Tag Archives: indiedev

Necronator: Dead Wrong – Review

Have you ever been in the middle of a round on one of those browser tower defence games and sat back and just wondered about who exactly is behind the seemingly endless legions of baddies who are practically throwing themselves at your impenetrable defences? Well, Necronator: Dead Wrong, which has just received a full release having recently left early access, is a game to answer that question. Uniquely told from the attacker’s perspective, it combines elements from both the deck-building and real-time-strategy into a proudly quirky and distinctly different experience that will likely have you coming back time and time again for more.

Tower offence


The plot follows the exploits of a young evil-doer fully trained up in all sorts of villainy, having recently graduated from the ‘Undead Academy’, who is aiming to become the greatest necromancer in the rather ironically named fantasy world of Livmore. Joined by a ‘chubat’, an adorably squishy looking winged purple comrade, players must rampage across Livmore winning challenging battles, recruiting armies of troops and just generally leaving a trail of death and destruction in your wake.

When you start the game, there are three available protagonists to choose from with one, the Death Knight, available right away and the other two being unlockable via in-game progression. With slightly different story interactions throughout their campaigns, each protagonist has their own unique abilities and card decks, giving them unique playstyles. Your character’s decks and abilities are utilised in the game’s combat sections, which involve using cards from your deck to dispatch troops along paths, much like the lanes of MOBA titles, towards an enemy base and to heal or provide buffs to your army.

Your current hand is shown at the bottom of the screen and each card is labelled with a set amount of mana which must be spent to play the card. Mana is generated predominantly by your home building or when by captured enemy defences You mana can too be used to discard your hand and draw new cards from your deck – particularly handy a few hours in, when you have obtained a deck of considerable size.

It’s good to be bad


Although the initial few levels being almost incredibly easy, completed in a matter of seconds by simply spamming all your units, difficulty soon picks up and I was pleased to discover that there is a shocking amount of strategy required in order to get past the later levels. Becoming acquainted with the individual stats and properties of the cards in your deck is a must if you want to get very far, and I found that keeping track of which cards I had already played in a game in order to try and predict the ones which would enter my hand next both kept me one step ahead of my adversary, making winning the fight extra rewarding.

No matter how much you think things through however, battles still rely partly on chance. The cards selected to enter your hand are chosen entirely at random from your card pool and the same goes for that of your enemy. Whilst strategy is undeniably effective, this randomness stops the player from becoming too complacent and, despite sometimes becoming a source of unparalleled frustration, keeps each battle feeling fresh and exciting. Keeping battles engaging is particularly important for Necronator; with death converting all of their progress to overall character XP and setting the player right back to square one.

XP levels up your protagonist, unlocking new starting decks and abilities. Alongside gaining cards to bolster out your deck, succeeding on the battlefield grants “souls” which players can spend on upgrades. Cards can be purchased directly in their upgraded forms through the shops littered about the map or alternatively upgraded in camp. The opportunity to set up camp is granted to the player every few levels and allows them to upgrade cheaply, heal or pay a small fee to remove cards from their hand. You can, however, only select one of these options before being forced to move on.

This creates an interesting conflict between maintaining your health and increasing the power of your deck. Alongside better stats, enhancing cards unlocks new visual sprites for your units who are now seen with visibly more durable armour or a more menacing looking improved weapon in their hands. In addition to being a nice bit of attention-to-detail, this helps give a good sense of progression to your deck and I enjoyed being able to actually see my troops becoming more powerful throughout the game.

There are a number of random encounters to be discovered throughout the game, marked by a mysterious question mark on the map. These give the player some choices to make, granting powerful cards if successful but simultaneously run the risk of crippling unlucky players with debuffs. The sheer number of different decisions to be made throughout the campaign, as well as the vast number of cards that can be added to your deck, makes losing feel less like a chore than an opportunity to start over and experiment with new card configurations or discover events and outcomes you may have missed. Furthermore, the inclusion Steam Workshop support does wonders for replayability, allowing players to create and share everything from custom-made game modifiers to full-length story campaigns.

Unfinished business


Outside of combat, the game’s map is pleasantly drawn with its soft colours and cartoon-like style complimenting the game’s cutesy hand-drawn character designs well. Battles themselves, on the other hand, are presented from an isometric perspective the presentation of each battlefield in a small square area, which can be rotated and explored by the camera. I found that it was far easier to focus with concentration focused on a small area and kept even the most frantic of fights from feeling too overwhelming. Older gamers will likely find the box-like arenas, three-dimensional scenery and two-dimensional pixelated unit sprites a pleasantly nostalgic combination, being particularly reminiscent of early strategy games like Disgaea.

This influence is also apparent in the game’s writing, which follows a similarly comic tone. I found the light-hearted pre-battle dialogue to be a constant source of amusement whilst the sardonic interactions with the game’s cast of punnily-named boss characters contains its fair share of genuinely laugh-out-loud moments. It’s a shame that this dialogue becomes far less entertaining when it is repeated verbatim at the same points in every single playthrough. The pre-battle dialogue from Chubat is a notable offender in this regard, which each area only having a handful of lines which play out before each battle. What’s there may be very good, but it’s a shame there simply aren’t enough unique lines to keep you from instinctively skipping dialogue interactions.

The title’s music, although by all means wholly satisfactory, was on the whole a little blander than I expected for a game which is otherwise oozing with personality. This is quite nit-picky, but it would also be nice if the game’s tutorial, which is relegated to a small tick-box on the game creation menu, was made a little more apparent for new players as launching the game for the first time and missing the tutorial made for quite a confusing experience.

Despite having left early access, the game is still receiving frequent content and quality of life updates based on user feedback, so I’m confident that these small nagging issues will be resolved in future patches.

Verdict:


Despite some very minor shortcomings, the entertaining writing and engaging visual flair elevates the game’s experimental gameplay combination of addictive deck-building and unpredictable real-time strategy. Cute and colourful, Necronator: Dead Wrong is one unique strategy experience you won’t soon forget.


Just so you’re aware! In order to facilitate a review this product was given to our organisation free of charge.

Panzer Paladin – Review

Whether you’re a long time player who’s chasing the thrill of childhood nostalgia or a more recent arrival to the gaming world who is simply trying to live the highlights of an era gone-by, there’s nothing quite like a great retro-styled platformer. After a few hours with the recently released game from the platforming gurus over at Tribute Games, I can report that Panzer Paladin is exactly that – a great retro-styled platformer that will certainly scratch your itch for all things 8-bit.

Gundam style


The game opens with a quick tutorial level, which introduces the core mechanics of Panzer Paladin‘s gameplay. In short, you play as the pilot of a powerful mech suit – the titular paladin – and must utilise this suit to navigate sprawling levels populated by evil demons which have escaped from the underworld. These demons appear in a number of forms including horrible insects, evil knights and even knife-throwing goblins. Each enemy poses a unique challenge, with distinctive attack patterns with must be learned to ensure success in combat.

Players can employ the mech’s in-built defences, a somewhat weak fire-ball attack, or take advantage of the plethora of oversized medieval melee weapons dropped by enemies. Paladins are able to carry a large number of these dropped weapons, each of which carries its own attack range, damage stat and durability meter. These values, which can be viewed in the game’s pause-menu work about how you would expect. Weapons like spears have large ranges and high durability but comparatively low damage when put against the likes of swords or clubs. Having your items frequently break may sound like a chore on paper, but in practice it ensures you experience the wide range of weapons on offer and incentivises you to pursue higher-level, and therefore more durable, weapons.

You can manually break your weapons by holding a button. This destroys you currently selected item but unleashes a unique-power attack, the strength of which depends predominantly on the power of the weapon you are sacrificing. It’s an enjoyable and effective way of disposing of any lower-level items you might pick up and can come in extremely handy in a fight. Weapons can also be tossed a high speeds and throwing a spear at an out of reach enemy is an awful lot of fun. You still have to be careful though, because tossing away all your weapons willy-nilly can leave you highly vulnerable until they are retrieved.

In addition to combat the game also features some light platforming elements which have you avoiding trapdoor platforms, exploding mines and spike pits galore. These sections are made easier by leaving ejecting from your power-armour which renders you more smaller and more mobile at the cost of lower health and the inability to pick up and use weapons. There are also some small puzzle-like optional elements in levels centred around breaking parts of the environment or ejecting from your suit at specific points to enter small gaps. Completing these is often rewarded with a bonus health regeneration station or unique weapon.

A world at your fingertips:


One of the first thing’s you’ll notice about the game is it’s striking art-style, a faithful recreation of colourful 8-bit graphics. Each of the thirteen levels is based upon a real-world country, selected from a world map-style level select screen, and carries its own distinctive art style. The portrayals of each country may be a little on the stereotypical side but they provide a great variety. One minute you’re taking in the spooky gothic atmosphere of an ancient Scottish castle and the next you’re navigating the bustling streets of New York. I was also pleased to notice that the game’s bosses, which are situated at the end of each level, were all loosely based upon mythological creatures native to each country’s lore. The stages themselves are accompanied by their own fantastic theme songs, featuring an exciting blend of typical 8-bit beeps and more sophisticated elements clearly inspired by each nation’s traditional instruments. Each boss fight also comes with its own, more generic, combat theme.

From the map-screen, players can also access the “laboratory” in which they can use their “spirit points” – gained by completing levels – to upgrade their weapons. An upgrade system is a nice feature to have, but it is made pretty redundant by the fact that you still have to find the weapons each level to use them with the large number of available weapons making it quite tricky to actually encounter the specific one you have just poured all of your points into. Luckily, although these upgrades do undeniably improve weapons they are certainly not necessary to complete the game and in my playthrough the availability of powerful weapons in levels meant I never really felt held back by a lack of upgrades.

The game also features an in-depth weapon creator which allows users to create their own pixel-sprites and stat sheets. Your creation uploaded directly to the Steam Workshop on PC and automatically integrated into everyone’s games. Players can find community created weapons dropped randomly by higher level enemies and the potential of finding all-new weapons contributes greatly to the replayability of the game. If for some reason though you want to stick to only the developer-made weapons, the community content can be disabled at any time via the settings menu.

In addition to encountering all new weapons, replays are encouraged by the remix mode and speedrun mode. As the name would suggest, remix mode alters the levels of the campaign mode by altering enemy placements to create a more challenging experience whilst speedrun mode challenges players to beat “ghost” versions of either their previous playthroughs or those of the top global players.

Lost the plot


I found the only real major issue with the game to be the result of questionable PC optimisation. The default keyboard control scheme can be described as ‘unintuitive’ at best and makes a game with an old-school approach to difficulty borderline impossible at times – even on easiest settings. Thankfully, this is easily remedied through either picking up a cheap PC compatible controller or purchasing the Nintendo Switch edition of the game; it is worth noting that this edition doesn’t include the Steam Workshop features, however, for obvious reasons.

The game’s plot, which is presented through some admittedly superbly drawn retro pixel-art cutscenes, is pretty straightforward and I found that, despite their prettiness, being bombarded with walls of text at the end of an otherwise exciting level made me pretty eager to skip them; particularly in some of the longer story segments. It would also be nice to have the option to change the in-game font as, although the blocky text is undeniably authentic, I found it a bit hard to read at times. These criticisms may seem to be a little nit-picky, but there’s really very little wrong with the game besides these minor niggles.

Verdict:


When it comes to retro-styled platformers, this is certainly one of the best we’ve seen yet. It may not entirely reinvent the wheel conceptually but Panzer Paladin still has a host of fantastic features and a great art direction. Any fans of the genre will certainly appreciate a particularly well crafted set of maps, some killer music and gameplay which has undeniably been tweaked to perfection.


Just so you’re aware! In order to facilitate a review this product was given to our organisation free of charge.

The Otterman Empire – Review

There doesn’t seem to have been much to celebrate recently but that certainly doesn’t stop us from being in the mood for a good party game. The Otterman Empire from indie developers Tri-Heart Interactive is one such game. A bright and colourful co-op shooter in which you play as adorable otters, might just be the you need to keep you and your friends cheerful when times are tough.

A l(otter) heart


Set on an intergalactic space colony, The Otterman Empire places players in the shoes of a customisable aquatic warrior who is tasked with defending the planet against the evil mad scientist Dr Tiko by destroying his seemingly endless army of malevolent machines. Players can face this challenge with up to three friends in local co-op play or opt to face it alone in single-player. There are eight selectable characters to choose from, each with a unique design and diverse selection of unlockable cosmetic items to discover.

From a visual standpoint, The Otterman Empire is a pretty good all-rounder. The colour palette is bright and cartoonish, perfectly complimenting the game’s character’s colourful designs. I found all of the eight included maps to be intriguing, each one covering a distinct visual theme. These range from a futuristic sport themed space arena to the gardens of a mediaeval looking castle. My personal favourite was the game’s first map, a sleek futuristic city environment which was both gorgeous to look at and a lot of fun to explore.

Your progress through the game is mapped, if you’ll pardon the pun, by the maps you unlock through playing. Each one has three alternate game-modes to try with a potential of nine total stars to unlock – three stars being the highest obtainable rating per game-mode. By unlocking a sufficient number of stars, you gain access to the next map. In theory, this ensures the player will spend a sufficiently long amount of time in each map to get really to grips with it. but in reality, this system just becomes a bit of a slog after a while; with players forced to repeatedly go over the same maps in order to get a high enough rating to progress.

In spite of the forced repetition, the different game-modes which are on offer in each map are nevertheless pleasantly varied. My personal favourite was ‘squidditch’ a fast-paced mode which challenges players to use their jetpacks to slam dunk as many bombs into enemy spawning portals as possible. Both jetpack fuel and ammunition is replenished through sliding gaily along waterways which are dotted along maps and additionally serve as a quick method of transportation when you’re in a hurry. The other game-modes on offer are similarly unique and all require a distinct set of skills for players to master.

Not quite a party


It is a huge shame that no matter which map or mode you choose to play there seems to be only two total enemy types found throughout the entire campaign. There are stationary turrets which will blast any player unlucky enough to stumble into their field of view with a laser beam and smaller, laser-firing flying drones, which are often equally as stationary. The strategy for tackling both enemy types is the same, unload as many shots into them as quickly as you can, and this tangible lack of enemy variety causes gameplay to become incredibly stale in only a matter of minutes.

Overall, the campaign mode offers a few interesting modes to try out, but the seeming lack of effort put into enemy design and behaviour leaves the whole ordeal feeling like one big wasted opportunity. It can be tackled in both a single player or as part of a local co-op but why anyone would actually want to play the campaign in co-op, and not the far more interesting versus mode which does away with the boring robot enemies, is beyond me.

Sitting down with the versus mode and having your buddies blast away at each other’s otter avatars is an awful lot of fun! It allows you to return to your favourite maps and revitalises the more interesting game modes from the campaign. PC users also have the option of Steam‘s ‘Remote Play Together’ with which you can invite a friend to play a livestreamed version of your game through an integrated browser window. It is entirely reliant on the other player having both a fast internet connection and USB controller on hand, but does you the chance to play the game with people who are not in the immediate vicinity.

Otterly baffling


I am happy to report that since launch, the game has received numerous patches and small updates – the most significant of which was a fix for the PC version of the title, which launched with a borderline unusable keyboard control scheme. It would be nice to see some further additions to help improve the overall polish of the game.

A notable area for improvement is the audio design. Whilst most of the included original music is good, the audio design of the in-game dialogue definitely needs some work. With no actual sound effects beyond a few frequently repeated, and strangely quiet, soundbites, the character interactions of both the campaign and tutorial feel completely lifeless. Another appreciated addition would be a reworking of the game’s graphics menu, which still doesn’t include basic options like changing the window’s resolution or even just the option of playing the game in windowed mode!

The UI on PC is absolutely huge and there is absolutely no way to resize the text and buttons so that they don’t occupy large areas of the screen. Simply addressing these few basic issues would go a huge way in improving the title’s overall look and feel. It would also be nice if damage taken was more obviously communicated to the player. It’s hard to keep track of your health in the heat of a battle and there were many occasions when I didn’t even know I was taking damage until I had died.

Verdict:


The saddest thing about The Otterman Empire is that the game is almost good. Whilst there has evidently been a lot of love and passion behind the title’s unique art-direction, quirky writing and superb community management over the years; a number of baffling design missteps and a lack of overall polish unfortunately prevents me from being able to wholeheartedly recommend this title. It isn’t an inherently awful option if you’re craving a local co-op fix, but many would-be players will likely find that the game’s current issues are just a little too hard to swallow.


Just so you’re aware! In order to facilitate a review this product was given to our organisation free of charge.

Dark Light – Early Access Review

Dark Light, a new game from developer Mirari&Co, was released into early access last month. With the prospect of a future console release on the Nintendo Switch and numerous content updates ahead of it, I was very interested to take look into this title and see if Dark Light had set off on it’s perilous early access journey to a promising start or whether, unfortunately, there is still a long way to go.

It’s dangerous to go alone


Dark Light transports players to a brutal yet beautiful cyberpunk world. Set after a reality-warping apocalyptic event which sent the remnants of humanity scurrying to hide underground, the player is tasked with suiting up and venturing outside to explore a dangerous world of distorted city ruins, maze-like sewer systems and hellish industrial zones.

From a visual standpoint, it’s safe to say that Dark Light is breath-taking. Every facet of the world around you positively exudes an overriding atmosphere of decay. Despite being presented from a side-on 2D perspective the environments you explore have a real feeling of depth, thanks in no small part to the inclusion of a detailed foreground which accompany the intricate backdrop sprites. Although the colour scheme may be a little drab, being comprised mainly of muddy greys and dark greens, the use of bright neon lighting throughout the otherwise dark levels helps add a nice splash of colour and throughout my playtime I often found myself stopping to soak in just how gorgeous some of my surroundings really were.

You aren’t just left to explore these lavish environments alone either, throughout the game you are accompanied by a friendly drone which, in addition to serving as vessel for the game’s tutorial, assists you by providing useful information and illuminating the path ahead through its built-in torch. The further you progress in the game, the darker environments become and the more you begin to understand the importance of this solitary light source. Some of the more powerful late game enemies are even wholly invisible outside its rays.

Dark(er) souls


The majority of gameplay in Dark Light follows a consistent gameplay loop. Starting with a basic pistol and sword, you are left to explore the map, killing enemies as you go to shards and new gear. These shards are used back at the starting area to upgrade your energy and life force. Increasing your life force allows you to take more hits before going down with energy acting more like a traditional stamina system being slowly depleted when you use your attacks or abilities. Exploring is quite the challenge however and with your earned shards being immediately lost upon death it’s worth thinking twice before heading out. Luckily there are frequent “portals” which allowing the player to save or fast travel at the cost of respawning enemies, similar to the famous bonfire save points of Dark Souls.

This creates a great feeling of danger and suspense while you’re exploring, with the player constantly having to balance the risk of losing what they have earned so far with the potential rewards of the higher-level enemies which are more frequent further away from the starting area. Combat itself is enjoyable and intense, with the player juggling between dodge rolls, firearm attacks, close-range sword strikes and useful throwables like grenades or turrets. Attacks look smooth with very satisfying animations and the wide variety of available weapons, most of which substantially altering the flow of combat, helps keep the combat mechanics from becoming stale after long periods of play.

From shambling zombie-like beings controlled by strange parasites, fleshy mutants to the devastating boss fights this wide variety of weapons is accompanied by a wide variety of things to use them against. The gory death animations combined with the on-screen damage indication give fights a visceral edge and the satisfying burst of shiny collectibles spewn by corpses provide a satisfying conclusion to combat which is sure to leave eagerly anticipating your next fight. I am also glad to report that whilst each area’s final boss fight provides a monumental challenge they still manage to feel like a good test of the player’s skill rather than anything cheap or overtly unfair.

In addition to combat, gameplay also includes elements of light platforming. Although Dark Light‘s system of using double-jumps and rolls to hop between vertical or horizontally placed platforms is nothing ground-breaking, it is certainly well done and helps provide an additional challenge for players to master. As in fights, platforming is for the most part fluid and well animated with the exception of the rope-climbing animation – which unfortunately stood out due to its unnatural stiffness.

Left in the dark


On the subject of unnatural stiffness, some lines dialogue and item descriptions contain small grammatical errors or odd wording choices which break both the player’s immersion in the game world and the flow of dialogue. Similarly flow-breaking is the game’s music. Despite what music there is being of great quality and notably complements the overall atmosphere well, the frequent looping of the music and general lack of variety in the tracks lends itself to a feeling more droning and monotonous than particularly atmospheric.

There is also an issue regarding the game’s short length. Containing a good selection of weapons and enemies but only a handful of areas and end-bosses the complete package from start-to-finish took me around four hours to complete, including the time taken to complete some additional level grinding to help me more easily tackle some of the harder bosses. Considering how much I enjoyed my playtime; I was quite sad to see it end just when I was truly getting into the flow of the mechanics so a good few hours more gameplay would certainly be appreciated.

Verdict:


With a stunning art-direction, exciting combat mechanics and solid platforming it’s easy to get lost in the world of Dark Light. Promisingly for an early-access title all the apparent issues, at the time of writing at least, are easy to remedy. The developer has already committed to introducing new areas and bosses to pad out the runtime and the game is already frequently receiving substantial quality of life updates. Dark Light successfully captures the most important elements of the souls-like and metroid-vania genres whilst introducing just the right number of new elements to create an experience that is in equal parts pleasingly familiar and excitingly original. If you’re a fan of either genre, Dark Light is certainly one to pick up now or, at the very least, keep a good eye on until release.


Just so you’re aware! In order to facilitate a review this product was given to our organisation free of charge.

StarCrossed – Review

The last time we covered StarCrossed was when we sat down for a lovely chat with Francesca Carletto-Leon, the game’s narrative designer, and discussed her mission to create a co-op game that brings people together in more meaningful ways. With the game debuting on the Nintendo Switch and Xbox One last week and lockdown ensuring the majority of us have far more time to spend interacting with members of our own households, there’s never been a better time to grab a controller, kick back on the couch and defeat some baddies – together.

Shooting stars


StarCrossed takes two eager players to the Nova Galaxy in order to try and protect the mystical Harmony Crystal from a plethora of intergalactic nasties and their legions of ghoulish minions. There are five playable characters for players to choose from, each possible character combination is accompanied by a specific set of charming character-to-character interactions which are presenting in the game’s visual-novel style cutscenes. Although fairly basic, the plot is nevertheless engaging and provides a few much needed moments of rest between high-octane segments of gripping gameplay. There are a couple memorable moments per character and the overall theme of friendship and unity is sure to leave your heart suitably warmed by the time the credits roll.

The heart-warming plot is accompanied by a set of cutesy magical-girl inspired visuals. The full-size detailed sprites used for the various characters in their selection screen and cutscenes are excellently drawn with an instantly recognisable StarCrossed style which blends elements of high-fantasy, fairy-tale lore and traditional sci-fi. The 3D combat sprites used in gameplay are equally stunning, watching the neon lit minimalist renditions of the characters dancing around your screen as you play feels just right and helps evoke the nostalgic feeling of a traditional arcade game. The occasional use of 3D animated background rather than traditional 2D background sprites is a nice touch, adding an interesting degree of depth to scenes.

The music, whilst not incredible, is still a pleasant listen and provides a soothing accompaniment while you play. Similarly, the occasional voice lines are delivered with great enthusiasm and the good casting choices compliment the character design. Although voicing the entire script would be understandably out of the question because of its long length, just a few more special attack lines would be a nice touch and help prevent the audio from becoming a little repetitive.

Fun for all the family


Gameplay in StarCrossed is unapologetically co-op oriented. Controls are mapped like a standard space-shooter but with a pretty significant twist. Players attack not by firing individual projectiles as you would probably expect, but rather by bouncing a shooting star between them, manoeuvring the star to collide with enemies in order to cause damage. Players can also press a button to spin kick, increasing the star’s speed and damage. This requires quite tricky timing and in my experience proved to be a lethal distraction from dodging the large number of enemy projectiles which are often on screen at the same time. Players also have a unique ultimate attack, which is charged when damaging enemies and unleashed for extremely high damage.

The surprisingly steep difficulty curve and the constant introduction of new enemy types and variations keeps things engaging and ensures that players master communicating and coordinating with each other to survive, connecting well with the plot’s overarching theme of unity. Unfortunately, the frequent reuse of enemy types feels a little repetitive at times but luckily the robust auto-save system and a spattering of memorable boss-fights sprinkled throughout the campaign prevent things from ever becoming truly frustrating.

Switch it up


Designed from the ground up for local co-op, StarCrossed has a plethora of options to help you play together. Friends can split play between the keyboard and a USB controller or close friends can huddle up together for the more intimate “split controller” mode which splits controls between a single controller. The keyboard bindings are sufficient but a little fiddly and I would highly recommend playing the game on any controllers you have available. Xbox One and PlayStation 4 controllers are supported on PC but Steam Big Picture Mode managed to do a decent job at mapping the various controllers I managed to dig out for testing. Just be aware that your mileage with this feature may vary.

Naturally, the game transitions perfectly on to the Nintendo Switch because of the immediate availability of two controllers. The colourful visuals are an excellent fit for the platform and StarCrossed stands out as one of the, if not, the best co-op titles available for the Switch. On the other hand, Steam‘s ‘Remote Play Together’ feature is a big win for the PC version of the game, allowing the otherwise local coop only title to be played pretty seamlessly online – without the other player even needing to own the game! Outside this, the console and PC versions are otherwise identical so you can be confident you will get the full experience no matter which version you pick up.

Verdict:


Cute and colourful, StarCrossed is overall a confident co-op title with a set of excellent visuals, good writing and a diverse cast of playable characters. Its few shortcomings only become apparent when the more repetitive segments begin to overstay their welcome. Nevertheless, the title succeeds in crafting a charming memorable experience which will certainly succeed in its aim to bring you closer to those you choose to share it with.


Just so you’re aware! In order to facilitate a review this product was given to our organisation free of charge.