Tag: spongebob-squarepants-titans-of-the-tide

  • Mario & Luigi: Brothership – Review

    Mario & Luigi: Brothership – Review

    Mario & Luigi: Brothership – Review

    Click for play details

    Played on: Nintendo Switch 2 (With boost mode enabled for Handheld play)

    Playthroughs: 1 ( 100% complete)

    Playtime: 55hrs

    A hot take here – Mario and Luigi: Bowsers Inside Story may in fact be one of the greatest games Nintendo has ever put their name to, yet ever since the Mario and Luigi series has failed to reach its heights. Enter Brothership the latest installment in the super star saga, Whats the inside story? Does it finally topple the greats that preceed it? Lets find out as we answer: Is it a ten though?

    Brothers in arms

    At its core, Brothership’s gameplay is utterly faithful to its predecessors. As soon as I entered my first combat encounter I knew exactly what I was doing, as someone who isn’t the most seasoned and biggest fan of turn based RPG’s generally, it was comforting knowing that the game wasn’t going to give me anything too daunting to have to pick up and learn.

    Those who have played previous series entries will be glad to see combat is faithfully recreated in Brothership.

    I’ve always appreciated how involved the combat is in the Mario and Luigi series. Its not just about simply selecting a move and seeing it play out, its all about button presses and how accurate timing can boost the damage output of your attack, and sure this is by no means a new concept but I find Brothership like the rest of its series uses this to make its combat encounters utterly infectious.

    Some may find combat gets repetative fairly quick, but for me the gameplay loop of learning new Brother attacks (the special attacks in the game) and mastering their timing never truely gets old, In particular the timing of Mario’s Bomb Derby attack had me stumped for ages, yet finally being able to get it perfect and secure myself an excellent rating everytime is a gratification of skill that a lot of other games fail to reach.

    Special Brother attacks are still as fun to enact as they always have been with some returning and new moves to uncover.

    To give further experimentation to how you approach combat, battle plugs can be equipped for a range of different effects that last for a certain amount of turns, anything from your standard defence boosts and attack increases to more fun ones like a giant bomb that can surprise drop on an enemy to give devestating damage. Whilst the perks these give in battle are fairly standard, theres enough combinations and fun effects to make it a worthwhile addition. You’ll unlock plugs as you progress through the game and find spark plugs hidden across all the games environments, it provided a good incentive to return to previous locations as I found myself actively wanting to see what plug effect I’d unlock next.

    What is perhaps the final addition to Brotherships combat is Luigi’s uncanny skill to be able to manifest an idea that will usually weaken the opponent significantly, aptly named Luigi logic. Its mostly something that appears within boss encounters across the game, and will involve Luigi interacting with the environment to disable an enemys attack for a short amount of time. Each boss encounter has their own and they all play differently, I found this was a fun way of creating diversity amongst the various bosses across the game and they aren’t always easy to pull off. My favourite being stealing a remote in an arenas background to change the environments temperature to create critical damage against your opponent.

    Luigi Logic can help uncover environmental hazards to lay critical damage on your foes as well as uncover new ways to traverse across obstacles in the main level environments.

    The game keeps you on your toes mostly and keeps finding new ways to introduce new mechanics and attacks to your combat arsenal all the way to the third act (the only point where I felt combat started to reach a lull but more on that later), If there was only one thing Brothership successfully achieved, its core gameplay is every bit of a Mario and Luigi game you’d come to expect.

    A Sea of Green

    For the first few hours you’ll be battling through mostly traditional Mario style green environments with each Island you discover.

    Whilst I found myself enjoying the battling instantly what gave an air of too much familiarity was the first few hours of exploring which led to very similar looking environments akin to world 1-1 of most Super Mario Bros games, but the lucious green valleys and rolling hilIs far exceed their welcome here. Thankfully by the time you chart your course to the second world immediately the variety in environments seems to open up, you’ll find sprawling deserts, tropical villages, castle ruins and bustling metropolis citys, all featuring their own storys, characters and in some cases unique enemies to uncover, but even then you’ll stumble across alot of these themes multipletimes.

    Thankfully as you dive deeper in to the sea, there are more unique environments such as Merrygo Island, a maze themed like a fun fair carousel.

    Sail, Jump, Whack and Roll

    This is somewhere where I felt Brothership really does set itself apart, I found the game was a blast to traverse across. Across your adventure your main form of transport for exploration is the Brothership itself, you’ll set course across the ocean to reveal the games islands across a fast ocean akin to exploration in Zelda Phantom hourglass or Sonic Rush Adventure if you’ve had the pleasure of playing those DS classics. Playing in Handheld mode I found myself naturally wanting to draw a course with the touch screen similar to these games but alas this feature wasn’t there. It’s still pretty darn fun though with plenty of hidden islands with their own challenges and puzzles to uncover and even rock formations to find that your Brothership gets decorated with across your adventure.

    Speaking of those hidden islands, the challenges can actually be varied thanks to unlocking brother abilities, where you’ll find yourself turning in to a UFO to hover over big gaps, or my favourite rolling in to a ball to traverse across narrow pathways or through small pipes. You’ll use all of these abilities to get to otherwise unreachable areas across the main story islands as well as finding hidden chests and other rewards.

    An example of one of the challenges sees you timing hammer throws to hit a ball succesfully 100 times as the ball speeds up (this one’s really tough).

    Some of the hidden islands feature challenges that use these abilities exclusively, one of my favourites being an obstacle course where you have to navigate up a maze of narrow pathways with the roll ability to collect musical notes in the correct sequence. The rewards for completing these hidden island challenges are usually rare equipment that can really give you a big advantage in battles.

    Theres alot of unique ways of traversal making for some great platforming and I won’t spoil those moments here.

    There’s a lot of varied obstacles you’ll come across, some needing unique abilities, such as this maze requiring hammer swings to rotate the passageways.

    I have to give the team credit as some of the narriative within the islands once again captures the quirky tone that I remembered from pervious entries. It just doesn’t seem to provide any set piece or memorable moments that are as impactful as the likes of Superstar Saga or Inside story, and sure most of Inside story you’re traversing through Bowsers body exclusively, but theres constant interactions with bowsers outside world that creates unique effects inside bowser and the magic of “Whats Bowsers heart looklike?” is a feeling that Brothership fails to replicate.

    Partners take time

    As an eagle eyed reader, you may have realised that I sank 55 hours in to Mario and Luigi, its not uncommon for adventures within the RPG genre to have a pretty lengthy run time, but I felt with Brothership it was an obligatory tick box to check as oppose to organically reaching that level of play time. Towards the end of the game, I found myself getting burned out; put it this way if the Brothership boat was the Titanic, I found myself somewhat willing to crash in to an iceberg just to see the credits roll, but wow this game maintains a persistant need to keep going. Numerous times the game feels like its drawing to an end only for you to find out that encounter you thought was the last boss, isn’t and oh by the way, can you go and revisit multiple locations to gain access to the true end game.

    Now I realise that complaining about the game giving you more feels a little over critical, I mean in a literal sea of modern games that can take a few hours to get through, its impressive that you can get so much playtime out of Brothership, but for me the game had already ran its course, it had effectively introduced me to all of the special moves, upgrades, gear, all of the characters and locations, hours and hours before I reached the ending; therefore the adventure that was fairly paced to the final act as an exciting conflict to conquer, ultimately became a hurdle needing to be stumbled over.

    This was equally not helped by the game never quitting on giving you side quests that throughout the whole adventure resort to nothing but go here and talk to this guy and come back for a modest reward. Sure these are entirely optional but the game will alert you when new side quests are available and even allows you to access the side mission list by pressing the R button anytime out of combat, which makes them feel more integral.

    I honestly feel this game could have cut 20% of the content and felt more consistent and polished as a result, I forsee most will quit before the adventures completion.

    Is it a Ten though?

    Its a matter of inconsistency really, there are parts where this game feels like it could reach to be a masterpiece, yet it doesn’t quite get there. For every part of the game that feels new and fresh there are equally acts where you’ll find the gameplay becoming stagnent and repetative, yet it would be futile to deny that the game is utterly charming and that the core gameplay is every bit the Mario and Luigi title it should be. Sometimes less is more, and this is a game that really could have used this lesson to its advantage, though fans of the series should find enough to make a playthrough worth their while.

    It’s a 7/10

    • Instantly familiar combat
    • Fun exploration with lots of rewards
    • Some charming characters and unique environments
    • Great traversal skills to master
    • inconsistent pacing, takes too long to start and too long to finish
    • Side quests mostly become nothing but fetch quests
    • Not as memorable compared to previous entrys

  • Spongebob Squarepants: Titans of the Tide – Review

    Spongebob Squarepants: Titans of the Tide – Review

    Spongebob Squarepants: Titans of the Tide – Review

    Click for play details

    Played on: Nintendo Switch 2

    Playthroughs: 1 ( 100% complete)

    Playtime: 10hrs

    It appears that Spongebob is experiencing a renaissance in the video game world. Since the Rehydrated re-release of Battle for Bikini Bottom in 2020 each new title has been met with fairly universal acclaim amongst fans. So I decided to dive in to the latest entry Titans of the Tide to answer, is it a ten though?

    Order up for fan service

    What was immediately apparent when playing Titans of the Tide was just how well the developer Purple Lamp clearly understood the Spongebob universe and its characters. Not only does the original voice cast reprise their roles in the game making it feel like you’re playing an authentic episode of the show, it’s also brimming with references and throwbacks to iconic moments from the cartoon. As a fan who’s effectively been living under a rock when it comes to watching Spongebob recently, longtime fans will get immense gratification from just how many early show tropes are referenced here, within the games levels and its unlockable costumes.

    One of the many references you’ll find in Titans of the Tide a portrait of David Hasslehoff as a throwback to the original 2005 Spongebob Movie

    Gameplay also takes cues from Spongebobs most critically acclaimed gaming adventures. Collecting chests to unlock Plankton challenges, I was overjoyed to see the iconic block platform levels return from Battle for Bikini Bottom and Slide segments with Spongebob sliding on his tongue I remember from the Movie game back in the day. These throwbacks and references helped shape the game as a genuine Spongebob experience of which I believe most fans will get a smile from.

    Spongebob kitted out with the unlockable Leif Erikson costume in a Battle for Bikini Bottom style block platform challenge, it doesn’t get much more Spongebob than this!

    “Oh brother This game stinks”

    OK I’ll admit I’m jumping the gun on this a bit, but in truth whilst I enjoyed all of the fan service, I found the rest of Titans of the tide to be little shallow.

    Upon entering the first main area of Titans of the Tide, Goldfish Island, you’re greated with a fairly big open area thats fun to explore. Whilst the game is pointing you in a certain direction, I found it was immediately rewarding to head off across the beach where I found a fair few side missions and collectable chests as reward for my intrigue. I got this immediate vibe that the game was going to be a really solid and fun collectathon style game in a similar vein to Mario 64 or Banjo-Kazooie (but was under no illusion that it would be as top tier as those games).

    After my exploring however I was somewhat dissapointed that the game devolves in to a very linear platformer, which is absolutely fine, some of the greatest platformers are, but the initial premise of this game suggests its going to be more open in its design and it feels disappointing to find out that it isn’t.

    Patrick takes a ride on a ghost surfboard with a fairly comical expression, across one of the 2 open areas within the game.

    Spongebob Short-shorts

    The lack of open environments that the game seems to initially promise is only made more jarring by the overall games runtime. The game features a sum total of 5 levels… yes you heard me 5, I noticed that this was going to be a short adventure when I tried to fast travel back to the games hub world “The Floating Patty” within the second level, or shall i say I believed I was in the 2nd area but I had actually entered the third area unknowingly and was forced to complete it before returning to the games hub area. So all in all for this middle segment of the game you are actually locked out of the main hub and selecting previous levels to clean up missed side missions and collectables.

    Not that this is a significant issue considering that theres not a great deal to do on the Floating patty, other than the odd side missions, some collectables and access to the already mentioned Plankton challenges (which there are far too few of) as well as a fairly challenging Krabby Patty minigame.

    The Floating Patty acts as the games very basic hub world with little or nothing to really do.

    I finished the game feeling fairly ripped off even when only paying £25 and trust me “No girl ever wants to dance with a fool who went and got ripped off”.

    To my surpise theres a fair amount of extra content locked behind a season pass, which actually fulfills a lot of the Plankton challenge content that I believed was missing, but buying this content would take the total RRP with the game up to £45 and I’m unsure that it offers much more value than the base game.

    The gang’s all here…

    The core foundations of the game is built upon the mechanic of swapping between playing as Spongebob and Patrick on the fly. I have to say, this does lead to some fairly intense platforming segments that require quick reactions sometimes mid jump so that you are the correct character to interact with the next obstacle, it’s fun but I found that it got old fairly quick, even in the games criminally short run time. The second area of the game introduces the mechanic of changing a light to blue or green to make platforms and doors appear and disappear. Its a fun little mechanic but it unfortunately makes up most of the rest of the platforming in the remaining areas of the game to which I can imagine would struggle to retain even the youngest Spongebob fans attention.

    Level design very quickly becomes solely reliant on the same mechanic of swapping between green and blue lights to make platforms appear.

    “We don’t need performance, as long as we use our Imagination”

    Whats perhaps the thing that takes this game all the way to Rock Bottom is its performance on Switch 2. The frame-rate has this tendency to tank and it actually tanks mostly when the green and blue light puzzles are in play, I mean I assume the Switch 2 should have no problem with handling translucent textures so its frankly down to poor optimisation.

    Whenever the games light changing puzzle platforming is in play (which is a lot) the frame rate tanks.

    Another oddity I faced multiple times during my playthrough was loading mid cutscene, where voice lines would still be audible but the visuals disappeared behind a loading splash screen, I’d assume that the levels are loading whilst the cutscenes are playing but again its just a blatent lack of polish thats been overlooked that really detracts from the overall experience.

    Often cutscenes would be midway through where visuals would cut off to this “Later…” loading screen whilst voice lines were still audible breaking the whole flow of the narrative.

    I played Titans of the Tide mostly in Handheld mode, which equally had its drawbacks. 1 very specific drawback was rather distracting and actually annoyed me for the entirety of my time with the adventure, I can’t assess how annoying this is on a TV but on the Switch 2’s built in display it was. I’m talking about the HUD, basically you will always have a populated list on the left hand side of your main objective and the most recent side mission you have in progress. I know it sounds like standard affair, but on Handheld this takes up a fairly sizeable amount of your display, it just feels like it gets in the way alot.

    In handheld mode the list of missions under your health bar can really get in the way of your fleld of view and theres no way to turn it off entirely.

    The options of what you can do to help ease this issue are extremely limited too. Your main mission will always be displayed when there is a main objective present with no option to hide it. Side missions will be pinned to this list every time you interact with a new mission whether you are actively aiming to achieve it or not. I discovered I could remove the pin from the mission via the pause menu but I was doing this a heck of a lot to a tedious level, I’d have prefered the option to just turn off automatic pins, its again just another oversight that could easily be fixed.

    Is it a Ten though?

    No and I felt it was far from reaching it. Its at that sweet price point that Grandparents visiting the store on a Saturday with the kids will likely look at and say “oh go on then!” but for those generous grandparents who are savvy shoppers they’ll find that theres far better value to be had elsewhere even at this price. Theres plenty of fan service that will be sure to give a chuckle along the way but content is light and whats here plays poorly on Switch 2. Even for the youngest player, I feel theres only just enough content to last a weekend before the cartridge gathers dust on the shelf.

    It’s a 5/10

    • Full of fan service, even for older fans
    • Fully voiced by the original cast
    • Swapping between Spongebob and Patrick is F.U.N
    • Very light on content even for the price point
    • A fair chunk of content is locked behind a season pass
    • Uninspired platforming
    • Switch 2 performance issues that are hard to ignore