Review – Timespinner

Timespinner

The Wheel of Time, but Good

The year 2011 saw the founding of the videogame developer and publisher Chucklefish Limited in London, specializing in producing retro-styled games. Among their publications, developed by Lunar Ray Games, was the Metroidvania Timespinner, taking heavy inspiration from Konami’s Castlevania: Symphony of the Night and financed through the crowdfunding platform Kickstarter in June 2014. It was initially to be released in November 2015. However, the project’s scope led to delays to September 2018, initially on computer and PlayStation-based media, but it would expand to the Nintendo Switch and Xbox One.

As the game’s moniker implies, Timespinner’s narrative focuses on time travel, with protagonist Lunais, a Time Messenger, needing to traverse the present and the past to defeat the evil Lachiem Empire responsible for the death of her parents. The story has a few derivative elements and a point where I had to reference the internet to find out how to advance. However, the way the game tells it is surprisingly effective and never feels forced down the player’s throat, as with most top-tier titles. Many documents add nicely to the game’s background, with a slight hint of LGBTQ+ themes and multiple endings that add some lasting appeal.

Akin to the godfather of the Metroidvania genre, Timespinner features 2-D side-scrolling gameplay. Luna can equip a Main Orb and a Sub Orb, between which she alternates when attacking; a Spell Necklace that allows her to charge and execute magic; and a Passive Ring that allows for continuous skills, such as a pair of blades swirling about her and attacking foes. She also eventually accesses Familiars, who do their own thing and attack enemies, leveling occasionally. Killing enemies may drop items, some of which are necessary to complete sidequests, with Lunais herself occasionally leveling as well, getting money from both defeated foes and breaking light sources.

Sheldon Cooper definitely wouldn’t like this kind of cat

Throughout the past and present, Lunais can also find items that permanently increase her health, aura, and sand, the last of which she can use to freeze time temporarily, often necessary to use enemies as platforms to reach higher areas. Lunais can further equip headgear, a piece of armor, and two accessories; she can also purchase various items from shops. She may further find items that can level her orbs, with repeated use doing the same. The game mechanics are virtually flawless, aside from knockback endemic to most Metroidvanias (which can lead to situations like being forced to different chambers), with occasional bosses impeding Lunais’ progress, the Dream Mode difficulty allowing her to avoid death and fully heal when she reaches zero health.

Control also serves the game well, with easily navigable menus, enjoyable exploration, helpful in-game maps where players can place markers of different colors, and pleasant platforming. While one could argue that, in difficulties above Dream Mode, the player can waste progress if killed far from restorative save points, a buyable item allows Lunais to teleport to the last safe zone, which is helpful when she’s close to death. However, there are issues like the lack of a suspend save (which I could have sworn was in other game versions I played) and poor direction (in which case I had to reference the internet). Regardless, Timespinner interfaces with players like a dream.

Jeff Ball provides a soundtrack stylistically like that of the Castlevania series, with good use of instruments such as the piano and harpsichord. Tracks like “Masquerade of Hedonists” sound like they came straight out of the iconic Konami series (and could easily pass as being written by Mozart), with other pieces like ”The Broken”, the first boss battle theme, evoking a similar feel. Some voice clips include Lunais’ grunting when attacking and occasional laughter. The sound effects are also good, and while there are some silent portions, namely most cutscenes, Timespinner is very much an aural delight.

Books–check ’em out

The visuals also evoke Timespinner’s Castlevania inspirations, with gorgeous pixel art, character portraits prominent during dialogues, enemy designs, colorful environments, and smooth animation. There are a few reskins in terms of foes, the sprites mostly don’t show emotion, and equipment doesn’t affect Lunais’ appearance, but otherwise, the game graphically excels.

Finally, finishing the core game can take as little as three hours. However, there is a plentiful lasting appeal in the form of a New Game+, multiple endings (many of which one can view within the same playthrough, and the ending credits become skippable after being viewed once), completely mapping every area, fully leveling Lunais, completing the game compendia, in-game Feats, Steam Achievements, and so forth, so absolute completion can naturally take far longer.

Overall, Timespinner is easily one of the high points of the Metroidvania gaming genre, given its superb gameplay, tight control, engaging narrative, excellent soundtrack, gorgeous graphics, and abundance of side content, surpassing others in terms of quality. While there are negligible flaws in aspects like control and the visuals, and one may argue that it lacks quantity, it quickly makes up for in terms of quality. The supplemental content will also appease those who habitually complain about short games. I enjoyed the various times I played through the game, and I very much look forward to its forthcoming sequel whenever it is eventually released, if ever.

This review is based on a single playthrough on Dream Mode of around eight hours on a Steam Deck of a digital copy purchased by the reviewer, with multiple endings viewed, and 7/37 Steam Achievements acquired.


Score Breakdown
The GoodThe Bad
Superb Metroidvania mechanics.
Excellent lore and narrative.
Solid audiovisual presentation.
Plenty of lasting appeal.
Typical Metroidvania knockback.
Easy to get lost at times.
Some derivative story elements.
A lot of reskinned enemies.
The Bottom Line
A crowning achievement among Metroidvanias.
PlatformSteam
Game Mechanics9.5/10
Control9.0/10
Story9.0/10
Aurals9.5/10
Visuals8.5/10
Lasting Appeal10/10
DifficultyAdjustable
Playtime3-48+ Hours
Overall: 9.5/10

Gaming Update, 4/17/2024

Did some more exploration and quests, but got lost and had to reference the internet since I forgot to check a skeleton in an area I had visited to get a keycard necessary to advance.

When playing my Steam Deck portably, I can take screenshots just fine, but for some reason still not with my controller on TV…

Gaming Update, 4/16/2024

Continuing to plow along. Beat some bosses. Explored some previous areas I was unable to access. Finished a few quests. Love how the game tracks if enemies have drops you haven’t gotten yet.

Asked about my screenshot-taking issues with my Steam Deck, but haven’t gotten a response yet.

Gaming Update, 4/13/2024

I’m playing this on Steam now (and played it two times before, on PlayStation 4 and Vita) since there’s a sequel forthcoming, and I have really fond memories of the game, in my opinion one of the best Western Metroidvanias. Also one of the best Western RPG soundtracks of all time, and Jeff Ball really does a nice job mimicing the style of JRPG music (with the Castlevania series seeming to have been his biggeest inspiration).

Here are some screens from my first hour with the game.

RIP Joe Lieberman

I read about the former Connecticut U.S. Senator’s death in the Retro Swap gaming newsletter, given his role in creating the Entertainment Software Rating Board (ESRB). I didn’t agree with him on everything, though given things like what occurred in the 2006 midterm elections, I find his experience then relatable today, even more so in recent times. It seems that every American politician has “controversies,” “scandals,” or “skeletons in their closet” (but 99.99% of the time, such charges are from their political enemies within the government and media), and while I know he had his, I’m no different, and in most respects, he has a place in my heart. In pace requiescat.

Fantasian

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Sakaguchi Shrugged

Sometime after purchasing my latest computer, a Mac, I discovered that I could receive a few months of Apple Arcade for free, which I used to play the one title on the gaming service that appealed to me, Fantasian, a production of Mistwalker, a studio founded by Hironobu Sakaguchi, creator of Square, now Square-Enix’s, fabled Final Fantasy franchise. Mistwalker published the ambitious title in two parts in April and August 2021. What could go amiss, given Sakaguchi’s repertoire and a soundtrack from Nobuo Uematsu, with whom he worked on most Final Fantasies?

The story focuses on Leo, a young man who becomes amnesiac upon entering an alternate universe called the Machine Realm. Cue anyone who has played many other Japanese RPGs to roll their eyes and lose interest, with characters like Kina also unable to remember their past. The game tracks the story as players advance, with intricate backstories of the various characters revealed through colorful scenes. The atmosphere of Fantasian is fascinating as well, and occasional humor abounds. However, the amnesia cliché plagues the game, some terrible plot direction and weird moments abound, and common JRPG illogic comes at a few points, for instance, with a dragon that gradually pushes your party back to a cliff until they fall off and get a Game Over, despite how the party could have just rushed back forward when said boss didn’t move at all. Other banal aspects, like the repeated need to jump through a single wormhole, envenom the narrative, accounting for a lackluster plot experience.

The translation is legible, with no spelling or grammar errors; however, there are a few niggling points like some Japanese left in, using “their” for a man, unoriginal terms like “the Big Bang,” terrible character names such as Ez, and so forth.

Fantasian features randomly encountered turn-based battles where the player’s party of up to three active characters faces several enemies. Each character can attack with their equipped weapon, with players able to touch whatever Apple device they’re using to guide the path of their attack to the enemy and release it to execute. They can also use MP-consuming magic that can affect a range of foes, a single enemy, or piece multiple enemies in a straight line or curve. In an oddity for a Japanese RPG, no traditional option to defend to reduce damage exists; however, a few characters can do so for some MP. Seriously, Mistwalker?

Other options include using consumable items, with the game’s limit being far more generous than most RPGs prior, capping out at 999 for each type. The player’s party can also escape, which for me worked all the time except once. A turn order meter at the bottom of the screen shows when the player’s characters and the enemies take turns, which is always welcome in any turn-based RPG. When the player acquires more than three playable characters, they can swap frontline party members with anyone in reserve without wasting turns, another welcome feature.

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Leo’s party is apparently alien to the idea of moving back forward when pushed to a cliff.

Many foes have elemental strengths and weaknesses, with analyze magic revealing them, mercifully and permanently remaining in effect once used on a specific enemy type. However, players won’t have access to many elements throughout the first part of the game, and standard elemental attack consumables barely scratch even foes weak versus them. A later accessed feature is the Tension gauge, filled through dealing and receiving damage, which, when filled, allows characters to use ultrapowerful limit break-esque skills that can massively damage all foes or fully restore all who are on the frontline. Unfortunately, the Tension gauge oddly doesn’t remain full between encounters should players wish to save it for boss fights.

A notable feature accessed early is the Dimengeon, which, when activated, “absorbs” enemy encounters consisting of foes the player has already defeated (skirmishes containing adversaries players haven’t battled yet they encounter standardly). Once the Dimengeon overflows, the player faces all enemies contained within, though luckily, not all at one time, with backup foes replacing those which they off. Appearing alongside adversaries are nodes representing bonuses like increased attack or defense for the party that they can slice through with standard attacks or special skills to activate. Victory in these battles, like regular encounters, net all on the frontline and in the vanguard still alive experience for occasional leveling, plus money and items, with these rewards multiplied in the Dimengeon.

Defeat results in the option to restart the lost battle from the beginning (pointless since it doesn’t decrease difficulty, with encounters like boss fights being incredibly lengthy as well) or reload the last saved file. Around the middle of the game, characters receive skill trees into which they can invest points obtained through leveling for stat increases, new skills, and empowerments to current abilities; unlocking those for specific allies requires the completion of certain sidequests. Some passive effects can be nifty, like counterattacking and stealing items while standardly attacking. However, unlocking paths to many nodes requires special grimoires whose discovery may necessitate using a guide.

Bosses are another ballpark. Long cutscenes often precede them, and while the player can fast-forward through them, it’s a lazy substitute for an option to skip the scenes directly to the following fights. Many bosses have multiple appendages that the player can lop off to prevent attacks that can easily slaughter their party. Skills can boost character attack and defense, not to mention create barriers that can absorb damage until they break. The player can also decrease enemy attack and defense, but skills to reduce agility often fail against most bosses. One character, Ez, can mix items to increase the frontline characters’ attack, defense, and speed.

Some boss battles are enjoyable yet overshadowed by countless unfair conflicts. For instance, a dragon can push the player’s characters to a cliff until they fall off and get a Game Over. Another, when getting low on health, creates a field that consistently curses the party, nullifying healing. A later one, which made me rage-quit the game, has the boss enemy constantly summoning wolves that can slaughter your characters and get multiple turns before them. Many of these battles also mandate a story character be on the frontline, with no chance to swap them out.

Despite grinding for hours to increase levels and obtain new abilities and bonuses from the skill trees (a process that quickly became herculean), that barely dented said boss, despite my party having the best weapons and armor available then. Other mechanics contribute to the surefire failure of these conflicts, like the difficulty of getting deceased characters back on their feet if they die; if all frontline members perish, it’s Game Over, with no chance to use backup allies at all. Given the minimal margin for error against bosses and the sheer length necessary to take them down, they seemed like walls preventing me from advancing the plot, and fighting them felt like a chore to the point where I had enough.

Control has many positive aspects, such as in-game maps (although a mini-map on the main gameplay screen would have been welcome, given the need to slide open the menus to view them), a fair save system, easy menus, some functional touchscreen features (though my Apple Pencil didn’t always work at its best), sensible pathfinding when moving Leo through towns and dungeons, and the eventual ability to fast-travel among visited points in cities and dungeons. However, many blemishes exist, like the mentioned inability to skip cutscenes straight to bosses, no suspend saving, the vague direction at many times (especially in sidequests), the unusual difficulty of getting onto the overworld, some puzzles necessitating external references to get past, and even rare crashing. Ultimately, Fantasian often feels like a quality-of-life nightmare.

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Good luck getting past this without taking a screenshot and sticky tabs, unless you have an eidetic memory.

Nobuo Uematsu provided the soundtrack, which is all-around solid, with its diverse melodies worth listening to on Apple Music, but where exactly was the music in the game? Too many places either have no musical accompaniment whatsoever or over-rely upon ambiance. The sound effects are fitting, and there’s no voice acting to worsen the aural aspect, but players won’t miss much if they listen to other music while playing.

Visually, Fantasian utilizes handcrafted dioramas for its scenery, with the various environs looking beautiful and colorful, with nifty effects such as the camera panning whenever the player traverses beyond the edge of paths. Furthermore, the character models, CG cutscenes, enemy designs, battle effects, animation, framerate, and weather effects are smooth. However, some blurriness and pixilation abound in the standard graphics, along with lazy telekinetic attack animations by the player’s character and enemies, many reskinned foes, and some occasional recycling of scenery. There also comes a speedbump where you must remember the order of springs erupting from a vast top-down view; however, when choosing the correct order, you deal with the constant camera changes that can throw off your orientation.

Visually, Fantasian utilizes handcrafted dioramas for its scenery, with the various environs looking beautiful and colorful, with nifty effects such as the camera panning whenever the player traverses beyond the edge of paths. Furthermore, the character models, CG cutscenes, enemy designs, battle effects, animation, framerate, and weather effects are smooth. However, some blurriness and pixilation abound in the standard graphics, along with lazy telekinetic attack animations by the player’s character and enemies, many reskinned foes, and some occasional recycling of scenery. There also comes a speedbump where you must remember the order of springs erupting from a vast top-down view; however, when choosing the correct order, you deal with the constant camera changes that can throw off your orientation.

Finally, I can’t accurately calculate total playtime since I couldn’t complete the game yet logged 56 hours before I rage-quit, which was more given all the time I wasted on losing boss battles. Referencing the internet, I discovered I still had a way to go before reaching the official end. While features such as Apple Arcade achievements theoretically add lasting appeal, I didn’t enjoy the game enough to want to continue.

Overall, Fantasian is another RPG that shows tremendous promise, given the great ideas in many aspects, like the game mechanics, its aural and visual presentations also showing much polish. However, the experience sours as the game drags on, given the countless difficulty spikes, boss battles that feel like walls preventing players from advancing, the usability issues, the unengaging narrative, and the lackluster musical presentation, which is inexcusable since the soundtrack as I heard it on Apple Music is superb. Considering Hironobu Sakaguchi’s track record with the Final Fantasy series, Fantasian should have turned out far better (but to be honest, I don’t think the various series entries he worked on became accessible, let alone playable, to mainstream audiences until rereleases such as the Pixel Remasters, which he didn’t seem to be involved with), yet exemplifies what is still wrong with most Japanese RPGs. Thus, I will happily avoid anything Mistwalker produces in the future and am not looking back.

This review is based on 56 hours of gameplay without completion of the game on an iPad, up to the boss fight with Rudy.


RECOMMENDED?
NO

Tiny Tina’s Wonderlands


Dragon Quest of The Fatemaker

I discovered the Gearbox Software-developed Borderlands series during the last decade, becoming enamored with its combination of first-person shooter and RPG gameplay to the point where I happily replayed the titles on multiple consoles to which they were ported, among them being those for Steam via my trusty Steam Deck. One of the expansion packs for the second game featured the story character Tiny Tina leading a Dungeons & Dragons-esque fantasy campaign setting, for which Gearbox would develop a successor and Borderlands spinoff entitled Tiny Tina’s Wonderlands, which provides an experience on par with the main entries.

The map system is an improvement over those in the mainline Borderlands.

Upon starting a new game, the player must create a character termed The Fatemaker, who can be of one of several different classes. The gameplay remains like the main Borderlands games, with the player able to wield up to four firearms of various types (initially two), wear different item enhancements, and use a skill inherent to The Fatemaker’s class that needs to recharge. The spinoff’s “Save Your Soul” system also mimics the main series’ “Fight For Your Life” mechanics of being able to kill an enemy after losing all health to revive, failure resulting in revival at the last checkpoint and losing some money.

There are a few differences, which include the ability to wield melee weapons, cast magic that requires time to recharge, and, upon reaching a certain level, being able to select a secondary class that grants The Fatemaker an additional Skill Tree alongside their base one. As in the Borderlands games, leveling nets the player a skill point they can put into one of The Fatemaker’s skill trees, alongside a point they can invest into one of their base stats. The looter shooter mechanics work well as in the mainline Borderlands games, with some quirks like not needing to repeat phases of multiphase boss battles like that against the final boss. However, issues still carry over, like needing a steady trigger finger and losing all health without an enemy to kill to revive.

Wonderlands’ main weaknesses lie in its control. While there are a few improvements over the Borderlands games, like the in-game maps being three-dimensional and rotatable, which accommodates the multilayered stages, many areas are of questionable design to where I didn’t bother with whatever sidequest objectives were there. However, positive aspects from the main Borderlands titles return, like fast travel and objective markers, another improvement being that saving and quitting the game most of the time preserves The Fatemaker’s location. Still, other issues exist, including glitches (with objective markers occasionally disappearing in my playthrough) and unskippable voiced dialogue (which seems endemic to Western RPGs), and the game’s usability could have been better.

Narratively, Wonderlands is a parodic take on fantasy-themed RPGs, with plenty of humor (although some of it is toiletic) and references galore to other media such as the Star Wars franchise and the Smurfs. The campaign setting backstory is also well written, with some of it revealed through scrolls obtained throughout the game world. There are some areas where the writers could have been more creative, like calling the main antagonist something other than “Dragon Lord.” Moreover, given the unskippable voiced text, the narrative frequently feels forced down the player’s throat. Regardless, the plot is an enjoyable draw to the spinoff.

While some nice tracks fit the game’s fantasy setting, most of the music is unmemorable, aside from a vocal theme song played during the ending credits. However, the voice performances are largely superb, including Ashly Burch as the titular game master, Will Arnett as the Dragon Lord, and comedienne Wanda Sykes as Frette the robot, one of the tabletop RPG’s players. Regardless, a dearth of memorable music seems endemic to most Western roleplaying games.

One area where the glitches kicked in.

Like the main Borderlands titles, Wonderlands utilizes a cel-shaded visual style, which looks fantastic and even more colorful in its fantasy setting, with only a few minor issues regarding choppiness and collision detection.

Finally, the spinoff is about on par with the main series regarding playtime, around forty-eight hours, with plenty of lasting appeal through different difficulty settings, achievements, sidequests, various classes, the myriad sidequests, a playable epilogue, and so forth.

In summation, Tiny Tina’s Wonderlands is an enjoyable offshoot of the Borderlands franchise, keeping what has been fun about the looter shooter series while introducing some new elements and occasional improvements. The lighthearted writing often stands out, as do the voice performances, pretty graphics, and the deluge of supplemental content. However, many of the issues from its parent series recur, like a necessary trigger finger, some annoying glitches, occasional irritating level design, the unskippable voiced dialogue, and the lack of memorable music. Regardless, fans of first-person shooters owe it to themselves to chance this excellent spinoff.

This review is based on a playthrough of a digital copy downloaded to the reviewer’s Steam Deck and played with the Dock on a television, Clawmancer as his beginning class.


Score Breakdown
The GoodThe Bad
Nice twist on Borderlands looter shooter gameplay.
Humorous plot and writing.
Good voice performances.
Pretty visuals.
Tons of extra content.
Requires steady trigger finger.
A bit glitchy.
Some annoying level design.
Unskippable voiced dialogue.
Dearth of memorable music.
The Bottom Line
A great Borderlands spinoff.
PlatformSteam
Game Mechanics9.0/10
Control6.5/10
Story8.0/10
Aurals8.5/10
Visuals9.0/10
Lasting Appeal10/10
DifficultyAdjustable
Playtime48+ Hours
Overall: 8.5/10

Diablo IV


Las Lágrimas del Reino

Back when my brothers and I were obsessed with the works of Blizzard Entertainment, we discovered the first of their Diablo series, with whose sequel and expansion I would spend significant time, given the multitude of classes. The third Diablo game wouldn’t see release until a decade after the second, and the fourth game, Diablo IV, would have a similar wait before it came out. The fourth entry, as a few other video game series in Japan and the West have, leaps into an open-world setting, like Nintendo’s Zelda and Pokémon franchises. Does it do so well?

The fourth game occurs half a century after the third in Sanctuary, where cultists summon the new antagonist, Lilith, daughter of the demon Mephisto, who seeks to fill the power vacuum created by the decline of angels and demons across the land. The narrative has varying cutscenes depending on which character class the player selects, along with plenty of texts that reveal backstories, sidequest subplots, and a well-developed central plot. A few narrative gaps still exist between the third and fourth games; however, the story remains engaging throughout the experience.

Players can select from five classes: Barbarian, Sorcerer, Druid, Rogue, and Necromancer, each with their unique ability trees, and choose a difficulty, accommodating to gamers of divergent skill levels. Regardless of whomever the player selects, all have a health orb whose depletion means death (in which case they can resurrect at the expense of a tenth of their equipment’s durability), a fixed number of potions with which they can recover their health (with upgrades to this amount found sporadically through Sanctuary’s dungeons), Spirit that the use of many abilities consumes (and which standard attacks can gradually recover), and many skills with a cooldown time before they can use them again.

Killing enemies earns the player experience, with foes frequently dropping money and treasure. Before reaching fifty levels, leveling gives players a point they can put into their class’s respective tree to unlock various abilities and bonuses. If players wish to do so, they can pay to reset points and redistribute them however they please. Players stop earning skill points when their character reaches the mentioned threshold. At that time, their Paragon Board unlocks, with its points acquired at fixed times while advancing to the next level and allowing for increased stats. 

In towns, the player can repair their equipment (which doesn’t seem to wear down regardless of whatever combat they’ve seen, except upon death), replenish their potions and health, purchase new gear, and so forth, like in prior games. The mechanics work well, with plenty of quick action and rewarding exploration; however, players can’t pause the game, and the potential to waste a lot of time against bosses exists (though depleting their health to fixed amounts will cause them to drop health potions). Regardless, the fourth game nicely fuses elements from the second and third entries.

Control, however, could have used improvement. Among the primary issues is that one needs a constant internet connection and a PlayStation Plus membership to play Diablo IV in the first place, which is ridiculous since I had spent $60+ for my physical copy. Even so, there are a few quality-of-life features such as subtitles for the voiced dialogue, adjustable text size, helpful in-game maps with objective markers, the ability to skip cutscenes and through some dialogue (though the latter feature isn’t available during “cinematic” scenes), the option to exit dungeons instantly after completing them (though some exceptions exist), and readily-available teleportation across Sanctuary, even when the player is far away from a teleport point. As mentioned, however, the game is unpausable, along with other issues like the absence of an in-game measure of total playtime, the vagueness of a few sidequest objectives, and how the game doesn’t preserve the player’s current location whenever they quit the game and restart later. Ultimately, the fourth game could have interfaced better with players.

While the soundtrack features good instrumentation and has some callbacks to prior Diablo games, the fourth installment’s music is otherwise unremarkable, given the lack of memorable tracks and overreliance upon ambiance, which seems typical of most Western video games. However, the voice acting and sound effects shine brighter.

Diablo IV executes its visuals nicely, with realistic art direction for the human and nonhuman characters and players able to customize their protagonist’s appearance. Different equipment also affects character looks, with the environments and colors being believable, the weather and illumination effects gorgeous, and the critical story scenes having an engaging cinematic style. However, the typical imperfections of three-dimensional visuals abound, like poor collision detection, blurry and pixilated texturing, and occasional choppiness.

Given the lack of an in-game clock, assessment of total playtime is difficult. However, I sometimes used my watch timer and estimated I finished the game in over seventy-two hours, consisting of significant time exploring Sanctuary and completing sidequests, although advancing the main quest doesn’t take long. Replayability exists with the vastness of the game world, which I hadn’t fully mapped, countless sidequests, achievements, and so forth. However, the need for a PlayStation Plus membership to continue playing, which I immediately canceled upon finishing the main quest, will deter many from devoting additional time to the game.

Ultimately, Diablo IV was an ambitious production from Blizzard and nicely accomplishes its transition of the series to open-world format, in my opinion, even better than other major video game franchises that have done the same despite their “universally positive” reception. The gameplay is fun and rewarding, the narrative is intricate regarding its backstory and “present” plotline, the visuals are top-notch, and plenty of extra content can occupy players endlessly. However, issues such as the need for a constant internet connection and PlayStation Plus membership to play, various interface problems, and unremarkable sound prevent it from “game of the year” status. Despite its faults, it warrants a playthrough from those who enjoyed its predecessors and is one of 2023’s better releases.

This review is based on a playthrough of a physical copy purchased by the reviewer as a Druid.


Score Breakdown
The GoodThe Bad
Variety of classes to choose from.
Lots to explore in Sanctuary.
Well-developed narrative.
Nice graphics.
Plenty of lasting appeal.
Requires constant internet connection and PlayStation Plus membership.
Quitting the game doesn’t always preserve quest progress.
Lackluster soundtrack.
The Bottom Line
One of the stronger major releases of 2023.
PlatformPlayStation 4
Game Mechanics9.0/10
Control6.0/10
Story9.5/10
Aurals7.0/10
Visuals8.0/10
Lasting Appeal8.5/10
DifficultyAdjustable
Playtime72+ Hours
Overall: 8.0/10

Star Fox 64 3D


General Pepper’s Lonely Space Mercenary Band

When my family first got a Nintendo 64, I was excited to try the new generation of games from the Big N, most of whose mainline titles leaped to three dimensions. While mainstream video game critics would hail many of its titles such as Super Mario 64 and The Legend of Zelda: Ocarina of Time to be among the “greatest” games of all time, I would discover years that far better titles existed on future and rival systems such as Sony’s PlayStation consoles, and Nintendo’s retainment of the cartridge medium restricted how much freedom they could take in development. Star Fox 64 was another game I played on the system, later ported to the Nintendo 3DS as Star Fox 64 3D. Does it hold up today?

The rerelease occurs in the Lylat system, where on Corneria, the fourth planet, the primate Andross (never clearly identified as an ape or monkey) unleashes biological weapons, with General Pepper exiling him to Venom and sending James McCloud the fox, the porcine Pigma Dengar, and Peppy Hare after him. However, Pigma betrays the group, James disappears, and only Peppy returns, joining James’s son Fox, Slippy Toad, and the avian Falco Lombardi to form the eponymous mercenary group Star Fox to put an end to Andross’s ambitions, fighting his minions along the way, among them being rival team Star Wolf. The game tells its story well (despite some irritating dialogue), with mission paths having different cutscenes; two endings also exist. The translation is legible, although the localization team could have chosen more original names for a few planets (like Macbeth); some redundant in-mission dialogue also abounds.

Star Fox 64 is a space shooter, with players controlling Fox’s Arwing (sometimes other vehicles) through different missions throughout the Lylat system and on its planets (and sun). Fox can fire lasers at enemies, shoot bombs to detonate them and take out larger enemy groups, fly around to avoid various environmental obstacles with techniques such as barrel rolls to deflect adversarial fire, speed up, slow down, and angle his ship vertically to pass through narrow gaps. Fox can take damage when running into obstacles and receiving fire from enemies, and losing all his vessel’s health costs him one life, necessitating the player restart from the beginning of the mission or midlevel checkpoint. Each stage ends with a boss the player must defeat.

Fox’s comrades also participate in their respective Arwings during the missions, each having their health; however, enemies can disable them and make them sit out on the subsequent mission while their ships are in repair, in which case Fox can destroy the vessels seeking to down them to keep them in action. Most stages have linear paths with occasional branches, albeit with some free-range areas, alongside killer moves such as a U-turn to change direction; at these moments, a radar tracks the action. A learning curve exists, and friendly fire is possible; however, players can select the N64 version’s difficulty or the rerelease’s more merciful setting when starting a new game. Plenty of room for error exists throughout missions, accounting for satisfying gameplay.

Control also serves the game well, with clear narrative direction and a linear structure that allows for branching paths yet never necessitates the internet. Despite their learning curve, the controls aren’t too bad to pick up on. While players can use gyro controls on their 3DS systems, this is mercifully optional. Most cutscenes are further skippable, and the gameplay action is pausable. The only major issue is the absence of a mid-mission suspend save feature.

Most of the game’s music is good, each mission with a unique theme; however, the voicework is almost universally poor. Thus, I welcomed the absence of characters like Peppy and Slippy when enemies knocked out their ships. Falco and maybe Fox are the only remotely passable performances.

The visuals have some positive aspects, including using the system’s 3-D capabilities, a few touchups, and most character designs. However, some holdovers from the N64 version remain, including frequent environmental pop-ups during stage navigation, some blurry and pixilated textures, and the use of only two rapidly alternating frames for the talking animation of the characters for most of the game, which looks incredibly asinine.

A straightforward playthrough can take under three hours; however, plenty of lasting appeal exists in the selectable difficulty, different mission paths, and two different endings. One strike against replayability is the lack of in-game achievements, typical of most 3DS titles.

Ultimately, Star Fox 64 3D is a good rerelease that hits most of the right notes, with updates like its different difficulty settings that made it accessible to a new generation of gamers upon its original release, along with the fluid adaptation to the 3DS’s two screens. The gameplay is fair and frequently fun, rarely feeling cheap, the control is tight, the story is well-paced, the soundtrack is enjoyable, and significant lasting appeal exists. However, the voice acting is still poor, sometimes painful to listen to, and many aspects of the visuals haven’t aged well. Regardless, it’s worth a look from Nintendo fans and other gamers. While the 3DS eShop has long closed, it’s luckily available physically at fair prices online.

This review is based on a playthrough of a digital copy downloaded to the reviewer’s New Nintendo 3DS.


Score Breakdown
The GoodThe Bad
Enjoyable space shooter gameplay.
Tight control.
Good story.
Nice soundtrack.
Significant lasting appeal.
Average translation.
Poor voice acting.
Middling visuals.
The Bottom Line
An enjoyable remaster of a classic.
PlatformNintendo 3DS
Game Mechanics9.0/10
Control8.0/10
Story8.0/10
Localization5.5/10
Aurals8.5/10
Visuals5.5/10
Lasting Appeal8.0/10
DifficultyAdjustable
Playtime~3 Hours
Overall: 7.5/10