Showing posts with label tower defense. Show all posts
Showing posts with label tower defense. Show all posts

Sunday, January 14, 2018

A few thoughts on Witch & Hero III now that I've put about four hours into it

The Witch & Hero series and I go way back (see this old post and this one, too, for proof), so of course I bought Witch & Hero III as soon as it hit the Japanese 3DS eShop late last month.

Since then, I've devoted just under four hours to the game's globe-trotting, witch-protecting adventure. For the curious, that's taken me through around 32 of its single-screen stages. Sadly, I have no idea how many the game contains. If I had to guess, I'd go with 50 or so. Even if it ends up being just 40, though, I'll walk away feeling like Witch & Hero III was worth the 400 Yen (about $4) I spent on it.

That doesn't mean I've found Witch & Hero III to be a perfect game thus far. As is the case with its predecessors, it has its flaws. Overall, though, I'm having a lot of fun with it--to the point I'd say it's my second-favorite of the series' three releases.

What do I like about Witch & Hero III and what do I dislike about it? Here are a few examples of both:

Finally, the action takes place on the 3DS' top screen--I've always found it strange that developer Flyhigh Works put the action of the first two Witch & Hero games on the 3DS' bottom screen. Someone there must've agreed with me, as the action in Witch & Hero III takes place on the 3DS' top screen where it belongs. To be honest, I can't say the game feels all that different as a result, but I'm glad its devs made the switch all the same.



The new enemies and environments are a welcome change of pace--If you thought the enemies and environments in the first two Witch & Hero games seemed a bit samey, you'll love all the new ones that pop up in part three. I especially get a kick out of the humongous boss creatures that appear at the end of certain stages. The series' previous entries occasionally tossed larger-than-usual baddies at you, but they were just blown-up versions of regular enemy sprites. Here, they're completely unique--and beautiful--creations that command your attention by taking up a surprisingly large portion of the screen.

That said, the handful of ice stages can die in a fire--I usually enjoy ice stages in games. Not here. That's mainly because Witch & Hero III's ice stages often feel like you're on a pinball table and stuck between 20 or more bumpers. It's funny the first few times you tackle a stage, but after that it's just annoying. The good news is Witch & Hero III features only a handful of ice stages, so my advice is to grit your teeth and get through them as quickly as you can.



I don't enjoy Witch & Hero III's soundtrack as much as I enjoyed the ones featured in earlier entries--This isn't to suggest the backing tunes that play throughout each Witch & Hero III stage suck. Some of them are pretty darn good, but many others are forgettable at best. I don't consider that to be a huge deal, and I don't think you should either, but I thought it was worth mentioning here anyway.

Thank goodness you don't have to control your partner this time around--At first, being able to move both the hero and the witch at the same time while playing Witch & Hero II was a thrilling change of pace from the series' first release. After a while, though, it seemed more cumbersome than anything else. My biggest fear going into Witch & Hero III was that it would double down on this back-of-the-box bullet point. (All of the game's promotional materials show two heroes, as well as the eponymous witch, on each screen.) Thankfully, it doesn't. Although you're fully able to control both heroes (one using the 3DS' circle pad, the other using its face buttons), you also can hand over control of the second hero to the computer. For me, the latter has been far preferable to the former so far.



These games are more strategic than they initially seem, I swear--If you only play the first 10 or so stages of Witch & Hero III, or the first 10 or so stages of the other two Witch & Hero titles, you'll likely wonder why I like them so much. To understand my fascination with them, you really have to go further than that. Eventually, it becomes pretty clear that to master these games, you have to balance a number of components: the witch's health meter, the health meters of the two heroes, the magic (or "blood") meters of all three characters, the "Holy Power" meter, and more. It all sounds a lot easier in theory than it is in practice, and it's one of the main reasons every new Witch & Hero release excites me a bit more than the last.

Get ready to deal with a lot of slowdown--On the one hand, it's cool that many of Witch & Hero III's stages feature more enemy sprites than ever. On the other hand, all of those slowly creeping sprites cause a lot of slowdown. Bizarrely, it hasn't bothered me much to date, but I have a feeling it will bother many who play the game. So, if slowdown is a deal-breaker for you, think long and hard before you plop down $4 on Witch & Hero III when it makes its way onto your region's 3DS eShop in the coming months.

See also: my Witch & Hero review and my Witch & Hero II review

Wednesday, December 27, 2017

Witch & Hero III hits the Japanese 3DS eShop just in time to be a GOTY 2017 contender

In late October, Circle Entertainment announced that not only was a third Witch & Hero game in the works for the Nintendo 3DS but it would be released by the end of the year.

Well, it just hit the system's eShop--but only in Japan.

Given my love of this odd little series of action-y tower-defense (or witch-defense, to be more accurate) titles, I bought this latest entry as soon as I was able last night.

I've only put about an hour into Witch & Hero III so far, which means I've conquered about six or seven of its stages, but that's been enough for me to know I'll continue to plug away at it over the coming days and weeks until I either beat it or burn out on it.

Curiously, this Witch & Hero game begins much like the first. At the moment, I control only the eponymous hero, racing around each level using the 3DS' circle pad and bumping enemies to death, Ys style, as they dare to approach and even attempt to kill the witch, who sits, petrified (literally, not figuratively), in the middle of the screen.

Based on the game's logo, as well as its teaser trailer, I know it won't ape the original release's gameplay for much longer. Or at least I hope it won't do so for much longer; I'm really itching to see how the developers at Flyhigh Works change things up this time around. (In Witch & Hero II, you can move the witch around the screen using the 3DS' face buttons, which admittedly makes things a bit more hectic than I'd like.)

Anyway, if you own a Japanese 3DS, you could do far worse than buy Witch & Hero III. It's only 350 Yen right now--after Jan. 10, it'll jump to 400 Yen--and it's already proving to be a lot of fun.

If you'd rather not jump right in to the series' third entry, pick up the first one. It's also only 400 Yen ($4 in North America), and until Witch & Hero III proves otherwise, I still think it's the best of the bunch.

Need to know more about it, and maybe Witch & Hero II as well, before handing over your hard-earned cash? Read my Witch & Hero review. Or read by Witch & Hero II review.

Don't fret if you lack a Japanese 3DS. Witch & Hero III is supposed to hit other regions' eShops sometime in early 2018. Keep an eye on publisher Circle Entertainment's Twitter account for news of its release.

Saturday, October 28, 2017

A late 'Game of the Year' contender approaches: Witch & Hero III is coming to 3DS

A bit of news you may have missed late last month: Circle Entertainment slipped into its flurry of Tokyo Game Show 2017 tweets the fact that Witch & Hero 3 is in the works for the Nintendo 3DS.

That announcement made me happier than any other dropped during the formerly illustrious Japanese gaming event. If you're wondering why, consider that I named the first Witch & Hero one of my favorite games of 2013, and I did the same with Witch & Hero II last year.

Sadly, the only things known about Witch & Hero III at the moment are its title and Circle's goal to release the game before the end of the year.

A few other details can be gleaned--or at least guessed--from the tiny screenshots included in the above-mentioned tweet, thankfully. One is it looks like more than one "hero" will join the titular witch on the battlefield this time around. Another is the game may include a second witch as well, if the shadowy figure that's positioned second from the left on the game's logo is any indication.

Should that first assumption prove to be true, I can't say I'll be thrilled, to be perfectly honest.


Despite enjoying Witch & Hero II overall (as per my review), I preferred the original to it in the end because I found controlling both the witch and the hero cumbersome. Controlling a witch and two heroes--or, gulp, two witches and two heroes--in Witch & Hero III may push me over the edge.

I'll buy it regardless, of course. Hell, I'll likely buy it twice--once on my main North American 3DS, and once on my main Japanese one.

The real question in my mind at this point: will Circle bring the game to the Switch, too? If so, I suppose I'll have to buy it a third time.

You know what I'd like even more, though? A Switch port of the original Witch & Hero. The game doesn't need to be displayed across two screens, plus this would put one of my favorite 3DS eShop titles (check out this recent-ish post for nine more of them) on my current go-to games console.

If you're curious to read more about why I'm such a fan of the series' first effor, by the way, you can do so in my Witch & Hero review.

Other than that, are any of you also excited about the impending release of Witch & Hero III?

Wednesday, October 18, 2017

Nice Package! (Daichi-kun Crisis: Do Natural, PC Engine)

I have a bit of a roller-coaster relationship with this HuCard, a bizarre PC Engine strategy game that was made and published by a company called Salio in late 1989.



After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.

Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.



Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.

As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.


If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.

Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.


Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.

Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.


I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.

I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.



You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.

See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II

Friday, July 29, 2016

So, who's gonna grab Gotta Protectors (Protect Me Knight 2) from the NA 3DS eShop ASAP?

I'm not sure how this news avoided pinging my radar until now, but apparently the localized version of Ancient's Protect Me Knight 2--known as Gotta Protectors in this part of the world--hit the North American 3DS eShop yesterday.

In case this is the first you're hearing of the game, it's a portable sequel to the Japanese developer's first Protect Me Knight title, released digitally for the Xbox 360 in 2010.

That game was a total blast--while also being a blast from the past--and this one is even better. Specifically, this on-the-go follow-up offers a slew of playable characters, 100 levels, four difficulty levels, four-player co-op via Download Play (only one person needs to own a copy of the game), a map editor that uses QR codes and more.



Oh, and to top off that pixelated goodness, Protect Me Knight 2--er, Gotta Protectors--features a soundtrack that was concocted by the brilliant Yuzo Koshiro. (If you've played 7th Dragon III Code: VFD, Half-Minute Hero or any of the Etrian Odyssey titles, you've heard what he's capable of in this medium.)

Is all of the above worth a cool $12.99--which is the price tag currently attached to this tiny tower-defense title? Based on my admittedly limited experience with the Japanese version, I'd say yes, especially if you tend to be a fan of the genre.

One last thing: those of you who are happiest when you're defending towers--or princesses, or any other entity that needs protecting--should check out Witch & Hero II as well. It's just $3.99 right now, which is a great price for what I consider a must-have 3DS game. (Read my Witch & Hero II review to learn why I hold it such high esteem. Up for more? Read my review of the first Witch & Hero, too.)

Saturday, April 16, 2016

A somewhat gay review of Witch & Hero II (3DS)


Game: Witch & Hero II
Genre: Tower defense
Developer: Flyhigh Works
Publisher: Circle Entertainment
System: 3DS
Release date: 2016

Witch & Hero II doesn't offer up the most positive of first impressions.

Early on, it’s nearly indistinguishable from its predecessor in the looks department. It sounds a lot like that lovely eShop title from 2013 (read my review of it here), too.

In fact, the only aspect of Witch & Hero II that alerts you to the fact you’ve booted up the sequel instead of the FK Digital-made original is its main gameplay hook, which lets players control both of the titular characters rather than just one of them.

Unfortunately, that change isn’t as thrilling as it may seem--at least initially. At first, it’s actually kind of annoying, as keeping track of the hero and the witch (one is moved using the 3DS’ circle pad, while the other is moved using the system’s A, B, X and Y buttons) is quite a hassle, especially when the screen is swarming with enemies.

(If you’re still a Witch & Hero virgin, both games are twitchy takes on the tower-defense genre and task players--after plopping them into the shoes of an adorably Dragon Quest-esque knight--with protecting a magic-wielding witch from hordes of similarly retro-inspired baddies. Oh, and you off those pixelated foes by bumping into them, preferably from the rear, à la classic Ys.)

Thankfully, controlling two characters at the same time quickly shifts from being a nuisance to being a blast. It changes up the formula just enough to make Witch & Hero II's multi-screen trek a lot more interesting and thrilling than it would have been if developer Flyhigh Works had whipped out a sequel that simply tossed a few new enemies and music tracks on top of the first title's gameplay and called it a day.

As for aspects that could be considered less positive than the one discussed above, an obvious candidate is the massive slowdown that pops up in its latter stages. 

Another is that the game can become a cakewalk around the halfway point if you aren't careful about doling out armor, weapon and magic upgrades. This is easier said than done, unfortunately, as Witch & Hero II's early levels mean business, and your immediate reaction to them is likely to be to buff up your pint-sized adventurers as quickly as possible to ensure their survival. 

My advice: only increase the speed, strength and defense of the witch and hero enough so they won't be slaughtered. Do that, and you won't waltz through this game's second half as I did.

One last comment before I stick a fork in this review: if you haven't played the first Witch & Hero already, I'd highly recommend doing that before jumping into the follow-up. It serves as a great introduction to the second title's gameplay, plus it helps you fully appreciate the "throwing off the shackles" sense of freedom that's at the heart of the sequel.  


See also: previous 'Great Gaymathon' and 'somewhat gay' reviews

Wednesday, March 30, 2016

Pixelated service announcement: Witch & Hero II is now available in both Japan and North America

If you own a Japanese or a North American 3DS system and you've got $4 to spare, you could do far worse than go to your region's eShop and buy a copy of Circle Entertainment's Witch & Hero II. (Side note for folks who have Australian or European 3DS systems: the game is set to hit your eShop in April.)

You may remember that I was (and still am) a big fan of the first Witch & Hero. In fact, it was one of my favorite games of 2013.

As a result, I've eagerly anticipated this follow-up, which is both more of the same as well as a breath of fresh air.

I'll explain why that is in a post that'll be published in a couple of days. For the time being, just know that I've already plopped nearly three hours into the North American version Witch & Hero II (after putting about two hours in the Japanese release) and I expect I'll devote at least three or four more to it before all is said and done.



After all, I played the original Witch & Hero for just over seven hours, and this sequel seems to have quite a bit more content.

Speaking of the original, if you've never played it, I'd highly recommend picking up that--it's also $3.99, although it's often on sale for less than that--before you tackle Witch & Hero II. The first game serves as a nice introduction to the series (imagine that!), plus I think some folks might be a bit overwhelmed by jumping straight into the second entry.

Are any of you similarly ardent fans of the Witch & Hero series? If so, feel free to share the love in the comments section that follows.

Also, if any of you know the name of the person who created the brilliant piece of art showcased above, please let me know. Developer Flyhigh Works shared it via Twitter a couple of days ago, but I couldn't suss out who's responsible for it.

Wednesday, March 02, 2016

Five thoughts on Witch & Hero II (3DS)

Now that I've spent about two hours with the just-released (in Japan) Witch & Hero II, I thought I'd pass along a few impressions of this digital 3DS title.

Before I get to them, though, here's my review of the first Witch & Hero (short version: I loved it), and here's a trailer for the sequel.

With that out of the way, let's get to my (admittedly early) thoughts on Witch & Hero II:

For better or worse, this game appears to have a lot more content than the original--I'm basing this observation on the fact that Witch & Hero II's overworld map--see the screenshot at the bottom of this post--looks a lot bigger than the one I traversed while working my way through the first title a few years ago. I've only played (many times over, in most cases) 10 or so of the game's stages so far, though, so who knows just how much ground I'll be asked to cover when all is said and done.


Being able to move the witch in part two is ... interesting--As far as I can tell, the main gameplay addition Witch & Hero II offers to folks familiar with the original is that, this time around, they can move the witch as well as the hero. (One is controlled with the 3DS system's d-pad or circle pad, while the other is controlled with its A, B, X and Y buttons.) This is important, as it lets you nudge your purple-wearing, magic-wielding companion out of harm's way when the need arises. Sounds great, right? I thought so, too--at first. A couple of hours later, I'm less sure of that fact, as it currently feels more fumbly than fun. Still, I have hope it'll "click" eventually.


Warning: the developers toss you right into the deep end this time around--If you made it pretty far into the first Witch & Hero, you know it took its sweet time introducing players to the many components of its gameplay. I rather liked that approach, I have to admit, as it allowed me to come to terms with each individual element before I had to tackle another. Here, you're basically plopped into the game with a slap on the back and a terse, "figure it out!" Normally I wouldn't have a problem with that, but in the case of Witch & Hero II, the tactic makes the early rounds feel like more of a grind than developer FK Digital's maiden effort.


If you liked the first Witch & Hero's adorable enemies, you'll faint when you play the sequel--Like pretty much every other sound-minded person who's come across the original Witch & Hero, I fell head over heels in love with its Dragon Quest-esque slime enemies the second I encountered them. I found the rest of its adorably pixelated baddies similarly swoon-worthy. How about the ones found in this successor? They're cute as buttons, too. Even better: it looks like a bunch of new ones were created for part two--although I can't yet say that with a whole lot of confidence. (Like I said, I haven't spent a ton of time with the game yet. Plus, my memory of the first one's cast is kind of fuzzy.)


Despite all I've just said, Witch & Hero II doesn't (yet) seem to be a huge departure from its 2013 predecessor--Don't take that the wrong way. I love that the brass at Flyhigh Works green-lit this project and I love what I've experienced of it so far. I didn't expect, nor did I want, it to veer far from the company's first effort. Still, I'm sure some folks have a different opinion about the situation. If you're one of them, be warned that, at least at this (admittedly early) juncture, Witch & Hero II isn't a huge departure from its predecessor.

See also: previous write-ups about Witch & Hero and Witch & Hero II

Sunday, February 14, 2016

Here's your first look at Witch & Hero II (3DS)

This post is for the three other people in the world who, like me, are eagerly awaiting the release of Flyhigh Works' Witch & Hero II.

That day is approaching more quickly than you may think if you own a Japanese 3DS, by the way, as this sequel to 2013's original Witch & Hero will hit that country's eShop this coming Tuesday (Feb. 17).

And what if you don't own a Japanese 3DS? According to the folks at publisher Circle Entertainment, it'll be added to the North American eShop (and hopefully other Western eShops) sometime after mid-March.

In the meantime, take a gander the game's first trailer:



I can't tell if what's shown in it suggests Witch & Hero II will introduce some new gameplay elements or if it's just going to offer up more of the same.

To be honest, I'm fine with either option, as long as the final product proves to be as enjoyable as FK Digital's first effort.

How many of you--if any--also are chomping at the bit to buy and play this digital tower-defense title?

See also: 'Hear ye, hear ye! The release of Witch & Hero II appears imminent'

Thursday, January 21, 2016

Hear ye, hear ye! The release of Witch & Hero II appears imminent

I have the distinct feeling I'm one of the few people in the world--the Western world, at least--who actually enjoyed Witch & Hero.

Don't believe me? Check out its review scores, which average 44 out of 100 on Metacritic.

I, on the other hand, declared Witch & Hero one of my favorite games the year it was released for the 3DS eShop. (That would be 2013, by the way.)

Because of that, I've been eagerly awaiting its follow-up, which was first announced two whole years ago.



Unfortunately, the game's developer and publisher has made nary a peep about the sequel since then. Until this past Tuesday, that is.

What happened on Tuesday? The above-mentioned company, Flyhigh Works, added a Witch & Hero II page to its site.

Sure, the page in question consists of nothing more than the game's logo at the moment, but in this kind of situation you have to take whatever you get.

Are any of you itching to spend some more time with this adorably frantic tower-defense title? If so, share why that is in the comments section below.

(Via japanesenintendo.com)

Friday, December 19, 2014

Taiyou no Tenshi Marlowe: Ohanabatake wa Dai-Panic (GameBoy) is both a mouthful and an eyeful

Between May 27, 1994, and earlier this year, I was blissfully unaware of Taiyou no Tenshi Marlowe: Ohanabatake wa Dai-Panic's existence.

Then, someone on Twitter pointed out this post about the game on Hardcore Gaming 101.

A glimpse of its candy-coated cover art (see photo below) was all I needed to become completely infatuated with it--which of course resulted in me doing whatever it took to track down a complete-in-box copy this Technos Japan-published title.


For those of you who've never heard of Taiyou no Tenshi Marlowe before now, here's the gist: the angel and sun--Marlowe and Philip, respectively--shown on the game's box and cart-label art (see below for a photo of the latter) team up to rescue Marlowe's main squeeze, Nancy, from an evil witch named Amanda.

Oh, and along the way they do what they can to restore the wilted flowers of their world, called Bloomland.


Curiously, Taiyou no Tenshi Marlowe's tower-defense-esque gameplay revolves around the above-mentioned flower-blooming campaign.  

Specifically, during each of the game's single-screen stages (there are 40 of them, according to my calculations), Philip slowly meanders around the edge while players use the GameBoy's d-pad to move Marlowe about in a far less restricted manner. (They can place him wherever they want, basically, although there are a few exceptions to that rule.) 


That freedom of movement (on the part of Marlowe) is important, as the goal in each stage is to make all of its flower buds blossom, which is accomplished by positioning a particular bud between Marlowe and Philip and then pressing the GameBoy's A button. (This action also is used to incapacitate an enemy, while pressing the B button injects Marlowe with a bit of additional speed.)

Sound like a cakewalk? It's not, to be honest, but don't take that as a complaint. Even if Taiyou no Tenshi Marlowe's difficulty were a negative, it would be easy enough to overlook thanks to the game's wonderfully crafted (and animated) graphics and its ear-pleasing soundtrack.

Have any of you played this import-only title? If so, what do you think of it?

Wednesday, August 06, 2014

Praise the f$%kin' goblins, a sequel to Ancient's Protect Me Knight is set to hit the Japanese 3DS eShop this September

Although I was really excited when it was revealed that Yuzo Koshiro's company, Ancient, was going to release a retro-tinged tower-defense title--called Mamotte Knight in Japan and Protect Me Knight elsewhere--for the Xbox 360's indie-games service, I have to admit that I barely played the resulting effort after I downloaded it in 2010.

That's not a comment on this pixel-packed game's quality, mind you. Actually, I rather enjoyed what little I played of it. The fact is, though, that I just didn't use my Xbox 360 very much, and as such titles like this one suffered (by being ignored).

I doubt that's going to be a problem with the expanded 3DS sequel that the folks at Ancient recently announced--complete with a September release date--via their Twitter account.

Sadly, this game--to be called Minna de Mamotte Knight, I believe--is going to be a Japan-only affair at first, although the person in charge of Ancient's Twitter output already has informed followers that the company hopes it'll eventually be able to bring it to Western 3DS eShops, too.

As for what will differentiate the digital-only Minna de Mamotte Knight from its predecessor, according to a couple of NeoGAF threads (here's one and here's the other) the 3DS game will feature "about 10 times" as much content as the Xbox 360 one, a handful of new characters (the buff dude on the right isn't one of them, by the way, as he appeared in the first Protect Me Knight) and four-player local co-op.

Should you want to see a localized version of this sure-to-be-quirky title on non-Japanese 3DS eShops, I'd suggest aiming a Tweet at @AncientGames_JP at your earliest convenience.

Note: the "f$%kin' goblins" mentioned in this post's headline is an homage to one of Protect Me Knight's funniest lines--in which the game's damsel in distress demands that the titular warrior to "DEFEAT F$%KIN' GOBLINS!"

Friday, September 06, 2013

A somewhat gay review of Witch and Hero (3DS)


Game: Witch and Hero
Genre: Tower Defense
Developer: Flyhigh Works and FK Digital
Publisher: Circle Entertainment
System: 3DS (eShop)
Release date: 2013

Witch and Hero is one hell of a fun game.

True, it sports some charmingly rendered graphics that call to mind those of its counterparts from the 1980s, and its blippy soundtrack compares favorably to the ones featured in RPGs from the same era, but neither of those things will prompt you to return to the game over and over and over again as I have since I was given a complimentary copy a few months ago.

No, what will keep you coming back for more (and more and more, if you're anything like me) as far as Witch and Hero is concerned is that it's a total blast to play.

What's so fun about it? For me, it all stems from the title's main gameplay hook, which throws gamers into the shoes of an adorably pixelated knight (the titular hero) and then tasks them with protecting his similarly two-dimensional witch pal from swarm after swarm of oncoming baddies.

You see, each of this digital title's 20 stages begins with the hero's quite literally petrified friend standing at its center. As enemies approach her from the edges of the screen, the player (piloting the aforementioned adorable knight) races about using the 3DS' circle pad and bumps into them, a la Falcom's vaunted Ys series, until they've expired.

Don't worry, it's more strategic than it probably sounds. For instance, if you ram into a baddie from behind you'll cause the most damage while experiencing the least amount of pain yourself.

That's all you have to worry about for the first few levels: killing as many enemies as possible while protecting the witch from harm (since she can take damage, too--and if she dies, it's game over).

Thankfully, Witch and Hero adds an extra layer or two of gameplay to the proceedings just before things begin to feel stale by revealing that it's possible to resurrect your pointy hatted pal for a few, precious seconds----during which she blasts oncoming foes either with a fire or tornado attack--by gathering the drops of blood that are left behind by extinguished enemies and tossing them at her feet.

As much as that helps liven up the experience, things are made even more enjoyable after the last of Witch and Hero's surprises is exposed--with the surprise in question being the introduction of yet another ATB-esque bar that fills each time the knight engages an enemy. Max it out and hit a button and ol' helmet head becomes invincible for a hot second while his better half (OK, so I have no idea whether the witch and hero are married or not) pushes out some spells that are even more wicked and spectacular than the ones she unleashed earlier.

Once both of those "features" are made available to players, Witch and Hero fully blossoms as a portable pick-up-and-play game that's worth every penny (399, to be exact) you spend on it.

That's not to say it's a perfect portable pick-up-and-play game. For instance, there's the fact that it takes a while to show its true colors--and, as such, it's sure to lose a handful of gamers in the interim. Also, the final boss is a real pain in the ass.

Neither of those issues is enough to keep me from recommending Witch and Hero, though, so I'd say that if what I wrote above sounds at all appealing, and if you have $3.99 to spare, you should give it a try at your earliest convenience.


See also: previous 'somewhat gay' reviews

Tuesday, April 30, 2013

Half-Minute Hero + Protect Me Knight + Ys = Witch and Hero (3DS)

My first encounter with the recently released 3DS eShop title called Witch and Hero (or Witch & Hero, if you get off on ampersands)--which basically involved me stumbling across its fabulously retro logo and a small handful of screenshots--was so positive I was sure it was my cup of tea.

My second run-in with this Circle Entertainment-published game--a write-up that made it seem like little more than an overly simplistic tower-defense title, although in this case you're actually defending a petrified witch, rather a tower, from swarms of enemies--wasn't so favorable, unfortunately, and pretty much convinced me to give it a pass.

Unsurprisingly (given my history as a gaming flip-flopper), the third time I rubbed eyeballs with Witch and Hero--thanks to the second video below--I was pushed to consider it once again.



Even then, though, I have to admit I was a bit apprehensive about its asking price. I know $3.99 isn't much, especially in the world of video games, but considering I spent just $4.99 on Crimson Shroud last week, forking over a dollar less for a digital title that at the time appeared to have a lot less content didn't much appeal to me.

So, with that in mind, I contacted the folks at Circle Entertainment and asked if they'd be willing to give me a free (review) copy of the game. Shockingly, they were.

I've since spent about five hours protecting the titular witch (while in the shoes of the pixelated hero also seen in the video above), and let me tell you: I've enjoyed pretty much every second of those five hours. Sure, I've had my ass handed to me once or twice (maybe more) in that time, but that's never frustrated me--mainly because the game barely punishes you for dying.

That's not to suggest Witch and Hero, developed in tandem by Flyhigh Works and FK Digital, is a pushover. On the contrary, although the game sports just 20 stages, I've only made it to the 16th one so far. You see, you don't play this title as you do most others--play a stage, beat it on your first try, move on to the next, beat it on your first try, rinse and repeat. Instead, you may beat a particular stage, move on to the next, find you're overmatched, head back to the previous one, beat it a few more times, earn enough dough to improve your weaponry (or magic) and then return to the previously troublesome one to wreak havoc.



Sound boring and repetitive? Maybe so, but in practice it's anything but--or at least that's been the case for me so far.

It helps, of course, that the game's graphics--which bring to mind those of Half-Minute Hero or even What Did I Do to Deserve This, My Lord?--are as charming as can be, as is its Final Fantasy-esque soundtrack.

There's much more to Witch and Hero than what I've shared here, but I'll save my chatter about them for the "somewhat gay review" that I'm planning to publish next week. In the meantime, I'd highly recommend checking out the videos above if you're at all curious as to what this eShop gem has to offer.

Saturday, May 15, 2010

Mamotte Knight: Not your mother's tower defense game

At least, that's blogger PepsimanVsJoe's assessment of the just-released Xbox LIVE Indie Games title.

"It's a unique take on the genre that combines chaotic action with just the right amount of strategy for some of the most fun I've gotten out of the XBL Indie Service," he opines in his rather rambling (in a good way) review.

PepsimanVsJoe's lone point of contention with the Ancient-developed title? The inability to play it on line.

"Oh, sure, the game is more than enough fun by yourself," he writes, "but if you're like me and all your friends would rather play World of Warcraft or Call of Duty, well, that's just too bad."

I can understand the gripe, as I'd certainly be restricted to playing the $3 game alone if I picked it up--which I would if, you know, I had an Xbox 360.

Speaking of which, what do you think are the chances Microsoft will drop the system's price to $99 at the upcoming E3 event?

See also: 'SAVE ME ... MY HERO! DEFEAT F$%KIN' GOBLINS!'