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Mighty Switch Force photo
Mighty Switch Force

Mighty Switch Force! makes the jump to iOS with a funky trailer


Well that was sudden
Feb 10
// Chris Carter
WayForward sent me an interesting note today -- Mighty Switch Force! is coming to iOS in the form of Mighty Switch Force! Hose it Down. Wait, what?! This isn't going to operate just like past entries though, as it is not a t...
Shantae photo
Shantae

Shantae and the Pirate's Curse is fun, on sale on 3DS


A nice romp for a lower price
Jan 11
// Jonathan Holmes
Shantae and the Pirate's Curse recently launched on the Wii U eShop, and while I haven't played through the whole thing yet, I can attest to the consistently charming comedy in its first few hours or so. It's clear that the ...
Shantae photo
Shantae

Shantae and the Pirate's Curse may hit the Wii U this year


Currently available on 3DS
Dec 10
// Chris Carter
Shantae and the Pirate's Curse is a pretty great Metroidvania title that hit the 3DS earlier this year. It was a continuation of the series following Risky's Revenge, and will lead into Half-Genie Hero which hopeful...

Review: Shantae and the Pirate's Curse

Oct 23 // Chris Carter
Shantae and The Pirate's Curse (3DS [reviewed], Wii U)Developer:  WayForward Technologies / Inti CreatesPublisher: WayForward TechologiesMSRP: $19.99Released: October 23, 2014 (3DS) / TBA 2014 (Wii U) Shantae and the Pirate's Curse follows the storyline so far, which sees Shantae living a normal life without the genie powers that were taken from her at the end of the last game. This doesn't change up the formula much, as she still has her signature "hair whip" ability to attack enemies, and will still gain new powers over the course of the game -- they'll just be a little less genie-like in nature (though I miss her transformation forms dearly). It feels like a natural progression of the story, and it's interesting to see Shantae interact with people around her as a human. As usual, the narrative is over-the-top and wacky with jokes and references galore. It's never "laugh-out-loud" funny, but WayForward does a decent job of keeping things interesting, and their characters likable. The conceit this time involves an unlikely alliance with Shantae's nemesis Risky Boots, to put down the evil curse of the Pirate Master, Risky's old boss, once and for all. Instead of following the concept of Revenge's giant, singular open world, Curse instead has a small collective of islands, which function as mini-worlds with the same focus on exploration. [embed]282790:56058:0[/embed] This is where I become a tad conflicted. It's noble that WayForward would want to mix up the formula, but each map as a separate entity feels less impressive than one actual world. All of them have their own unique themes (a desert, a snow world, and an undead bog for instance), but the maps themselves feel small, and getting from place to place can be a hassle. Instead of teleporting around using spots in one hub, Shantae has to get back to the start area each time, access the ship, and sail somewhere else. After unlocking a new island, this usually comes into play in the form of some puzzle that must be solved before accessing the new dungeon. The task isn't always clear, so it may require players to search every previous island inside and out before progressing with the story. It helps that the core game itself is so solid that it's fun to roam around, but it can get tedious over time to have to island jump over and over. The bosses also aren't as memorable this time around, and even a comical boss rehash doesn't do the trick. Having said that, the actual mechanics are as slick as ever. WayForward's formula for Shantae is among its best work, and every jump, hair whip, and ability use feels perfect. This time our hero will have to rely on items and pirate gear to do the job, including classic concepts like potions and attack-boosting drinks, as well as more game-changing upgrades like a downward slashing scimitar and a gun. Because her newfound powers and items are so fun to play around with, the sometimes clunky transportation setup is excusable. The actual dungeons have some pretty interesting layouts (with plenty of secret areas to find, some of them downright dastardly), and overall I felt like a few of the game's areas were some of the most challenging zones WayForward has crafted yet. If you're like me and gobble up platformers for breakfast, you'll find a lot to like here. It took me roughly seven hours to complete the story with a decent amount of exploring. As a general rule it is longer than Risky's Revenge. Diehard fans can search for every heart piece in the game, as well as gather every bit of dark magic (hidden across each world) to unlock the true ending. Thankfully, WayForward has placed an indicator on the selection screen that shows how many of each collectible is left in every world -- so taking on that endeavor is manageable and not a hair-pulling ordeal. Shantae and the Pirate's Curse under-delivers on a few aspects of the overall package, but the fact remains -- genie or not, Shantae is still very much relevant in the current market. Just keep in mind that at times it feels like an appetizer for the upcoming Half-Genie Hero, which sees the full return of Shantae's powers as well as a fully playable Risky Boots.
Shantae reviewed photo
She's still got it
I've always thought that Shantae is a bit of an underrated series. While WayForward can be hit or miss these days, I can always rely on their ability to craft a good platformer. Shantae: Risky's Revenge for the DSi ...

Shantae photo
Shantae

Shantae and the Pirate's Curse launches this week on 3DS


Wii U version delayed until winter
Oct 21
// Chris Carter
Shantae and the Pirate's Curse hits Nintendo 3DS this week. As the third game in the series, the story follows Shantae as she loses her genie powers and learns to fight as a pirate. It'll have the same classic Metroidva...
Til Morning's Light photo
Til Morning's Light

WayForward passion project gets picked up by Amazon


First person horror! Boss Fights! Sailor Moon!
Oct 19
// Jonathan Holmes
Til Morning's Light is a new original I.P. from WayForward, published by Amazon, to appear exclusively on Amazon Fire Phone. It reminds me of what Platinum and Nintendo did with Bayonetta 2, According to WayForward's Ad...
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WayForward and Amazon Game Studios team up on Til Morning's Light


Touch-based action adventure for Fire phone
Oct 14
// Dale North
Til Morning's Light was developed by WayForward in cooperation with Amazon Game Studios, and it's coming exclusively to the Fire phone.  So far we know that Til Morning's Light is set in a haunted New England mansion th...
Shantae photo
Shantae

Shantae and the Pirate's Curse launches next month


...in the United States, at least
Sep 16
// Kyle MacGregor
WayForward is targeting a mid-October release for Shantae and the Pirate's Curse in the United States, the developer announced this week via Twitter. No word on a specific date just yet. The studio also indicated the Wii U and Nintendo 3DS platformer will have a later arrival across Europe and Australia due to the localization and submission processes. Please understand. WayForward [Twitter]
TMNT: Danger of the Ooze photo
TMNT: Danger of the Ooze

Activision announces sidescroller Teenage Mutant Ninja Turtles: Danger of the Ooze


Donatello has a gap in his teeth now I guess
Sep 04
// Darren Nakamura
If you are like me, you have not really followed the Teenage Mutant Ninja Turtles in a couple decades. The last thing I really remember was 1991's The Secret of the Ooze and Turtles in Time on the Super NES. Sure, I have hear...
Xtreme Sports photo
Xtreme Sports

Shantae's secret origin lies in... Xtreme Sports?


Lets hope for Xtreme Belly Dancing in the sequel
Aug 24
// Jonathan Holmes
Before WayForward hit Kickstarter success and critical acclaim with their Shantae series, they got their feet wet on the Game Boy Color with Xtreme Sports. It was their first game on the handheld, giving it special senti...
Xtreme Sports photo
Xtreme Sports

Celebrate Y2K all over again with WayForward's first GBC game


Extreme Sports coming to the 3DS Virtual Console next week
Aug 02
// Jonathan Holmes
Late last year, we were lucky to have industry legend and founding member of WayForward Matt Bozon on Sup Holmes. That's where I heard about Xtreme Sports, WayForward's first Gameboy Color game. It sounded like a cross betwe...
Shantae photo
Shantae

See what's new in the Shantae: Risky's Revenge PC cut


Mostly quality of life additions
Jul 14
// Chris Carter
Although Shantae: Risky's Revenge started off as a DSiWare game, it eventually was available to play on the 3DS, and was ported to iOS. Now it's heading to the PC with a few new extras. The first most obvious addition is the...
Shantae photo
Shantae

Shantae: Risky's Revenge will see a PC release on July 15th


This is the one that was released on DSiWare and iOS
Jul 09
// Chris Carter
Shantae: Risky's Revenge is a fantastic game that helped bring some life to the relatively limp DSiWare service once upon a time. It's since been released on iOS due to its popularity, and now, it's hitting the PC on July 15t...
Shantae photo
Shantae

Shantae and the Pirate's Curse will steal all your booty this summer


Sashay, Shantae!
Jun 09
// Brittany Vincent
The latest entry in the Shantae series is nearly here, and it's making its way to a 3DS or Wii U near you this summer. Shantae and the Pirate's Curse is WayForward's latest successor to the excellent Shantae: Risky's Revenge...
Adventure Time photo
Adventure Time

Adventure Time: The Secret of the Nameless Kingdom releasing this November


Slamacow, mathematical, etc.
May 08
// Brittany Vincent
Adventure Time, that delightfully trippy Adult Swim cartoon masquerading as primetime Cartoon Network material, is receiving a brand new game in the form of Adventure Time: The Secret of the Nameless Kingdom, due out Novembe...
Shantae 3DS photo
Shantae 3DS

Shantae and the Pirate's Curse delayed for a 'couple more months'


WayForward confirms that you'll have to wait
Mar 04
// Chris Carter
Remember when we reported that Shantae and the Pirate's Curse for the 3DS was "almost done?" Well it appears as if it's not really all that nearly done, as WayForward has further delayed the game for a few more months. WayForward has its hands full with this and Half-Genie Hero, the latter of which has no release in sight. WayForward [Twitter via Nintendo Life]

Review: Double Dragon: Neon

Feb 14 // Patrick Hancock
Double Dragon: Neon (PC [reviewed], PSN, XBLA)Developer: WayForward, Abstraction GamesPublisher: Midnight CityMSRP: $9.99Release Date: February 6, 2014 (PC)  Double Dragon. Billy’s girlfriend, Marian is kidnapped. Get her back. Story. The plot is barebones because, well, games of this time and genre always had barebones plots and this is really a re-telling of the original Double Dragon tale. The story advances through some in-game actions at the end of levels along with lines of voice work interspersed throughout the levels themselves like “I have to find Marian!” Special praise goes towards Skullmageddon, the pun-loving antagonist in Double Dragon: Neon. His voice work and dialogue are so damn amazing that each encounter is something truly special. The ending, in particular, is something you won’t forget any time soon. In the beginning, players may think that Neon has “clunky” controls. Things seem to happen sluggishly, regardless of what your fingers are doing. You see, the controls take some time to really understand. They’re “clunky” on purpose. Everything has some weight to it, even running. It’s deliberate, not clunky. Mashing buttons, which is common in the genre, is sure to result in a swift death. Think of it like a fighting game: everything has a certain amount of frames, and that’s how long the move takes. Like a fighting game, a player who understands the controls will be pulling off some “bread and butter” combos to defeat even the most common of enemies. The first enemies encountered are no joke: if they manage to pull off their combo (two hits), you’ll be down about half of your health. Half! On Normal difficulty! Give it time, and after a while you will be executing very intentional combos that really feel satisfying. [embed]270593:52601:0[/embed] At the core of the gameplay is the dodge mechanic. A perfect dodge results in “Gleam,” significantly increasing the damage of all attacks. Even without perfect dodges, evading attacks is absolutely crucial because as I mentioned, one mistake can lead to a lot of health being taken away. If a direction is pressed while dodging, the player will roll in that direction. Mastering the dodge is the first step to mastering the combat. When playing cooperatively, both players can high-five each other. This is a mechanic in the game. Players can high-five to gain health or earn Gleam, chosen by the initiating high-fiver. But be careful! Your bro can totally psych you out and leave you with nothing!   In addition to punches and kicks, there are special moves, called Sosetsitsu, which can be collected and used. In order to unlock Sosetsitsu moves, a player must first collect cassette tapes from defeated enemies. The more tapes of a specific Sosetsitsu collected, the more powerful that tape gets. This means that your favorite Sosetsitsu might be significantly weaker than others, due to nothing but dumb luck. On the other hand, this situation may encourage players to use Sosetsitsu moves that they would otherwise ignore, adding more diversity to their playstyle. These moves use an energy bar, and each moves uses a different amount of energy. There are also Stances, collected in the same way. These are passive abilities, usually in the form of stat increases. Some will have specific conditions, like increases attack power in correspondence with consecutive hits, while others will straight up increase a player’s defense. Like the Sosetsitsu moves, these are acquired and improved by collecting tapes. Double Dragon: Neon supports fully rebindable keybind controls, but regardless of which keys were used I couldn’t get comfortable playing on a keyboard. Once I began using an Xbox 360 controller, however, everything was much better off. It doesn’t natively support controls outside of the Xbox controller, so keep that in mind when jumping in. This game is the '80s. It’s a beat-'em-up with cassette tapes, bright neon lights and colors, and over-sexualized men and women, the latter occasionally screaming “punish me!” as they die. Everything about the aesthetic acts like a time machine to an era saturated with hair metal, jean jackets, and Rubik’s cubes. The game is also absolutely hysterical. As mentioned, Skullmageddon steals the show every single time he’s on screen. Enemies cartwheel on screen yelling “GYMNASTICS!” Billy will ask “What the butt?!” when trying to use a key on nothing. It’s as campy as Adam West’s Batman on a camping trip in the best of ways. Super special mention has to go to the game’s audio. Jake Kaufman is absolutely brilliant. It evokes classic '80s metal and arcade games simultaneously, fitting the game’s theme perfectly. In what might be the best thing ever, each Stance and Sosetsitsu has its own jingle to go along with it for when the player hovers over it. These jingles are, to put it bluntly, completely mindblowing. They’re simple, stupid, and again, contribute to the overall campy '80s feel of the entire game. Without Mr. Kaufman, Double Dragon: Neon would fall painfully short of being “the complete package.” With him, the game is elevated to a level that very few achieve. Not everything is perfect in this PC version, however. There seems to be some stuttering after playing for a certain amount of time, likely due to a memory leak. Rebooting the game solves the problem, but that doesn’t absolve the issue. Online multiplayer is also included in this version, but from my experience, the lag makes it unplayable. Considering how demanding the combat system is, input lag is nothing short of a death sentence. In addition, it is possible to join someone else’s game at any point, without being able to filter. When I searched for a game, I joined someone who was in the process of fighting the final boss, even though my save file was still on level three. Had I not already beaten the game, I would have been pretty upset considering how delightfully wonderful the finale is. If you don’t want anything spoiled, host your own games. I fear that a lot of people will give up on Double Dragon: Neon too early, either because it “isn’t real Double Dragon” or because of the “clunky controls.” I encourage you to stick with it, because Neon truly is one of the best games in the genre from any decade. It’s got humor, visual flair, excellent gameplay, and a brilliant soundtrack. Some technical problems hold this version back from being near-flawless, so it might be in your best interest to grab a “bro” and team up in local multiplayer, high-fiving each other until your hands bleed. I think Double Dragon: Neon can be summed up perfectly using a jingle from one of the game’s Stances, titled "Training Wheels": "Dad took off my training wheels, boy oh boy how good it feels!"
Double Dragon Neon review photo
Grab a bro
Beat-’em-ups are quite the strange genre to me. I grew playing many of them: Simpsons, X-Men, and Turtles in Time in the arcades were my jam. In fact, I’d say they are still my jam. That said, it’s easy to r...

Double Dragon photo
Double Dragon

Double Dragon: Neon now available on Steam


Get ready to ROOOOOOOOCK!
Feb 06
// Conrad Zimmerman
The zaniest adventure of Billy and Jimmy Lee is available for PC players today, as Double Dragon: Neon arrives on Steam. You may now purchase it for the perfectly reasonable sum of $9.99. Setting aside all of the awesome...
Spin the Bottle photo
Spin the Bottle

WayForward celebrates Wii U sales with Spin the Bottle


Bumpie's Party
Feb 01
// Jonathan Holmes
Nintendo recently announced plans to reward consumers who buy games on their consoles by making future purchases less expensive for them. Like a lot of the stuff they announced at that big press conference, it's actually som...
Wonder Momo photo
Wonder Momo

New Wonder Momo, guys


Obscure brawler gets modern makeover
Jan 30
// Jonathan Holmes
When Wonder Momo was first released in arcades and the Turbo Grafx 16, no one in the United States knew what "Magical Girl Anime" was. Game publishers were still changing women into men on a regular basis for "marketing reaso...
Shantae photo
Shantae

Shantae and the Pirate's Curse is nearly done


Finally!
Dec 31
// Chris Carter
If you haven't heard, there are three Shantae projects in the works by WayForward -- two new original games, and a PC port of Risky's Revenge. One of those new games, Pirate's Curse, is set to his the 3DS at some point, ...
Shantae photo
Shantae

Shantae: Risky's Revenge iOS gets a controller update


It popped up last night
Dec 12
// Chris Carter
Shantae: Risky's Revenge got a stealth update on iOS last night that allows for the use of MFi controller add-ons. The game was never impossible to play on a touch screen as it wasn't that difficult, but of course, tactile co...
Sup Holmes photo
Get to know the people that make great videogames
Last Sunday on Sup Holmes (now on iTunes) we were treated to company of Cristina Vee, voice actress for League of Legends, BlazBlue, Tekken: Blood Vengence, Skullgirls, Pokemon Origins and many other games and animated ...

Review: Adventure Time: Explore the Dungeon (3DS)

Nov 25 // Chris Carter
Adventure Time: Explore the Dungeon Because I Don't Know! (3DS [reviewed] PC, PS3, Wii U, Xbox 360)Developer: WayForward TechnologiesPublisher: D3 PublisherRelease Date: November 19, 2013MSRP: $29.99 (3DS), $39.99 (PC, PS3, Wii U, Xbox 360) As the name might imply, Explore the Dungeon is predictably a dungeon crawler through and through, as players are tasked with completing a randomly generated 100-floor labyrinth. There's no real plot to speak of (and that's fine), as Princess Bubblegum wants you to get to the bottom of why prisoners are escaping from said dungeon. From start to finish as either Finn, Jake, Marceline, or Cinnamon Bun (as well as a few other secret characters), you'll basically just battle your way to the end in the exact same way -- but you most likely won't make it very far. On the 3DS, the presentation is lazy, lackluster, and shameful. As a fan of retro games, I'm actually quite fond of an 8- or 16-bit style every so often, if it's done right. But here, it's clearly a placeholder for a rush-job, as the cutscenes look like they were created in Microsoft Paint, and the animation is awful all around. It doesn't help that the voice acting sounds tinny on the 3DS (like it was recorded in a parking garage) and the writing is devoid of any charm or wit whatsoever. But this lack of effort pales in comparison to the animation in-game, which renders it borderline unplayable. Simply put, the game is constantly chugging along at a snail's pace, with a perpetual framerate problem. There's no run button by default to make it better, so it feels like the entire game is running in slow motion. I honestly have no idea how the 3DS version was allowed to be released in its current condition. [embed]266260:51570:0[/embed] Gameplay isn't much better, unfortunately. It's as bare-bones as you can get. You'll have your standard attack button at your disposal (which can be charged), as well as blocking, dodging, sub-weapons, and a super power. The sad part is you won't need to mix up any of these concepts beyond mashing your normal attacks -- the AI is so poorly designed that you can get by without any sort of deviation in strategy. Although each character has a different playstyle or power (Jake and Marceline can traverse gaps, Finn can equip more items), your choice won't matter in the end because you can just breeze through the boring dungeons with any of them. While the first few floors start out promising, you'll quickly realize that each level is a ghost town, with the same few enemies repeating over and over 10 levels at a time until a new theme arises. In lieu of any sort of multiplayer found in other versions, you get a cute BMO on the bottom screen that barely talks. Foes consist of uninspired designs that vaguely resemble characters from the show, and bosses aren't that much better. The only real value the game has in terms of fan service is at the very end, where it reveals a plot point that is yet to be presented in the show. That's... literally it. The actual dungeon layouts, which tend to follow the same formula of "the staircase is always on the opposite end from where you start," are utterly uninteresting. When coupled with the boring enemy designs and the fact that you don't actually earn experience from killing anything, there's absolutely no incentive to explore in Explore the Dungeon. Speaking of experience, you have to "buy" your actual upgrades in town with the gold you acquire from the dungeon. Should you choose to go back up (you'll get the option every five floors), you better spend all the money you have -- because you lose it when you leave the hub world. It's a design choice that makes no sense whatsoever considering the game is far from "hardcore" in any other aspect. Why limit your ability to develop your character and at least have fun? Although this review is based on the 3DS game, I did get a chance to play the console version, and it's a much better experience in every respect. Not only does the game not suffer the perpetual slowdown problem of its portable cousin, but it's four players, and generally looks better all around. There are also a number of other small improvements, like the fact that Lady Rainicorn's dialog is in Korean -- small touches that show more effort. It still has the same dull gameplay as it's essentially identical in terms of feature parity, but with three other Adventure Time fanatics it could be a good bargain-bin purchase -- because it will hit the bin sooner than later. At some point during the development process of Adventure Time: Explore the Dungeon 3DS, someone should have looked at the current build, and scrapped the project entirely. Whereas Regular Show 3DS was a flawed love letter to retro fans, Explore the Dungeon is a sheet of paper with chicken scratch scrawled on it. It's the worst game WayForward has put out in years, and yet another example of a wasted licensed game opportunity.
Adventure Time review photo
Unacceptableeeeeee!
I remember my first episode of Adventure Time. It randomly came on the TV one day and I had no idea what it was -- but I couldn't stop watching. There was something about the show that kept my eyes glued to the screen, watchi...

Adventure Time trailer photo
Adventure Time trailer

Adventure Time: Explore the Dungeon gets a launch trailer


Because I DON'T KNOW!
Nov 19
// Brett Zeidler
In case it slipped under your radars, Adventure Time: Explore the Dungeon Because I DON'T KNOW! has a quick new launch trailer to remind you that this is a thing that came out today among all the awesome stuff launching thes...

Review: Regular Show: Mordecai and Rigby in 8-Bit Land

Nov 02 // Chris Carter
Regular Show: Mordecai and Rigby in 8-Bit Land (3DS)Developer:  WayForward TechnologiesPublisher: D3 Publisher (NA) / Namco Bandai (EU)Released: October 29, 2013MSRP: $29.99 I hope you weren't expecting something that plays out like an episode of the show, as 8-Bit Land's setup is basically "Mordecai and Rigby get sucked into a game console and have to fight their way out." The visuals and presentation will most likely underwhelm as soon as you boot up the game, mostly due to the fact that there's no voice acting, and no ancillary characters outside of Benson (who shows up for around 10 seconds). The same goes for the music in the sense that it doesn't sound like WayForward put a lot of effort into it. Thankfully, the 3D effect is also fairly minimal, but like 3D Classics: Kirby's Adventure it adds a tiny bit of personality to the art style to give it a much-needed boost. But as retro fans often know -- graphics aren't everything. Since this is a mostly straightforward platforming affair, the core gameplay is where 8-Bit Land shines. There's a very cool switch mechanic that allows you to press one button to change between Mordecai an Rigby, both of whom are equipped with different abilities. Mordecai is a bit more limber, and has a double-jump ability, and his counterpart is lower to the ground, allowing him to run into tunnels and other smaller places. It sounds simplistic, but the way it's executed is near flawless. You can switch between the two at any time (even in the air), allowing for some flexibility in terms of how you approach the game. You can use Rigby to run through an area, jump into the air, switch to Mordecai to double jump, then switch back to Rigby. You'll also have the ability to use either style for essentially the entire level, so for the most part you can play as your character of choice outside of a few locations. [embed]264739:51136:0[/embed] There are a number of retro references in the package, including a Mega Man-style "beam down" level intro, an armor mechanic that pays homage to Ghosts 'n Goblins, a Gradius space ship, and a few level themes that feel like direct nods to DuckTales. None of it will blow your mind (that's the theme of this game), but anyone who grew up in the '80s/'90s era will crack a smile here and there. Levels have three golden tapes hidden in them to unlock a few extras, as well as cash (that functions like Mario's coins), and power-ups. After clearing a stage you'll have the opportunity to earn extra lives or more cash, by betting money or 3DS Play Coins in a game of chance. While it's not an essential part of the game, it's always appreciated to have titles use the Play Coin system. Once you've cleared a few worlds the game opens up, as you'll unlock the Gradius-style space ship for special shoot-'em-up sections, and the ability to drop into a top-down isometric view, Smash TV style. These abilities only work in certain areas (designated with space-themed or grey wallpaper), and work in tandem with character switching to allow for some crafty combinations. You'll have to master every mechanic together at once to unlock each level's golden tapes, which was easily the most fun part of the game. A boss will cap off each world, and they're all fun to fight in their own right. The way they tend to work is that you'll start off completely oblivious to their hitboxes and attacks, and learn as you go -- then once you figure it all out, you'll be able to kill some of them in less than 30 seconds. In typical retro fashion I felt a sense of accomplishment after besting them, combined with a sense of confusion as to why I didn't conquer them on the first try. There aren't a whole lot of extras, which is disappointing considering the game is only a few hours long. In addition to a sound/music test unlockable, there's also a concept art gallery, cheat codes (cleverly delivered with a device called the Game Djinn), and a New Game+ mode with tougher enemies. WayForward had a chance to add in a whole lot more here and ape the concept of DLC and microtransactions, but didn't -- so what you see is more or less what you get. Mordecai and Rigby in 8-Bit Land feels a lot like one of my favorite DSi platformers no one played -- Pro Jumper: Guilty Gear Tangent. It pretty much knows what it is, and even if it doesn't offer up anything new for those who normally loathe platform games, it'll still placate fans of the genre. So while it feels a bit phoned in at times, fans of old-school gaming will no doubt get an afternoon of enjoyment out of it.
Regular Show review photo
Button mash with the Mustache Cash Stash
Regular Show is one of my favorite programs on TV right now. It took the simple Beavis and Butthead setup of two slackers getting through their day-to-day routine, and added a bit of '80s and retro sheen to it, alon...

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WayForward shows off their Silent Hill DS game concept


I want these
Oct 11
// Dale North
Jump to about the 5:30 mark in this WayForwardTV stream capture to hear about Wayforward's ne'er released Silent Hill game.  WayForward says that this work pre-dates Contra 4, from 2006 They put it together because...
Adventure Time ETDBIDK photo
Adventure Time ETDBIDK

Adventure Time gets more friends to explore dungeons with


About adventure time!
Oct 10
// Steven Hansen
The upcoming Adventure Time game, Explore the Dungeon Because I DON'T KNOW, got a new trailer showing off its hub world from where you can boost stats and purchase things, as well as listen to the fully voiced show character...
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Shantae Kickstarter over, doubles its goal


$811,962 raised
Oct 05
// Hamza CTZ Aziz
Following Mighty No. 9's successful Kickstarter comes more good news, as Shantae: Half-Genie Hero's Kickstarter drive ends with more than double their original request raised. From Kickstarter the team received $776,084, plus...
Shantae photo
Shantae

Shantae last push live stream to show off Silent Hill DS


Unreleased games and big names
Oct 03
// Jonathan Holmes
[Update: The new costume and abilities Stretch Goal has been reached. Next up is the "Fire and Forget" Stretch Goal which adds a new chapter, new transformation, and new characters, like Shantae's mysterious red-headed replac...

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