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Tuesday, November 14, 2017

[Gabbin' with Gamers] Retro Game Collector Sweden


11.14.17

Gabbin’ with Gamers is proud to introduce Robin, a.k.a. Retro Game Collector Sweden, from Instagram. So without further ado, let’s learn more about this collector!

Rob, thank you for giving us this interview. I came upon your Instagram page and I see that you're a big collector. Can you tell us a little bit about yourself?
Hey guys, my name is Robin and I’m a 31 year old retro game collector from Sweden! I live in a house on the countryside with my wife and 4 year old daughter, Ofelia. Apart from my normal job, I do a lot of buying and selling old video games, as well as travel to different retro exhibitions as a seller J.

Can you tell us about how you got into gaming and collecting?
Gaming was a big part of my childhood and every birthday &Christmas, me and my brother always wished for the newest games! We got the NES back in ‘86 and from there it went on to Game Boy, SNES, Sega Mega drive, Game boy Advance, Sega Saturn and Nintendo 64. 

What was the first console and game that you owned?
The first console we got was an NES, with about 20 games about 3 months after the release! The first game I remember playing was Balloon Fight, still to this day one of my favorite games for the system!

Balloon Fight...a classic!

Do you have any fond childhood memories based around gaming?
I have a lot of fond memories, playing with friends and talking about secrets, tricks at school, beating hard bosses, etc. However, my best memories were playing with my 3 year older brother. I remember thinking he was invincible; he knew every trick, he never got lost in The Legend of Zelda, and he could pick up a new game and immediately figure out what to do!

Were any of your family members enthusiastic about gaming?
My parents were pretty into gaming back then and could stay up all night playing Bubble Bobble or Super Mario Bros. on the NES! I guess my interest in video games could not be avoided J.

Let's jump forward a bit. Here's one to get you thinking. If you weren't collecting games, what would be your hobby?
I would probably collect Whiskey or old toys from my childhood (He-Man!!).

As you're aware, technology continues to advance the gaming industry. Have you been a fan of these changes?
If it´s about the graphics, I’m not a big fan. I prefer pixel perfection over 3D any day of the week.

Where do you think technology will bring us in the future?
I think we will see a lot more VR in terms of "VR with friends" (a la multiplayer), and augmented reality like Pokémon GO. I also think and HOPE that we will see a lot more Indie studios, and preferably a lot more games with the retro look and feel to it!

We at The Switch Effect are obviously big fans of Nintendo's new console. What are your impressions of the Switch?
It’s a solid, well made console with great controls and great feel to it. The only thing it really lacks is enough really good games.

Which new games are you looking forward to the most?
For the Switch, it would be Rocket League and The Legend of Zelda: Breath of the Wild expansions!

We came across your Instagram account and loved seeing your collections. What interested you in starting a social media account?
Thanks a bunch! My main reason for starting the Instagram account was for insurance purposes. It was a good way of keeping track of my collection, as well as share it with my fellow co-collectors! What surprised me was the amount of nostalgic people who just want to drop by to say hello or tell me that they love that game or tell a cool memory from their childhood. Video games really connect people all over the world - pretty amazing stuff J.

That's a nice set of cushions you got there!

What is the best way for our readers/followers to keep up with you?
Join me on instagram @RetroGameCollectorSweden and say hello J.

Last question now that I've run you through the gauntlet. Is there anything else you'd like to share?
Thank you for the interview guys! The best game of all times is probably Earthbound on the SNES, tightly followed by Final Fantasy III (VI) and Chrono Trigger J. Haters gonna hate. Peace out Game On!

Thank you again for taking the time to speak with The Switch Effect and for our readers to learn more about your gaming passion. 

To follow Retro Game Collector Sweden, make sure to click below:



[Industry Interviews] Niels 't Hooft from Two Tribes



Joining The Switch Effect for today’s Industry Interview is Two Tribes’ Niels ‘t Hooft, hybrid and marketer for the hit shooter/plaftormer title, RIVE. Two Tribes, the Amersfoort-based indie developer, was formed in 2000. Their first title, Toki Tori for the Game Boy Color, was the start of a 17-year journey in the gaming industry. Over the years, Two Tribes has developed games for the iOS, PC, Wii, Wii U, PS4, and now the Nintendo Switch. With RIVE: Ultimate Edition blasting its way to the Nintendo Switch on November 17th and the company’s final title, we thought now was the perfect time to learn more about Two Tribes. So without further ado, here’s Niels.


Niels, thank you for speaking with us. Can you tell us a little bit about yourself?
Well, I’m a writer who’s always been very interested in videogames. I haven’t looked back since I saw Super Mario Bros. for the 8-bit NES at a friend’s party when I was eleven or twelve. Actually I can’t remember much of my life before that! I started a Zelda website called ZHQ.com when I was 15, which some people still remember. In my adult life I wrote some novels, did a lot of games journalism, and have been working with Two Tribes since translating the first Toki Tori from English to our native language Dutch. Which is about a decade ago.

Can you tell us about how you got into the gaming industry?
Here's a funny story. My first interview with a REAL game developer was with two guys called Martijn and Collin, who had just founded Two Tribes. I was pretty nervous, but it turned out to be a great conversation. We had a lot of the same ideas about games. Years later they told me they were very nervous too, because they were going to do their very first interview with a REAL games journalist! Anyway, as I wrote more about games, I got interested in working on the development side as well, and Two Tribes was nice enough to ask me to create a ‘story without words’ for Toki Tori 2, and then when that worked out quite well, to create an ‘optional storyline' for RIVE.

How did Two Tribes come to be?
The company has it beginnings in a puzzle game for the MSX called Eggbert, made by our co-founder Collin when he was a teenager. A few years later he decided to turn it into a Game Boy Color game, together with Martijn. The game was picked up to be published by Capcom, and the name was changed into Toki Tori. It came out a day after 9/11, bizarrely. The company went through many phases after that, making dozens of games for equally as many platforms, with quite a bunch of employees who are now almost all at other Dutch studios. Currently we’ve taken a very lean shape, with a virtual office and only the co-founders, a few partners, and me working on things.

For those who have yet to play RIVE, can you provide some background as to what type of game they can expect to experience?
We have a few different ways of describing RIVE:

1.      It’s a metal wrecking, robot hacking shooter
2.      It’s a hard, fast & hilarious action game with insanely spectacular battles
3.      It’s a modern ode to classic shooters

We tried to make something that FEELS like the games we grew up with in the eighties and nineties, that’s actually much better in practice.

Personally, I took a lot of care adding two memorable characters, funny dialog and a quirky story to the mix. So that’s where space scavenger Roughshot comes in, who thinks he enters a deserted starship looking for loot, but then meets the passive-aggressive robot butler DLL. In the end, it’s a buddy story as they have to escape together.

So. Much. Destruction!

As stated in previous announcements, RIVE: Ultimate Edition will be exclusive to the Nintendo Switch. Can you share with us the additions to the game not previously available in the original release?
The short version is that the Ultimate Edition is the best version of RIVE ever, and it's only available on Nintendo Switch! Here’s a quick rundown of what we changed or added:

1.      Copilot Mode, a new addition that lets you play the game with a friend, controlling the spider tank with two Joy-Cons.
2.      HD Rumble support, letting you truly feel the action
3.      In-game achievements on Switch, with some new ones added in: 48 and counting;
4.      We went back into the game to tweak it, both tech and content wise. So it loads faster & plays smoother. It’s polished to perfection!

What was the process like for creating a game for the Nintendo Switch?
RIVE was built on top of the custom game engine we created for Toki Tori 2, so it took some time to get it up and running on Switch. But ultimately we were able to create the fastest, smoothest version of the game so far. It runs deliciously! We originally wanted to release RIVE on Wii U, which didn’t work out for both technical and commercial reasons, so we’re obviously super happy that we’re finally able to bring RIVE to a Nintendo console. Especially in such an awesome version.

As you're aware, technology continues to advance the gaming industry. Have you been a fan of these changes? Where do you think technology will bring us in the future?
It feels to me like it has less of an impact these days. I haven’t been as excited about a console in years as I'm with the Switch, which is less powerful than the latest PlayStation and Xbox iterations. However, I don’t notice any of this when playing Super Mario Odyssey or Axiom Verge. Also, my new iPhone is extremely powerful, but I haven’t really found any guilty-pleasure type time-wasting games that have really hooked me. VR and AR don’t seem to take off as quickly as some had expected, and I’m not hearing any talk about must-play games on these platforms. I guess it’s really about the games now. But hasn’t it always been that way?

Double Kill points!

We at The Switch Effect are obviously big fans of Nintendo's new console. What are your impressions of the Switch?
We love that Nintendo really made the concept of a hybrid console work. It’s great as a handheld, great as a TV console, and switching between these modes is super smooth. It also helps that the suspend feature works without a hitch. In my experience, this makes it so much easier to play a game for a bit, and pick it up again later. You just don’t have to worry about the console booting, or your game loading.

Which new games are you looking forward to the most (besides yours of course, haha)?
I was really looking forward to Super Mario Galaxy, and am loving every second of it. I can’t wait to see what projects Nintendo’s internal studios tackle next. If Zelda and Mario are any indication, it’ll be amazing. I also can’t wait to see what indie developers will come up with. I’ve been having a lot of fun with metroidvanias like Steamworld Dig 2 and Axiom Verge recently, and would love to see more like that on the platform.

Sadly, it was announced that RIVE: Ultimate Edition would be the last title produced by Two Tribes. What’s next for you and the other members of Two Tribes?
Indeed, even before finishing the initial PS4/Steam version of RIVE, we announced that we wouldn’t start any new projects after RIVE. But we also said immediately that we'd keep supporting our existing games and our existing fans! RIVE: Ultimate Edition for Switch is the result of that strategy, and it wouldn’t surprise me if we decided to bring more of our existing games to new platforms.

As said before, we do this with a very lean setup with just a few people and partners. Our co-founder Collin is actually traveling the world (and has been for over a year), Martijn is working out of his home, and so am I. We meet up for coffee and bagels regularly, though! Everyone is planning to eventually move onto other companies or projects, but we’re not in a hurry.

Last question now that I've run you through the gauntlet. Is there anything else you'd like to share?
I just hope everyone will check out RIVE: Ultimate Edition and enjoy themselves J.

Thank you again for taking the time to speak with The Switch Effect and for our readers to learn more about yourself, Two Tribes, and RIVE: Ultimate Edition.

RIVE: Ultimate Edition releases on the Nintendo Switch eShop on November 17, 2017.

To follow Niels and Two Tribes Studio, make sure to use the links below:



[Industry Interviews] Amanda Gardner: The Deep End Games & Perception


Joining The Switch Effect today on Industry Interviews is Amanda Gardner. Amanda is not only the co-founder of The Deep End Games along with her husband Bill, not only the writer for Perception, a new first-person narrative adventure with a very unique twist, but also a mother of four! Together, this unstoppable duo recently released their debut title, Perception, to the PC, PS4, and XB1 earlier this year with a slightly remastered version to the Nintendo Switch on Halloween!

Perception focuses on Cassie Thornton, a blind woman traversing the Estate at Echo Bluff in Gloucester, MA for answers to her recent nightmares. Although Cassie arrives at the Estate for her own reasons, she soon realizes that the inhabitants, spanning many generations, will come to rely on her abilities to unlock the mysteries that had befallen them.  Cassie is able to understand the memories imprinted onto objects, called Touchstones, use a Delphi text to speech app, locate audio logs, and tap her cane to produce an echolocation of her surroundings. This last ability draws the game’s antagonist, The Presence, to her. If you haven’t hidden under the covers yet, or even if you have, go to the eShop and download this title today.

The Estate at Echo Bluff

Amanda, thank you for allowing us the opportunity to speak with you about your background, The Deep End Games, and Perception.

Having spent over a decade teaching advanced level high school English, it comes as no surprise to learn you were the writer behind this gripping tale. However, what inspired you growing up to pursue a career in teaching and writing?
I used to edit my friends’ essays for fun! Haha. Seriously, I’ve always been a storyteller – when I was in third grade, I used to come up with plays based on my favorite TV shows for my friends to act out. I read the Lord of the Rings Trilogy in first grade. NERD ALERT! I’ve always been into a good story, whether it be in books or in games, so I really thought teaching was the right fit. Then, once I had children, I started flexing my fiction muscles and writing books. With Bill’s background in AAA games, it all came together with Perception!

Did you ever think you would be writing a story for a video game?
I knew I’d be writing stories, but I didn’t consider games until Bill brought it up to me. I mean, it’s a natural fit, but I was sort of entrenched in the novel thing until Perception. I still do write books, but man, writing games is so different and exciting! I can rely on the environment for storytelling, and I need to be concise about my dialogue!

How has that experience been for you?
It’s been a wonderful learning experience. Bill knows so much about narrative games and immersive storytelling from the BioShock series, so I had a great teacher in that respect, but with my decade plus in the classroom, I was able to bring a hint of classic literature to the game. That was really fun for me.

You and your husband, Bill, who is no stranger to the video game industry, formed The Deep End Games. Previously Bill had worked as Level Designer, Lead Designer, Design Director, and User Experience Specialist for Irrational Games on titles such as SWAT 4, BioShock, and BioShock Infinite.

Can you speak to Bill’s experience between moving from an employee of Irrational Games to forming The Deep End Games alongside you?
It was exciting but scary. I had quit teaching to stay home with our kids and write books when the studio closed, so we had a few months where we had to have the “what do we do?” conversation. It wasn’t easy, but Bill and I worked so well together that things just came together for Perception and, despite it being the hard thing to do, we made it happen.

What has it been like to work together on a project with your husband?
Good, but the work-life balance thing was a bit challenging! The lines were blurred – family time, work time, marriage time, it was all together. We’d go on a much-deserved date and end up workshopping a scene, you know? We’d go to a soccer game for one of the boys and discuss a scare. It was immersive.

The third component of bringing Perception to life was the Audio. With Cassie having to rely on her hearing to navigate the estate, we could think of no one greater than Jim Bonney to lead the way work on this project. Having also been in the gaming industry for many years, Jim brings much experience as an Audio and Music Director.

Can you speak to Jim’s experience while working on this project and the talent he brought?
Jim is AMAZING. In fact, when Bill was conceptualizing the project, he didn’t blink before he blurted “Jim Bonney” as being the first person to contact. Jim is brilliant and he really brought the sounds in the game to the next level. Love him!

Technology continues to advance and Perception, which we will get into in a bit, helps to push the boundaries of gameplay even further. You’ve touched upon in past interviews the extensive amount of research into blindness and echolocation. You even had the opportunity to meet with Daniel Kish, a famous echolocater and head of World Access for the Blind.

Did your meeting with Daniel change the way you had previously viewed echolocation?
Daniel solidified and amplified our research in a way we didn’t think possible. He’s so adept, so brilliant, and just so amazing. It was inspirational and really moving just to spend time with him.

Moving onto Perception, this game was originally launched as a Kickstarter in 2015. It was met with success and even exceeded the original goal.

During your Kickstarter run, what were the feelings you both had as you continued to see support for your debut title?
It was scary and exciting. Every day was a new challenge, and new excitement and information. Really overwhelming! I was happy when it was over, as I was 8 months pregnant and stressed, but wow, it gave us a wonderful community and friends we still have contact with.

Additionally, once the game began being previewed all the way to releasing on various consoles, how have you and Bill handled the excitement?
The Switch had us jumping for joy(con)! Haha. Bill and I are Nintendo FREAKS, as are our children, so this was the biggest honor for us, obviously. We even went as a “Smash Brothers Family” one Halloween. We LOVE Nintendo!

 Super Smash Gardners!

At the Switch Effect, we obviously are big fans of the new Nintendo Switch.

What are your thoughts on the Nintendo Switch?
It’s an AMAZING console! We love the portability of it, the games for it are top notch, and it’s nothing short of Nintendo perfection!

For those who have previously played Perception or are joining Cassie on her adventure for the first time, will be pleased to know that the Switch version has been remastered. From newly recorded lines, to new audio, reworked gameplay, and achievement trophies, there is much to be excited about as you navigate the Estate at Echo Bluff.

Were there any challenges that were unexpected?
Not really.

Having children of our own, many at The Switch Effect understand the importance of a healthy work/life balance. How have you and Bill handled the enormous responsibilities of developing your own game in conjunction to raising FOUR kids?
It. Was. Hard. Especially having TWO production babies, one after another! It multiplied the stress x1000 because we weren’t sleeping well, and I was under a lot of physical stress during the pregnancies. But they are what’s most important, and we do what we do for them. When things get tough, we reminded ourselves that we are making this game for their future and for us to be able to be with them.

Finally, is there anything else you’d like to share?
Thank you for having us and please check out Perception on the Switch!

Thank you as well for taking the time to allow us this peek behind the curtain. Additionally, if you’d like to learn even more about Amanda and Bill’s journey, Gameumentary put together The Story of Perception & The Deep End Games Documentary, that is available by clicking below.


Perception is now available to purchase on the eShop and is one game that needs to be on your Switch today!

To learn more about The Deep End Games and Perception, use the links below:

  






[Review] Perception

 

 Published By : The Deep End Games                                       Developed By : The Deep End Games
Release Date : Oct 31, 2017

Mike Benton

Just when I thought things in the horror genre couldn't step up anymore in the category of "scary stuff", Perception enters the mix. I first discovered this game a few months ago during a late night I-can't-sleep scroll binge through Facebook. The trailer terrified the living hell out of me. 
Why you ask? Cassie, your main character? She's blind. But we'll get to her in a minute. 

Perception takes you to Gloucester, Massachusetts. More specifically, to the Echo Bluff Estate. Cassie has been plagued by nightmares; nightmares that keep pointing her to Echo Bluff. It isn't long before she caves in and heads to the Estate, driven mad by the need to unlock the mystery of her dreams.

The only problem is, Echo Bluff has it's own mysteries contained in the memories and lives of it's past inhabitants. Before Cassie can sort out her own mess, she must solve the mysteries of those who lived there before. All while avoiding the Presence that follows her around, and just might be involved with the reasons Cassie is even at Echo Bluff. 

So, as I said above, Cassie's blind. Which raises the question of how do you get around if your character can't see? One word : echolocation. This is the one key mechanic of the gameplay that the entirety of Perception is practically built around. And to answer the question you're probably asking yourself right now, yes it is a real thing. It doesn't actually work and look as Hollywood tends to portray it, but it is legitimate. 

Banging Cassie's cane on the ground will send out a pulse of sound, giving you a brief glimpse of what's in front of you. The game even allows you to differentiate how hard you hit the ground, and teh pulse that gets shot out is reflective of the strength of your hit. Important items in the world get highlighted in green, whether they're objective markers, doorways, hiding spots, or what is referred to as "touchstones".


 The touchstones are objects tied to each generation of Echo Bluff's inhabtants, with specific memories contained within them. These are the keys to unlocking the mysteries of the Estate's past. When you solve one generations mystery, the estate itself will transport you back in time to the previous generation's inhabitants before they are willing to help Cassie with her own issues.

My favorite thing about Perception is the complete lack of a heads-up-display. Everything you need is portrayed through the echolocation. Normally, there is a blue haze over the world in your vision, but if you make too much noise and start attracting the Presence, things will turn yellow. If you continue to make noise, everything goes red and it won't be long until you're face-to-face with the Presence. However you can find hiding spots to lay low for a bit, and seeing as how there are no combat options in the game, hiding is never a bad decision. 

I also really liked how much it shows that The Deep End did a lot of research into how the blind and low-vision people of the world get around. You can find typed and hand-written notes all over Echo Bluff, and Cassie's cellphone comes in handy with the Delphi text-to-speech feature.  It's not something easy to explain unless you the play this game for yourself, but it really does show just how much went into this game's main character. It definitely wasn't just a simple "Let's make a scary game. And oooo the playable character is blind!"

Ambient noise plays a factor in this game as well. These two images are captured from the same location, looking at the same spot over a stairway railing. In the above image the TV set is turned off, while in the bottom image it's turned on. You can clearly see how much difference is made by just one source of noise.

Perception is an amazing game. I was hyped about this one for months and it totally paid off in the end. Even if you're not a fan of scary games, there's an option to massively tone down the horror of the game, just so you can relax and experience the story. No matter what, this is absolutely a game worth owning for your Switch. 



Follow Deep End Games

  



Sunday, November 12, 2017

[Review] Bulb Boy


Ricky J. Hamilton

Bulbware has brought us a creepy point and click adventure title that delights as often as it scares.
You play as the titualr Bulb Boy, a scrawny youngin' with a bulbous light bulb for a head. Thankfully (horrifyingly?), your light bulb head is removable. This will come in to play later. So, how does a horror puzzle game play out? Is it an illuminating experience, or will it leave us in the dark?



We start the game off with Bulb Boy listening to a story from his dear old grandfather. whom nods off while mid-sentence. At least, we'll assume that it was mid-sentence because the characters speak in gibberish and word balloons that hint at what they are discussing. Sometimes, they word balloons will pop up as hints to completing a puzzle, so pay attention if you become stuck. Anyways, once Papa Bulb nods off, Bulb Boy indicates that he also wants to sleep by saying (imagining?) a bed... with a conveniently placed arrow pointing to the right. So, we head to the door to the right, but it won't open. OK, so like any other point and click adventure game, we need to interact with things in the room to figure out our puzzle. The first room throws you off a little by giving you some things that you can do that aren't directly related to the puzzle itself, but are also fun ways of interacting with the environment (hint: pick up the glove on the floor while the television is on).

This first puzzle also shines a little light on what will be a lot of the charm behind this game- and that is Bulb Boy's maniacal glee that belies his youthful innocence. Beyond this weird quirkiness that we find in not only our protagonist, but also his pet and grandfather during later flashbacks...we also exist in an obviously green world with an interesting, nostalgic cartoon art style. It calls to mind early cartoons, but what they would look like under direction from David Fincher and smoothed over by an HD filter. The game not only has gorgeous visuals, but entrancing music, and creepy sound effects sure to keep you on edge. The game is full of little pop culture references that will bring a smile to your face. 
After you go to your room for bed, you will be treated to a little cutscene that sets up the story of the game. Some dark matter floats into your light bulb home, and kidnaps your grandfather. You now must explore your home to discover what the dark matter is, and how to rid your house of it.


Controls are simple, and intuitive. The left stick moves Bulb Boy back and forth, and controls the cursor when investigating drawers, cupboards, and under furniture. At the appropriate moments. you can unscrew your head and toss it on to chandeliers hanging from the ceiling, which can be used to avoid obstacles that would otherwise block your movement. There will also be other opportunities for you to place your head in other advantageous positions, but I'll let you explore and discover those for yourself. A is your default action button, and you use the left and right shoulder buttons to navigate your collected inventory. The puzzles themselves are just as intuitive as the controls. You click on anything around that room that lights up, and if you can't leave the room yet, it usually just takes a little bit of poking around and experimentation to get yourself unstuck. The puzzles are satisfying once solved, and there are even a few occasional boss fights that are reaction based to keep things a little more interesting as you traverse your house and solve the mystery. 
There are some genuine jump scares to be had, and there are lots of weird moments that will leave you laughing, creeped out, or just feeling uneasy. It is a great experience, although somewhat short. There isn't a lot of replay value, but it's an excellent amount of content for the price.




You can find reviews for more video games at my personal blog.


Thursday, November 9, 2017

[Review] Doom



Developer: id Software                            Publisher: Bethesda
Release Date: 11.10.17

Doom. This is a quintessential title for anyone who has been gaming. The grandfather of first person shooters has continued in its legacy and has not let us down. I remember huddling around my friend's computer when I was probably too young to play doom...but never-the-less, we played it and shrieked when the scary monsters got too close.

But we never quit playing. 

Now that Doom has made its way to the Nintendo Switch, I think it's safe to say that no one can complain about Nintendo's newest gaming system. It is providing something for everyone, and I'm glad that Doom is the first shooter to make its way to us.

Considering I am exclusively a Nintendo gamer, I haven't played Doom since those secretive days in my friend's basement. I recall its pixelated goodness and heart thumping music as you turned corners wondering what was going to pop out at you while you attempted to find better weapons and armor upgrades.

As I loaded up Doom, my heart was all ready thumping...but more in anticipation. I was honestly scared...would I love it as much as I remember loving the original Doom? Would I fall in love with it and find myself staying up much later than I probably should so that I can get just a little further?

Yes. Yes. Yes.

At first, I was unfamiliar with the graphics, but as soon as the campaign began I felt the reminiscent flutter in my stomach. "Oh this is gonna be good" I found myself saying as the cut scene shows you bursting out of your chains and squashing a demon with your bare hands. Yea, don't mind me, I'm just gonna be a bad ass over here.



I have played quite a few games on the Nintendo Switch by now, and I can honestly say that Doom is the first game to fully take advantage of every button on the console. From switching weapons, to melee attacks, to checking your challenges, you will find yourself using everything the console has to offer. I found it to be quite streamlined, so the constant use of different buttons never felt clunky or awkward for me. 

From the moment you rip out of your chains, you are met with instant action, and it will remain that way for the rest of the campaign. No shortage of pucker factor as you hope to whatever god exists that you make out of this demon cluster alive. 

Doom takes you back to first person shooter roots; your health doesn't regenerate if you find an alcove to hide in. No, you either have to make a mad dash for a health pack in a corner or glory kill the demon to get health packs. That's right, make a bad ass final kill and you get blessed with health packs galore. 


This isn't a game you can camp out in. No, you need to run around and stun your enemies, perform a glory kill to get some health before moving on to the next 6 guys trying to kill you. The action is non stop and drool worthy. 

While you don the well known Praetor suit, you will find that throughout the game you can purchase upgrades for it. But not only that, you can also upgrade weapons that you find on dead bodies. Many of them offer multiple upgrades that you can quickly cycle through to use the one you most need for any given situation.

You begin the game in a facility on Mars that has clearly been fairly destroyed. Doomguy has been continuing to find his way in to Hell, so you will be doing just that...finding your way to Hell (probably the only time in your life that you will actively do so). 

This game runs smoothly on the handheld platform and really, the graphics are just breath taking. While you run around, slaying demons, don't forget to take a moment to take in the beautifully rendered scenery around you. Take a screencap or two so you can look back on it later and realize that while, yes, you are trying to fight your way in to Hell, you're really in some very beautiful areas.


When id made this game for Switch, they definitely had it in mind to play as a handheld game rather than a home console game. The game runs at 720p, so it looks incredible when you are playing it handheld. However, when you dock the game the quality is a bit lost. My biggest issue was that playing the game docked on a 55" TV, I had to squint to read the text. IT was so tiny that I felt it took away a little bit from the experience.

Overall, I am incredibly impressed by Doom. The campaign is incredible, the multiplayer is really fun, and the arcade mode gives it a fun twist. I recommend this game to anyone that has been looking for a shooter game on Switch.



Buy Doom Now!