It's impossible for me to explain how much of an impact Shutaro Iida had on Metroidvania, but for the sake of a programming legend, I have to try. Though Castlevania: Circle of the Moon and Harmony of Dissonance were admirable efforts, it was Aria of Sorrow that felt like a true Symphony of the Night successor. Everything from Soma's movement to enemy behavior to all the subsystems and underlying mechanics was brilliantly adapted. Without a doubt, it was Iida's work as chief programmer that made Aria an all-time classic. The same can be said about the Nintendo DS trilogy. Rather than just repeat what worked on the GBA, Iida and his team created new, more ambitious systems. Part of what makes these games so magical is how seamlessly they weave their complex action and RPG elements. You could play Soma & co. as another vampire hunter that swung a weapon and jumped a lot, or you could transform them into the back-dashing army-summoning force of nature that makes the screen explode. Both are valid and incredibly well-realized.
Thursday, April 9, 2026
2026 Special - Bloodstained: Ritual of the Night
It's impossible for me to explain how much of an impact Shutaro Iida had on Metroidvania, but for the sake of a programming legend, I have to try. Though Castlevania: Circle of the Moon and Harmony of Dissonance were admirable efforts, it was Aria of Sorrow that felt like a true Symphony of the Night successor. Everything from Soma's movement to enemy behavior to all the subsystems and underlying mechanics was brilliantly adapted. Without a doubt, it was Iida's work as chief programmer that made Aria an all-time classic. The same can be said about the Nintendo DS trilogy. Rather than just repeat what worked on the GBA, Iida and his team created new, more ambitious systems. Part of what makes these games so magical is how seamlessly they weave their complex action and RPG elements. You could play Soma & co. as another vampire hunter that swung a weapon and jumped a lot, or you could transform them into the back-dashing army-summoning force of nature that makes the screen explode. Both are valid and incredibly well-realized.
Tuesday, April 7, 2026
2026 Special - Monster World IV
I probably should've reviewed Monster World IV ages ago, but it just kept slipping between the cracks. Actually, let me be frank. Up until the night before, I had never actually finished a playthrough. Whoa, seriously? "Mr. Mega Drive" couldn't scrounge up a few hours to complete one of the more significant titles in the console's library? Yeah, I guess that's what happened. Get ready, because my reasoning as to why is going to sound silly.
...This game subverted my expectations a little too often. After Wonder Boy in Monster World, I was all set to explore new lands, visit some towns, and acquire powerful artifacts that would aid Asha's quest to rescue the four elemental spirits and become a hero. Ultimately, I led myself to believe that the game would be a 50/50 split of action and adventure, when it's clearly a 90/10. The linearly structured world-design and almost complete elimination of backtracking left me in a realm that's somehow both unfamiliar and too familiar.
Though I tried to reach out, it never felt like there was anything to hold onto. Shortly after clearing the first couple of stages, Asha is introduced to Pepo. Again, I led myself astray thinking that the heroine's cute companion would acquire new powers as the story progressed. That... isn't really the case. Just because the blue Pepologoo eats a fruit that causes instant growth doesn't make him a floating collection of Metroidvania mechanics. If anything, his usefulness is almost entirely circumstantial to the surroundings. He solves tasks when he's needed, but the game treats him as more of a friend than a tool. In fact, he's not even around for almost a third of Asha's journey.
Instead of finding legendary weapons and armor in the realms surrounding Rapadagna City, Asha has to rely entirely on good ol' capitalism. All equipment must be purchased. It's expensive too, dauntingly so once I realized the strength of a monster doesn't affect how much cash they're carrying. The impression I get is that due to previous locations being locked away once Asha has accomplished the necessary task, Westone didn't want to create a situation where players could miss out on essential items. To counter this, most treasure takes the form of gold bars or blue droplets. Bars are traded to the mythical benevolent billionaire for the cash necessary to buy a big equipment upgrade. Acquiring ten blue droplets raises Asha's maximum health by one. There's 150 of them, so all but the most diligent guide-users are guaranteed to miss a few. Anyway, the intention behind these collectibles is that they provide a necessary means for Asha to improve her chances of success, without creating an "all-or-nothing" approach where the player is denied the ability to defeat the final boss because they missed a shield in the Ice Pyramid or whatever.
It's here that I find myself questioning whether I'm really in it for the journey or the destination. Years upon years of "the norm" has led me to believe that the destination is a rare weapon in a treasure chest. What does that make the journey then? Becoming a true hero and saving the world is just an excuse, a free pass into the dangerous places where nobody else is allowed, just so I can hoard all the fantastic armaments. Whether intentional or not, Monster World IV challenges a philosophy that I've resigned myself to. It has incentives for players to explore; the process is just a little more involved. The blue droplets add up over time, making the heroine a far more powerful warrior than if she had just found a sword that was rendered obsolete a couple of dungeons later. That said, buying the legendary sword will trivialize the final dungeon, but that's only made possible by the ample funds provided by the lady with the gold bar collection. The prices she'll pay for bars rises as she recognizes the threat facing the world, so keep it mind.
Since I have "lovely down-stab" written in my MW4 notes, let's get on with discussing the controls. Here's an instance where I'm 100% ecstatic that expectations were subverted. Unlike Shion, Asha walks, runs, and fights like she's serious about this world-saving business. Her every move is 100% spot-on perfect. What makes her down-stab so lovely is that it's plenty strong for cracking skulls, yet it's also not super-maneuverable. There's a real purpose in learning when to best utilize it. Pulling off a down-stab at the right time against a boss can lead to them inadvertently cornering themselves, getting jabbed all the while by the heroine's sword. This game makes a point of designing levels that feature enemies attacking from above; as fine a reason as any to put the up-stab to use.
The shield is another essential part of Asha's repertoire. Since both melee and ranged attacks can be blocked, get in the habit of pressing down when uncertain of what the next enemy will do. Positioning is also important, since a shield in the front won't protect the back or head. One of the trickier aspects of the game is that the sources of healing in each stage are unusually inconvenient. Think vending machines instead of healing fountains. If Asha's health is in a really bad state, then a trip back to town or the last save might be necessary. Memorizing which enemies drop hearts can help, but mostly it's a matter of playing carefully and defensively. Enemies aren't overly aggressive, nor are they damage sponges or hit like freight trains, but they all serve a purpose.
Monster World IV is a very lean, very focused game. Gone are the optional excursions that might've occurred once or twice in the past. Let me break it down to the basics. After the introductory opening and tutorial dungeon, there are four "main" dungeons, each of which are also broken up into two parts. Afterwards, there's a final enemy / mini-boss rush and the big bad itself. There isn't any fluff, which is a little disappointing for me. Without any fat, the portions of the game I dislike don't get enough time to fade from memory. The statue puzzles of Ice Pyramid, the flying carpet ride, and Sky Palace's conveyor belts all happen back-to-back in an almost unbroken sequence.
Puzzles aren't uncommon in the Wonder Boy & Girl universe, but I think what this entry does with its Ice Pyramid went a little too far. Basically, the pyramid is broken up into three sections. The goal of each is to acquire all five statues and then place them in the correct order. Clues to this order are made purposefully scant, so it'll take a little critical thinking to fill in the blanks. If a mistake is made, then it's no big deal. All Asha has to do is go repeat the entire section and reacquire every statue! That's an excessive punishment for a puzzle that isn't solved with a simple yes/no answer! If the player isn't already nose-deep in a guide trying to get all 150 blue droplets, then they're going to pull one up just to get the solutions. Anything's better than an instant headache.
Conveyor belts have been a platforming staple since ancient times, but in most cases they're just a mild hurdle. Monster World IV's Sky Palace made them extra spicy, and I'm of two minds about that. I appreciate that these particular belts must be approached with utmost care. Players are required to pay attention to which direction the belts are moving in before they make the jump. I'm reminded of the final section of the Demon King's Castle in the previous game, when it becomes a series of moving & falling platforms that have to be nearly perfected in order to move on. The catch of course is that missing a jump means redoing everything. Taking that concept and distributing it across an entire dungeon is an impressive feat. The punishment for missing a jump is mostly negligible. Losing a hit-point isn't so bad when Asha has 20+ to spare. Still, with precious few opportunities to recover health, landing in spikes repeatedly will take its toll.
I don't have to explain my reasons for disliking the flying carpet ride. It's a vehicle section.
Even at its most aggravating, this game has an unfathomable level of charm. Everything Asha does is so... Asha! From the way she climbs ropes to how she slides across ice; there isn't a single thing she doesn't that isn't wholly unique to her. As far as least-talkative protagonists go, she's got the most personality, and there's no way this game could ever happen without her. Pepo is also fantastic. The duo's combined interactions bring a lot of life to each dungeon. It really sells the adventurous spirit when the main characters react to what's happening around them.
Despite a handful of complaints, I'm really glad that I finally made time for this one. It's a special little game that wasn't afraid to ditch the "It has to be bigger" adage that sequels are so often forced to commit to. Westone took the last Monster World game in many unexpected directions, some that were even a little disconcerting to folks like me who claim to have played everything. In retrospect, this was the right decision. This final journey is a personal one with a lot of meaning behind it.
Sunday, April 5, 2026
2026 Special - Afterimage
When I started up Afterimage for the first time, it asked me whether I'd like to play on the Normal or Advanced difficulty. Knowing next to nothing about this Metroidvania by Maximum Entertainment, I decided on Normal, with the (honest) intention that I'd tackle the harder setting in the next playthrough. Now, at this very moment, I'm debating whether or not that was the right call. The only teeth Normal has is those found on a playful kitten. Enemies of all shapes and sizes fling mildly damaging attacks every which way, but the odds remain stacked in Renee's favor. I should've pushed myself further instead of settling for a fluffy adventure where I never had to pay much mind to the opposition. However, there is an argument that ignoring Advanced was the right call. Afterimage is already the definition of excess. Throwing in excessive damage and excessive retries might've broken my psyche, which is already a glass jar tumbling around inside a sack full of doorknobs.
Damn if it doesn't play smooth as heck though. Take control of Renee as she attempts to solve all the problems surrounding Engardin. Apparently, the "Razing" that wiped out 99.999999999% of the world's population wasn't enough, as what little that remains is under attack from every kind of evil imaginable. There's chaos everywhere Renee turns, but at least she never has to worry about tripping over her own feet. "Controls well" is an understatement on my part. What I mean to say is that it feels like warm silk in a cold house. The heroine moves with a floatiness that's actually really satisfying and only gets better as her traversal abilities improve. Unlike, oh I don't know, Samus in Super Metroid, Renee's talent for wall-climbing isn't contingent on the player's mastery of some relatively tricky inputs. Provided it's not a wall of spikes, she can hurtle her way up as fast as the jump button is mashed. Speaking of, navigating Engardin's many obstacle courses is no sweat. Wall-jumping and air-dashing around spike-filled mini-labyrinths comes so naturally that you'd swear you've been doing it all your life (and all your past lives as well).
Admittedly, I didn't use spells very often. There's no shortage of magic books and staves lying around, but whatever capabilities they might have were always the last thing on my mind in a pitched battle. Still, I see the value in having them available, as they can deal damage from long-range, give Renee a temporary boost, and do just about anything that suits the player's current needs.
This massive world houses quite a lot of bosses, so many in fact that killing 30 of them is only worth a couple of achievements. These battles are entertaining, but they also highlight my one issue with this game's combat. Both Renee's hurtbox and the great many hitboxes she has to avoid are a little clumsy. Something has simple as avoiding contact damage can take an uncharacteristically long time. Almost every attack is huge and a couple of frames too early. Players will adjust in time, but usually that time doesn't come until after the boss is defeated. Maybe it'll be different for you or someone else, but on my Normal playthrough, Renee never saw death. She took a lot of punishment; I mean a lot. Death, however, is kind-of essential to learning bosses, how to react to their many abilities, etc. There was a very clear adjustment period that I practically skipped, all because I didn't choose Advanced mode.
Too much like the worlds that inspired it, Engardin gets a little obtuse with side-quests. I managed to stumble through most of them, but that might've been because they were intentionally designed that way. I won't complain too much, because there doesn't exist a Souls-like that I haven't used a guide for. Still, Renee's mission could've been made a little more obvious. A couple NPCs allude to the importance of memory shards, and one of the better endings is only attained by finding 13 runes, but that's the sort of information I need stapled to my forehead. Also, if a truly final dungeon exists, then I'll probably never know unless I look it up.
Thursday, April 2, 2026
Sega CD Look - Shining Force CD
After sleeping in for most of the day, as is my wont, I finally dragged my sad carcass out of bed. In the bathroom, while shaving the weeds that had taken root on this gruesome face, I accidentally knock over my toothbrush. Without fail, it landed brush first into a sea of hairs and Florida water. It was at this moment I stared into the mirror and mouthed out the words "Finally! Some goddamned fucking inspiration!" Though I'm unquestionably a subject deserving of endless criticism, I would rather distract myself by poking into the failings of others, especially when they're already well-documented. I'm a screwup who never learns from his mistakes, but that doesn't mean anyone else is allowed to be.
I shouldn't have to tell you that developers had to make several concessions if they wanted to put games on the Game Gear. If a game was too long and didn't allow for frequent passwords or the ability to save progress, then who's going to play it? Yeah, the player could just use the AC charger and sit hunched in a corner for hours, but let's be realistic here. Average people are going to be on the bus fuming because the system dying mid-game cost them a ton of progress. RPGs with save-anywhere options went a long way towards mitigating the issue. For some genres, this problem isn't so easily resolved. Any fan of Sonic! Software Planning's Shining Force series has probably experienced the pain of a freak outage ruining a battle that they've spent 30 minutes trying to complete. Knowing this, the developers of Shining Force Gaiden opted for short skirmishes with a low TUFE.
For anyone out there who might be wondering, yes, I'm familiar with this SRPG series. Let's take the wayback machine to the early 90s. Though the first Shining Force had caught my interest, strategy games were not really something I could get into. Warsong aka Langrisser was my first experience, and it was not a good one. Quality game, but its decision to put newcomers on the backfoot with an unwinnable first battle was a questionable one. Also, since both armies acted when combat was initiated, I always felt like I was doing poorly when some of my guys got killed in the scuffle.
Eventually, I start putting together what works and what doesn't. My moves become more sensible, and I start making use of each unit's strengths. For example, a flying character ignores terrain, allowing them to cover more ground in less turns. However, ignoring terrain means ignoring the "Land Effect" bonus, which can increase defense by as much as 30%. Also, winged creatures boast higher evasion but are more susceptible to ranged weapons, meaning I have to be selective about when and who I attack. The idea is that I learn as I go, and the game never halts unless my tactics are completely idiotic. Besides, worst comes to worst, grinding a few extra levels can make a difference... except the subject of today's discussion is Shining Force CD.
Less effective leveling / grinding has the knock-on effect of further limiting the player's "Force" options. The Force consists of up to 12 characters, with a handful left on the bench. While other installments are no stranger to balance issues, with several units landing somewhere between superfluous and useless, Shining Force CD's "soft-cap" ensures that players can't afford to stick with whomever they like. The Force has to be optimized. Weak links aren't allowed. This also means a larger emphasis is placed on tactics, especially if the player intends to tackle the harder difficulties. I mean, that's closer to a good thing, but what got me into this series in the first place was having more RPG features, not less.
It's not all good though. A couple of the climatic encounters can end up feeling overwhelming or gimmicky. Iom, the final boss of Book 2, has a ludicrous amount of defense. His demon breath can easily cleave 30 HP from anyone caught in its 13-square area. Even the hardiest heroes aren't going to have much more than 60 HP. This leads to a finale where everyone is thrown at Iom, single file, until the big jerk is defeated. It's made extra annoying by an endless supply of minions that have their own defense-ignoring AOEs. It's my pick for worst battle in the game. Well, maybe second worst if I had any inclination to tackle the secret battle. Fighting Iom again, plus every other boss (including the handful exclusive to Book 3) just doesn't sound like much fun. I enjoyed it in Shining Force 2, but that game has several godlike characters with incredible stats.
Tuesday, March 31, 2026
Xbox Series Look - Warriors: Abyss
Over a decade grinding away in the professional critic sphere has broken my brain like a cheap vase. Nowadays, the instant I write about a game, it's placed in the "finished" cupboard and locked away for a very long time, possibly forever. I operate on the logic that since there are so many games left to review; it would be unproductive to continue playing something when I've already shared my thoughts on it with the world. When you're caught in a bear trap, sometimes you have to gnaw off a limb to escape... or something. Seriously, if I don't talk about Warriors: Abyss right this instant, it'll drain another 20 to 30 hours of my life like it was vacuuming dust off of a cheap vase.
The moment-to-moment gameplay can be summed up as "press attack buttons while avoiding anything purple". It's as I said, ridiculously simple. What I didn't say is that it's easy. Enemies hit hard and fill the screen with violet death. Depending on the severity of the attack, the player-character can expect to lose anywhere from 10% to 66% of their health. Getting stunned or knocked down will also halt their momentum, allowing adversity to create more chaos. At the end of each area is a boss. Defeating them is just a matter of dodging and countering their attacks, then laying into them with summons when the opportunities arise. Warriors: Abyss is generally good at teaching the important mechanics and streamlining the details, leaving you to focus on the slaughter.
Apparently, the ultimate goal is to defeat Ruinous Gouma, the true last boss. In order to reach this fiend to end all fiends, players must clear Traversal Levels 1 through 5. Higher levels mean tougher foes and better rewards. Provided you've unlocked everyone and gotten a lot of practice in, clearing the first five levels isn't going to be a huge ordeal. Traversal Level 6 however... that level is designed specifically for the maniacs who have transcended all of their best characters and maxed out cumulative levels for the best possible starting stats.
While no attempt at Ruinous Gouma is ever truly a failure, spending an hour and a half on a run only to get crushed is awfully harsh. I'll accept partial blame for not realizing I was in over my head when the bosses prior to the finale were all tanked up. Plus, I mean, it's the maniac setting. Taking on the ultimate challenge is going to stretch all things "fair & balanced" to their breaking point. Still, it would've been nice if there was a way to practice the true last boss and learn his patterns. It probably won't matter until I build a character and/or a formation capable of actually scratching them, so... meh.
Monday, March 30, 2026
Xbox Series Look - Air Twister
For a very brief period, this review blog actually had scores. It wasn't exactly Metacritic-friendly though, since it was divided into a Game Rating and My Rating. As one might guess, the first score was determined by how successful the game was at... being a game. Are the controls good? Is there a lot of replay-value? All of the standard qualities a person would look for in an interactive product. My rating was a little more nebulous. Did the game's themes resonate with me? Was I able to connect with its atmosphere and unique ideas? Basically, it's rating all those things that make a video game more than just somebody hopping around and shooting things. A couple of titles that immediately come to mind are Deadly Premonition and Drakengard. Mediocre, sometimes poor by "objective" measures, but I love and cherish them. Like any piece of art, an unforgettable experience carries much more weight than mechanical proficiency. If I were to give a My Rating to Air Twister, it'd easily be a 10 out of 5.
Air Twister is basically Space Harrier from an alternate timeline or another dimension. It's a creation not of this world, the fever dream that didn't disappear, with an aesthetic that at first glance wouldn't look out of place in Red Hot Chili Peppers' Californication music video. Disparate ideas and themes are slammed together to form realms that are transformative and awfully charming. Honestly, I was sucked in moments after starting the game. It's got a wonderful weirdness to it that's intoxicating. A long time ago, back when Walt Disney World had an arcade*, I spent an unnatural amount of time staring at the attract screen for Sega's Ocean Hunter. Everything from the art-style to the female protagonist's hair fascinated the hell out of me. Arch and the world surrounding her carries a similar vibe. The sci-fi and fantasy elements are given a flair that dances gracefully upon a thin wire above the uncanny valley. For lack of any better descriptions, I'll just say that it's Prog as fuck, like some Peter Gabriel-era Genesis albums got in a shoot-out.
If you're intent on unlocking everything in Air Twister, then you're guaranteed to get a ton of practice. Enemies drop stars when they're destroyed. This is the currency used in Adventure Field to obtain numerous special items. A substantial celestial investment will turn Arch into a force of nature. One of the earliest weapons she can obtain has a charged shot that'll instantly eradicate all onscreen enemies. Purists need not worry, because these overpowered weapons and other upgrades can't be taken into Arcade Mode. Enemy patterns are also the same in every playthrough, so even if your only concern is acquiring stars, you'll unconsciously memorize everything. Inevitably, the muscle memory will stick, and you might go from "I need the screen-clearing gun to survive." to "I need something harder than the 1 Hit = Death difficulty."
Wednesday, March 25, 2026
Sega Genesis Look - ToeJam & Earl
I can't understand why I've been struggling so hard on a ToeJam & Earl review. This is one of the most relatable video games out there. Who hasn't wished they could find the pieces of their broken spaceship and get the funk off of Earth? Knowing myself though, I'd crash into another asteroid and end up right back on the motherfucker. Apologies to all the fellow earthlings out there, but this planet is indeed a motherfucker. So much wonder and beauty that we're destroying in the pursuit of an endless stream of fake shit. Perhaps that's what makes writing this review so difficult. The worst our funkotronian duo ever had to deal with was soul-sucking suburbia. They played easy mode while the rest of us are stuck in Lunatic. Still, I'd be lying if I said that I don't appreciate the quaint vibes that emanate from this Sega Genesis classic.
On Earth, there are three kinds of people: the kind that want your money, the kind that want you dead, and Santa Claus. Defending oneself from hostiles isn't easy when there aren't any swords or phaser rifles. There are, however, no shortage of presents lying around. If the situation looks grim, then crack open a lovingly wrapped package and see what happens. You might be gifted a temporary boon like Icarus wings, earthling-eliminating tomatoes, or those shoes I mentioned a second ago. Other effects are instantaneous, like the aptly named Unfall, which undoes that last time you inadvertently fell off the edge of the world. In truly random fashion, not all of them are winners. Some guy dressed like a carrot identifies presents... for a price, but smart players will learn to live with it. The only thing more discouraging than getting tossed away by a cyclone is cracking open a Total Bummer and watching ToeJam and/or Earl's health evaporate.
While later floors ramp up the intensity, the pacing remains about the same. Without presents, all the funky extraterrestrials have is their own two (or three) legs. If they're being chased by a maniac, then it's going to take some skillful maneuvering to survive. Methodical is definitely the word of the day. You can't just move in one direction and hope for the best. In the case of cyclones, sometimes the best plan is to step aside and away from its path. The movement in this game is actually really good. It's slow, but flexible enough to allow players to get away from most dangers.
Still, this is as far from a modern roguelike as I can imagine. There isn't "excitement around every corner", and the slow-burn progression ensures that it'll be quite some time before the threat of imminent death becomes real. Shoot, this isn't really a classic roguelike either, because nobody is getting wiped out by a freak accident or an endgame monstrosity appearing from out of nowhere. And... really, it's awfully hard to get cornered in a world where walls don't exist. Ultimately, I enjoy ToeJam & Earl for all the ways it eschews genre standards. Having multiple lives instead of just one is huge.
