Bloodstained: Curse of the Moon (Switch): COMPLETED!

Bought, played, completed. In under two hours. But this definitely not Castlevania is supposed to be short, and there’s supposedly more to be had from replays, so I’m not going to complain.

Not that there’s much to complain about anyway – it’s a decent platformer with some great bosses and a character swapping mechanic which (as each one has different skills) allows different ways of tackling rooms and reaching hidden areas and power-ups.

But it’s hard not to see this as a Castlevania game. As well as having the same graphical style as the original NES titles, one of the characters is basically a Belmont, as she wields a whip in just the same way. Another is clearly Alucard. The main character you start off as has a sword like Soma, but looks like Simon Belmont, and there’s a monk who admittedly isn’t much like anyone from that series. Then there’s the levels which try to distance themselves from Castlevania levels but there’s still the castle and although the baddies are different most behave just like Castlevania baddies.

The bosses, however, are very much new. And also very much easier than anything in a Castlevania game, although that’s not negative point – Castlevania bosses can be past the fun side of difficult.

If I’ve heard correctly, Curse of the Moon is a prequel to the full Bloodstained game which is still due to come out. If that is anything like this, then I’m all over it. Hopefully on the Switch!

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Fairune Blast (Switch): COMPLETED!

Well this was a bit different. As a reward for completing the three other Fairune games in the collection, this little shoot em up is unlocked.

Taking its cue from the bosses at the end of the first two games, this is a full-on Pop’n TwinBee style vertical shooter, featuring enemies from the main series in formations, and miniature versions of the bosses as, er, bosses.

It’s fun, but very short and easy. I mean, sure, it is only a bonus game but when I started playing I was hoping for more levels and stuff.

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Fairune Origin (Switch): COMPLETED!

I’m guessing here, but I think Fairune Origin is the original idea for a game that eventually became Fairune. It’s a very short, similar game with just 12 screens and a few puzzles which are vaguely recognisable as those in the “proper” Fairune.

Your girl is taller and thinner, the baddies don’t seem to require you to level up to beat them, and it’s all over pretty quickly. It definitely feels like a working prototype, and, I suppose, if you see how much improved Fairune 2 is over Fairune 1 then work backwards from 1 to this with the same leap it makes sense.

Not worth paying for, but a nice little bonus.

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Fairune 2 (Switch): COMPLETED!

Perhaps the easiest way of describing Fairune 2 is “Fairune only more”. More enemies, more puzzles, more areas, bigger maps, more items, more on-screen, more lore, more everything. It’s a lot longer too, as it took me six and a half hours to complete – compare that to two and a half for the first game.

That all said, it’s pretty much the same idea. Bump into enemies to kill them, find items to open up areas of the map, look out for hidden paths and secrets, and Save Keys to Open Doors. There’s just, as I said, more of it.

I enjoyed it more too. Certainly, I spent even longer wandering the map(s) trying to reach areas I’d not been, but once you’ve levelled up enough there’s very little to kill you while you do this. In each of the three main worlds there’s a ring you can obtain which lets you walk on sand, water or ice, and as a result these create shortcuts and new routes. You even have to return to earlier areas with your new abilities. Metroidvania? Er, sort of. Maybe.

There are some really clever hidden-in-plain-sight puzzles (clue: keep an eye on the map!), and some really nasty hidden-a-bit-too-well areas. You absolutely have to keep your eyes open constantly – pillar or light layouts aren’t necessarily just incidental, they might be the solution to a puzzle. Examine every wall for unusual shadows or markings – it could be a secret path. Floor a slightly different colour or a tree trunk a different shade of grey? Might be a secret!

Great as these “secrets” are, unfortunately they’re not optional. You must find them all in order to progress, and it’s here the game falls down a little – especially in the final world where they’re even less obvious.

Still, Fairune 2 is a lovely little game and an absolute bargain in this collection on the Switch.

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Fairune (Switch): COMPLETED!

A few years ago, I picked this up cheaply on the 3DS and quite enjoyed it. This week, Fairune Collection, which included Fairune, it’s sequel, and two other Fairune related games, came out on the Switch. Since I’d passed up on Fairune 2 elsewhere (mainly through Too Many Games) I jumped at the chance. And decided to played the first game again.

It looks a little silly on the Switch screen, with a huge amount of the area showing the map and inventory, but it plays exactly as it did before. Sufficient time had passed since last time I played it that I’d forgotten everything bar the premise (and that I needed to remember a screen had disappearing floor tiles), which probably explains why I still spent a lot time wandering almost aimlessly.

Still, I enjoyed it (again). Time to move onto the next game!

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Fire Emblem Warriors (Switch)

It’s widely known (he says, as a nobody on the internet) that I’m a massive fan of Hyrule Warriors. Not really the musou genre generally – just Hyrule Warriors. Such a big fan of it that I’ve put over 300 hours into the game across the four copies that I own. I thought the draw was mainly the characters from the Zelda series, but here’s Fire Emblem Warriors proving that to be nonsense.

On the face of it, Fire Emblem Warriors is a reskin of Hyrule Warriors. This makes sense, as it’s the same team making the same genre of game, but it’s very similar. Sure, the characters are different (although many are similar in how they play) and the levels are new (except most feel very much like remixed old levels), but it’s the same game. Isn’t it?

That’s what I thought. When I completed it I posted about some differences then, but having played for more than 80 hours now I’m thinking they’re even more separated. In fact, I think I might even like this more. Blasphemy, I know. Perhaps it’s the tactics, the directing commanders, the weapon triangle.

In terms of progress, having bought all the DLC, I’ve S-ranked 100% two of the scenarios in History Mode, S-ranked all of the “normal” (that is, non-time-distortion extra) levels in another two, and almost 100% S-ranked two more. I’ve then done almost all the level-70 and below missions in some other scenarios. I think perhaps I’m 75% there?

Certainly it’s a repetitive game, but no two levels are quite the same regardless of how similar they are. And it’s the best game.

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West of Loathing (Switch): COMPLETED!

A black and white stick-man role playing game set in a warped version of the Wild West where demon cows attack and there’s goblins, skeletons and necromancy and folks make their fortune mining meat? I mean, it’s a cliche setup for a game already. How could it possibly stand above the hordes of other similar titles?

I jest of course because my god is this one strange, silly game. What with quests where you must find a bowtie, or round up some cultists, or get a lumber permit for a town from another town using the most repetitive (and intentionally so) amount of to-ing and fro-ing you can imagine. All the while facing standard turn-based RPG combat against terribly drawn creatures and bandits (and sometimes inanimate statues) where your array of weapons include a pistol you found in a toilet and a club fashioned from a cactus.

OK, perhaps not so standard.

It’s not weird for the sake of weird either. In the madness of the world it all, pretty much, makes sense. The humour is spot on, poking fun at wild west, RPG and stupid pointless quest tropes. It even sticks itself in the ribs many times. West of Loathing is a genuinely funny game, never forced – except when it is on purpose and it groans with you at the terrible jokes or puns. There’s a lot of text but it’s all worth reading. One-note remarks, jokes that half-hidden or implied, punchlines you see a mile away but occasionally don’t even come because they’re so obvious. Silly stuff, like how every bottle of sarsaparilla you pick up is spelt differently because who the hell spells it correctly the first time?

West of Loathing isn’t all about the chuckles, though. The game is a decent, solid play too. The RPG mechanics are basic but through the class and levelling systems there’s an array of perks and skills you can unlock, upgrade and make use of. I’m not sure this element (although a major part of the game) alone would make it playable, but with the world and humour it is elevated to something approaching genius. Too often “funny games” can be hilarious but terrible to play, or great mechanically but the wit is grating, but West of Loathing manages a balance of both. Even the graphical style – which looks like they’ve barely bothered to even try and draw a game properly – works really well. They’ve even added a colour-blindness option in the settings. For a game 99% in black and white. Amazing.

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Rogue Aces (Switch): COMPLETED!

Well, the “Frontline Campaign” completed, at least. I’m not sure the other modes are completable? Anyway, I completed it.

And good grief was it hard. It plays out as a grid of islands, each one like a miniature normal mode, only there are a fixed number of targets to take out. Once you’ve done that, you move onto taking over another island, heading from the bottom left of the map to the top right. As you do so, the enemy head from the top right to the bottom left.

It starts out pretty easy, but once the enemy reaches you, a Baron – a highly powered up fighter plane – seeks you out on the level and really makes it difficult. I found taking him out needed to be top priority.

The final level on the map was utter chaos with many, many retreats due to being almost shot to pieces. Eventually I took everything out and won the war.

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Picross S (Switch): COMPLETED!

It’s hardly innovative, being yet another game in the long line of Picross titles from Jupiter. And after Picross e to Picross e7, as well as a few others, you’d think I’d be fed up of Picross games by now, right? Well, no.

In fact, Picross S is in some ways a step beck from the 3DS games. There’s no Micross mode for a start. It also doesn’t make use of the massive Switch screen to allow huge Picross puzzles – 20×15 is your lot here.

But that doesn’t really matter all that much, as it’s Picross and Picross is great. Besides, there are more puzzles here than in any previous game (although I suspect many are repeats), and I got around 25 hours out of it. Picross S2 now, please.

Although I do have Picross e8 to get now too.

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Legend of Zelda: Breath of the Wild: completed!

It has been a long time since I have written on this blog, and that is largely down to one game - Breath of the Wild.

I completed this last November, after around 160 hours of playing.  I would frequently turn the game on with every intention of heading for the next waypoint, but then get distracted by a side quest as I passed some stables.  I'd notice something odd from the top of a mountain; I'd see an opportunity to fight a few enemies to collect some loot; I'd notice a shooting star in the sky and chase it.


The freedom that game gives you - even allowing you to jump straight to the end boss once you're out of the initial area - is a great strength but also a possible weakness.  I didn't want the game to end, knowing there was so much left to see (I had found 112 of the 120 shrines by the end), and it was only with a significant mental push that I finally went to meet with Ganon.

And even that went wrong.  I hadn't appreciated that journeying to Ganon would involve a long trek through the grounds of Hyrule Castle, and my route took me into a library where I found some recipes that someone in Riverside Stable had asked me for.  So, of course, I had to return there before going back in to the castle.

The interior was a masterpiece of artistic design.  What would a castle look like after being neglected for a hundred years, used as a home for monsters? 


Dark, dingy and claustrophobic.  Even getting outside didn't help, since the drifting ashes in the air and hiding guardians meant the atmosphere remained tense.  I used my gale powers to drift ever higher, and entered the tower from a top window, leading to a nervous descent inside.  I needn't have worried; Ganon had become complacent.


So, if I completed this back in November, why have I not written about it until now?  Partially because I have been playing other things on my commute, but partially because I couldn't find the words to do this game justice.  It has been hailed as one of the greatest games of all time, and I cannot argue with that.  Many people have written far more eloquently than I would be able to, and yet no article has fully captured just how amazing it is.

It's daft to give up a blog like this because of a perception of language inadequacy, though.  So instead I'll sum Breath of the Wild up in a single word, before moving on.

Breathless.