls are severely lacking.

WTF The final gauntlet…


Those with an affinity for spending coins at their local arcade back in the day will certainly rejoice to see likenesses of Nick and Tom (actually, their offspring) in a brand-new Snow Bros. title — it’s been a long wait since the 1990 original! As one of those fans, I was immediately hit by a warm wave of nostalgia upon learning that Wonderland existed.

The original Snow Bros. was a 2D action-platformer featuring co-op play where snowmen avoid baddies before taking them out with well-timed snowballs that roll down platforms and engulf anyone in their path. It had a perfect philosophy, a hefty dose of challenge, and — most importantly — a masterfully designed set of levels.

Fast forward to the end of 2024, and we have Snow Bros. Wonderland, a title that aesthetically continues the theme of two snowmen stopping a villain’s plans to turn the world into a lava land.

Our heroes Nick Jr. and Tom Jr. (sons of the original duo) are now in 3D and possess their parents’ ability to throw an unlimited supply of snowballs into foes, quickly turning them into giant rolling balls. Once that’s accomplished, players can find the best use for these enlarged snowballs, whether it be simply kicking one into other foes, riding it to reach higher elevations, or throwing it like a basketball to hit a distant pressure plate.

Snow Bros. Wonderland is framed like a fairytale and told via short animations that play out between each of its worlds in which we steadily clear out a set of stages and end with a boss fight. Unfortunately, Wonderland‘s setting and approach to storytelling leave a lot to be desired, due in equal parts to the lack of clever plot twists and lack of characterization.

Aside from the titular duo, only Winda – the mandatory “waify-material” character (unlocked as a playable skin at the end of the campaign) makes regular appearances, though not the substantive kind. Also, the aforementioned cutscenes after bosses are presented in a bafflingly meek manner. They’re animated stills where only the characters’ lips move in accordance with voiceover, and nothing interesting happens regardless. I’m not sure why they were even included. However, Snow Bros. has never been about story or worldbuilding, so it’s not that big an issue.

Of course, this leads me to gameplay. Pelting an enemy with snowballs turns the foe into a large snow boulder with a reticule showing which direction the ball would rush if I was to kick it. I was satisfied with this inclusion, as it clearly displays an understanding of the original Snow Bros. mechanics. Being able to track where exactly the ball will roll in a 3D world is essential, and upon giving it the boot, it acted just as I hoped — it does indeed flatten the nearest enemies and eventually sends them off into outer space.

I was curious to see where the devs would take this awesome idea next and how much further they could evolve it, but there was no such luck. What soon dawned on me was that the mechanic of engulfing enemies in snow and using them against their brethren is actually not the core of the Snow Bros. Wonderland experience. Instead, what we have is something more similar to a standard 3D platformer along the lines of the modern Super Mario games. Unfortunately, the content can’t meet that standard, and also suffers from some bewilderingly outdated choices that negate the rose-colored affection I have for the original. 

Primarily, proper camera and controls for 3D platformers like Snow Bros. Wonderland are crucial. Nearly thirty-year-old titles like Super Mario 64 and Banjo Kazooie got it right and led the way, but Wonderland’s camera controls are nonexistent. The available view provides an acceptable perspective most of the time, but it’s also prone to letting moving platforms obscure the player’s view. 

Also, while I did beat the game, I was never at ease with the finicky platforming and never felt particularly ‘in control’ of anything. Worse was when camera and controls both worked in concert to increase the difficulty — tasking the player with jumping to a platform at the deep end of the screen while level geometry makes gauging the distance a pure guess is not a good experience.

Moreover, there’s a hidden timer present throughout each level. While the original punished players for not being able to defeat all enemies in a given time by spawning an unbeatable reaper-like character, it was perfectly acceptable back then given its 2D nature and the ability to observe the entire screen at once. In contrast, Wonderland features much larger 3D stages whose plains and elevations enjoy overlapping each other, and being cornered by a ‘punishment’ entity like a reaper who can one-shot players who weren’t able to make it through a given course of dastardly jumping challenges quickly enough — well, it’s not exactly cool. (Pun intended.) 

Luckily, dying doesn’t carry many negative consequences, as we merely lose a small portion of accumulated currency that’s used to unlock upgrades like being able to run slightly faster or to kick a ball further away than before — all aspects that are mostly helpful, yet Wonderland’s combat won’t be a thorn in anyone’s side, even without them.  

Progression-wise, Wonderland introduces new moves (like a mid-air twirl attack reminiscent of a certain Italian plumber) and new types of obstacles with each new biome — things like lighting strikes or floods that limit the player’s movements or trap them, contributing to a palpable spike in difficulty. While none of this sounds bad on paper, what’s readily apparent is Wonderland’s inept execution. 

For example, many of the levels task the player with transferring a snowball across significant space while riding on a platform big enough for both of them only if the player were to stand on top of the ball. Since running on top of the ball is a learned skill here, the catch is to get in position while figuring out how to keep the ball frozen during the entire trip. Easier said than done as the character’s weight makes the ball move ever so slightly, immediately causing a fall? Worse, this movement is inconsistent — it sometimes happens but not always. Once the player manages to finally get it done, they’ve likely wasted so much time that the reaper appears, adding insult to injury.

Such a wide range of inconsistencies results in an experience that never feels rightSnow Bros Wonderland is ultimately a game that’s on par with trying to squeeze a marshmallow through a keyhole. Even if one succeeds in doing so, it’s definitely not worth the trouble in the end. 

Rating: 5.0 out of 10 


Disclosures: This game was developed by TATSUJIN Co., Ltd., Toaplan and Bitwave AB, and published by TATSUJIN Co., Ltd., Clear River Games, Toaplan and Toaplan Co., Ltd. It is available on Switch, PS4/5, and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 7 hours of play were devoted to the game, and it was completed. The game supports co-op multiplayer for up to four players. 

Parents: This game has received an E rating from the ESRB and contains Fantasy Violence. The game features cartoony characters and snow-day aesthetics, while the focus is mostly on platforming challenges rather than combat encounters.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes, so they’re easy to keep track of at all times. All enemy attacks are clearly telegraphed on-screen with enemies signaling when they will strike next and in which general direction. No audio cues are necessary. This game is fully accessible.

Remappable Controls: This game offers a controller diagram and there are two control presets to swap between.

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Cat Quest 3 Review https://gamecritics.com/kkoteski/cat-quest-3-review/ https://gamecritics.com/kkoteski/cat-quest-3-review/#comments Sun, 22 Sep 2024 11:00:00 +0000 https://gamecritics.com/?p=57382

HIGH Captivating visuals and great build variety.

LOW Pretty short overall.

WTF That golden boss…


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A Purrate’s Life Fur Me!

HIGH Captivating visuals and great build variety.

LOW Pretty short overall.

WTF That golden boss…


It’s not often that a cartoony game grabs my attention — let alone holds it from start to finish — so I’m happy to report that Cat Quest 3 is one such gem. The strong artistic direction and the sheer absurdity of watching cute, furry sprites smacking each other with medieval weaponry while pretending to be pirates, kept me keen to see this adventure to the end. En garde!

Cat Quest 3 is a realtime action-RPG featuring 2D characters roaming a 3D world. The adventure begins with a short intro setting the stage for the main character’s goal of tracking down a legendary pirate treasure hidden by certain esoteric (yet fluffy) forces. This brief foreword was just enough to introduce the premise, preparing me for an adventure brimming with magic, cat puns aplenty, and a vibrant map full of legendary pirates.

Following that, I immediately took note of the eye-catching camera perspective Cat Quest 3 implements, where we observe things from a tilted overhead angle, allowing a clear view of the world’s islands, mountains, caverns, castles, taverns, towers, and seas as they pop into view as if being “discovered”.

I found this to be a neat solution for the mixed-dimensional presentation, as Cat Quest 3’s combat demands quick reflexes and purr-poseful legwork, since enemies usually appear in groups and operate on different movesets. So, while we direct our feline hero across the map (the world is a literal map, featuring cartographic lines and symbols) we clearly observe the area and any opposition nearby. This kingdom is brimming with dastardly pi-rats, supernatural entities, and a handful of eldritch surprises, all wearing era-appropriate apparel like feathery hats, eye patches, sabers, wands, shields, and a selection of ranged weaponry to boot.

Regarding the on-foot combat, as soon as Cat Quest 3’s few introductory bouts ended, I had a weighty selection of several types of armaments, including claws, swords, and axes, as well as pistols and double-barreled contraptions, presenting me with many choices of build. The items also carry ‘deeper’ RPG-stat-boosting purposes yielding maximum health increases, stronger armor ratings, faster attack speed, and so on. While I could swing the melee weapon of choice in prolonged fashion, ranged options were hampered by cumbersome reload periods, forcing me to learn how to use them strategically when surrounded by foes. While Cat Quest 3 definitely gets easier with play due to plentiful money for upgrades, the first 30 or so minutes were indeed rough.

However, while the aesthetics are on point, it’s safe to say that this isn’t the most optimized structure for combat. As all enemies are 2D sprites darting around a 3D world, their attack animations tend to overlap and become visually tough to parse (especially within narrow dungeons) and it gets even more chaotic when enemies start throwing fireballs. For instance, it’s hard to tell whether an enemy’s color change was due to my axe connecting or because the enemy was initiating a magical attack. Some instances of Cat Quest 3 were memorable simply due to how many sprites were present on screen at once, but they were reduced to being exercises in mayhem where I happily resorted to mashing buttons in the hopes of dwindling their health bars ASAP. Such im-purr-fections aside, I doubt many players will have a hard time getting on board, especially as the difficulty curve quickly boosts the player into a comfortable zone.

Between bouts of combat, Cat Quest 3 offers entertaining, pun-filled dialogues which are short enough not avoid interrupting the joy of slowly becoming the most fearsome purr-ate around, and I always cheered upon discovering yet another seemingly uneventful corner of the map that served as a starting point for an epic quest to thwart newly-introduced adversaries. The world’s rapid expansion was a highlight for me, and Cat Quest 3’s flavorful homages to other videogames and real-world celebrities made things that much sweeter. (Crank up the Meowtallika!!!)

As such, everything contained within Cat Quest 3 added up to a satisfying, fulfilling romp — and while I never encountered an obstacle that I couldn’t overcome within five minutes of trying, I did feel like I had accomplished something at the story’s conclusion, which only serves to show how expertly knitted-together the experience is. I found it to be utterly irresistible and, dare I say, purr-found!

Rating: 8.5 out of 10


Disclosures: This game was developed by The Gentlebros and published by Kepler Interactive. It is currently available on Switch, PS4/5, PC, and XBO/X/S. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 7 hours of play were devoted to the game, and it was completed. This game supports local co-op multiplayer for up to two players.

Parents: This game has received an E rating from the ESRB and contains Comic Mischief and Fantasy Violence. The game features medieval aesthetics heavily influenced by pirate legends akin to the Pirates of the Caribbean movie series. However, it also borrows from more complicated IPs like H.P. Lovercraft’s writings. Still, even if the story hints at a deeper overarching plot with giant cosmic creatures at the forefront, Cat Quest 3’s cartoony 2D characters and playful tone are the primary impressions players will be left with in the end. As such, I doubt that younger audiences will think twice about the game’s influences even after witnessing clear references to more serious material in a few of its dialogues.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes, so they’re easy to keep track of at all times. All enemy attacks are clearly telegraphed on-screen with enemies signaling when they will strike next and in which general direction. There are no audio cues needed for gameplay. This experience is fully accessible.

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. However, the controls are fairly straightforward — on the Switch Lite, we use the left stick to move the character, the face buttons to strike and roll out of danger, and the bumpers are for magic attacks.

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Teenage Mutant Ninja Turtles: Splintered Fate Review https://gamecritics.com/kkoteski/teenage-mutant-ninja-turtles-splintered-fate-review/ https://gamecritics.com/kkoteski/teenage-mutant-ninja-turtles-splintered-fate-review/#respond Mon, 19 Aug 2024 11:00:00 +0000 https://gamecritics.com/?p=57015

HIGH Fluid combat and solid build diversity.

LOW Paper-thin story.

WTF The Shredder knows who Plato is?!


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Turtles In Loop

HIGH Fluid combat and solid build diversity.

LOW Paper-thin story.

WTF The Shredder knows who Plato is?!


Teenage Mutant Ninja Turtles: Splintered Fate is an honest attempt at the roguelike genre featuring the four titular heroes in a half-shell.

The setting and art direction successfully mimic Nickelodeon’s beloved TV series, all the way down to the constant banter between Leonardo, Raphael, Michelangelo, and Donatello, as well as with the inclusion of the handful of familiar baddies they have to beat (and re-beat, and re-beat again) throughout the campaign.

All of this is to be expected by TMNT fans, and the game rightfully delivers on all fronts when it comes to allowing up to four players to spend an afternoon controlling the ninja rascals while slicing through hordes of cutesy foes. However, aside from that specific draw bolstered by some admittedly infectious dynamism, there isn’t much here to warrant prolonged attention. 

As mentioned, Splintered Fate is structured as a roguelike, meaning players will progress through randomly-generated stages in linear fashion while earning currencies, learning skills, and besting bosses at regular intervals during a full run lasting roughly 30 minutes. It’s played from a top-down perspective that allows players a clear view of the action, instantly making it a fair (yet chaotic) romp given the sheer quantity of enemies that will fill up the screen.

The plot has the turtles dealing with an enigmatic character who’s kidnapped their master and locked him away in another dimension. They urge the boys to complete a series of stages accessible through a portal conveniently placed within their hideout. With (roughly) each new attempt, the turtles accrue clues on how to ultimately rescue Splinter and get him back. Unfortunately, the runs don’t vary much, and players will have to witness the same collection of bland, uneventful-looking biomes and the same bosses in the very same order (with only slight random variations from time to time) over and over again. 

While the plot isn’t anything to write home about, each line of dialogue is dutifully recorded with a cadence that resembles the TV shows, and it goes a long way to selling the experience to fans. Granted, not every videogame needs to propose a philosophical basis for why we, as players, “need” to willingly initiate the next chapter of play while postulating semi-hidden meta-commentary on the nature of life, but Splintered Fate is an example where it’s clear from the get-go that story doesn’t matter — and truth be told, allowing oneself to get entangled in building an all-powerful turtle is incentive enough to keep restarting the same loop for a good while.

Unsurprisingly, up to four people can play together, either locally or online, each controlling one of the turtles while trying to navigate the ever-increasing onslaught of enemies with brightly colored area-of-attack indicators heralding each offensive move. Splintered Fate does a fine job of intuitively teaching newcomers its core mechanics and allowing them to get into a rhythm before long — the action is always zappy, fluid, and entertaining, with various combinations of enemies and bosses aggressively racking up the difficulty to eventually force the player into a more calculated, hit-and-run style. Learning how to spot tiny gaps between enemies’ attack chains to land a crunchy critical strike is as satisfying and rewarding as one would hope.

In addition to this smooth teaching curve, Splintered Fate also features a fair amount of character variety and RPG elements, evident from the very screen when we get to select a character.

While each turtle uses a different weapon with a unique attack speed, reach, and combos, Leo can store up to two special attacks at once, Donatello heals between rounds and more quickly recharges a “Tool” attack, Raphael is all about scoring critical hits and Michelangelo receives multi-hit bonuses — and is generally more likable than the rest!

On top of that, players get to pick between various boosts upon clearing a room, allowing them to apply elemental damage-over-time effects like fire, lighting, and poison (or whatever “ooze” is supposed to be), as well as increasing their chance to score a critical hit or dodge an enemy swing. Defensively, we can use a small dash move to get out of danger, which replenishes after a few seconds to remind us that situation awareness is supremely important in Splintered Fate

While this may sound a bit complex, that’s not the case in practice. Once the action starts and upon clearing a room, a selection of two or three powers appear on screen that players can choose from in true roguelike fashion. For example, playing as Donatello, I might be prompted to choose between prolonging the invincibility period of my Tool attack or increasing the reach of my Special attack, making it easier to strike fools in all directions at once.

Aside from that choice system, we also earn currencies that can be spent to bolster certain aspects of our build — things like getting a revive that automatically respawns the character upon death, or permanently increasing things like health points or faster move speed. Of course, such a scheme coalesces into a satisfying advances, as even failed runs allow one to make critical upgrades across the board, boosting the desire to surmount each of Splintered Fate’s challenges.  

On the flip side, this system proved unable to combat the staleness that started to creep in once I had successfully been through a dozen successful runs. Of course no game is meant to last forever, but replay and variety are hallmarks of the roguelike genre and in this way, Splintered Fate comes up a bit short. It’s a good time while it lasts — especially for Turtles fans — but more content, more variety and perhaps a little more narrative would have boosted the experience to the next level. But still, it’s OK!

Rating: 7 out of 10 


Disclosures: This game was developed and published by Super Evil Mega Corp. It is currently available on Switch, PS5, XBX and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 10 hours of play were devoted to the game, and it was completed. About 45 minutes were spent in online multiplier with two other players, while the maximum player count is four. 

Parents: This game has received an E rating from the ESRB and contains Fantasy Violence. The game features the titular cartoon characters as they battle through hordes of enemy ninjas and robots in an attempt to track down and save their kidnapped master. The writing, action, and art direction are all faithful to Nickelodeon’s long-running Teenage Mutant Ninja Turtles series. 

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes and fairly well-acted voiceovers, so they’re easy to keep track of even mid-fights. All enemy attacks are clearly telegraphed on-screen with easy-to-note areas of attack. I’d say this game is fully accessible

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. However, the controls are displayed at all times during gameplay at the screen’s corners for easy reference. On the Switch, the face buttons are for striking, using special attacks, and dashing in and out of danger, while the left stick moves the character.

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Warhammer 40,000: Dakka Squadron Flyboyz Edition (Switch) Review https://gamecritics.com/kkoteski/warhammer-40000-dakka-squadron-flyboyz-edition-switch-review/ https://gamecritics.com/kkoteski/warhammer-40000-dakka-squadron-flyboyz-edition-switch-review/#comments Sun, 05 May 2024 11:00:00 +0000 https://gamecritics.com/?p=54322

HIGH The intuitive control scheme and well-acted voiceovers.

LOW Everything else.

WTF The "mouse pointer" can exit the Switch screen's boundary…


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Low Ceilings

HIGH The intuitive control scheme and well-acted voiceovers.

LOW Everything else.

WTF The “mouse pointer” can exit the Switch screen’s boundary…


Warhammer 40,000: Dakka Squadron is, to my knowledge, the first attempt at making an air combat-based game around the uber-popular IP from Games Workshop. That makes the fact that I struggled to find anything good to put in the “HIGH” section all the more heartbreaking. While I was willing to let many of the production shortcomings slide during my first couple of hours, that enthusiasm was on shaky legs to begin with. Simply put, it seems like one of those titles that expects a player’s enjoyment to come mostly from their appreciation of the license itself, as there isn’t much here without it.

Dakka Squadron starts off rough, with a notable lack of any prelude introducing the player to a conflict entangling several orc clans in aerial combat. Then, the rudimentary (and I’m being very generous here) menu presents a few hand-drawn representatives of said clans, and we get to pick one while comparing stats like armor strength, hull capacity, speed, and more.

What follows is an even simpler “map” screen where we are shown the galaxy over which we’ll strive to assert dominion, but at that point, only one of the planets is open for visits. We then click on it and move to the mission preparation screen. Dakka‘s lighthearted approach and punky aesthetics were the only impressions I had at that point, with no further idea of what was to come.

I have to go on record here and state that a good story is only marginally important to me when it comes to videogames, especially with action-focused titles. So, no amount of poor menu design or absence of flair in presentation can discourage me before I’ve tasted the gameplay. It was the same in this case — I shrugged past the low-rent intros shenanigans and eagerly pressed the “start mission” button. I was promised aerial combat in the game’s trailer, and I wouldn’t leave without it. However, I also understand that many would’ve correctly discerned that this title was not worth their time before getting as far as I did. The opening bits of this game are that bad.

Regardless, those who make it to the first stage will be pleasantly surprised by the control scheme. It’s super intuitive and snappy — we use the left stick to fly in any direction and press it to bump into other aerial or ground-bound fools, while the right stick is for savvy “Top Gun” maneuvers like barrel rolls and speed boosters.

When on a mission, there are two semi-circles (one yellow and one red) positioned to the left and right of the screen centers, and these serve as intuitive indicators of our plane’s “health” and gas meters, with the latter being used for everything right stick-related. We use the bumpers to shoot and one of the face buttons (the “A” button on the Switch) to lock onto a target. If it’s a mobile target, Dakka will show another circle in front, indicating where we should aim to make up for the bullets’ drop rate. I appreciate that inclusion!

So, the control scheme is easy to get into and find enjoyment with, and I feel comfortable in saying that it’s Dakka Squadron‘s undisputable stroke of genius. Mere minutes after starting, I felt like I knew everything there was to know about pulling off cool moves and dealing swift kills across the skies, and I wasn’t wrong. 

As for Dakka Squadron’s selection of planes, they follow a wacky philosophy of being heavily WWII-inspired, but with healthy sprinkles and infusions of popular sci-fi settings, making them look both familiar and tantalizing to try. Plus, they differ in stats (like endurance, speed, and firepower) and usually come with a special power or two, like being able to drop bombs, fire off a lethal burst of bullets, or raise an energy shield. Before initiating a mission, we can visit the hangar and select from a growing list of planes as we unlock them in the story (though there aren’t that many of them to pick from), and a friendly member of our clan will even lay out a briefing on a particular plane’s pros and cons. 

“Cool!”, I thought, as these types of old-school flight titles are too few and too far between these days. That excitement didn’t last long, though.

Yeah, this game is ugly. The planes seem like they use assets from several generations ago, and everything else looks like a brownish or dark-yellowish smudge, not counting the snow levels, whose mountains look like someone dropped scoops of vanilla ice cream on the ground.

Things get infinitely worse within low-ceiling arenas, where planes are practically guaranteed to suffer collision damage as a result of the camera blocking the view or becoming disoriented when locking in on the wrong target. This was exacerbated by the bizarrely small objective markers — they are so freakin’ tiny that I never ceased wondering how the devs could have possibly thought they were fine for the Switch?!? Worse, we have to use a mouse cursor on menus and awkwardly steer it with an analog stick when we could’ve (and should’ve) used the touch controls!

However, I’m one of those who’s willing to look past such things as long as the gameplay makes up for them. If I get hooked on some mechanics, there’s a better-than-average chance I’ll become enamored with the title and proceed to celebrate it despite any rough edges. Yet, the gameplay — Dakka Squadron‘s last chance at redemption — is where it let me down for good.

The gameplay here is basic. There’s no better word for it.

There are too few planes to pick from, too few types of enemies to shoot at, the bosses are way too bullet-spongey. The difficulty bounces between boring-but-easy and hectic-but-nigh-impossible without warning.

To be fair, most of my frustrations stemmed from picking a plane that was ill-suited for a particular mission. For instance, bombing missions are easy if the player uses an aircraft that can drop bombs, yet one would never know which type of mission was next due to the poor presentation and (I repeat) bizarrely small mission objective markers.

Further, when things got too crowded in Dakka Squadron, the framerate plummeted and the orcs in my clan would shout at me to find respite using the same few voice lines every time. This consisted of pulling back into a corner, lowering my speed and waiting 10 seconds or so for the plane’s armor to automatically regenerate. Doing this repeatedly is a drag, and there are no health pick-ups or weapon upgrades. There are no “advanced” tricks to master, and the samey nature of missions resulted in me shedding my last kernel of enthusiasm.

As such, every time I got excited after unlocking a new type of plane, the game would remind me that, hey, this is not that type of game. There’s nothing to get excited about here!

Dakka Squadron is an underachieving, poorly optimized title that looks incredibly outdated and bravely carries on without offering anything in the way of substance to compensate for it. The control scheme is honestly great, but what good is having such a nice control scheme if there’s nothing worthwhile to apply it to?!

Rating: 4 out of 10 


Disclosures: This game was developed and published by Phosphor Games and REDDEERGAMES SP. Z O.O. It is currently available on PC, PS4/5, XBO/X/S and Switch. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 4 hours of play were devoted to the single-player mode, and the game was not completed. There are no multiplayer modes. 

Parents: This game has received a T from the ESRB and contains Blood and Violence. Although there isn’t anything particularly offputting about seeing orc-piloted planes bumping into each other after which one of them disintegrates, I still wouldn’t let kids play this one. 

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers:  All dialogue in this game is shown via textboxes and fairly well-acted voiceovers, so they’re easy to keep track of, even mid-fight. However, playing on the Switch Lite, I found the objective markers to be incredibly difficult to read, as was the mission select screen. The menus in this game are in dire need of optimization for a handheld device.

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. The controls are displayed at all times at the screen’s corners (i.e., on the Switch, the “R” button is for shooting, the “X” button is for special attack, the left stick is for piloting the aircraft, while the right stick is for adjusting its speed and aerial maneuvers). 

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Apollo Justice: Ace Attorney Trilogy (Switch) Review https://gamecritics.com/kkoteski/apollo-justice-ace-attorney-trilogy-switch-review/ https://gamecritics.com/kkoteski/apollo-justice-ace-attorney-trilogy-switch-review/#respond Tue, 20 Feb 2024 11:00:00 +0000 https://gamecritics.com/?p=53379

HIGH Excellent writing and incredibly creative scenarios!

LOW Some responses are unnecessarily long. 

WTF A "doctor" offering to "thoroughly examine" a 15-year-old girl?!  


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Hercule Poirot Does the Grim Fandango

HIGH Excellent writing and incredibly creative scenarios!

LOW Some responses are unnecessarily long. 

WTF A “doctor” offering to “thoroughly examine” a 15-year-old girl?!  


The release of Apollo Justice: Ace Attorney Trilogy marks another well-deserved transition of a beloved franchise to newer consoles, delivering a stylishly-packaged love letter to the fans.

As the title states, this compilation serves up three highly-praised Ace Attorney titles (Apollo Justice: Ace Attorney, Phoenix Wright: Ace Attorney — Dual Destinies, and Phoenix Wright: Ace Attorney — Spirit of Justice) all of which were previously available only on the Nintendo DS, Nintendo 3DS, iOS, and Android devices. As such, Apollo Justice: Ace Attorney Trilogy is a full-course meal, satisfying both the initiated and newcomers alike.  

The author of this review falls in the latter category and digging into this compilation was nothing short of a treat. In a nutshell, Apollo Justice: Ace Attorney Trilogy is a visual novel that knits an intriguing narrative full of colorful characters, captivating murder cases, and staggering conclusions waiting to be puzzled out. It’s a slow-burn play — perhaps too slow if judged solely by today’s standards, but it’s the sheer quality of the writing that sets a high standard from the get-go, before proceeding to meticulously adding fuel. 

Upon launching this title, the first thing to notice is the excellent presentation. All three games are clearly delineated in the starting menu and accompanied by unique icons that communicate each installment’s main characters. Then, we can freely select one to sample, swap to another on a whim, and even opt to start our journey from any single episode within the entire trilogy, no matter its position in the overarching plot. Of course, starting at the beginning and progressing sequentially is the best path here, as these three games tell one single, epic story.

While the anime aesthetics initially fooled me into a false sense of security, I soon realized that progress rests not on simply reading through text boxes and occasionally making a choice, as in most visual novels, but on my analytical skills, above all else.

The plot is thick and heavy, expanding across several years while giving characters ample space to shine through this hyperbolical take on the US judiciary system. The lack of legal realism notwithstanding, the Apollo Justice: Ace Attorney Trilogy succeeds in what it sets out to do — open the player’s eyes to objective, indubitable truth, regardless of how each episode’s villains have obscured it.

If it wasn’t glaringly obvious already, these games are narrative-driven experiences that the player experiences via a team of lawyers. Each title comprises several episodes, each set in motion by a murder that we’re tasked with unraveling — and it’s not just about finding the guilty party. No, the player must demystify each moment that culminated in or even influenced the act in question. I was pleasantly surprised by how in-depth and serious a task this turned out to be!

The episodes consist of two phases — first, collecting evidence where we visit crime scenes, analyze the surroundings, chat with the locals and utilize forensic tools (via mini-games) before the preliminary hearings begin. This is the second phase when we are in the courtroom.

When pursuing evidence, we can easily jump between locations while trying to find something key that unlocks the way forward. To make progress, I often had to ask a forensic scientist to apply fingerprint powder on an item the suspect must’ve handled manually at some point, or press an eyewitness to recall an important detail by drawing parallels with what’s been uncovered thus far. What makes this a drag at times is that most of the characters don’t have anything meaningful to say when presented with evidence that doesn’t concern them, but they’ll still continue to ramble on, wasting the player’s time. So, when trying to get something out of a character who obviously had more info, I often had to listen to the same collection of lines instead of a genuine answer, sometimes a dozen times in a row, depending on how long the list of potential evidence had gotten to that point. 

And, even if that frustration was immediately alleviated once I landed on the correct item that made them spill their guts, sometimes it did feel like a random guess — an outdated point-and-click type of roadblock that I’d almost forgotten still existed in videogames.

When we’re prepared to press our case, we move to the courtroom, and there’s a tasteful gaminess to it. We are always in the shoes of an under-prepared defense attorney struggling to prove the innocence of their (ostensibly guilty) client. To slowly turn the odds towards vindication, we’ll have to pay very close attention to the court record and the evidence list. We can also examine objects in a 3D view (the Switch’s touch controls make that a breeze) to perhaps uncover a potential ace-in-the-hole to be used at opportune moments during the proceedings.

Once a hearing begins, the judge will expect us to prove our claims without any leaps in logic — not a single one! At the same time, a capable prosecutor across the aisle will diligently trace our train of thought and spot every single crack in our attempt. 

From a gameplay perspective, these courtroom challenges are essentially puzzles where we have to spot a contradiction between the witness testimony and evidence pointing to a different fact. For example, when a character claimed they heard two gunshots in the room where a murder took place, I had to comb the court record and select the evidence that decisively contradicted that claim — namely, the pistol in question, which only held a single bullet in the chamber!

I’ll refrain from revealing any more examples of the type of analysis the player will be tasked to perform in Apollo Justice: Ace Attorney Trilogy, but rest assured, wiping the smugness off of the faces of both witness and prosecutor is always incredibly satisfying.

From start to finish, The Apollo Justice: Ace Attorney Trilogy is intertwined with memorable characters and thrilling courtroom scenes depicting both the best and worst of humanity, presented triumphantly in a manner I won’t forget anytime soon. Even if the core of the gameplay loop is showing its age a bit, it won’t hinder anyone’s enjoyment by much — a good story is a good story, full stop. 

Rating: 8.5 out of 10 


Disclosures: This game was developed and published by Capcom. It is currently available on PC, PS4/5, XBO/X/S and Switch. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 45 hours of play were devoted to the single-player mode, and two of the three games were completed.

Parents: This game has received a T rating from the ESRB and contains Blood, Mild Language, Mild Suggestive Themes, Use of Alcohol and Tobacco, and Violence. The official summary reads: “This is a collection of three adventure games in which players assume the roles of attorneys in various murder cases. Players can study crime scenes, analyze evidence, and present clues and arguments in court cases. Crime scenes sometimes depict corpses, with bloodstained clothing and/or weapons protruding from torsos. Cutscenes and still-images depict further instances of violence/blood: a tape outline of a body with a large bloodstain; characters getting shot, sometimes with blood-splatter effects; a character strangled with a cord; characters stabbed and/or slashed, also with blood-splatter effects. One female character is depicted with breasts that jiggle during dialogue; one case revolves around players searching for missing panties. The game includes use of controlled substances: drunk characters slurring their words, swaying, hiccupping; an opposing lawyer holding a cigar; a witness blowing smoke rings in the air. The word “p*ss” appears in the game.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: There is no recorded audio dialogue in the game, and every line uttered by the characters is presented solely via written text. The font size is easily readable, as every text box takes almost one-third of the screen. (See examples above.) I opted for semi-transparent text boxes, which seemed to work best for me, though several other options are available too. Certain parts of the game task the player with deciphering clues audio samples, meaning players will have to compare similar recordings and point out the inconsistencies. At those points, players who have trouble hearing can turn on “Story Mode” under the “Reader” section of the Options menu, and the game will present the correct course of action automatically. ”Story Mode” can be turned off and on at will, but be aware that it does impact which trophies players get for their performance.

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. The controls are displayed at all times during gameplay at the bottom of the screen (i.e., on the Switch, the “X” button is for presenting evidence, the “A” button confirms a selected action, etc.). The player is given an infinite amount of time to make a choice.

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