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Review: Physical Contact: Picture Place (Switch eShop)

Physical Contact: Picture Place is the third entry in a series of games from publisher, Collavier Corporation. It is also a completely unnecessarily long and misleading name for a game that is effectively just a collection of Sudoku puzzles. We haven’t been having much joy with the first two games in the series so far (Physical Contact: 2048 and Physical Contact: SPEED) but, being the optimistic bunch that we are, we were hoping that Picture Place might be the one to turn everything around. Unfortunately, this is not the case.

As we touched upon above, Physical Contact: Picture Place has 100 Sudoku levels for you to clear. For those not in the know, Sudoku is a puzzle game where you aim to completely fill a 9×9 grid with the numbers 1 to 9 (although this game replaces the numbers with different coloured gems by default). Each horizontal and vertical line, as well as each individual 3×3 block within the main board, must contain only one of each number (or gem). In the game’s earlier levels you’ll find that the boards on offer only have a small amount of gaps for you to fill; over time, though, the amount of gaps will start to increase, adding to the complexity of the puzzles.

There are a couple of other things that you can do too: the first of which is a multiplayer mode. This is a competitive game where both players are playing on the same board, trying to fill in the blank squares before the other. You score points for each gap that you manage to fill and get bonus points for securing a complete line or 3×3 block. As well as this, there is a shop where you spend your in-game earnings on new avatars and background images to customise your experience. The background images make sense as the personalisation is nice but the avatars feel rather pointless – you hardly even notice them as you play and they don’t add anything to the game.

This brings us on to our next point, though – there are so many strange or even downright ridiculous decisions in the game’s design that you have to wonder why they were ever made in the first place. Firstly, despite this being a simple, happy-looking puzzle game, the avatars are all pixelated images of demons, vampire bats, and insects that look like they have just crawled out of Hell. As well as this, the solo player mode has a ranking system where you receive rewards depending on how well you did in each level. For a bronze award you must simply clear the level, for silver you must clear it under 3 minutes, and for gold you must clear it in under 5 minutes. Just take a second to read that sentence one more time, though – the gold achievement is easier to complete than the silver and it is actually impossible to complete the silver challenge without also completing the gold!

It doesn’t stop here, either; the controls are a bit of a shambles too. Menus can only be navigated by using the D-Pad or touchscreen, but the gameplay itself shifts over to the control stick meaning that you have to constantly shift back and forth between different control schemes. Also, when playing in multiplayer mode, the layout of the controls completely changes with new buttons being assigned to the various actions – this was hard enough to figure out the first time around as neither mode ever shows you what the controls actually are. To make this worse, the multiplayer mode has actually been designed in such a way that both Joy-Cons act as ‘Player 1’ with the assumption that you will hand one to a friend. This means that if you try to play multiplayer with a Pro Controller, the game expects you to pass half of the Pro Controller to a friend with one person using each stick – there is no option to use a full controller each. Madness.

The whole thing is an exhaustively infuriating experience, in part because it could have been a fine game without all of the silliness. The Sudoku puzzles themselves are fine (albeit a little easy for people who know how to play) and we could see ourselves playing through a few levels every now and then when we had some spare time. The soundtrack is also rather surprisingly wonderful at times; some pieces of music featured in the background are beautiful and we’d often find ourselves humming along after a short while with the game. If the presentation wasn’t so poor (and wasn’t clearly lifted straight from the first two games in the series) then this game would have been rather enjoyable; as it is, though, it just isn’t worth the kafuffle.

Conclusion

Unfortunately, the third entry in the Physical Contact series looks like it should probably be the third one that you consider avoiding. The Sudoku puzzles themselves are fine, and you could definitely pass the time by going through them, but why bother; the game has too many faults to make it a definitive Sudoku experience and you could just as easily play the game in real, non-infuriating puzzle books. If you are a Sudoku fiend, excited by the idea of having puzzles on your Switch despite our warnings, then go ahead; everyone else, though – stay away!

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Hands On: Picking The Right Moves With Chess Ultra

British game publisher Ripstone announced during the Summer that TIGA Awards finalist Chess Ultra will be arriving on the Nintendo Switch sometime in 2017. The company – known for previously publishing the likes of Ironcast, Extreme Exorcism and Pure Chess for the Wii U and 3DS – are looking to replicate previous success, after the game garnered a strong fan base with 2.5 million players enjoying the age-old game.

Speaking to Hollie Pattison (Community Manager for Ripstone Games) at EGX, we were told the company is looking at “making Chess sexy”. More of a humourous in-joke by Ripstone, perhaps, but you can see what it means with the game’s detailed ornaments and lavish arenas. We go from sophisticated classical lounges to the fiery pits of hell, giving the classic game a big overhaul in terms of look whilst keeping the core strategy untouched. This is one of the key goals for Ripstone and appears to be appreciated by the Chess community itself, if previous statistics are anything to go by.

What will be most interesting is that on the Switch, Chess Ultra will become a great way for players to be introduced into the world whilst giving experienced fans a reason to jump in. Ripstone confirmed to us that basically no issues were experienced porting to the console, and it’s great to hear more developers finding the software much easier to work with when compared to Nintendo’s previous hardware.

We gave it a try; the controls are integral and work well with the Joy-Con (they do work with the Pro-Controller, however we were unable to test) allowing for each player to hold one and still make all the necessary moves. A nice touch is the ability to move the camera angle down to the chess piece level or any 180 degree angle, so nothing is overlooked.

Extra detail has also gone into tutorial mode to try and ensure that even the most seasoned of players will learn a thing or two, along with some enjoyable puzzles to mull over outside of the main game.

We were also reminded of PR details previously release, outlining more of what we can expect when it arrives on Switch.

  • Stunning environments and beautiful chess sets, including a ‘Fire and Brimstone’ chess set that literally burns
  • 10 Grandmaster approved AI levels
  • Comprehensive time controls, including Classical, Blitz and Marathon, all available online
  • Intuitive local and online multiplayer with ELO ranking system
  • Over 80 chess puzzles
  • Re-write the past by winning the biggest historic matches
  • In-depth tutorials

Earlier this Summer the game released for PlayStation 4, Xbox One, PC and VR, with new DLC dropping in the form of the “Patheon Game Pack”; this will come bundled with the Switch version. In this new content a Roman environment set in the Pantheon Temple is available along with an Imperial themed set that uses Roman soldiers as Chess pieces.

Chess Ultra is expected to release for around the £9.99 mark (TBC) as per its Steam counterpart on the sometime in the remainder of 2017. Is it on your wishlist?

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Metal Slug X is Your Next ACA Neo Geo Release on the Switch eShop

HAMSTER’s range of ACA Neo Geo downloads keeps growing on the Switch eShop, and this week we seem to be getting another good one – the European eShop lists Metal Slug X for a 5th October release.

We’ve already had three Metal Slug titles on the store to date, though X is considered to be pretty darn good – it’s a rearranged version of Metal Slug 2 (fixing that game’s drastic slowdown) and we loved it in our Wii Virtual Console review. Like all ACA titles we can expect various customisation options and online leaderboards, and likely a very solid emulation.

You can see a longplay video of the game below.

Let us know if you plan to pick this up on the Switch eShop.

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Over The Moon Gives a Gameplay and Project Update on The Fall Part 2: Unbound

The Fall was an intriguing release on the Wii U eShop and a range of other platforms, and left fans hanging on for a sequel. Developer Over The Moon has been busy with its task of ensuring that follow-up steps everything up a notch, and also had to shift the project from Wii U to Nintendo Switch.

The Fall Part 2: Unbound was originally slated for release in this window, but the developer has posted a video explaining that it’ll now arrive in February 2018. This is partly due to taking a little extra time to polish the game, and to avoid the risky business move of releasing right in the middle of the ‘triple-A’ silly-season.

In any case, the studio’s head honcho John Warner has posted an interesting video talking about this and also discussing aspects of the title’s gameplay and design. He makes a pretty good pitch for the game, and talks about the studio’s upcoming challenge of successfully marketing the title. It’s well worth a watch, so check it out below.

This certainly looks like one to follow ahead of its release next year.

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Random: There’s a Mario and Peach Marriage License Available In Japan

With only a few weeks left to go until the release of Super Mario Odyssey, many promotional items are starting to pop up in preparation for release day. One of the more unusual that has come up is from a Japanese bridal magazine called Zexy. In an issue released on 23rd August – and still available now – a few Nintendo related items are included. 

The one that grabbed our attention was the full page marriage registration form above. These forms, called “Kekkon Todoke” in Japanese, are a little bit different than those in the West. Mainly the difference is that once you and your soon-to-be spouse sign it, you are legally married right there, as opposed to most Western countries where you do paperwork beforehand and it is official after a ceremony. Zexy claims proudly in its pages that the Mario and Peach Kekkon Todoke can be filled out and will be a legally binding certificate upon submission!

There are also wedding invitations with Mario and Peach in wedding clothes, styled like their new amiibo figures. A waterproof passport case is included as well. It’s all done as a special feature in the magazine about having a wedding ceremony overseas, specifically in Hawaii. The article also gives tips on preparation for overseas travel and lists emergency numbers for Japanese travelers.

While it isn’t unheard of for Nintendo and non-gaming entitles to cross promote, this is one of the cuter ones, and is well timed in preparation for Super Mario Odyssey. If nothing else it will surely be a group of unusual collectibles to have and to hold.

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Old Skool’s Classiq 2 HD Plays SNES And NES Carts, Costs Less Than The SNES Classic Mini

The launch of the SNES Classic Mini has not only pushed Nintendo’s 16-bit wonder back into the public eye, it has created legions of unhappy gamers who sadly haven’t been able to get their hands on one.

To capitalise on the increased interest in the SNES several other manufacturers are pushing out clone systems, including the Hyperkin Supa Retron HD and the SFC Compact HDMI.

Now, another company is joining the fray, but Old Skool’s Classiq 2 HD has a twist – not only does it play PAL and NTSC SNES games, it also plays NES cartridges as well – and all for $69.99, which is $10 less than the price of a SNES Classic.

The Classiq 2 HD comes with two wired controllers (one “Dogbone”-style NES pad, the other a SNES-style controller) with 6ft of cable. HD output is limited to 720p, and there’s an aspect ratio switch (just like on Hyperkin’s effort) which allows you to toggle between 16:9 and 4:3. It’s powered via Micro USB so you can either use your phone’s charger or plug it directly into your TV, if it has USB ports. Finally, bog-standard composite AV cables are included in case you want that authentic “fuzzy” look you remember from the ’90s.

The Classiq 2 HD is entering final production as we speak and pre-orders are live right now. If you missed out on a SNES Classic and don’t mind sourcing cartridges, this could be a viable alternative to Nintendo’s micro-console – but you’re spolit for choice when it comes to SNES clones, so which one do you choose?

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Feature: 20 Games That Aren’t On The SNES Classic Mini, But Really Should Be

There’s a lot to like about the SNES Classic Mini, with the compact box offering plenty of plug-and-play 16-bit goodness. Save states and the new rewind feature are good additions, and the inclusion of a second controller (unlike with the NES mini) is welcome. It has an impressive line up of games too, with classics such as Super Metroid, Zelda: A Link to the Past, Final Fantasy III, Contra III, Super Mario World and more available alongside the previously unreleased Star Fox 2. Most would agree that the 20 (+1) games on the Mini are an impressive selection, but most also have a number of titles they would have liked to see included.

So let’s suppose that the SNES mini had come loaded with an additional 20 games. Let’s also pretend that pesky things like licensing wouldn’t have had an impact. Obviously this still doesn’t include every great SNES game (there were a lot of them), but here are the top 20 games that we personally think would have been great additions. They are arranged in order of release, although dates varied between regions and in some cases regions missed out on a title. 

Read on and let us know what classics we missed out in the comments section.

ActRaiser (Square Enix / Quintet, 1990)

An early release for the system (arriving the month after the Super Famicom launch) ActRaiser really shouldn’t work. It mixes together side-scrolling platform action with God-sim moments. Rather than being a jumbled mess of ideas however, the two styles compliment each other well as you jump around slashing at monsters one moment, then turn your attention to building up towns the next. Good visual design in the platforming sections and some cracking music from Streets of Rage’s Yuzo Koshiro compliment the package. Square Enix is in control of publishing and with the company already having a couple of titles on the SNES Mini, this might well have been included, had more spots been available.

U.N. Squadron (Capcom, 1991)

Capcom is another company with titles on the Mini, but sadly U.N. Squadron wasn’t included. That’s unfortunate as it provides fantastic shmup action as you battle waves of aircraft and large, memorable bosses. Unlike the 1989 coin-op, this is a single-player affair but Capcom added in a wider range of weapons and let you purchase different aircraft too; optional attacks on supply convoys being a good way to build up your funds.  Backed by some brilliant music, U.N. Squadron is hugely enjoyable – be sure to check out the original Area 88 manga / anime on which it is based, too.

Super Tennis (Nintendo / Tokyo Shoseki, 1991)

You could maybe count Super Punch-Out!!, but one thing strange about the SNES Mini lineup is the lack of any sports titles. Super Tennis would have been an excellent addition, featuring simple pick-up-and-play mechanics, but with a wide variety of shots available courtesy of the controller’s face buttons. Three different court surfaces feature and there’s a Circuit mode and exhibition matches for the single player to indulge in. It’s in two-player mode that the game really shines, however. Single or doubles matches (against each other or the CPU) make the game suitable for quick bouts of play, although it soon becomes addictive, meaning it could end up being a much longer gaming session. Published by Nintendo but developed by Tonkin House, it’s possible the latter are the reason the game has not seen a re-release (it hasn’t turned up on the Virtual Console either), with the company these days focussed on textbooks and educational software via its parent firm, Tokyo Shoseki.

Parodius: Non-Sense Fantasy (Konami, 1992)

Beginning against the black of space, Parodius could at a glance pass for a regular shmup. It’s not long before the colour appears however, and a wonderfully bonkers adventure begins. Playing like Gradius, the game offers a similar type of challenge, but with a brighter cartoony style and a wacky array of cute foes (and hypodermic needles) to blast. Larger characters include a dancing girl and a pig, and there are plenty of other weird moments such as the bullhorn you can pick up to unleash bizarre text phrases at your enemies such as “Toaster Overheated!”.

Teenage Mutant Ninja Turtles IV: Turtles in Time (Konami, 1992)

A hit in the arcades, this port only allows two-player action (as opposed to the coin-op’s four), but it added an extra stage, enemies and an (admittedly basic) one-on-one VS mode. Matching the look of the then current TV show, Teenage Mutant Ninja Turtles IV: Turtles in Time is bright and fun as you smash your way through waves of Foot Soldiers, with the memorable ability to throw them into the screen (which comes into play in an early boss battle). Classic arcade fun, but classic arcade fun that would be unlikely to appear on the SNES Mini due it being a licensed title. Shame.

Axelay (Konami, 1992)

A Konami title that could have been included on the SNES Mini (it has turned up on Virtual Console, at least) is Axelay, a cracking shmup that has a mix of vertical and horizontal levels. Challenging but fair, there’s a number of weapons to unlock and some memorable boss battles. Atmospheric music and impressive visuals (particularly the rolling effect on the vertical stages) help immerse you in the action and makes each playthrough a joy. The best shooter on the SNES? Quite possibly.

Pop’n Twinbee (Konami, 1993)

Konami? Again? Perhaps they should put out a “Konami Box”, filled with their classics. Or a maybe a pachinko machine themed around them, who knows. Never released in North America, Pop’n Twinbee is another colourful fun (this time vertical) shmup. Fairly easy by default, a visit to the options menu can make things quite challenging, leading to you weaving about avoiding a variety of attacks. Nod along to the catchy music and generally have a good time shooting away at enemies heading your way, or sending a bomb to those below. The choice is yours.

Shadowrun (Beam Software, 1993)

Based on the tabletop game of the same name, Shadowrun is cyberpunk RPG that puts you in the role of amnesiac Jake Armitage as you wander the streets of 2050’s Seattle, battling (or hiring) orcs, elves and other mercenaries. Gunfights and magic battles occur alongside computer hacking as you assemble a team to see you through the dangers and try and find out what is going on. Again, licensing rights would make the inclusion of this game unlikely, but Shadowrun is an engrossing experience from start to finish.

Super Mario All-Stars (Nintendo, 1993)

Super Mario Bros. 3 is the highlight of this NES re-release compilation, often considered (alongside Mario World) the greatest of the 2D Mario platformers. The package includes the three other Super Mario Bros. titles (including the Japan only “Lost Levels”) and gives them a 16-bit audio-visual makeover. Though offering lots of top-notch platforming action, Nintendo probably consider the inclusion of All-Stars unnecessary, having previously stuck the original versions of Mario 1-3 on the NES mini.

Märchen Adventure Cotton 100% (Success, 1994)

Of all the brightly coloured shooters on this list, Märchen Adventure Cotton 100% would be the least likely to feature on the SNES Mini, had an extra spot been available. The series has appeared on a number of different systems over the years including the PC Engine, Dreamcast and Neo Geo Pocket Color, but only on occasion have games seen a Western release. This was not one of those occasions, though knowledge of Japanese isn’t needed to enjoy this fun title. You’re a witch on a broomstick and must fly through wonderfully designed fairytale-like levels blasting away at an assortment of creatures (regular shots, bombs and special attacks are available). Cheery whimsical music works well with the aesthetic and although your adventure starts relaxed, the game can provide a good challenge, particularly on the harder difficulty settings.

The Firemen (Human Entertainment, 1994)

Another little-known gem is The Firemen, although this one did see a Western release, albeit only in the PAL regions. Due to its obscurity, inclusion on an expanded SNES Mini roster would be unlikely, but those who have played it know how enjoyable it is. A huge building is ablaze and you must work your way through, putting out the flames that are either heading towards you or just blocking your path. Out of control robots also cause you trouble and the different ways the fire can move and spread keeps the action interesting. Unfortunately it’s single player only, but you have a CPU-controlled sidekick who has a handy fire axe and will carry any people you find to safety.

Unirally (DMA Design, 1994)

Known as Uniracers in North America, this unique and speedy racing title from DMA Design (later Rockstar North – whatever happened to them?) puts you in control of a unicycle that you throw around a series of tracks that feature a number of jumps, twists, loops and hazards. You can perform tricks which, when landed correctly, will speed you up: a must if you want to be successful. Seemingly simple, the game quickly becomes engrossing as you try to perfect your run. The game also has a two-player VS mode and allows you to setup leagues for up to eight players.

Chrono Trigger (Square, 1995)

Chrono Trigger is perhaps the title with the most “I wish they could have included it” comments with regards to the SNES Mini lineup. It’s easy to understand why, with a gripping tale playing out across different time zones, an improved version of the Final Fantasy Active Time Battle system, detailed graphics and a fantastic (and varied) soundtrack. Maybe it would have featured had Nintendo given Square Enix an extra slot on the Mini, or maybe they would have left it off anyway, considering the DS version a more definitive release.

Super Bomberman 3 (Hudson Soft, 1995)

With careful placement of bombs and tactical use of abilities Bomberman would provide fun multiplayer battles. Super Bomberman 3 is one was the last of the SNES titles to get a western release (two more followed in Japan) and while there is a single player mode, it’s the multiplayer portion of the game that provides constant entertainment. With support for up to five players this would be a great title to boot up when you have a lot of people visiting your house/flat/underwater lair. Of course, if it was on the SNES Mini there would need to be a Mini Multitap and another three controllers to get the full benefit. This would turn your dinky box of retro delights into an unsightly mass of cables that would inevitably strangle at least one of your guests. Perhaps best to leave it off on safety grounds, then.

Killer Instinct (Rare, 1995)

After Donkey Kong Country, Rare turned their attention (and SGI workstations) to Killer Instinct, a one-on-one brawler that hit arcades in 1994 and was intended to give an idea of what the (then named) Ultra 64 would be capable of. This SNES port arrived the following year and despite the obvious visual downgrade captured the feel of the game well. Blood and fatal “danger moves” bring to mind Mortal Kombat, but it handles more like the Street Fighter series. It is its own beast however, with a focus on combos that are satisfying to perform, particularly if you manage a ridiculously over the top Ultra combo. As enjoyable as it is however, Microsoft’s 2002 acquisition of the studio ensured that a SNES Mini inclusion was never on the cards.

International Superstar Soccer Deluxe (Konami, 1995)

The SNES had a number of football games released, but ISS Deluxe is the best of the bunch, with 36 teams to pick from, different weather conditions, different formations and a range of moves available as you attempt to put the ball in the back of the net. It supports four players, but this would of course be limited to two on the SNES Mini. It’s still a lot of fun however, and you can choose to play against each other or co-operate to take on the CPU opposition. Also, the announcer in the game is hilarious: “He Shoots! Past the post”, “It’s a BIG kick!”. Ah, those really were the days.

Seiken Densetsu 3 (Square, 1995)

A much hoped for title in the West, this third entry in the Mana series features six playable characters and a lengthy story to experience. Playing similarly to (the also awesome) Secret of ManaSeiken Densetsu 3 adds a calendar system. This can come into play with magic being more effective on certain days, events occurring at set times and it will also effect the enemies encountered. Of course, were this to be included on the SNES Mini, the Japan-only release would require translating. That’s a lot of effort for something Nintendo is producing in limited quantities. Hopefully Square Enix is saving it for a localised release of the Seiken Densetsu Collection instead.

Terranigma (Quintet, 1995)

Though not a prolific developer, Quintet produced some cracking games in its time (see also: ActRaiser). Terranigma (another title that didn’t make it to North America) is an action RPG that visually looks great. More impressive is the soundtrack, featuring a good mix of mysterious and adventurous tracks often with a haunting element to them. There’s a gripping story that plays out through the game, dealing with light and dark forces and rebirth that kicks off when you open a forbidden door. It’s not on the SNES Mini, but worth tracking down to experience. Go in as blind as possible and you’ll discover one of the best RPGs on any console.

Donkey Kong Country 2: Diddy’s Kong-Quest (Rare, 1995)

Improving a little on the already impressive visuals of the first game, Diddy’s Kong’s Quest more importantly provides additional fun monkey platforming action. Donkey Kong is out, replaced by Dixie Kong, who has a useful floating move to avoid dangers. Animal buddies provide additional ways to play and there’s lots of secrets to find and things to collect if looking for full completion. If not, there’s still lots of high quality platforming to enjoy.

Donkey Kong Country 3: Dixie Kong’s Double Trouble! (Rare, 1996)

This time Diddy’s gone as well, so Kiddie Kong joins Dixie for the banana collecting and secret finding. Offering a less linear progression through the game than its predecessors, Donkey Kong Country 3 still provides well-designed levels that feature a number of different hazards and enemies to contend with. Impressive music features throughout the trilogy and makes each of these an aural delight as well as being a lot of fun to play through.


Do you agree with our list? Which classic games do you wish could have been included on the SNES Classic Mini?

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Random: Move Over N64 Kid, We’ve Got Nintendo Switch Kid Now

The legendary video of Brandon Kuzma tearing open his N64 on Christmas Day 1998 has gone down as one of the most famous Nintendo-related YouTube videos of all time, to the point where Brandon himself – now all grown up and less excitable around wrapped items – continues to milk it. And why not?

However, time waits for no man and it would seem that Brandon and his beloved N64 have some serious competition in the form of Erick Garcia’s 7-year-old son. 

The youngster was surprised (via Skynet forerunner Google Home – you can tell this is 2017 and not 1998) by the arrival of a Nintendo Switch on his birthday, at which point he falls over and actually rotates on the ground due to sheer, pent-up excitement. What’s interesting is that in both of these cases, siblings are close by to share the joy.

So who wore it best? You decide.

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Review: Tower of Babel (Switch eShop)

Not a great deal has been said about Tower of Babel; the game seems to have found its way onto the Switch’s eShop without anyone noticing where it came from. There isn’t even the slightest mention of the game on the official website or Twitter feed of its publisher, EnjoyUp Games, which is very odd indeed. EnjoyUp published multiple games across the Wii U and 3DS platforms (which, for the most part, happened to be rather average affairs), so it is strange that they wouldn’t be kicking up a fuss about their first Switch release.

Tower of Babel is an auto-runner that sees the protagonist (a knight in shining armour) tasked with collecting gems that can return light to the top of various towers, effectively saving the world. The plot isn’t important here, though; it is all about the gameplay itself. To collect these gems, you will have to survive dangerous trips to the top of spiral towers – by pulling or pushing the control stick you are able to speed up or slow down, and you also have the ability to jump or crouch with ‘A’ and ‘B’ respectively. These are used to dodge various obstacles that stand in your way, as well as jump over any perilous gaps between platforms.

Your first goal is to reach the top of a tower, collecting the required amount of gems, and surviving its traps. Once you get there, though, you then have to run back down the tower to escape as it crumbles to the ground. This effectively means that each tower actually contains two levels – one concerned with grabbing a set amount of collectables, and the other focusing on pure speed. For each duo you can view an online leaderboard of the fastest times achieved so your speed is important on both sections. Later on in the game you will face levels that provide you with a jet-pack and, thanks to this item’s double-jump ability, the speed-running aspect of the game intensifies slightly as you attempt to completely hurdle platforms rather than slowly jumping across each one.

Overall there are five sets of three towers (depending on the skill of the player, you’ll likely find yourself completing the main game in a couple of hours, give-or-take). Each of these five sets is made up of its own theme meaning that your surroundings and obstacles change to match the environment. These new obstacles are introduced at a pleasing rate and many behave in different ways to the ones you are used to from previous stages. The game’s most interesting feature comes from the layout of the three towers in each set – the first tower has just a single lane for you to run in, the second has two, and the third has three. Each tower becomes slightly more complex as a result of this, resulting in a rather satisfying growth in difficulty as you progress.

You’re probably thinking that everything is sounding pretty positive, right? Well you’d be correct, which is why it is so frustrating the game lets itself down with some unforgivable problems. The worst of these problems is an issue with the frame rate; at times it can drop so drastically that any kind of auto-running precision is impossible. As well as this, every now and then we would notice our character narrowly miss the edge of a platform, only to find that pressing the jump button allowed us to carry on as if we had made it. Another time, we paused the game and were presented with a different screen to the usual pause menu which showed a different button layout for the “quit” and “resume” options. We pressed the new button for “resume”, which used to be for “quit”, and were thrown out of the game, losing our progress on that level. Great!

The overall presentation of the game is quite weak too, and has some odd design decisions. The art style has a quirky quality to it that could have been successful but eventually starts to feel bland and, unfortunately, there are times when it just looks plain ugly. The soundtrack is made up entirely of electronic dance tracks which could have been fine – in fact, some of the songs that crop up are great – but when you’re playing as a knight, running up and down medieval towers with a sword in hand, futuristic beeps and chirps aren’t exactly the kind of sounds that come to mind. The music is good; it just feels so entirely out of place.

Tower of Babel could have been a great little game; there are moments of brilliance in its auto-running, especially in its later levels where you’ll find yourself whizzing from lane to lane, avoiding obstacles at almost blinding speed. There are just too many issues plaguing the game, though – leaving us in a position where we simply cannot justify a full recommendation. If a particularly nasty stutter in the frame rate happens just as you are about to land on a tiny platform you will inevitably fall to your death and, if we’re being brutally honest, that is unforgivable.

Conclusion

At its best, Tower of Babel has some great auto-running action that will have you flying around the screen at breakneck pace, firing yourself to the top of the speed-running leaderboards. Unfortunately, though, the whole thing is let down by some game-breaking issues and a rather lacklustre aesthetic that maybe answers the question of why there has been so little mention of the game prior to release. A frustrating case of a game that could have been excellent but shoots itself in the foot with its many problems, Tower of Babel is best left for another day. 

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New Developer Interview: Learn the secret origin of Yoshi!

New Developer Interview: Learn the secret origin of Yoshi!

Yoshi—Mario’s adorable, flutter-jumping companion—made his debut back in Super Mario World™, the smash hit game that launched with the original Super NES™ system back in 1991. Now you can learn about the lil’ green hero’s creation in this in-depth interview with members of the original development team here.

To play Super Mario World and many more classic titles, check out the Super NES Classic Edition system, available on Sept. 29, 2017 for a suggested retail price of just $79.99. This miniaturized version of the original system lets you plug-and-play 21 classic Super NES games.

Learn more on the official site at http://www.nintendo.com/super-nes-classic.