Tag Archives: nintendo

The Survivalists – Review

The Survivalists, the spiritual successor to developer and publisher Team 17’s ‘The Escapists’ franchise, moves the series’ action away from methodical prison breaking escapades and instead offers a more non-linear experience situated on the (almost literal) sandbox of a deserted desert island. Despite a change in locale, can The Survivalists offer the same enjoyable experience which made The Escapists a runaway hit, or is this one game you will just simply want to cast away?

Desert island danger


As the name would suggest, The Survivalists is a sandbox game all about survival and stranded on a procedurally generated island, either alone or with up to three friends, that is exactly what the player must do. It is up to you and your companions to gather resources, fight off enemies, construct a safe base of operations and eventually find a way to escape from your new home.

Greeted with a slew of tutorial text boxes, the player is quickly introduced to the game’s crafting and survival mechanics. Unlike other titles in the genre which offer a number of complex character needs to manage, The Survivalists refreshingly only has players maintaining a single basic food meter which will lead to death if depleted. Luckily, your food level can be easily topped up by hoovering up any of the number of food items found strewn throughout the island.

Players can also find varying amounts wood or stone washed up with their wrecked ship which can be used to construct makeshift tools. These first makeshift tools are in turn used to acquire more resources and to build more tools, a development which comprises the large majority of The Survivalists’ early gameplay. Whilst initially you are only able to create a couple base items, your crafting capability soon expands as you create specialised crafting stations, unlock new blueprints and discover new materials.

Exploration of the island is always rewarded, through the random placement of treasure chests and the discovery of mysterious jungle temples and labyrinths. Exploration is not risk free however, with a slew of hostile enemies present on the island with you and particularly throughout in dungeons. These include dangerous wild animals like bats and bears, roaming orc-like natives and even a small army of undead pirates. The game’s day-night cycle also adds an additional threat to contend with, with enemy spawns being greatly increased at night.

Saving can only be accomplished by sleeping in beds and, although death is not permanent, it does still lead to the loss of all your currently held inventory items making each foray into the unknown feel suitably tense. Luckily, combat is possible, with a few weapons like axes and clubs available to craft, but quickly declining item durability and your tiny stamina meter, which is depleted with every attack, makes becoming overwhelmed incredibly easy.

Monkey business


The game’s labyrinths are the epitome of this constant risk vs reward mechanic. Distributed randomly throughout the island, labyrinths are where the rarest and most useful loot can be found. Populated by some very powerful enemies, its always important to make sure that you tackle each labyrinth with several health items and weapons on hand. Destroying enemies and busting open chests rewards money, which can eventually be spent on items at a mysterious travelling trader who appears periodically on your island.

Even without survival-hungry friends to fill slots in the online Co-Op, you still do not have to tackle any of The Survivalists alone. Monkeys can be found in cages in dungeons or in the wild and once tamed or rescued these primate pals can perform a wide variety of tasks for you, ranging from construction to combat. You are able to recruit up to twenty monkeys which can easily be managed from the command window which quickly allows the play to assign monkeys to jobs. These are all actions which would otherwise have to be performed by the player, significantly speeding up construction and forming an invaluable addition to combat.

Castaway


Sadly, even the addition of monkey helpers cannot save what is an incredibly clunky and quite honestly impressively mundane crafting system. Either in your inventory or at a crafting table, an item’s blueprint has to be manually selected first which then allows the player to insert the required resources (one at a time of course) and then select the correct tool in your inventory and hold a lengthy button prompt to finally finish the craft.

Annoyingly, the game’s inventory is very small, only holding a handful of items. This means that a lot of crafting time is spent simply moving back and forth between a chest or items left on the floor because you don’t often have enough free slot inventory space to craft the item in one go. On top of this, the tools required to craft items themselves have durability and constantly break, making players stop what they are doing halfway through just to craft another tool. Tools cannot stack in your inventory either, exasperating the issue by meaning that you only really have space to carry one at a time.

Base building is accomplished in a very similar fashion, with a choppy blueprint selection process creating a blank space where the necessary materials must be inserted and combined by holding yet another button prompt. It is incredibly mundane and only becomes more annoying as you unlock increasingly complex items. Because of the amount of crafting you must do to get a base up and running, the game starts off incredibly boring and repetitive, only really becoming entertaining when the dungeon crawling elements come into play.

Although the pixelated visuals themselves are lovely, the user-interface is impressively dense and overly crowded without displaying much useful information. Fiddly controls also make and a very slight, but still very noticeable, lag on interface elements make this already confusing user interface an absolute nightmare to navigate and only makes the already agonising crafting mechanics feel even worse.

Finally, there is a significant issue with the title’s lack of content. Despite receiving several updates since launch, there are still a surprisingly small number of items to unlock in the game and even fewer ways to use them. Your starting island is quite small and although you can construct a raft to travel to other nearby landmasses, they are all aesthetically identical and, beyond exploring for the sake of it, there’s very little reason to bother.

Whilst the labyrinth dungeon-crawling segments are a lot of fun, the sheer mundanity of every other gameplay element left me feeling disappointed to find that a game with a £21.99 on both Steam and Nintendo Switch had so few genuinely enjoyable activities to do.

Verdict:


The Survivalists’ cute pixelated graphics may be pleasing and the prospect of a procedurally generated island to explore is undeniably tantalising; but the sheer number of incredibly frustrating issues present in this title, especially when coupled with the hefty asking price, ironically make The Survivalists one game you could certainly survive without.


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

Going Under – Review

Walking around city centres these days it’s easy to see that we’re living in the era of tech start-ups. Almost every corner you see is now populated by cliquey cafes crammed with checked-shirt wearing, latte-drinking hipsters out for a break from their pot-planted desks where they sit on bouncy beanbags, not chairs. What happens, however, to all the fledgling companies which don’t make it, the ones which never get the shiny office buildings or gain bean-bag chairs? Going Under is a game which attempts, in a very light-hearted manner, to answer this question; taking you on a journey through the dark underbelly of Neo-Cascadia – the city where tech start-ups come to die.

Magnificent melee


A rogue-like, the title ‘Going Under‘ refers not only to the failing companies, who’s sprawling underground offices form the majority of the game’s setting, but also the physical act of descending into these dungeons at the start of each new run. Inside of these arenas, combat is third-person and melee oriented, with a particular focus on improvisation. Like Dead Rising, players can pick up and make weapons of the objects in the world around them – although the brutally bloody chainsaws and gold clubs of that game are replaces with more light-hearted cardboard boxes or staple-guns. There’s also a weapon durability system, which some will find particularly reminiscent of Breath of the Wild, whereby the objects you collect to use as armaments smash into pieces after only a few attacks.

There’s something undeniably enjoyable about your trusty wet-floor sign suddenly smashing mid-fight, sending you frantically flailing toward the nearest weapon in the room regardless of level or type. This unpredictable pandemonium is almost encouraged by the fact that your only dodge move, a basic dodge roll, automatically equips the nearest weapon if you don’t have one in your hand. This lead to many hilarious (and intense!) encounters where my high-level battle-axe unexpectedly exploded leaving me to fend off a room full of enemies with only a mop.

The inclusion of a weapon durability system is an excellent way to encourage the player to experiment with new weapons and try everything the game has to offer in a genre where, traditionally, gameplay involves working out the best combination of items in the game and sticking to them almost religiously. If there are no items nearby, the player character can always engage in combat bare-handed, which is very helpful in a cinch but with large enemy health bars is far too ineffective an endeavour to ever be considered a viable playstyle.

Luckily, it’s quite hard to find yourself without weapons as when you first enter a dungeon there is always a small selection of basic items to pick up before entering the first room. Rooms act almost as compact stand-alone combat arenas which, once entered, cannot be exited until a number of enemies have been defeated. The rooms themselves are randomly laid out but often include a number of items to discover like weapons and health pickups. Many enemies also drop the weapons that they carry which can be picked up.

There is also no time pressure to enter the next room once the one you are in is clear, giving you ample time to explore and pick up any items you missed. Some rooms also give you the opportunity to complete challenges in order to gain a drone-delivered crate containing more powerful gear. If you’re particularly lucky and find a room with a lot of decent gear, you don’t have to leave any behind with the player’s pockets being able to carry up to three weapons which can be quickly swapped at the tap of a button.

Each time combat ends you have breathing time where you are free to explore the room and collect any items you may have missed before you move on. Hovering over any item in the world shows you its name, a brief (and often amusing) description in addition to a quick indicator which shows if the item is better, worse than or the same as what you currently have equipped. This is a fantastic little quality of life addition which makes good gear much easier to identify than in games with more traditional numeric stat systems.

Nice to meet brew


There is also the chance for a shop to spawn on the map, styled like a hipster coffee shop, in which you can spend the money you pick up from defeated enemies on a variety of trendy soya-based health items. In addition to health buffs you can also buy ‘skills’ which grant powerful abilities like elemental attacks or increased damage. If you’re particularly short on money, floors can also contain a room where a skill which can be obtained for free. There is also a chance for a room with a charming curse to salesman to appear who will exchange up to three skills or items for a debilitating de-buff. These include things like enemies exploding on death or all of your weapons breaking after one hit and create an enjoyable risk vs reward dynamic.

In Going Under‘s small hub world, styled after a lively office building and serves as the place from which player can enter the game’s three dungeons, a number of NPC’s can be interacted with to gain “tasks”. These function like quests and present the opportunity to unlock characters as “mentors”. Your selected mentor provides a unique bonus to your run which gradually levels up through use. When accepting a task, you are shown one of the game’s charming cutscene, which feature some excellently drawn 2D sprites.

Dialogue is represented through playful smart-phone style text messages which pop-up on the screen as the scene plays out – accompanied by cute notification sound effects. Outside of cutscenes, the game’s visuals still remain one of its strongest suits. The low-poly pastel aesthetic is not only memorable and distinctive but looks absolutely adorably. Going Under‘s quirky bright colours, light-hearted dialogue and enjoyable slow-paced music creates a very calming effect and, as a result, playing the game feels almost therapeutic in the absolute best of ways.

Going under


Unfortunately, some fans of the genre might be put off by the game’s difficulty, which is a little on the easy side – particularly for a rogue-like. A lot of this easy difficulty is due to the game’s combat, which is certainly more on the casual side. The simple formula of frantic button-mashing and occasional dodging is very approachable, it has the downside of making enemy encounters, and even boss fights, trivially easy after only an hour or so of play. Although there is an option to decrease difficulty (by turning on ‘assist’), it would have certainly been nice to have some ways of making the game harder too.

I also found that whilst the use of lifeless text-to-speech in some cutscenes is certainly fitting, considering the setting of a tech company, it detracted somewhat from the game’s otherwise high degree of polish. On the subject of lifeless, the game’s hub world is very small with little to do other than wander around and occasionally interact with objects.

Lastly, the game’s humour is constantly enjoyable but feels a little bit tame. The tongue-in cheek parody of workplace culture and the modern tech industry certainly doesn’t reinvent the wheel and might feel somewhat generic if you’re used to that kind of comedy. Regardless of the fact that I personally found the game very funny, this particular brand of almost nihilistic millennial comedy might not be to everyone’s taste, and its constant presence in almost every facet of the game might go so far as to be incredibly annoying to some.

Verdict:


Going Under is a quirky and confident rogue-like. What it lacks in difficulty it certainly compensates for in style with its adorable visuals, fun (albeit somewhat basic) combat and relaxing music. It might be unpaid, but your adventures in the dungeon will certainly be an internship to remember!


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.

3 fun games to keep you moving whilst staying at home

Working from home has a lot of benefits. You miss out on a busy commute to your workplace or school, you no longer have to shell out good money on a sub-par pre-packaged meal on your lunch break and, maybe best of all, the time that would be spent these mundane activities is suddenly time saved that you can spend doing what you really want to. Perhaps the only downside to working from home our already sedentary lives are becoming even more so, with even more of our day now being consumed by sitting at a desk in front of a PC.

That’s why we have compiled a little list of titles which will help keep you moving whilst staying at home. Just a disclaimer, I’m obviously no health professional and the games on this list are of course not a real substitute for a solid workout at the gym or park but I still feel they could nevertheless very beneficial to your wellbeing; provided they’re used in conjunction with other forms of regular exercise of course!


3. Jump Rope Challenge

Platform(s): Nintendo Switch

Price*: Free!

Kicking off our list is Jump Rope Challenge which was recently released for free onto the Nintendo eShop. Players hold a Joy-Con in each hand and utilise the gyro controls to simulate jumping with a skipping rope whilst an onscreen bunny avatar mimics their actions. Every jump you make causes a pleasingly tactile controller vibration and increases the on-screen number counting up your jumps. You can set up daily goals with a range from one hundred to nine hundred jumps, which may not sound like much but you’d be surprised what nine hundred jumps in a short period of time can do to your calves!

You are incentivised to come back every day by a calendar screen which fills in each day with your time and number of jumps. This also serves a nice way to track your progress on your jumping journey. As a nice little bonus for pushing your limits, reaching the daily cap of one thousand jumps unlocks a special background image and accompanying set of whacky sound effects. There’s even an included multiplayer mode – provided you have enough joy-con’s to share around of course.

It sounds very basic and that’s because it is. For free however you can’t complain and if you’re particularly budget conscious, Jump Rope Challenge is an excellent way to get you and your family moving every day. Just make sure you remember to wear your Joy-Con straps or you might end up having to shell out for a TV repair!

If you want a little more variety in your daily exercise, or perhaps don’t own a Nintendo Switch, then read on…


2. Just Dance 2019

Platform(s): Nintendo Switch, Wii U, Wii mini, Wii, Xbox One, Xbox 360, PlayStation 4, PlayStation 3

Price*: £15-£25 depending on platform, free demo available

Just Dance 2019 may seem a curious choice for this list, especially in light of the release of the more modern Just Dance 2020, but the incredible volume of platforms on which the game is available, both ancient and brand new, make this game miles ahead of the other titles on this list in terms of sheer accessibility.

In Just Dance 2019, players select a song from the included song list and then wildly flail their limbs in an attempt to mimic the on-screen dances as closely as possible. Whilst it’s a little slow at first, most songs gradually pick up the pace and by the end of a session you will have likely worked up quite a sweat. With a solid scoring system, which comes the ability to compare your totals to an online leader-board, and the tantalising prospect of unlocking more songs and goodies, it’s shocking just how addictive, and enjoyable, Just Dance can become.

There is a good variety in the forty songs included in the track-list which features popular mainstream artists like Britney Spears, Ariana Grande and Pharrell Williams, some international titles from Hatsune Miku and Blackpink and even the Pac-Man theme! If the included titles are not to your liking, there is also a subscription service which unlocks an additional four hundred songs through ‘Just Dance Unlimited‘. As a little bonus, a copy of the game comes with a one month free trial of this service.

The ‘Just Dance Controller’ app is a fantastically handy feature, removing the need to splash out on additional controllers if you want to get your friends or family dancing alongside you in the up to 6 person local multiplayer. Players can also try the game out before buying through the free demo, available on all platforms, which is restricted to a single song.

However, if you’re looking for something a bit less fun-oriented and more oriented towards serious exercise, then check out the item below…


1. Wii fit

Platform(s): Wii mini, Wii

Price*: £40 second hand (including balance board)

Wii Fit is one of the best selling Wii titles and one of the best selling console games of all time – and for good reason! Using the included Wii Balance Board, players can undertake a variety of fitness activities accompanied by a virtual personal trainer. You can receive serious virtual lessons which coach you in yoga and building up core strength or partake in the more light-hearted mini-game activities which have you jogging around a virtual island paradise or shaking your hips around for a virtual hula-hoop.

The in-built body mass index (BMI) calculator is a fantastic tool and a good way to track your fitness as well as monitor the positive effects of your various digital workouts. It’s lesser-known successor Wii Fit Plus, also for the Wii and Wii Mini, adds a great many more minigames and exercises alongside a host of useful tools such as a calorie counter, the ability to create custom fitness regimes and even a few elements made to help you assess the fitness of your pets!

Lesser known still is the games sequel Wii Fit U, which is available on the Wii U. The Wii Balance Board returns accompanied by a gamepad stand and pedometer. This version of the title adds even more features and tools, even carrying over your progress and biometric data from the original Wii Fit and Wii Fit Plus.

Just beware however, as any version of Wii Fit requires both a working Balance Board and Wii Remote, tracking down a fully functional version now almost thirteen years after its initial release could become quite a gruelling task.


*Prices are obtained from a range of sources and were accurate on the date of writing.

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.