Monday, 28 July 2025

Preserve Review (Switch)

 

One of the most surprising genres to have sprung up on the Switch is the digital board game. To begin with, we simply had digital versions of games such as Talisman, but now we have started to get games specifically designed from the ground up for consoles. Preserve kind of merges the idea of boardgames and deck building to create a surprisingly deep diversion.

Coming from nowhere, we happened upon a trailer for the game and thinking it looked interesting decided to take a closer look. And we are really glad we did as this is a really lovely game with a sizable amount of content. The basic idea is that you need to build a habitat out of hexagonal shapes. You start with one landmass then as you place upgrades and animals it hits score barriers that then release more cards and more land masses that you can place as you head towards the overall goal of hitting a certain score to complete the level

Scoring works by putting different habitats down and trying to get them to twelve tiles. This then means they can contain three animals. Three of a kind gets you a decent bonus, but three different animals are far better. Of course, you don’t get all the animals you need released to you straight away so if you are going for the really big points you’ll need to be clever and keep things unlocking by scoring points in a different way. There is also a host of special cards and other elements to keep things interesting, but the basic game remains the game.

There are four different biomes to play around in. Continental is the starting point with the basic rule set with the Savanna biome working around rivers and the marine biome working around the ability to raise and lower the sea level. Wisely, a Dinosaur biome has also been included. All four are different enough to need to be played in different ways and add genuine variety.

There ‘s also a puzzle mode for each of the biomes which sets you up with specific land masses and cards. Here you need to try and create placements to hit a certain score and there is normally only a single solution. These start out simple but will soon require a real mastery of the game to understand as you will need to see ahead with near prescience to work out where to place each individual upgrade.

Initially, the controls seemed a bit tricky but after a while the interface became much more natural. We still struggled at times with the marine biome as the changes in elevation on the land can make it tricky to see what is where at times. But there are a host of zooms and swivels you can do to give yourself a decent view.

Overall, Preserve proves to be a charming game that acts as both a relaxing way to pass the time and something deep enough to spend hours ringing the last high score out of. It really draws you in and time will be flashing by before you know it. It comes highly recommended for anyone interested in deck games or those looking for something a little bit different.

Overall 8/10

 

Monday, 21 July 2025

Run ‘N’ Gun: A History of On-Foot Shooters Review

As much as we love the Bitmap Visual Compendium and Box Art books, it’s always nice when one of their more investigative releases appear. In the past we have had a host of great volumes such as The Games That Weren’t, From Antz to Zombies and A Secret History of Mac Gaming, which aimed to make us all instant experts on overlooked areas of video game history. Run ‘N’ Gun : A History of On-Foot Shooters falls more into this latter category as it aims to take us through the origins and thematic of everything running and gunning, while unearthing a fair few overlooked gems along the way.

As we’ve come to expect the cover art for the book looks absolutely gorgeous. Adorned with two sci-fi marines blasting robots, it perfectly captures the feel of classic games in the genre such as Contra. The pages inside are no different with a good mix of screen shots and text. The consistent and thoughtful colour palette used is also well judged to fit the mood while keeping text easily visible.

Contents wise, the book is exhaustive. There are of course too many Run ‘N Gun games for everything to be covered but you are getting over four hundred and ninety-five pages of curated coverage here. This covers pretty much every system from the Atari 2600 to modern day consoles (Or Atari to ZX Spectrum if you want to keep with the alphabet theme).

With such a wide area to cover the author has taken a logical approach to cataloguing all these games. Games are listed by decade with clear section dividing 1980-1989, 1990-1999 and then three more sections dividing up the 2000’s. the book goes right up to 2023 as well so the mix of old and new is excellent and gives a huge insight into the development of the genre.

The writing itself is of an exceptionally high standard. The Book opens with a well-judged preface by Dave Cook and then two contrasting forwards from Keiji Inafune and the team behind Cuphead. Again, mixing the old and new in a logical and interesting way. This then followed by a breakdown of what elements make up the genre and a look at how it developed. From then on, it’s onto the games.

The amount of games present is impressive. Many are spread across two pages, but these inclusions are bolstered by smaller looks at games split into four. This helps give a snapshot of certain decades and years while also focusing on the more iconic and historically important ones. Each decade also has a short summation talking about how the genre work throughout it. To add some variety there are also some looks at sprite work, characters and iconic moments from games as you go through.

Overall, Run ‘N’ Gun A History of On-Foot Shooters is an extensive and great looking highlight of the excellent Bitmap books catalogue. It’s an entertaining read that begs for you to go and start finding all the games to play. It’s definitely up there with the constantly sought after Point and Click and JRPG Books and is pretty much essential for anyone interested in video games.

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Monday, 14 July 2025

Worms Armageddon: Anniversary Edition Review (Switch)

You may be wondering why we are covering Worms: Armageddon now, when it was released last September. But since then it has had a few updates with the most recent adding a nice selection of other Worms games as bonuses to the package. It also fell through the gaps a bit with us on first release so now seems to the perfect to time to get back into throwing explosive sheep around.

There have been a huge amount of Worms games released over the years for pretty much every console and computer you can possibly imagine. Out of all of these though it is widely held that Worms Armageddon is the pinnacle of the 2D, original formula. It’s hard to argue with as well, as the game builds beautifully on the original, adds a few new elements and smooths and levels many of the bumps.

If you’ve never played a Worms game before, you need to know it’s a turn-based game where players use their team of worms to try and destroy the opponents. It developed from the very old artillery games where you had to put in co-ordinates to try and get your tank to shoot your adversary, with scenery and obstacles in the way. The twist here is that you have a whole host of weapons to use from bazookas and shotguns, to exploding sheep and concrete donkeys. You can also manoeuvre your worms around and use ropes and jet packs to traverse terrain.

Once you get the hang of everything the game is incredibly deep and satisfying. It’s also heavily geared towards multiplayer. Armageddon though does a better job of adding single player elements. There are specific missions to undertake and basic training to get you used to all the different weapons. The game would benefit from a wider explanation with regards to what buttons do in terms of general control though. It’ll all soon become second nature though and it’s hard to deny just how much of a classic party experience this is.

Aside from the main game there is a whole host of archive and bonus material here. Since the update you can now play the Megadrive and Super Nintendo versions of the original Worms and the Gameboy Colour version of Armageddon and the Gameboy Advance version of Worms World Party, effectively adding any titles that would have appeared in the Switch Online apps.

In addition to this a historical timeline is also present. This is packed with pictures and interviews about how the game was developed. It’s remarkably well put together as well and mimics the timelines scene in games like the Jeff Minter Collection and other archival ‘interactive’ documentary games. It shows how much care and detail has been put into really making this as definitive as it could be.

Overall, Worms Armageddon remains an essential multiplayer game and a stand out classic. If you have never got on with the series then this isn’t going to change your mind, but for fans looking for a nostalgic buzz that still plays beautifully there is little more that could have been done here to make it better.

Overall 9/10

Monday, 7 July 2025

The Unoffcial N64: A Visual Compendium Review

 

While we have a pretty decent knowledge of all things retro there are always blind spots. Despite the fact we’ve gathered a modest N64 collection together it would be fair to say that we are far from experts when it comes to the console. This latest Bitmap Book seemed a perfect opportunity to remedy that. So with thoughts of short draw distances and weird looking polygons in our head it’s time to take a look at Nintendo's first foray into the world of 3D.

We are reviewing the book via a digital copy so we can’t comment on general build quality. That said all the previous visual compendium we have looked at have been of an excellent standard and we see no reason why that may have changed. As usual, the cover features a host of characters from iconic games which hits the nostalgia button right from the start with everything from Pokemon to James Bond drawing you in.

The book follows the now proven route in terms of content. You get the usual excellent intro full of information to both make you an instant expert and also pique your interest into what’s to come and an excellent selection of interviews from developers and industry veterans of the time such as motion capture expert Remington Scott and Kevin Bayliss from Rare.

The games are mainly presented with a single, well chosen, screen shot spread over two pages with decent amount of text to give further information. Some games do get three or four pages, such as Paper Mario and the selection is pretty expansive with all the titles you would expect and many more obscure ones as well. The interview with Rare is particularly good and gives a key insight into a lot of the systems most iconic games. It's always a pleasure to look through and find games that look interesting to try and hunt down.

Away from the standard games there is also a look at some of the 64DD games such as Doshin the Giant, cancelled cartridges such as Eternal Darkness and some of the peripherals like the Expansion Pak. There’s also an interesting look at the development of the unique N64 controller. This helps to give a fuller and more well-rounded feel to the book and gives some more context behind the technical thought process and aims of the console.

Overall,the N64 Visual Compendium is up to the same high standards of Bitmap Books other releases. We felt that this book in particular gave us a real urge to go and find a lot of these games and add them to our collection. As we weren’t experts on the console in the first place we found it a great way to get a detailed overview of the interesting and diverse back catalogue and also the systems place in the market in term of historical context. We may not have known much about the development of the N64 before this but after reading through we certainly love it more than ever.

Click here for store link.