Games Beaten 2025
- TheSSNintendo
- 128-bit
- Posts: 600
- Joined: Mon Jul 11, 2011 10:27 pm
Re: Games Beaten 2025
Ducktales (NES/Steam)
Re: Games Beaten 2025
I know it's cheating, but I've beaten the 2018 SAGE demo of Petit Hedgehog twice, once as Sonic and again as Shadow.
As you may or may not know, I'm active in the Portmaster scene, having ported four games last year. Aside from two ports that are more than likely never going to work (Transylvanian Adventures of Simon Quest and Prison City) and my still WIP port of Ninja Senki DX (trying to figure out how to get the screen to not stretch out on non-16:9 devices like my RGB30 with its 1:1 display).
And recently, I put out a testing port of Petit Hedgehog. While only six levels exist (two two-act zones and two single-act zones), I thought it'd be a neat port to put out, especially if it leads to a renewed interest in the game.
After testing it on my RGB10 Max 3, I tested it on my RGB30 after someone said that there was some slowdown while playing it on the same device. I wanted to make sure whether or not it was an issue with the device or if it was to do with the custom firmware I and the tester we each were using.
And another person on the Portmaster Discord suggested I move the port to GMloader-Next. So I'll probably do another playthrough as Amy to see if it works.
EDIT: now I've beaten the Petit Hedgehog demo three times, the last playthrough as Amy.
As you may or may not know, I'm active in the Portmaster scene, having ported four games last year. Aside from two ports that are more than likely never going to work (Transylvanian Adventures of Simon Quest and Prison City) and my still WIP port of Ninja Senki DX (trying to figure out how to get the screen to not stretch out on non-16:9 devices like my RGB30 with its 1:1 display).
And recently, I put out a testing port of Petit Hedgehog. While only six levels exist (two two-act zones and two single-act zones), I thought it'd be a neat port to put out, especially if it leads to a renewed interest in the game.
After testing it on my RGB10 Max 3, I tested it on my RGB30 after someone said that there was some slowdown while playing it on the same device. I wanted to make sure whether or not it was an issue with the device or if it was to do with the custom firmware I and the tester we each were using.
And another person on the Portmaster Discord suggested I move the port to GMloader-Next. So I'll probably do another playthrough as Amy to see if it works.
EDIT: now I've beaten the Petit Hedgehog demo three times, the last playthrough as Amy.
Last edited by REPO Man on Wed Jan 15, 2025 11:55 am, edited 1 time in total.
- Markies
- Next-Gen
- Posts: 1502
- Joined: Fri Mar 27, 2015 4:29 pm
- Location: St. Louis, Missouri
- Contact:
Re: Games Beaten 2025
Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***
1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***

I completed Pokemon Snap on the Nintendo 64 this evening!
Back in 2020, the only negative COVID really had on me was that my local Retro Gaming Convention was cancelled. Well, I decided to do some shopping instead and I visited my local retro game stores in 2020. Unfortunately, I only found Pokemon Snap, so the day didn't go over so well. In 2021, I wanted a quick and easy N64 game to beat and Pokemon Snap provided that perfectly for me. A few years later, I was once again looking for something short and easy after my longer Lord of the Rings Adventure. I knew that I needed to finish up Pokemon Snap, so I decided to do that. I only had a few Pokemon left to photograph. All I needed to do was find out where they were, how to make them appear and snap them to move onto the next one. It was a nice and breezy way to spend an evening.
In some ways, it is hard to call Pokemon Snap an actual game. It's more like an adventure or an experience. You get in this little Pod, you take pictures of Pokemon, after a few minutes, the adventure is over and you are then scored on your pictures. And that is it. Obviously, the game does have a few little tricks to help you get better shots, but that is all the game is. It is really neat to see the Pokemon interact with each other and just be themselves. They all have unique personalities, so I'm glad that they give them a chance to just be them. Also, it really is cool to see them in 3D, as that is still a rarity.
The biggest issue with the game is that forces you to play the same stages over and over again. There are only like 6 Courses, so you need to grind the different types of Pokemon and grind out your score as well. It's fun and enjoyable at the beginning of the game, but by the end, I just wanted it to be over with so that I could move on. I know the game is short regardless, but they stretched an incredibly short game to make it completely thin and almost transparent.
Overall, I still enjoyed my time with Pokemon Snap. I got the game for like $10 or $15 and I think that is the perfect price for the game. If you love Pokemon and can get it cheap, I would highly suggest the game. It wears out its welcome rather quickly, but the beginning of the game and the experience is unique and different. It won't blow anybody away, but for a neat little game where you can watch Pokemon run around, its a fun experiment.
***Denotes Replay For Completion***
1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***

I completed Pokemon Snap on the Nintendo 64 this evening!
Back in 2020, the only negative COVID really had on me was that my local Retro Gaming Convention was cancelled. Well, I decided to do some shopping instead and I visited my local retro game stores in 2020. Unfortunately, I only found Pokemon Snap, so the day didn't go over so well. In 2021, I wanted a quick and easy N64 game to beat and Pokemon Snap provided that perfectly for me. A few years later, I was once again looking for something short and easy after my longer Lord of the Rings Adventure. I knew that I needed to finish up Pokemon Snap, so I decided to do that. I only had a few Pokemon left to photograph. All I needed to do was find out where they were, how to make them appear and snap them to move onto the next one. It was a nice and breezy way to spend an evening.
In some ways, it is hard to call Pokemon Snap an actual game. It's more like an adventure or an experience. You get in this little Pod, you take pictures of Pokemon, after a few minutes, the adventure is over and you are then scored on your pictures. And that is it. Obviously, the game does have a few little tricks to help you get better shots, but that is all the game is. It is really neat to see the Pokemon interact with each other and just be themselves. They all have unique personalities, so I'm glad that they give them a chance to just be them. Also, it really is cool to see them in 3D, as that is still a rarity.
The biggest issue with the game is that forces you to play the same stages over and over again. There are only like 6 Courses, so you need to grind the different types of Pokemon and grind out your score as well. It's fun and enjoyable at the beginning of the game, but by the end, I just wanted it to be over with so that I could move on. I know the game is short regardless, but they stretched an incredibly short game to make it completely thin and almost transparent.
Overall, I still enjoyed my time with Pokemon Snap. I got the game for like $10 or $15 and I think that is the perfect price for the game. If you love Pokemon and can get it cheap, I would highly suggest the game. It wears out its welcome rather quickly, but the beginning of the game and the experience is unique and different. It won't blow anybody away, but for a neat little game where you can watch Pokemon run around, its a fun experiment.
- PartridgeSenpai
- Next-Gen
- Posts: 3053
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2025
Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2025
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
Tomb Raider III iterates on what we got in Tomb Raider III; it seeks to correct some of the problems with II, adds several new moves and weapons, and lets you do the mid game in any order. However, it has some rough edges of its own, including a pretty crappy final boss that leaves little room for error.
The game begins with Lara in India, delving into a lost temple for an artifact. Upon finding it, she is met by a man who reveals that it's one of a set of four, and he wants the full set. Lara decides to go for it, and heads to the other three locations to grab those artifacts. Naturally, the guy turns out to be evil, takes the four artifacts, and you need to stop him from unleashing terrible power. The three artifacts can be acquired in any order; you're given a map and can hit up either Nevada, an island in the South Pacific, or London. Each of these zones has a different feel. London starts at the rooftops before you delve into a closed down tube station. The South Pacific is a more traditional lost temple style zone, complete with dinosaurs (as is tradition in the series). Nevada starts off in the desert, with a focus on traversal, before you get captured, go through the no-gear level, and then break into Area 51.
In terms of new moves, Lara is now able to crouch and crawl under narrow gaps, she can sprint (which is required to make some timed switches), and can grab onto monkey bar-like ceilings and traverse. The last one is the main one that opens up new design space; the other two just let them adjust some of the specific placements of things in a map (or use a half height hole instead of a full height one). The rest is stuff you've seen before; there's no new elements in the environment, just different layouts.
In terms of how it improves on Tomb Raider II, it doesn't have any particularly long levels, and it pulls back on the combat. On the flip side, you are much more ammo starved. It works out in the end, but you definitely will do more weapon swapping on some of the beefier enemies at the end game as you run out of ammo for any particular gun. I also found the layouts and puzzles more intuitive; doing a lap with a flare out was usually enough to figure out what I needed to trigger the next sequence. But in a frustrating turn, this has the nastiest water sections in any of the three games. Some of them are just very long with minimal air pockets, while one section is done through freezing water that rapidly saps your health and requires you to use medkits (the game even places them in the checkpoint spots outside the water along the way because they know you need it). And the no-gear level is much more punishing; while previous games let you keep all your ammo and health kits, here you lose it all and only get fixed equipment when you get to the recovery spot. On the remaster you do get a portion of what you came in with, which is a nice improvement, but it still behooves you to do Nevada first to get it out of the way and ensure you have solid resources for the rest of the game. Oh, and one final complaint which is totally a symptom of the technology of the time is that the monkey bar sections tend to be hard to see. Often you need to pan the camera up to see they exist, and depending on the lighting it might still not be obvious they are there. You get no indication like you do for switches or ziplines, so if you're ever stuck try jumping to the ceiling while holding action and see if you grab on.
Overall, Tomb Raider III was my favorite of the trilogy. The parts where it was better than the previous two games far outweigh any pain points. I've heard the series gets much more uneven after this, though maybe that's improved with the remasters that are coming soon. I'll see what people's impressions are before picking them up.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
Tomb Raider III iterates on what we got in Tomb Raider III; it seeks to correct some of the problems with II, adds several new moves and weapons, and lets you do the mid game in any order. However, it has some rough edges of its own, including a pretty crappy final boss that leaves little room for error.
The game begins with Lara in India, delving into a lost temple for an artifact. Upon finding it, she is met by a man who reveals that it's one of a set of four, and he wants the full set. Lara decides to go for it, and heads to the other three locations to grab those artifacts. Naturally, the guy turns out to be evil, takes the four artifacts, and you need to stop him from unleashing terrible power. The three artifacts can be acquired in any order; you're given a map and can hit up either Nevada, an island in the South Pacific, or London. Each of these zones has a different feel. London starts at the rooftops before you delve into a closed down tube station. The South Pacific is a more traditional lost temple style zone, complete with dinosaurs (as is tradition in the series). Nevada starts off in the desert, with a focus on traversal, before you get captured, go through the no-gear level, and then break into Area 51.
In terms of new moves, Lara is now able to crouch and crawl under narrow gaps, she can sprint (which is required to make some timed switches), and can grab onto monkey bar-like ceilings and traverse. The last one is the main one that opens up new design space; the other two just let them adjust some of the specific placements of things in a map (or use a half height hole instead of a full height one). The rest is stuff you've seen before; there's no new elements in the environment, just different layouts.
In terms of how it improves on Tomb Raider II, it doesn't have any particularly long levels, and it pulls back on the combat. On the flip side, you are much more ammo starved. It works out in the end, but you definitely will do more weapon swapping on some of the beefier enemies at the end game as you run out of ammo for any particular gun. I also found the layouts and puzzles more intuitive; doing a lap with a flare out was usually enough to figure out what I needed to trigger the next sequence. But in a frustrating turn, this has the nastiest water sections in any of the three games. Some of them are just very long with minimal air pockets, while one section is done through freezing water that rapidly saps your health and requires you to use medkits (the game even places them in the checkpoint spots outside the water along the way because they know you need it). And the no-gear level is much more punishing; while previous games let you keep all your ammo and health kits, here you lose it all and only get fixed equipment when you get to the recovery spot. On the remaster you do get a portion of what you came in with, which is a nice improvement, but it still behooves you to do Nevada first to get it out of the way and ensure you have solid resources for the rest of the game. Oh, and one final complaint which is totally a symptom of the technology of the time is that the monkey bar sections tend to be hard to see. Often you need to pan the camera up to see they exist, and depending on the lighting it might still not be obvious they are there. You get no indication like you do for switches or ziplines, so if you're ever stuck try jumping to the ceiling while holding action and see if you grab on.
Overall, Tomb Raider III was my favorite of the trilogy. The parts where it was better than the previous two games far outweigh any pain points. I've heard the series gets much more uneven after this, though maybe that's improved with the remasters that are coming soon. I'll see what people's impressions are before picking them up.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Games Beaten 2025
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
Blade Chimera is a Metroidvania by the same devs who did Deedlit in Wonder Labyrinth. It's set in future Japan after an event that caused hordes of demons to appear in the world. You are Shin, a demon hunter of the church who has no memory of his past. After defeating a large dragon demon you bond with a spirit that takes the form of a sword, even though it's technically a demon. You must continue to make the world safe and see if you can uncover your past.
Now, I call it a Metroidvania, but the game doesn't actually lock its progression behind mobility abilities. Instead, it's all keycards, though the level layouts and backtracking still scratch that Metroidvania itch. Your mobility abilities are on a skill tree, with the second half of the tree with double jump being unlocked midway through the game. You will eventually need all of those, but the game doesn't start enforcing it until the end of the game; prior to that there is pretty much always a path that doesn't require any of them. Skill points are gained by leveling up SotN style, and things are balanced such that you should hit the level that unlocks everything around the time you get to the final boss. One thing that is pretty unique to this game is one of the mobility abilities in the first skill tree is a map-based teleport that you can get pretty much as soon as the skill tree unlocks. Rather than having to find specific warp spots on the map, you can teleport pretty much anywhere at pretty much any time. There are a handful of map squares that can't be teleported to for story reasons, and one for a very specific puzzle reason. In addition to the sheer convenience, it's also required to get certain collectables that you can't get to normally (you will spawn in a closed off spot that leads to them) and to progress through certain barriers (again, spawning on the other side so you can unlock it).
The game lets you equip two weapons and one piece of passive stat gear (and later a second one). There are four weapon types, daggers, swords, greatswords, and whips. There's also guns available, coming in semi-automatic and automatic form, plus a handful of throwing weapons. The guns have an auto aim feature so they make very viable secondary weapons, though the melee weapons will be your bread and butter. Another signature feature is your demon sword companion. You can throw the sword out to deal damage, but the real benefit is what happens when it encounters surfaces. If you throw it into the ground you create a safe spot that blocks projectiles. If you throw it at a wall you now have a platform to jump off of. Additionally, there is a system where when the sword does damage it heals you, while your regular attacks restore MP (used by the sword attacks). It all comes together to ensure you are using all of your kit, rather than defaulting to just one effective attack.
The game has some nice pixel graphics, and the bestiary is made up of various Shinto demons and spirits, like oni, tengu, and nurikabe. It makes for a nice change of pace from the standard SotN-inspired set of monsters. For the most part they're all fun to fight; nothing is overly tanky and all their attacks have some straightforward mechanism for dodging or defending. That said, status effects are brutal, as they disable you for several seconds; with certain enemy setups pretty much ensuring a death from a follow up projectile spam.
Overall, it's a very fun Metroidvania whose only downside is it's a bit on the easy side. The ability to return to save points for a heal at will and instantly get back to where you are means that the main danger is bosses and overconfidence. It's got some good platforming puzzles and overall is just a really fun time. Highly recommended.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
Blade Chimera is a Metroidvania by the same devs who did Deedlit in Wonder Labyrinth. It's set in future Japan after an event that caused hordes of demons to appear in the world. You are Shin, a demon hunter of the church who has no memory of his past. After defeating a large dragon demon you bond with a spirit that takes the form of a sword, even though it's technically a demon. You must continue to make the world safe and see if you can uncover your past.
Now, I call it a Metroidvania, but the game doesn't actually lock its progression behind mobility abilities. Instead, it's all keycards, though the level layouts and backtracking still scratch that Metroidvania itch. Your mobility abilities are on a skill tree, with the second half of the tree with double jump being unlocked midway through the game. You will eventually need all of those, but the game doesn't start enforcing it until the end of the game; prior to that there is pretty much always a path that doesn't require any of them. Skill points are gained by leveling up SotN style, and things are balanced such that you should hit the level that unlocks everything around the time you get to the final boss. One thing that is pretty unique to this game is one of the mobility abilities in the first skill tree is a map-based teleport that you can get pretty much as soon as the skill tree unlocks. Rather than having to find specific warp spots on the map, you can teleport pretty much anywhere at pretty much any time. There are a handful of map squares that can't be teleported to for story reasons, and one for a very specific puzzle reason. In addition to the sheer convenience, it's also required to get certain collectables that you can't get to normally (you will spawn in a closed off spot that leads to them) and to progress through certain barriers (again, spawning on the other side so you can unlock it).
The game lets you equip two weapons and one piece of passive stat gear (and later a second one). There are four weapon types, daggers, swords, greatswords, and whips. There's also guns available, coming in semi-automatic and automatic form, plus a handful of throwing weapons. The guns have an auto aim feature so they make very viable secondary weapons, though the melee weapons will be your bread and butter. Another signature feature is your demon sword companion. You can throw the sword out to deal damage, but the real benefit is what happens when it encounters surfaces. If you throw it into the ground you create a safe spot that blocks projectiles. If you throw it at a wall you now have a platform to jump off of. Additionally, there is a system where when the sword does damage it heals you, while your regular attacks restore MP (used by the sword attacks). It all comes together to ensure you are using all of your kit, rather than defaulting to just one effective attack.
The game has some nice pixel graphics, and the bestiary is made up of various Shinto demons and spirits, like oni, tengu, and nurikabe. It makes for a nice change of pace from the standard SotN-inspired set of monsters. For the most part they're all fun to fight; nothing is overly tanky and all their attacks have some straightforward mechanism for dodging or defending. That said, status effects are brutal, as they disable you for several seconds; with certain enemy setups pretty much ensuring a death from a follow up projectile spam.
Overall, it's a very fun Metroidvania whose only downside is it's a bit on the easy side. The ability to return to save points for a heal at will and instantly get back to where you are means that the main danger is bosses and overconfidence. It's got some good platforming puzzles and overall is just a really fun time. Highly recommended.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- TheSSNintendo
- 128-bit
- Posts: 600
- Joined: Mon Jul 11, 2011 10:27 pm
Re: Games Beaten 2025
Lost Odyssey
- RobertAugustdeMeijer
- 24-bit
- Posts: 183
- Joined: Fri Sep 02, 2022 10:15 am
Re: Games Beaten 2025
1. Assassin's Creed IV: Black Flag
Cynically, in the modern chapters, this game even admits that it's a commercially pedestrian blockbuster. It depicts history wrongly all the time, so there's little value in that. Purely as a game, it's mostly the same as the previous games, which means gameplay is automatic and shallow, while you hoover up symbols on your map. The only thing going for it would be the ship battles, which while sluggish and imprecise, are still somewhat novel and explosive. In about forty hours of play time, I think I had about an hour of fun being a pirate.
4/10
2. Minecraft
I was extremely pleasantly surprised at how much respect the game had for the player's ingenuity. The tutorial is merely some pages you can find in the options menu. You have minutes to set up a safe haven, preferably with a bed and torches, with little to no instructions. Dying halves your experience points and leaves all your gear scattered about. Although randomly generated, there's always a feeling you might find something unique. The final boss is a treat, being open ended and seemingly insurmountable at first. There's a lot of random stuff that can set you back a couple of hours back, which keeps the challenge honest and respectful. However, it is still a game about crafting, meaning half the time you'll be doing busywork and clicking around in menus.
8/10
3. Street Fighter 6
Link combos now have a three frame buffer, while the super meter(s) allow many alterations to your moves. Competitively, this means you'll spend less time practicing the same combos over and over, and instead practicing reading different situations. With less neutral and much more creativity, this makes Street Fighter more like the other anime fighters. Which while a good thing, makes me wonder why this should be played at all. The answer is the masses: the single player mode is a poor man's Yakuza, but nevertheless will feed the tournament scene with plenty of folks confident enough they'll want to compete.
8/10
Cynically, in the modern chapters, this game even admits that it's a commercially pedestrian blockbuster. It depicts history wrongly all the time, so there's little value in that. Purely as a game, it's mostly the same as the previous games, which means gameplay is automatic and shallow, while you hoover up symbols on your map. The only thing going for it would be the ship battles, which while sluggish and imprecise, are still somewhat novel and explosive. In about forty hours of play time, I think I had about an hour of fun being a pirate.
4/10
2. Minecraft
I was extremely pleasantly surprised at how much respect the game had for the player's ingenuity. The tutorial is merely some pages you can find in the options menu. You have minutes to set up a safe haven, preferably with a bed and torches, with little to no instructions. Dying halves your experience points and leaves all your gear scattered about. Although randomly generated, there's always a feeling you might find something unique. The final boss is a treat, being open ended and seemingly insurmountable at first. There's a lot of random stuff that can set you back a couple of hours back, which keeps the challenge honest and respectful. However, it is still a game about crafting, meaning half the time you'll be doing busywork and clicking around in menus.
8/10
3. Street Fighter 6
Link combos now have a three frame buffer, while the super meter(s) allow many alterations to your moves. Competitively, this means you'll spend less time practicing the same combos over and over, and instead practicing reading different situations. With less neutral and much more creativity, this makes Street Fighter more like the other anime fighters. Which while a good thing, makes me wonder why this should be played at all. The answer is the masses: the single player mode is a poor man's Yakuza, but nevertheless will feed the tournament scene with plenty of folks confident enough they'll want to compete.
8/10
- TheSSNintendo
- 128-bit
- Posts: 600
- Joined: Mon Jul 11, 2011 10:27 pm
Re: Games Beaten 2025
Sword of Mana (Gameboy Advance)
Re: Games Beaten 2025
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
Cyber Shadow is a throwback platformer that harkens back to the various ninja-themed platformers of the 8-bit era. It interestingly manages to both be extremely fast and extremely methodical, depending on how you approach things. Unfortunately, there's some design elements that end up being more frustrating than fun.
The setup is in a futuristic city, there's some kind of explosion and robots are going on a rampage. You are the last survivor of the guardian ninja clan, woken up from stasis to try and stop the bad guys. As you play through, you'll get Ninja Gaiden style cutscenes that will present the backstory for the game.
On the gameplay side, you have jump and slash, no duck. Every so often you'll hit a respawn point, which at bare minimum will full heal you. Some of them can have currency spent to have them refill your special meter or drop a specific special weapon. The game is reasonably generous with them; the time between points is fairly consistent as you go through levels. This is important, as enemies deal a shocking amount of damage, and you better have been picking up the various health increases in the easy-to-find secret areas. As mentioned, there are special weapons. These are various passives that last until you've taken three hits, which is quite frustrating, as you can often find yourself taking multiple hits in quick succession due to low duration on your mercy invincibility. These include a blade extension, auto refilling of your special meter, and a gun that auto fires on enemies.
As you go through the game you will get a series of abilities that improve your performance. The first three give you attack options; a shuriken, an air down stab, and a ground-based attack that shoots fireballs mostly vertically up. These all require special to activate, and in practice you end up with less activations available compared to the ninpo in Ninja Gaiden. The game can be quite stingy with special refill drops. Later on, you'll get a Mega Man X-style wall climb, a dash, doubled attack damage with extra range, a projectile parry that lets you optionally reflect them, and finally a boost to everything, where you get a double jump and the ability to charge your attack; while charges any of your abilities are more effective. The dash is the most notable in terms of how it can chase how the game plays, as if you attack while dashing you will do a forward dash that teleports through enemies and can be chained. It is hard to master multiple chains, but when you do you can zoom through levels; the speedrun is something else to see. But if you can't get the rhythm, you'll find yourself in pits and taking damage, requiring the more methodical approach due to the hazards of enemies.
Overall, I found that the game had too many aspects with some nasty enemy placements that often require you to know what's coming or you'll eat an instant death pit. You need to be able to use your full kit to make it through, but many of the moves just don't feel quite right. Enemy mobility and attack ranges are high compared to your ability to land damage on them due to your smallish attack hitbox. Contrast with Ninja Gaiden, which has enemies that don't move as fast outside of the airborne enemies, and even those have fairly straightforward trajectories. There's definitely good ideas in here, but it leans on the "hard for the wrong reasons" end of the spectrum.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
Cyber Shadow is a throwback platformer that harkens back to the various ninja-themed platformers of the 8-bit era. It interestingly manages to both be extremely fast and extremely methodical, depending on how you approach things. Unfortunately, there's some design elements that end up being more frustrating than fun.
The setup is in a futuristic city, there's some kind of explosion and robots are going on a rampage. You are the last survivor of the guardian ninja clan, woken up from stasis to try and stop the bad guys. As you play through, you'll get Ninja Gaiden style cutscenes that will present the backstory for the game.
On the gameplay side, you have jump and slash, no duck. Every so often you'll hit a respawn point, which at bare minimum will full heal you. Some of them can have currency spent to have them refill your special meter or drop a specific special weapon. The game is reasonably generous with them; the time between points is fairly consistent as you go through levels. This is important, as enemies deal a shocking amount of damage, and you better have been picking up the various health increases in the easy-to-find secret areas. As mentioned, there are special weapons. These are various passives that last until you've taken three hits, which is quite frustrating, as you can often find yourself taking multiple hits in quick succession due to low duration on your mercy invincibility. These include a blade extension, auto refilling of your special meter, and a gun that auto fires on enemies.
As you go through the game you will get a series of abilities that improve your performance. The first three give you attack options; a shuriken, an air down stab, and a ground-based attack that shoots fireballs mostly vertically up. These all require special to activate, and in practice you end up with less activations available compared to the ninpo in Ninja Gaiden. The game can be quite stingy with special refill drops. Later on, you'll get a Mega Man X-style wall climb, a dash, doubled attack damage with extra range, a projectile parry that lets you optionally reflect them, and finally a boost to everything, where you get a double jump and the ability to charge your attack; while charges any of your abilities are more effective. The dash is the most notable in terms of how it can chase how the game plays, as if you attack while dashing you will do a forward dash that teleports through enemies and can be chained. It is hard to master multiple chains, but when you do you can zoom through levels; the speedrun is something else to see. But if you can't get the rhythm, you'll find yourself in pits and taking damage, requiring the more methodical approach due to the hazards of enemies.
Overall, I found that the game had too many aspects with some nasty enemy placements that often require you to know what's coming or you'll eat an instant death pit. You need to be able to use your full kit to make it through, but many of the moves just don't feel quite right. Enemy mobility and attack ranges are high compared to your ability to land damage on them due to your smallish attack hitbox. Contrast with Ninja Gaiden, which has enemies that don't move as fast outside of the airborne enemies, and even those have fairly straightforward trajectories. There's definitely good ideas in here, but it leans on the "hard for the wrong reasons" end of the spectrum.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.