Mario Kart World NSWITCH 2 [REVIEW] | Open Kart Policy

So, yep, this review is a bit late, but given there was no communicated immediate plans for their “content roadmap”, i feel what i have to say now would have applied at launch and might apply despite future updates, but we’ll see about that, though i don’t plan to update the review as they add stuff either as part of DLC expansions or free software updates.

I mean, i also didn’t plan to keep reviewing Pirate Warriors 4 DLC as i did, so time will tell, but as of now they haven’t hinted or said anything about what they plan to do with the title in the future, so here we go.

That said, i did play a good chunk of the game at launch, then i came back after DK Bananza to dig into the “open world-free roam” mode, play some online matches occasionally, and trying to have the RNG grant me the other hidden characters like mah boi Fish Bone.

More on that later.

Being the long awaited mainline installment into the Mario Kart series (i’m trying to scrub my memory of Mario Kart Tour and his “pipe titillation gacha”), technically Mario Kart 9, but i guess Nintendo doesn’t feel like numbering them for now, yeah, expectations were high and not much was known about it aside rumors of the game having an open world, until it was releaved some months before the Nintendo Switch 2 announcement, and then launched as THE launch game for the console, so much they make it a lot cheaper to get the digital copy included in the Switch 2 bundle, while the retail copy asked 90 bucks MSRP.

“Jesus”, indeed.

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Cyber Lip (Arcade Archives Neo Geo) NSWITCHDDL | Insain In The Main Brain

Before SNK dedicated itself to make a LOT of fighting games (with a lot of classics, admittely), their output included also action platformers, and run n gun, even before hitting the jackpot with their beloved Metal Slug series, which i’m a really tempted to do a retrospective on… again, since clearly modern SNK it’s more interested in F2P titles that often reuse a lot of assets from the golden age of the series.

So to quench my thirst i searched my Arcade Archives library on the ol’ Switch for some similar Neo Geo run n gun goodness… and noticed i had but didn’t actually play Cyber Lip yet.

It’s referred to as a Metal Slug “clone”, which is incorrect but there’s some truth to it, since Metal Slug itself was fashioned after Contra, so it makes sense a SNK pre-Metal Slug game in that vein does play like Contra, down to the latching into poles on ceilings and stuff, with a boss being a shameless rip-off, but i guess its fine since Contra Shattered Soldier later had a “giant eyed boss” you fight by hanging on a pipe like the one you fight here.

Poetry, indeed.

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One Piece: Grand Adventure PS2 [REVIEW] | Grand Battle Rushed

One Piece videogames were actually quite wild in terms of what got released out of Japan during the PS1 and PS2 era, with a very inconsistent series of releases outside of Japan, some esclusive to North America, some to European countries, some like One Piece for the GBA being the weird case of being regionally exclusive to North America, as in, there doesn’t exists a Japanese GBA cart of that game because it was never made in the first place.

One Piece Grand Adventure also falls into this category, as it was never released in Japan but made esclusively for North America and Europe, still by the same developer of the Grand Battle series (and behind a lot of One Piece games over the years), Ganbarion, to profit off the good sales for One Piece Grand Battle Rush (just One Piece Grand Battle in NA and EUR territories) on PS2.

I said PS2 as in the Gamecube version is a NA exclusive, in Europe we just got it on PS2.

But yeah, keep in the mind the “to profit off” part, which will also explain why this review might be shorter than expected.

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One Piece: Grand Battle/Grand Battle Rush PS2 [REVIEW] | “Chaser”, the other White Hunter

No i didn’t review this before, it just happens that Bandai “did a Konami” and released this new entry in the Grand Battle subseries as One Piece Grand Battle…. yes, with the same exact name as the first PS1 game that launched what it is now an established subseries of One Piece videogames.

Then again, this is technically Grand Battle 4, they never released Grand Battle 2 (which was still rocking that 2.5D gameplay) or Grand Battle 3 but when they started selling the anime with the 4Kids license/treatment i guess it was time to resume locazing these again, and keeping the original title of “One Piece Grand Battle Rush” must have made too much sense… but then again this time around we have a Power Stone clone.

As in, a proper one this time around, Grand Battle 3 did go full 3D first, but unless you lived in Japan or imported it at the times, you wouldn’t know (plus the more i find about GB3 the more GB Rush seems more like a Turbo Edition than a proper sequel).

So i’ll chalk it up to the localizers not giving a shit and just reusing the title of the series because who cares, after all this is first One Piece game of this sub-series to even reach North American lids.

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Platformation Time Again: Fall Pac

So i was gonna review Pandemonium (the first one) this coming september, but schedule woes and the kinda surprising announcement of the Pac Man World 2 remastered (as Pac Man World 2 Re-Pac) of last week had me opting for the almost complete review i already had in the bag for the remaster of the first Pac Man World game.

Even though i would have liked to feature a 2D platformer before getting back to the 3D ones, and then review the originale release of Yooka Laylee when we would have gotten a date for its remaster-remake, i have a lot to say about that… but guess there’s no rush, in a way.

And yes, i didn’t quite expect it since while PCW Re Pac did sold decently, i’d figured Namco wasn’t gonna bother remastering the other 2 Pac Man World titles… but guess we’re getting the whole trilogy.

And that weird Pac Man metroidvania thingie, Shadow Labyrinth.

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One Piece: Grand Battle PS1 [REVIEW] | East Blue Smash Stone Brothers

As announced, we’ll be reviewing a handful of One Piece videogames this August, basically the entire Grand Battle sub-series… at least the games that got localized or released westward as well, so logically enough we’re starting out with One Piece Grand Battle, the first one, released for the PS1 in 2001 and brought to Europe in 2003.

It’s so early that it’s ALMOST the first game ever based on One Piece (that would be an action RPG-card thingie for the WonderSwan, never release outside of Japan, like the console itself), but it is the first game ever developed by Ganbarion, which will be handling a majority of the One Piece videogames for more than a decade (and also come back to developed One Piece World Seeker), alongside other anime related/based project for Namco Bandai, like the beloved Jump Super Stars for DS, Dragon Ball Fusions for the 3DS… and also Pandora’s Tower for the Wii.

Being this early in the One Piece anime it means it mostly depicts the “East Blue Saga” ensemble of arcs and basically the prelude of the Alabasta one, though here it stops even before Whisky Peak (due to some characters appearances), hence before Little Garden, so it’s kinda of tease, not gonna lie, but what can you do, it was pretty early in…

At least it has the classic “WE ARE” opening from the anime (kinda), might as well since the original japanese titles puts the “From TV Animation” well before the actual name of the game.

I didn’t play this one until i finally was able to find a copy for a reasonable prices years ago, i did actually play the PS2 game also called “One Piece Grand Battle” well before, so i was expecting a Power Stone clone, just less refined since it’s obvious a far earlier iteration on the idea…

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Earth Defense Force: World Brothers 2 PS4 [REVIEW] | Gaia’s Wrath

Given the first World Brothers turned out quite well in terms of review and profits, D3 did the obvious, by greenlighting a sequel, simply called EDF World Brothers 2.

Obvious to a certain degree because EDF spin-off never received sequels, but i did like the first World Brothers, so i was more than happy to see Yuke’s (also behind EDF Iron Rain) come back for more voxel Earth Defense Force.

This is a direct sequel as well, and this time, after watching the skies so hard in case of another alien invasion coming from there, we get bitten in the ass by a monster that was inside our squared, voxely Mother Earth, Gaiarch, which erupts from its core and breaks the world apart, meaning it’s up to the EDF once again to make the planet whole by sticking back the destroyed pieces.

This is done by your team of newbies trying to find the more experienced EDF members scattered around the globe, and also new allies like an alien-esque amnesiac girl (that’s like an anthromorphized version of the Daroga enemies, since she loves the buggers and has a Daroga style hat of sorts), new and old bros and sisters, a time travelling Caesar (not the monkey), highlighted by odd giant replicas of the main EDF classes to fight as enemies before taking down a mothership.

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Tank! Tank! Tank! WIIU [REVIEW] | The Tank Defence Force Deploys?

Nintendo ported the shit out of the Wii U library, reasonably so, hence there are very few exclusives that are “trapped” on the Switch precedessor… most are crap like Devil’s Third and Sonic Boom: Rise Of Lyric, Animal Crossing: Amiibo Festival, some sports-fitness games or party games, and somehow STILL the HD ports of Wind Waker and Twilight Princess.

Tank Tank Tank is technically not an exclusive, since it’s a port of a 2009 arcade game published and developed by Namco Bandai internally (itself a spiritual successor on a previous arcade game by Namco, 1996’s Tokyo Wars, according to Wikipedia), rereleased in 2012 on Wii U, serving as launch title for the console in North America.

It was initally released digitally as a free to play thingie where you could play the single player campaign for free but had to buy the various multiplayer mode as DLC (which it eventually reverted to 1 year later) but it was also released physically as a complete package, which its the version i own and i’m basing the review on.

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Some early impressions about the Nintendo Switch 2, the “phantom carts” and Mario Kart World

i had the Switch 2 since launch day, got it alongside a physical copy of Mario Kart World, and that’s it because i’m not made of money.

Yes, there was that Welcome Tour game meant to show the console features, but since it’s paid stuff it can go get stuffed, you bundle that shit in for free, like for Wii Sports.

That said, it may sound silly and obvious to say, but the good thing about the Switch 2 is Nintendo NOT reinventing the wheel but actually providing a follow up to the Switch, similar but improved in hardware capability, with a bigger screen, and even a nearly identical interface (the eShop seems to be running better too).

No gimmick that is shoehorned into maybe some launch titles and some exclusives and then gets forgotten or is more a hindrance than a feature.

And pretty much complete backward compatibility with Switch games, some having improved Switch 2 version you can upgrade to for 10 bucks, which is actually a fair price and in stark contrast with the only exclusive launch title, Mario Kart World, costing 90 bucks physical, 80 digital, but that is still a lot.

Yes, MK World is pretty damn good, not gonna lie, it is, i have some qualms but i will tackle them when i do a full review in September, i’m gonna take my time for that one, and still, 80 bucks it’s a lot, i feel i gotta keep pointing it out, because it is for a lot of people, me included.

You can guess how happy i am in how pretty much 90 % of third party games being not so much ports (that was the case for the Switch as well, for other reasons often), but the compromise of the “Game Key Card”, as in an empty cartridge that’s basically a physical license to download the game. If i understood it right.

Even less when NISA is pulling shit like finally localizing the Complete Edition of Disgaea 7… as a Switch 2 console exclusive. A “Game Key Card” physical release. Still full price.

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Earth Defense Force 6 PS4 [REVIEW] | All You Need Is Kill

As with what is now tradition, after a reboot follows a direct sequel, so Earth Defense Force 6 picks up some years after you killed God (or an alien God), with the global population reduced to a 10 % of what it was, but hey, you won, and reconstruction begun, as it always does.

You play as one of the elite soldiers from Team Storm that succeded in saving the planet years before, sent to a base that needs manpower as while the aliens retreated after… well, the “Hell Comes To Frogtown” ones were left abandoned on Earth, so they kinda still kick around in pure desperation, and you’re sent to deal with these poor bastards after a speech from EDF bootleg (and surprisingly nice) version of Sergeant Hartman from Full Metal Jacket, during the tutorial mission that continues the more attention given to presentation that started with EDF 5.

Then some old teleporting devices start teleporting monsters on Earth again, the monsters start laying down eggs to up their numbers, so it feels like you’re stuck on a loop of exterminating the hordes to avoid the enemies gaining more ground, and it feels like this stalemate is gonna keep going… until the biblical accurate alien mothership comes back, transports and un-transports another mothership kind of vehicle, then drops an entirely new kind of alien foes, very 50s/60s scifi style android enemies that launch their grabby knifed claws from afar.

So shit was already a desperate fight for a ruins filled Earth, NOW it’s basically a desperate struggle to fuck with a 0% chance of winning against super alien Hitler with a box of green army men as actual troops…. until you fight the biblically accurate ring shaped mothership again, fuck up something… and then you’re literally in an early mission of EDF 5.

That’s true, because after this – as the game itself puts it – “The Earth Defense Force 6 begins now”.

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