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Shovel Knight photo
Shovel Knight

Shovel Knight's Xbox One retail version is in limbo due to publishing policies

And that's not all
Oct 08
// Jordan Devore
Yacht Club Games has hit some snags with the retail versions of Shovel Knight. For starters, the studio has abandoned plans for a physical copy on Xbox One this holiday. "We really gave it our best effort, but unfortunately, ...

Review: Chibi-Robo! Zip Lash

Oct 08 // Ben Davis
Chibi-Robo! Zip Lash (3DS)Developer: NintendoPublisher: NintendoReleased: October 9, 2015MSRP: $29.99 In Chibi-Robo! Zip Lash, pint-sized aliens have invaded Earth, stealing resources along with everyone's favorite snacks, and it's up to Chibi-Robo and his partner Telly (who is now shaped like a computer) to save the day. Chibi-Robo will travel the globe, putting a stop to the aliens' plans and rescuing any snacks he might come across (all based on real name-brand snacks and candies from around the world). To navigate the areas around him, Chibi-Robo uses his plug as a whip to destroy enemies, collect items, grapple onto certain surfaces, or helicopter across pits. The plug can ricochet off of walls as well, opening up a lot of possibilities for interesting platforming as the player tries to angle the perfect shot in order to reach distant objects. The cord starts off rather short at a measly 6 inches at the beginning of each level, but it can be lengthened up to 120 inches by collecting blue orbs. [embed]314129:60631:0[/embed] Aside from the plug mechanics, there are plenty of jumping sections, puzzles to solve, enemy hordes to destroy, items to collect, and even a few levels which have Chibi-Robo skateboarding, wakeboarding, and traveling by balloon to reach the end. There are also some pretty cool boss fights to round out each world. Just looking at the platforming mechanics alone, Zip Lash is a perfectly competent entry to the genre. Each world changes things up with new ideas and interesting layouts, so that the gameplay doesn't become stale too quickly. Once again, Chibi-Robo's health is indicated by his power supply, which slowly depletes as he's moving around and decreases significantly if he falls into a pit or gets hit by an enemy. He can recharge at any outlet by inserting his plug, which will cost a few watts (watts are earned by recycling trash). He can also buy spare batteries as a backup. For the completionist gamers out there, each level is filled with several hidden collectibles to find, including the aforementioned name-brand snacks, special medallions, Chibi-Tots playing hide-and-seek, toys to talk to, and trash to clean up and convert into energy. If something is missed the first time through, levels can be replayed in order to search more thoroughly, but only after certain conditions are met. Which brings me to my least favorite aspect of Chibi-Robo! Zip Lash. Most platforming games like this feature a map with each level laid out on a path, which are then played sequentially. Zip Lash tries to subvert this common feature by implementing the "Destination Wheel." After each level, Chibi-Robo will spin the wheel to select a number. This number determines the amount of spaces he'll move on the map, which in turn determines the next level to play even if it's not the next level in the sequence. Once every level on a map has been discovered and beaten, the player can then proceed to the next map. Basically, this means that most people will be playing the levels out of order, which could have been a neat idea. The problem, however, is that maps are laid out in a circle, and if the player loops around and lands on a level they have already played, they will be forced to play it over again in order to proceed and pick another level. Because of this, this one simple idea of the Destination Wheel single-handedly demolished my excitement for Zip Lash. Being forced to replay levels due to bad luck is not a fun mechanic. The only reason I can think of for this to exist in its current state would be to artificially extend the game's length, and that's not something I can get behind. They even included a separate wheel to spin for boss levels, which is completely pointless and a waste of time as there's only one space on the entire wheel. The Boss Wheel might have been a funny joke if the Destination Wheel wasn't already such an annoyance. Granted, there are ways to sort of bypass the wheel. Wheel numbers can be purchased with moolah (the in-game currency) so that the player will be more likely to land on a number they want. It's also possible to get more than one spin, assuming the player was skilled enough to hit the gold or silver flying saucers at the end of the last level. Finally, once every level has been beaten and the world has been cleared, players will no longer have to spin the wheel for that world and can freely select whichever level they wish. If only it were possible to do that from the start... Unfortunately, the Destination Wheel wasn't the only problem I had with Zip Lash. As if being forced to replay levels due to poor spinning wasn't enough, certain areas of each level will only become accessible after the levels have been completed. These areas are totally optional and are only used for the chance to obtain costumes for Chibi-Robo (which can also be obtained by finding codes posted on Miiverse), but it still sucks to have to replay every level again, possibly for a third time or more if the player is really unlucky, just to find everything. I also had some problems with the lack of checkpoints during the skateboard/wakeboard segments, but that seems like a comparatively small issue next to everything else. All that wheel nonsense sadly soured Zip Lash for me, which is a huge shame because almost everything else about the game is fun and charming. The new platforming mechanics work well, the boss fights are exciting, and Chibi-Robo himself is as cute as always. I would have been content with this game had it not been for the awful Destination Wheel. If you're a die-hard Chibi-Robo! fan, or if the possibility of having to replay the same levels over and over again doesn't bother you too much, then Zip Lash might be for you. Unfortunately, it's tough for me to give this game a good recommendation after the frustrating time I had with it. I still love you, Chibi-Robo, but this was not your best effort! [This review is based on a retail build of the game provided by the publisher.]
Chibi-Robo review photo
Poor little robot...
I've been a fan of Chibi-Robo! ever since the original was released for the GameCube back in 2006. It was a weird, adorable adventure game with a tiny robot who was tasked with cleaning up an enormous house, with happy musica...

Dust: An Elysian Tail photo
Dust: An Elysian Tail

Dust: An Elysian Tail, a fantastic metroidvania, is coming to iOS

'Very soon'
Oct 07
// Chris Carter
Dust: An Elysian Tail, released originally on XBLA in 2012, is one of my favorite metroidvanias in recent memory. The fact that it was developed by one guy, basically, is still insane to me, given how deep the game is mechani...
Super Mario Maker photo
Super Mario Maker

Someone remade those wonderful e-Reader stages in Super Mario Maker

Oct 07
// Chris Carter
Man, I'm glad my e-Reader still works. For those of you who think I'm speaking gibberish, the e-Reader was an accessory Nintendo developed for the Game Boy Advance, and it was actually one of the first forms of DLC. Players w...

Super Meat Boy photo
Super Meat Boy

Super Meat Boy devs tease a Wii U port

'Wii haven't forgotten about U'
Oct 06
// Brett Makedonski
Super Meat Boy made its way to PlayStation 4 and PS Vita today, but those might not be the last platforms it hits more than five years after its initial release. Team Meat still has its eyes on a Nintendo console. In a s...
More Sonic on PC photo
More Sonic on PC

Sonic Lost World heads to PC next month

Other 'past Sega titles' to follow
Oct 06
// Jordan Devore
Sega is bringing Sonic Lost World to PC on November 2, 2015. It's priced at $29.99 and the NiGHTS-infused Nightmare Zone, a stage available as DLC for the Wii U version, is included. In his 2013 review for Destructoid, Jim St...
Mario Maker photo
Mario Maker

Mario Maker player subverts guilt-trip level to save every Yoshi

Take that, Ross
Oct 05
// Jordan Devore
Some level creators are using Super Mario Maker as a platform to make us feel guilty. They're dreaming up courses that put Yoshi in harm's way and have it so Mario can't reach the end without sacrificing his faithful companio...
Conker photo

Before Conker's Bad Fur Day, there was Twelve Tales

Rare reminisces about the N64 days
Oct 02
// Jordan Devore
Rare has shared another behind-the-scenes video about Conker and this one sure brings me back. Conker's Quest, as it was originally called before undergoing a name change to Twelve Tales: Conker 64, debuted at E3 in 1997. It ...
Mario Maker video photo
Mario Maker video

GameCenter CX takes on Mario Maker

And now I want to play more
Oct 01
// Jordan Devore
Japanese TV show GameCenter CX collaborated with Nintendo on a funny little costume in Super Mario Maker, but that's not all! There's an episode themed around the game on YouTube. Host Shinya Arino spent half an hour playing ...
Unbox photo

I like the look of this 3D platformer about, uh, boxes

Self-delivering cardboard boxes
Sep 30
// Jordan Devore
If we can be bread, we can be anything. Looks like sentient boxes are next. I don't pay much attention to what's happening on Steam Greenlight these days, but the occasional game still rises from the depths and onto my radar....
Chibi-Robo photo

Zip Lash may be 'the last chance' for Chibi-Robo

That's the latest word from Nintendo
Sep 30
// Jordan Devore
I have a browser tab open for a used copy of Chibi-Robo, and I don't trust myself to walk away. It's one of the few GameCube games I regret missing. But $60, if I'm lucky? I don't know. My mind is on the delightful household ...
PS Plus free games photo
PS Plus free games

Super Meat Boy and Broken Age will be October's free PlayStation Plus games

'Meat Boy and meet boy' -Steven Hansen
Sep 30
// Darren Nakamura
I'm torn on Super Meat Boy at this point in my life. On the one hand, it probably controls better with a PlayStation 4 d-pad than it ever did on the Xbox 360. On the other hand, I already went all the way through it when I wa...
Freedom Planet photo
Freedom Planet

Freedom Planet finally has a new Wii U release date

This week
Sep 30
// Chris Carter
Freedom Planet has had a rocky porting process to say the least. Just before launch recently, developer Galaxy Trial caught a major bug, and delayed the release a few times to an unspecified date. Now, we know that the g...
Nintendo photo

Super Mario Maker has sold one million units worldwide

Sold, not shipped
Sep 30
// Chris Carter
Super Mario Maker has sold one million copies worldwide, Nintendo has announced. This is based on Nintendo's internal sales figures, which include physical, bundle, and digital units. Additionally, 2.2 million courses ha...

Review: PewDiePie: Legend of the Brofist

Sep 29 // Jed Whitaker
PewDiePie: Legend of the Brofist (Android, iOS [reviewed on an iPhone 6S Plus])Developer: Outerminds Inc.Publisher: Outerminds Inc.Released: September 24, 2015MSRP: $4.99 PewDiePie: Legend of the Brofist caught me off guard with its production values and gameplay. At first, I was expecting a half-assed cash-in on PewDiePie and the other co-starring YouTubers' popularity, but instead I found a fully voice-acted platformer reminiscent of such classics as DuckTales and the more recent Shovel Knight. Yeah, I can't believe I just typed those words either. Using the left side of the screen as a virtual joystick that spawns wherever your finger first touches and the right side of the screen as a jump button, you'll help PewDiePie and friends hunt down the evil barrel king that stole all his fans, aka bros. Going from left to right while jumping on enemies to kill them isn't revolutionary, but the ease and precision of the controls are. I've played many touch screen games and this is the first that felt like it nailed translating traditional controls; deaths felt like my own fault and jumping between platforms surrounded by certain death was smooth as butter. Each level adds something new, such as jumping from moving cars and rhinos, to a side-scrolling space shooter, to levels where you must avoid enemies for a set amount of time in a small area until help arrives. Help is provided by other popular YouTubers like Markplier and Jacksepticeye, whom voice themselves.  [embed]312909:60547:0[/embed] These other YouTubers can then be unlocked, and each have their own unlockable abilities as well that can be equipped two at a time -- one attack and one defense. Abilities have a cooldown timer that is replenished by killing enemies or digging through piles of debris found throughout stages. This debris also grants coins and/or health power-ups and sometimes a collectible patch, of which there are many. Attack abilities are mostly useless; I found jumping on enemies' heads to be easier than waiting on them to walk through a pug's fart cloud. Defensive abilities fair a bit better. One of them grants you three hearts of health every so often, which can be useful for boss fights and the more difficult levels. All abilities and characters are unlocked in a store using in-game currency that's earned by killing enemies, found throughout the level, and awarded at the end of levels based on performance and difficulty. Speaking of difficulty, there are four options to choose from, the default being easy mode. I tried a few levels on hard, the second lowest difficulty, and found them to live up to that label, adding more enemies that hit a bit harder. For the purpose of this review, I played most levels on the default easy difficulty, which proved challenging at times.  My only qualms with the game in general are that it seemed like not enough coins could be earned to unlock everything by the end (likely to entice players to go through the harder difficulties), that I had to watch cute pugs die, and that some characters used stereotypical gender signifiers. As you go through the levels as PewDiePie, you're joined by his two adorable pugs who will sacrifice their pugly lives instead of letting their owner take the last hit. Upon this sacrifice, they gib into little puppy chunks, and give a heartbreaking yelp. While this drove me to be more careful, it was disturbing. As for the gender signifiers, there are some barrels that are pink and give birth to smaller barrels upon death, and a rhino wearing lipstick -- a minor complaint but nothing I'll lose sleep over. While I didn't get any of the references or inside jokes like why PewDiePie is being attacked by barrels, or the copious amount of ducks and exploding cows, I could appreciate that it was something zany his fans will surely love. For those wanting a solid mobile platformer, consider dropping the five bucks on PewDiePie: Legend of the Brofist, as it has a kickass chiptune soundtrack, colorful levels, and tight touchscreen platforming. If you're a PewDiePie fan, then making the purchase is a no-brainer. The game took me a just over a couple of hours to complete, though completionists will be able to get a lot more mileage out of it. My time and money were well spent, and it almost made me want to watch a PewDiePie video. Almost. [This review is based on a retail build of the game purchased by the reviewer.]
Review: PewDiePie: LotB photo
*Yelling and farting sounds here*
Anyone who frequents YouTube knows who PewDiePie is, but if you don't, he is an over-the-top let's player that parents don't get and kids love, as well as the most-subscribed person on YouTube. And now he has his own game.&nb...

Mighty Gunvolt PC photo
Mighty Gunvolt PC

Mighty Gunvolt is headed to PC today

Free if you bought Azure Striker
Sep 29
// Chris Carter
If you bought Azure Striker Gunvolt at any point before today on PC, you'll net yourself a free copy of Mighty Gunvolt, which is now available. If not, you'll have to pony up $4.99 for the privilege. This version will sp...

Dying just makes Super Rude Bear Resurrection easier

Sep 28 // Brett Makedonski
[embed]312542:60542:0[/embed] After any given death, the titular Rude Bear's body will by lying across the trap you just succumbed to. There's a fair chance it was a spike trap; Super Rude Bear has a lot of spike traps. On the next attempt, you can platform on the corpse which shields you from those pesky spikes. Super Rude Bear just got easier, albeit for only the briefest of moments. For a game about a rude bear (curiously, we haven't seen any ill-behaved mannerisms apart from a backward hat and a permanent scowl), this isn't as light-hearted and blithe as one may expect. Actually, it's quite entrenched in the macabre. Coffins serve as checkpoints and are even more appreciated than coming across your freshly dead body. There are some extra mechanics offered up to guide along the platforming. Rude Bear is forever followed by a wizard, as he's the one who actually transported you back to medieval England and put you in this dire situation. It's possible to take control of him and scout ahead. How thoughtful, Guy Who Is Directly Responsible For Me Dying Thousands Of Times. Likewise, in the event that your corpses pile up too high to clear some sections (yes, that will happen), he can clear them one-by-one or with a single powerful blast. Again, how thoughtful. This is actually the second time we've seen Super Rude Bear -- originally, it had the "Resurrection" withheld from the end. The first was at Tokyo Game Show 2014. There was obvious care put into the controls, but everything was made up of placeholder art. Also, the jumping on your past failures part is new, which is why we've seen the game fittingly re-titled. Super Rude Bear Resurrection has come a long way in the year that has passed. Now, it's a game that I'm actually excited to play, even as infuriating as it's likely to be. The game's site currently lists projected platforms as PC, PS4, PS Vita, and Xbox One. Wherever you find yourself playing, don't be afraid to die; it's all part of the process.
Super Rude Bear photo
Expect to do a lot of it
A corpse is typically not a welcoming sight, but in Super Rude Bear Resurrection it absolutely is. That decomposing body (which is yours from seconds ago, by the way) means that maybe you can skirt a particularly challen...

Super Mario Maker photo
Super Mario Maker

Nintendo patches Super Mario Maker invincibility glitch

No more spike exploit
Sep 24
// Chris Carter
Because people will literally find anything, a glitch was uncovered in Super Mario Maker that allowed players to become invincible. You can trigger the glitch by building a door above a spike pit, then power-up Mari...
Art photo

True hardest Mario Maker level asks: Will you save your son?

Definitely the hardest Mario Maker stage
Sep 23
// Steven Hansen
False prophets are not new. Jordan told you all that this was one of the hardest Super Mario Maker levels, but it's all twitch-based reflex video games 101. Any gamehead worth her salt could polish that bad boy off, at least...
Free game photo
Free game

Grab Oddworld: Abe's Oddysee while it's free on Steam

24-hour deal is in effect
Sep 23
// Jordan Devore
Now through September 24, 2015 at 10:00am Pacific, Oddworld: Abe's Oddysee is free to download and keep on Steam. It's free free -- not one of those only-good-for-the-weekend promotions. Naturally, this deal is a way to get O...
Super Mario Maker photo
Super Mario Maker

If you see this level in Mario Maker, run away

Mastery required
Sep 22
// Jordan Devore
Bomb Voyage blew my mind. While watching Bananasaurus Rex's triumphant run, I could hardly fathom what I was seeing on-screen, much less imagine myself ever possessing the skill needed to pull off those tricks in perfect sequ...
Super Mario Maker photo
Super Mario Maker

Mario Maker invincibility glitch discovered

Firewalk with me
Sep 21
// Jordan Devore
As outlined by GameXplain, there's a glitch in Super Mario Maker that grants invincibility. The process involves taking damage and walking through a door placed over spikes. The trick is in the timing -- you can't enter the d...
Super Mario Maker photo
Super Mario Maker

This has to be one of the hardest Mario Maker levels

Have mercy on us all
Sep 21
// Jordan Devore
It took Bananasaurus Rex, the guy who can do the impossible in Spelunky, "about four hours from start of practice" to clear this absurdly difficult Super Mario Maker level. Just watch.
Mighty No. 9 photo
Mighty No. 9

Comcept confirms Mighty No. 9 demo delay

I hope you like delays
Sep 18
// Chris Carter
Hey remember that Mighty No. 9 demo delay that was snuck into a contest post? Well it didn't give people much information, hinting at a possible delay for some users. Now, thanks to a backer email (read: I'm a backer), we hav...

It's mostly Ratchet and very little Clank at Tokyo Game Show

Sep 17 // Brett Makedonski
[embed]311251:60420:0[/embed] Ratchet caused a racket though, armed to the teeth as if he were a guard at the on-ramp. Barrages of missiles and wild melee attacks brute forced the way through the demo. Nuts that serve as a currency spilled out of everything and magnetized their way to the lawless lombax. Clank's presence was diminished even further during the second half of the demo. Dropped into a hellish pit against some sort of Rancor-esque boss-thing, Clank clearly wanted nothing to do with it. Ratchet swung, swung, swung away at the feet of the monster, as it reared up and down but did very little harm. It was kind of like getting under a Souls boss and doing way more damage than you probably deserve to. It didn't stay like that forever, though. Two times during the fight, he disappeared and summoned swarms of battle toads before coming back to the fray. Toward the end, he spit fire at me so I pulled out a flamethrower and we had a neat back-and-forth of slowly jumping over walls of flame while facing the other. His health meter plummeted a lot quicker than mine, so I was the victor -- no Clank required. In all likelihood, Clank will prove to be more useful and prevalent in the final game. This demo was probably skewed a bit too far in its omission. Ratchet was the star of the day, and his platforming and action work quite well. Once Clank gets properly added into the mix, the 2016 installment should feel right at home alongside all the other games in the series. 
Ratchet and Clank photo
Par for the course, right?
As far as the action bits go, Clank generally takes the backseat while Ratchet is doing his thing. Sure, Clank facilitates some of it, but it's a tempered role. He's a sidekick who knows his job. That makes the relationship w...

Mario Maker photo
Mario Maker

Good news, now Super Mario Maker can give you nightmares

A Goomba's life can be a terrible thing
Sep 17
// Nic Rowen
You can make fun little levels in Super Mario Maker. You can make challenging levels to test player's skills. You can make trolly Cat Mario style levels that play cheap shots for laughs. But what about a level that will leav...

Review: Shovel Knight: Plague of Shadows

Sep 17 // Chris Carter
Shovel Knight: Plague of Shadows (3DS, PC [reviewed], PS3, PS4, PS Vita, Wii U, Xbox One])Developer: Yacht Club GamesPublisher: Yacht Club GamesRelease Date: September 17, 2014MSRP: Free (with $14.99 Shovel Knight purchase) The main draw here is the new campaign, with a completely playable Plague Knight. As a note, you're required to beat the original story to unlock it, but there's also a code available that will likely be widespread after the expansion's release. For the purposes of this review however I didn't use the code, as I wanted to replay the entire base campaign so I could directly compare it while it was fresh in my mind. Whereas the original story involved Shovel Knight's quest to defeat the evil Enchantress, Plague of Shadows is an alternate timeline of sorts, where our hero was bested (but not killed), and evil rules the land. Plague Knight decides to seek out his own fortune, developing a potion of unlimited power in secret. The levels are, for the most part, the same, but are reworked to cater to Plague's particular set of skills. Most, if not all stages, have completely new paths and areas as well. This remix concept paid off, because while the actual themes of the levels were familiar, it felt like I was playing a new game. Heck, he even gets his own town. Plague Knight sports a double-jump by default, as well as a charge attack that explodes and provides a triple-leap. Because of the nature of the charge, players can employ a lot of fancy maneuvers, delaying your explosion to basically go anywhere you want. Even using his potions mid-air will delay your descent. You'll basically have to relearn the game's mechanics, as Plague Knight feels utterly different. He's a bit more loose than Shovel Knight, sliding to and fro as he runs. Attacking is even more nuanced, as Plague's potions are a delayed explosion (initially), so you can hit stronger enemies with your first barrage, and aim subsequent projectiles as traps of sorts to blow up later. From there you can upgrade your standard attack to use a longer fuse, or even orbit around your character like a shield. Overall I'd say he has more options than Shovel, but is much tougher to master. As far as collectibles go, there are Green Cipher Coins to locate (which open up more shop options) as well as cash to acquire. The Ciphers remind me of the red coins in Yoshi's Island, and they're just as fun to hunt for. The fact that the number of overall coins out there is known (420) makes them more addicting to collect, and this is on top of the musical sheets to find (now scrap sheets). My favorite new element of the game is probably the tonic system, which allows you to drink an item to gain a temporary life point until death. It's a bit more strategic and deliberate system. There is one minor hangup -- don't put too much stock in the challenge mode, which is hosted by a playable Shovel Knight. Of the challenges, most are rematches (boss rushes). A few of the boss-centric challenges are pretty tough, like the one that tasks you with beating The Big Creep in under a minute, with the minimum amount of life available. The first 10 have fairly difficult bits like riding an enemy to the end of a lengthy scrolling arena. Plague of Shadows also has its own achievements (albeit 20 compared to Shovel's 45), but I'm told that he will not take on Kratos or the Battletoads, as those fights are exclusive to the core campaign. Shovel Knight already felt complete at launch, but Plague of Shadows just makes it even more enticing. The fact that it's a free update for existing (and new) owners rather than paid DLC is the cherry on top. [This review is based on a retail build of the game provided by the publisher.]
Shovel Knight DLC review photo
Bubonic Chronic
I can't believe it's been over a year since Shovel Knight released -- time flies, right? Over the course of that year, I've beaten it on every conceivable platform outside of the PC edition, playing it over and over...

Review: Leo's Fortune

Sep 16 // Darren Nakamura
Leo's Fortune (Android, iOS, Mac, PC, PlayStation 4 [reviewed], Windows Phone, Xbox One)Developer: 1337 & SenriPublisher: Tilting PointRelease: April 23, 2014 (mobile), September 8, 2015 (Mac, PC, PS4), September 11, 2015 (Xbox One)MSRP: $4.99 (mobile), $6.99 (non-mobile) Originally released on mobile last year, Leo's Fortune is now playable with a controller elsewhere. It's equal parts precision platformer, speed platformer, and puzzle platformer, alternating between the three to keep the experience fresh throughout. Leopold is a slippery guy, which aids in the speed sections. Certain areas have ramps and curves built in, giving Leo a playground to jump, inflate, and dive toward the exit quickly. Of the three styles of platforming present, this is the most exciting. The other two styles slow Leo down considerably. With his inflate ability, he can not only jump and launch off walls, but he can also slow his descent, giving himself greater control in spiky sections. Here, Leopold's slipperiness can get him into trouble; he will sometimes maintain momentum from a speed section straight into a trap. It can be difficult to make the small adjustments necessary for the precision segments, because pressing in one direction for more than a split second will send him careening in that direction. The puzzles are a welcome change of pace, though they never really tax the brain. For the most part, they are the same kinds of physics-based puzzles we've seen elsewhere. They're certainly not bad, but they're never mindblowing either. [embed]310626:60351:0[/embed] All of this is tied together by an after school special-esque story. Though the specifics of the big twist aren't exactly predictable, it's clear throughout that Leopold is barking up the wrong trees and stands to learn a life lesson. It's almost like one of Aesop's fables; it comes with the moral of appreciating people over possessions, which is a great message to teach children, but feels trite to those who have heard it before. In that way, the story mirrors the puzzle sections. It's totally serviceable, but I'm not particularly impressed by it. Where Leo's Fortune excels is in the presentation. Leopold's fuzz and a lot of the environmental effects are fantastically animated. Leo slides as he moves, meaning he doesn't have any walking or rolling animation, but despite that he exudes personality, particularly through facial expressions. I love the look he gives when he inflates. So what we have in all is a beautiful platformer with ups and downs (literally and figuratively), a mundane narrative with a good message, and some real difficulty toward the end. The whole game probably only takes about an hour or two to finish (with full game speedruns clocking in at about 45 minutes. It's not a must-buy, not even for platformer fans, but it's a cute little game that most people can find some fun with. [This review is based on a retail build of the game provided by the publisher.]
Leo's Fortune review photo
Favors the bold
Coins. Plenty of games have them scattered around to collect, but few explain why they're there in the first place. If they're so valuable, why did somebody just leave them there? Leo's Fortune gives a reason. The titular mus...

Sonic Boom delay photo
Sonic Boom delay

New Sonic Boom delayed over quality concerns

Slow down, Sonic
Sep 15
// Kyle MacGregor
Sega has hit the brakes on Sonic Boom: Fire & Ice, postponing the Nintendo 3DS exclusive's launch date to give developer Sanzaru Games additional time to polish and improve the experience. The publisher says "it&rsqu...
Banjo-Kazooie photo

Rare had a cool idea for a Banjo-Kazooie remake

Before it settled on Nuts & Bolts
Sep 14
// Jordan Devore
I'm way behind on watching those documentary shorts included in Rare Replay and I might never catch up unless I set aside time to see them on YouTube. Rare uploaded this video today detailing how it arrived at Banjo-Kazooie: ...

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