Neverjam’s Spiderheck lets you become a wall-crawler to bash other ones to death!
Available on Xbox, PlayStation, Nintendo Switch and Steam beginning Oct 22, 2022
Just how often do players get to play a spider in a video game? It’s like what the Spiderheck! All I remember are those retro games of yore–Black Widow and Spiders. As for the newer products, players are out to squash the eight-legged terrors than be one. Thankfully, Neverjam’s game lets you become a wall-crawler to bash other ones with random sci-fi tech! It’s fast paced and crazy fun.
A bit of ambidextrous skill is required because the left stick moves your digital avatar and the right to swing the baton (or aim). I got the Nintendo Switch version to enjoy. Unfortunately, it took an hour for me to get used to the interface, and I didn’t realise the X button was the shoot button. But, in order to play (even locally), gamers have to be a member of PlayStation Network, Xbox Live or Nintendo Network so those services can sync battles across the ‘net.
Surprisingly addictive, Tokoyo: The Tower of Perpetuity is a new action platformer from Playism, the publishers of Tasomachi: behind the Twilight (which I’ve reviewed previously), the La-Mulana series, and the recent Record of Lodoss War: Deedlit in Wonder Labyrinth.
A simple-looking pixel-art platforming game, Tokoyo has you frantically collecting upgrades and managing your skills to climb floor-by-floor up a mysterious tower. The story is simple and doesn’t get in the way of the action. Each of the playable characters has a different reason for being trapped in a mysterious tower full of traps and monsters, but the only way to get out is to reach the top.
Espgaluda II offers a tutorial and novice mode for those new to this franchise.
Back in 2003, Espgaluda was released to arcades and it quickly gained a fan following. This vertical scroller was considered one of the best shoot ‘em ups and was ported to the PlayStation 2 in the same year. Even tougher levels were introduced in the console versions.
This game even saw a port to iOS, which received mixed reviews. Key to these games success is to have real buttons to push than a touch screen. Coming soon is a version to the Nintendo Switch!
Anyone new to this game may think of it as angels versus demi-gods; with boss levels taking its influence from Greco-Roman lore like the Moirai, Siren, Heracles and the brothers who founded Rome (Romulus and Remus). They’re the names of spaceships, and just why they’re battling the world of Shinra is explained as players delve into those tougher levels where the narrative unfolds. From the Shmups Wiki:
After two hours, the four level timed research tasks are simple to finish. I would’ve preferred stardust rewards than item and rare pokémon drops.
By Ed Sum
(The Vintage Tempest)
Taking part in these back-to-back Pokémon GO events can be exhausting. Not everyone has to participate, but they do anyways. Part of the reason is that most long-time players want mega candies for specific ‘mons as spawn rates are increased for a few days. I’m after more Magikarp candy myself. They help evolve the lil’ beasts beyond level 40.
The only aspect of the game which keeps me going are the weekly specialevent completion quests. The rewards are decent. This week’s celebration of the release of Pokémon Snap for the Nintendo Switch is okay at best, and the one-time special field research tasks are incredibly broken. It’s easy to photograph the same wild beast over and over to breeze through the tasks. There’s nothing unique to “photographing” your ‘mon with the real surroundings, other than to post on it twitter with the #gosnapshot hashtag that you’re is participating in this four-day event. The purpose is more about showing off your trophies and so far, all I got was a shiny Lotad. I’ve done a lot of photos of wild pokémon and only had one Smergle show up out of 60 or so snapshots. The rate seems better after random creatures are caught though. It’s hilarious that I can recursively photograph this artist and get another appearing on top over and over.
In a world that is supposed to be in lockdown because of the third wave of covid-19 cases, we shouldn’t be encouraged to leave home and find these pocket monsters. Technically, it can all be avoided since parks and outdoor spaces allow for distancing.
VR gaming is here to stay, and it’s not likely to go away. Now if only developers can reimiagine some of the old games for this style of play!
By Ed Sum (The Vintage Tempest)
Videogamers can belong to one camp or many. I love the idea of what virtual reality can bring to the electronic world of gaming. I have played enough demos and product to know what I like. This medium is absolutely perfect for simulators and first person shooters. VR gaming is here to stay, and it’s not likely to go away.
At the same time, I miss the simplicity of the older games found at arcades from the late 70’s to 90’s. I played many translations of these games on the PC or gamer consoles. While the low resolution and technology from a decade ago were not able of making VR come alive, the devices we have now are more than capable! Not every game needs photo-realism. To play these products will offer some exercise to those rarely flexed biceps and triceps. Before chiropractors can cry foul, I suggest all games have a fixed time limit so physical injury can not result.
My imagination is running wild at the idea of fine-tuning fond retro classics for VR gamers to marvel at. A few titles have been redesigned and instead of paddles or trackballs, players can use either motion controllers (like Sony Playstation’s Move) or a traditional gamepad. I still wonder if the original mold can be used though.
Some of the titles I like to see get re-imagined are grouped together than given its own entry. I offer my thoughts on how each of them can work with either Mobile VR or standalone (Oculus, PlayStation VR or HTV Vive). While the former can fully render the classics in their original form, the latter is more about redesigning the game for a modern gamer to enjoy.
Tempest (Atari 1981)
Instead of a PS4 style of controller, to have this game played with motion sensors tracking hand motions will definitely tire many players out. To play it on a traditional controller will be easier, and the main reason why I feel this game deserves this VR treatment is in the fact it was designed with 3D in mind. A modernized version is in the works. Sadly, no word is said if this update will be designed for VR.
In what makes the experience special is when the geometric play field zooms in carrying the player’s ship (named The Claw) to the next level! To watch this pull you in like the wormhole sequence in Stargate SG-1 (or film) will have me at least squealing in delight like Starbuck launching out of the Battlestar Galactica!