Nintendo World Championships: NES Edition (Switch Review)

Nintendo World Championships: NES Edition
Platform: Nintendo Switch
Released July 18, 2024
Directed by Hirotaka Watanabe
Developed by Nintendo EPD and indiezero
Point of Sale: Nintendo Switch

This is one of those games where what’s missing stands out so much more than what’s included.

My brain can’t process that it’s been nearly a decade since I reviewed NES Remix. It feels much longer than ten years ago. Back in those days, I didn’t really review retro stuff a whole lot, and I still don’t review many modern AAA games. In the case of NES Remix, I didn’t grow up with any of the games in it, and I had a very anti-retro streak to me at the time. And yet, the WarioWare-like breakdown of them into micro games, for whatever reason, captured my imagination like few Wii U games did. NES Remix was legitimately one of my favorite games in a year that saw such releases as Grand Theft Auto V and The Last of Us. It just worked for me, even though I didn’t care at all about high scores back then and I’ve never been into speed running. I was totally stoked when NES Remix 2 was announced, but my excitement quickly vanished. It didn’t even do anything wrong, except maybe have a few games that didn’t lend themselves to the concept (Wario Woods, for example). But really, it just wasn’t fresh anymore. I don’t even remember playing Ultimate NES Remix and was actually completely shocked that I have it. But, enough time has passed and I’m old enough now to look back fondly on NES Remix as that big surprise 2013 game that just totally owned me for about a week or two. That’s why I was excited for Nintendo World Championships: NES Edition. Now that I’ve finished all the main game tasks, my final reaction is somewhere between my reactions to NES Remix 1 and 2.

The “8 player” survival challenges are, in fact, single player. You’re competing against the ghosts of other players and not being paired live. In the Silver Cup, the ghosts play mediocre. In the Gold, they’re not too shabby, but I still won every time. This includes one instance where I tied my final opponent, but it gave me credit for the victory. The survival challenges can be played as many times as you want, but the games only change once a week, and you only get credit for one weekly win per cup.

Some people are saying Nintendo World Championships is only for speed runners, but I’m not into that scene at all and I enjoyed NWC enough that I wasn’t bored at all. It sure gave me a better appreciation for what world champion speed runners have to accomplish. I tried to imagine maintaining the tiny fractions of perfection NWC asks of players over the course of a whole game and I gave myself a headache. Nope, I could never do it. There’s a big difference between setting a pinball high score and setting a world record in speed running, where players regularly redefine what a “perfect game” is. I was reminded of that when I took a gander at the previous week of NWC’s online tournament. The big selling point of Nintendo World Championships is weekly competitions in five different micro-contests. I thought I put up some pretty good times. Hey, I got an “S” rating in all five! Then I saw that the winner in the Donkey Kong contest did it by glitching out the game and climbing ladders that weren’t there.

What is it with this game and cheaters? I kid. This person didn’t cheat, because apparently using glitches and tactics like this isn’t against the rules. Weirdly, the results aren’t posted for an hour after the deadline ends, which is Monday at 2AM California time. I figured moderators must have been weeding-out people who did tricks like this. Apparently not.

This wouldn’t bother me, except Nintendo World Championships put the screws to MY attempts to circumvent certain aspects of the game. For example, the big challenge in Super Mario Bros 3 is “finish world 1.” What the game doesn’t tell you is you have to do it the way they want you to. Now, I can understand if the challenge is laid out as “finish level 1 – 1” in Super Mario 1 and taking the pipe to skip the entire middle of the level isn’t allowed. Which, by the way, that’s one of the games. But, “finish World 1” is one of those things where players should be able to come up with their own strategies, something I’m a BIG fan of. I put so much stock in a game’s strategic flexibility that it’s often THE difference between a YES! and a NO! in many of my reviews of high score-driven coin-ops, and I highly prize flexibility in pinball as well. A challenge like “finish World 1” feels pretty open, doesn’t it? I figured “use both warp whistles to skip to level 8, thus TECHNICALLY finishing world 1” would probably have not been allowed. But you don’t have to play any of the optional levels that aren’t on the straightest path to the castle. That’s why, when I reached the dungeon, I decided to skip the fight with Boom Boom by grabbing the warp whistle. “Not so fast!” said the game, literally rewinding it because that was against the rules. Oh NOW you care about the integrity of the game and the spirit of the rules, huh? That’s rich, especially given how people are winning the online tournaments.

Booooooooooo!!

It took me a long time to figure out what my ultimate verdict for NWC would be, because it’s such a bare-bones concept. There’s no leaderboards, so besides finding out how YOU placed (including alternate standings based on your year of birth) and videos of the winning performances for each week’s games, you can’t learn how to do any of the tricks the pros are using. That sucks, since most of the winners involve the type of glitches that aren’t allowed in many speed running communities. Usually, for dedicated competitors in this field, there’s two categories: glitch and non-glitch. Nintendo could have used that kind of consideration, because it was really demoralizing for me to find out that not only were the scores I posted no good, but I wasn’t even close. Or hell, if you’re allowing the glitching, how about instructions on how to do it? Maybe it’d be fun to learn! Except, there are none.

If you’re interested in after-game unlockables, well, this should keep you busy for a while. There’s TONS of icons to purchase, one of which you can make your logo. I opted for Princess Zelda laying down from Zelda II as mine because I too enjoy sleeping and everyone else having to go to hell and back attempting to wake me up.

Advanced tips or instructions for each game would have been helpful, or hell, just more specific guidelines. Rules like “no pipes” or “no warp whistle” are not stated. The level 1-1 example in Super Mario I mentioned above? The rules in their entirety simply say “Grab the Goal Pole.” THAT IS IT, even though there are more rules that punish you for violating them, specifically “no using a pipe.” You’re telling me that they couldn’t have included the words “no using pipes?” Really? The game will automatically rewind any illegal move, but the scoreboard’s timer is still running. That’s not a big deal if the challenge only takes 30 seconds to beat, but in the case of Super Mario 3’s challenge, yea, it sucks to play for a few minutes only to discover that you just broke one of the literally unwritten rules, costing you valuable time.

I should note that, when you play the online feature, any time you post that beats your previous high in single player becomes your new high score. HOWEVER, any time you post in the single-player mode cannot be applied to the online Championships.

Sometimes, NWC isn’t consistent with its rules, especially when it comes to going off the intended pathway. Challenges like “beat Cerberus in Kid Icarus’s first dungeon” and “beat Mario 1” allow players to sometimes go the wrong directions without being rewound. For example, level Mario’s 8-4’s maze will not rewind you for taking the wrong pipe. That’s probably how it should be, right? Except that’s rarely the case. Challenges like getting to Level 1 in Zelda as fast as you can will literally stop you from going in any direction but the shortest route. For the most part, players are not allowed to explore and discover the best routes for themselves and have to follow the exact path taken by the sample video. Wait, really? Wouldn’t that, you know, DEFEAT THE WHOLE POINT OF A CHALLENGE LIKE THAT? I wish they had both ways. Have specific tactical instructions for those who want it, while also leaving it open for people who want to find out on their own. With how they have it, they’ve basically turned the exploration games into digital cross country running trials. While I’m on the subject, the sample videos would be helpful, but those videos show deliberately poor gameplay. So clearly they DO want players to figure some stuff out, but not big picture stuff. Besides the videos and a bluntly-stated goal, there ARE no instructions or even tips for 143 of the 156 challenges. Only the “big challenges” offer tips, though some others LITERALLY OVERLAY ARROWS on top of the gameplay telling you which way to go or for some other happening, like “a warp zone is near!”

Granted, the tips they DID provide are helpful. Like, I would have had to hit GameFAQs or StrategyWiki to know the shortest route in Kid Icarus, a game I’ve only beaten once. I’ll give them slight bonus points for using the same font and style as classic Nintendo Power. They even named the tabs “Classified Information” which is a nod to the tips section in the magazine.

I’m not even a little mad that people know how to cheese these games with glitches. That can be fun! Hell, I liked to get a rise out of family and friends by betting them I could beat Legend of Zelda: A Link to the Past in under an hour or two, then doing it in under five minutes. But, it’s just a parlor trick, right? Even if NWC taught players the glitches the winners are using, I don’t think I’d want an entire game based around learning video game parlor tricks. Now, assuming you’re deeply into that type of speed running, I still think you’ll probably be frustrated with how little competitive value you get with NWC. Out of a pool of 156 challenges, only five are played competitively every week, and then three of those five challenges are used for the two tiers of pseudo-online survival challenges. That’s it. That’s the entire extent of the online play. There’s no leaderboards for individual challenges or viewable ghosts of the record holders. There’s no challenging your friends or seeing ghosts of their games. No-brainer features are just not here.

Each player is supposed to pick their favorite NES or Famicom game from a list. You’d think such a list would only have Nintendo-published stuff, but you’d be wrong. The only games not listed are unlicensed games. Mike Tyson’s Punch-Out!! is listed. UK-only games like Virgin’s Aladdin are listed. Even ultra-rarities like the holy grail for Nintendo collectors, Stadium Events, are listed. I was impressed by it, until I found out all the features that weren’t included in Nintendo World Championships. So let me get this straight: you assigned someone to put a list of every NES cart, filtered out ALL the unlicensed games, but didn’t think players needed the ability to see their friends’ scores online? Good lord. Talk about having the wrong priorities.

There’s also no variety of challenge types in Nintendo World Championships. NES Remix had tasks like “don’t lose a life” or “stay alive for X amount of time.” Those are gone completely. Every challenge is a time attack. All 156 of them. It’s so limiting and uninspired. I imagine at some point a bigger pool of games will be added, but I wouldn’t bet on Nintendo getting creative beyond that. And while I’m on the subject, the game is called Nintendo World Championships, right? So, why is this NOTHING like the original Nintendo World Championships? That contest sandwiched three games together, requiring players to get 50 coins in Super Mario 1, complete a lap in Rad Racer, then with all the time remaining, score as much as you can in Tetris. There is NOTHING like that in the modern Nintendo World Championships! The only thing they have in common is the logo itself! The closest Switch’s NWC comes to that is when you complete all 156 timed challenges with a score of at least A or higher, you unlock “legendary trial.” It’s just a lazy thirteen round marathon of all the final challenges. Mind you, each final challenge is the longest one of that game. I’d be interested in playing shorter versions of such a marathon, but nothing like that is included. In fact, there’s no other mix-and-matching at all outside of survival mode. Oh, I forgot: when I said “five challenges a week” I mean five SEPARATE challenges. Do one or all five, but you only get ranked on each individual challenge and not the group as a whole. So weak.

It’s amazing how much bitching I was able to do before I even got to the games themselves. I’m not sure who outdid themselves: Nintendo or me.

For the purposes of this review, I’ll say that Speedrun Mode is the “main mode.” It’s a series of 156 timed challenges unevenly split between thirteen games. The challenge breakdown is as follows:

My final scorecard before publication.The only one I didn’t get at least an A+ in was the final Kirby challenge. I like the whole “total playtime” of all the scores added-up, even if it’s functionally useless. I wish it kept track of how many attempts you made at each game before reaching certain benchmarks.

  • 14 for Super Mario Bros.
  • 15 for Legend of Zelda
  • 13 for Metroid
  • 8 for Donkey Kong
  • 9 for Kid Icarus
  • 12 for Super Mario Bros. 2
  • 6 for Excitebike
  • 6 for Ice Climber
  • 7 for Balloon Fight
  • 24 for Super Mario Bros. 3
  • 15 for Zelda II: The Adventure of Link
  • 8 for The Lost Levels, aka Super Mario Bros. 2
  • 20 for Kirby’s Adventure
  • Of all the challenges that I worked to get an “S” in, the first challenge of Kid Icarus was by far the one that took me the most attempts. It wasn’t even close. It must have been 200 attempts.

Getting an “A” in every challenge isn’t too hard. Out of 156 games, less than 10 saw me get one of the B rankings on my first successful attempt. Now, getting an “S” is an entirely different story. Sometimes I literally couldn’t believe I got an “S” ranking as I played sloppily and made mistakes, and other times my jaw literally dropped when I didn’t get the perfect rating. I knocked out an “S” in every Zelda 1 challenge in three tries or less, except one where you had to kill three bats. That one took me probably 50 or so attempts. Meanwhile, I couldn’t get A++/S rankings in most Kirby tasks even if I tried, and I did! If the challenges were all short enough that they could be finished in 10 seconds, I’d probably keep playing until my scorecard was nothing but S rankings. But, some take a lot longer, and all the final challenges are the “big ones” of that game. Mario 1’s final challenge is just “beat the game from level 1-1, with warping.” Sure, it can be done in around 4 minutes if you know what to do. I don’t, and it sounds like a big time investment to learn how to get that good. NWC doesn’t tell you the target times for each grade. What’s an A+? Apparently under 8 minutes and 2 seconds, because that was my best time. What’s an S? You’ll know when you get it. A+ is actually the third highest grade, by the way. There’s A++, and I never saw less than a “B+” at any point. This is like one of those “teachers can’t use red ink to grade students anymore” things, isn’t it?

Beating a challenge doesn’t AUTOMATICALLY open the next. You earn coins from completing challenges. The more difficult the challenge and the higher rank you earn, the more coins you get for victory. You also get bonus coins for beating your previous best time. Winning the survival challenges also earns coins, including 500 for the first time you win each week’s gold survival challenge. Again, you only get CREDIT for each survival challenge per a week, but you can grind coins up, if you wish. You just won’t earn as many when you replay them. You also get a nominal bonus for competing in the week’s tournament. When I got sick of going for “S” rankings and started running through the challenges, I never had to grind to open anything, but most players apparently need to grind. The two quickest and easiest “S” rankings are the second Super Mario 2 challenge (pull up a vegetable) and the first Balloon Fight (pop one balloon in Balloon Trip). The challenge unlock system is stupid, but not a deal breaker.

Since the games are emulated, all the problems that come with the originals are here. Kirby’s Adventure has TONS of slowdown, only the clock keeping your time doesn’t slow down at all. Donkey Kong is missing the factory stage. Ice Climber is just the worst, and Nintendo’s continued insistence in celebrating it would be like having an incredible artist regularly hang out in your home, only they keep leaving upper-deckers in your toilet for no apparent reason. I only got all S-rankings for Zelda 1, Donkey Kong, Balloon Fight, and Ice Climber, but except for Zelda, that had more to do with how few challenges were involved. Mario 3 has the most challenges, and each of the seven Koopa Kids gets their own challenge. The only boss missing is Bowser. Come to think of it, the only “last boss” challenges are Mario 1’s “beat the game” finale and Metroid’s “escape the bomb” sequence, and even that is lacking the Mother Brain fight. It’s like Nintendo deliberately avoided spoilers for these literally three-to-four decade-old games. Boss fights work great in NWC, but there’s only three Legend of Zelda bosses, three Zelda II bosses, and three Kirby’s Adventure bosses. Super Mario 2 gets only Birdo and Mouser, and Kid Icarus only gets its first boss. Since boss fights were easily my favorite type of challenge, it sucks that Nintendo excluded so many that would have lent themselves perfectly to this game. I would love for nothing more than this review to be rendered outdated with updates that add more challenges, increase the variety of challenge-types and add more online features. Especially friend-based features (seriously how did THAT get left out?) or leaderboards.

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Sigh. I sort of have to give Nintendo World Championships: NES Edition a YES! because I had enough fun playing it. The worst gameplay aspect is an exceptionally bad automatic-rewind that happens when you die or do one of the FORBIDDEN moves. In theory it resets you to just before whatever you just died from. In practice, in games like Mario 1 or Kid Icarus, I died more from the rewind dropping me off in the middle of a jump than I did from the original deaths. I’m not even exaggerating, it is THAT bad. The rest is, eh, you know, fine. Nintendo World Championships certainly doesn’t rise to the level of “very good.” The online component means absolutely nothing to me because it’s too limited and not very fun. Five challenges a week is not enough for a game focused on online play. I can’t even see myself booting this up every week to play the next five contests. As for local multiplayer, unless every person you get is in roughly the same skill range, you’re not going to have any fun, at least as a group. It only takes one player who is fairly better than the rest to wreck the entire session. I was dis-invited from playing with my nephew and his friends because I was that player, though I probably should note that they were equally matched, more or less, and seemed to have a lot of fun once they booted me. But, be warned: playing eight-player mode means using JoyCons turned on their side, which I personally think is the worst game controller configuration of my entire lifetime.

I’ve been asked “does the cart work?” by every visitor to my house since the game arrived the day after it was released. No, it doesn’t, but it does come with a nice display stand that isn’t pictured here. The kids fought over the pin sets, to the point that a second $59.99 set had to be bought. To Nintendo’s infinite credit, my nieces and nephew and all their friends, ages 8 to 13 or thereabouts, all wanted to compete in this, even though they’re normally not inclined to play retro games. My nephew has literally never opened his NES, SNES, Game Boy, or Genesis libraries that came with his Switch Online subscription. Some of my best friends have children that are in the same boat. But, all the kids REALLY wanted this game. I can’t make sense of it either.

All I had left to base this review on was the 156 challenges. I started them on Sunday. I finished all of them with at least an “A” or better after just a few hours on Monday, with no intent of sticking around long enough to unlock everything. I spent most of Tuesday writing this review and bumping the “easy” ones that I “should” have gotten to an S, while also verifying that some of the challenges are just really boring. Besides the boss fights, my favorites were all 10-seconds-or-less games. That’s when NWC becomes gaming crack. Beating whole levels? Eh, it’s fine, but I really don’t think any of them quite reached that “just one more try” sweet spot, and some of the challenges I enjoyed so little that I don’t think I’ll ever play them again, regardless of how bad my scores might be. In fact, I’m not even sure my NWC cart will ever go back inside my Switch. (UPDATE – August 10, 2024: In the interest of fairness, I did return to Nintendo World Championships even when I thought I wouldn’t. Initially to check my previous week’s results, but I ended up spending time on the week’s five new competitive challenges. This is a game that’s deceptively addictive, but I did have a good time.) Okay, maybe when the inevitable add-ons hit, I’ll reload it to at least play each new challenge enough to get an A ranking on them too. That has to happen, right? Like, I can’t believe Donkey Kong Jr., Wrecking Crew, StarTropics, Punch-Out!!, or none of those early sports games are represented here. No third party games, either, and Super Mario Bros. Lost Levels is the only (former) Japanese exclusive. Ten years after NES Remix, and what could be considered the fourth game in the series feels, well, kind of thin. It IS possible to have fun and still be let-down. Just ask anyone who has ever slept with me.
Verdict: YES! but if you’re on the fence, waiting for a sale wouldn’t be a bad idea.
$59.99 ($29.99 for the standard) was soundly defeated by Jimmy Woods in the making of this review.

The VideoKid

Paperboy isn’t exactly a game I hold up as one of the all-timers. My first experience with it was actually the worst you can possibly imagine: the Nintendo 64 follow-up. That version is so obscure and forgotten most people I’ve met aren’t even aware that a 3D Paperboy exists. It does, and it’s awful. So honestly, The VideoKid had nowhere to go but up. As bad as The VideoKid is.. and it’s horrible.. it’s genuinely better and less broken than an actual, official Paperboy release. So it has that going for it. Which is like telling a diabetic “we have to amputate your left leg, but hey, this will bring you under 300lbs, so there’s that!”

Later, I got to play both a port of the arcade game via Midway Arcade Treasures on the GameCube, and the real McCoy arcade version, complete with handlebars. I thought both were shit. The isometric view. The unfair enemies. The fact that aiming and timing is so unforgiving. It’s one of those games that I think people like the gimmick more than the gameplay. I’ve also noticed that most people who file away fond memories of it primarily played the arcade version, which at least had a unique control method (because what child of the 80s ever had the rare opportunity to wrap their hands around bicycle handlebars? Only at arcades could they experience such a far-fetched fantasy), whereas people whose experience is limited to the NES or PC ports of it tend to agree with me that it was always kind of shit. Still, it’s a franchise that IS remembered, and that’s the key to stoking that sweet, sweet nostalgia fire. Eventually, someone will make the definitive Paperboy indie tribute.

This isn’t that game.

I won’t lie: The VideoKid started behind the eight ball with me. I’m not nostalgic for Paperboy, or anything really. The “anything really” especially hurts VideoKid, which relies fully on the player being one of those people who find references to things you’ve heard of to be comedy gold all by itself. And I can honestly say that I’ve never seen a game take that to such an absurd degree. Even though there’s only one randomly-generated level in VideoKid, there has to be over a hundred mostly 80s pop-culture references that hit one after another. This is the shotgun blast to the face method of reference-based humor.

Kirk & Spock examining a red-shirt before being beamed away. I too remember Star Trek. Ecto-1. I too remember Ghostbusters. Michael Jackson dressed all in white, spinning around. I too remember Smooth Criminal. Tony Montana pulling out a tommy gun and saying “say hello to my little friend!” I too remember Scarface. “He’s Heating UP and “He’s on Fire!” I too remember NBA Jam (which is from the 90s and makes no sense in a game that is a tribute to the 80s). The Mystery Machine being chased by a ghost. I too remember Scooby-Doo. Rambo. I too remember Rambo. Johnny-5 being chased by an Indian scientist. I too remember Short Circuit. The time-traveling DeLorean. I too remember Back to the Future.

Everything I said above? That all happened in a span of less than 30 seconds. Here’s the clip.

Big Bird. Fraggle Rock (or they might be Gummy Bears). Thundercats. He-Man riding Battle Cat. Clark Griswold’s Family Truckster complete with dog tied to bumper running behind. Reference, reference, reference. A conveyor belt of references. No context. No effort made past the character models. Just “hey, you know that thing you know about? I too know about that thing you know about, and I put it in my game so that you know that I know about that thing you know about.”

And for a lot of people, that’s all you need to make them happy. I don’t get it myself. The “pop” part of “pop-culture” stands for “popular.” For a thing to be part of pop-culture, it has to be seen by a lot of people and make enough of an impact that it becomes part of the public consciousness and thus will be remembered by the collective masses and cement its place in culture for generations yet to come. Pop(ular)-Culture. Get it?

So, when you see Optimus Prime show up in a random video game, it shouldn’t really mean anything to me or you, or anyone. Transformers is very well-known and has been a major part of pop-culture for three decades now. That’s why it had multiple cartoons, a line of toys, and then long after the height of its original popularity had passed, was able to be adapted into a multi-billion dollar movie franchise. Of course people have heard of Optimus Prime. If VideoKid wanted to impress me, it should have had cameos by Armed Force fighting Saw Boss or a sign welcoming you to Eerie, Indiana (pop: 16661). Something obscure, you know.

Maybe if The VideoKid had done something clever with these references, it’d mean something. Michael Jackson throws a golden coin to you, which lights you up. Or you ride next to the bike that’s transporting ET and suddenly you start to fly. Something more interactive that actually utilizes the references. But other than being able to do things like knock Care Bears/Fraggles/California Raisins/Alvin & the Chipmunks off a park bench or make a car fall on Homer Simpson (complete with D’OH sound that actually sounds nothing like Homer), the references really just sort of pass by and serve as distractions. Things to avoid running into. You don’t get to collect them as trophies or stickers or anything noteworthy. You just see them. Well, I’ve seen all these things before. Lots of times. So I don’t get the appeal in having them here. They don’t do anything.

I don’t know what it says about me, that a dog being dragged to its death is the one pop-culture reference that made me crack a smile, but this really is the only one that came close to making me laugh. What can I say? The song “Holiday Road” immediately popped into my head and I started to mentally ask myself whether Clark Griswold left the dog tied to the bumper intentionally or not. To this day, I think he did. He later took a theme park hostage at gunpoint and then had a nervous breakdown on Christmas Eve, which inspired his mentally ill cousin-in-law to kidnap his boss and hold him to ransom for a bonus. He’s a psychopath. I half expected him to be in prison for a killing spree as a throwaway joke in the Vacation remake, but that would have been too clever.

So, for me at least, VideoKid had to stand on its own gameplay merits. And honestly, I don’t think the foundation is inherently flawed. VideoKid takes place entirely within three lanes of action, with left and right moving you instantly from one to the other. I think this is a solid idea that could, presumably, fix a lot of the issues I had with Paperboy. In the original, it’s never entirely clear which trajectory to take to avoid enemies. By limiting the action to three channels, a player should be able to instinctively learn patterns and have strategies for avoiding obstacles be self-evident. It’s a more streamlined gameplay mechanic that should make VideoKid less frustrating.

But sadly, the lack of polish takes things a few steps backwards, then cuts off those feet to assure no more forward momentum will be had. Collision detection is spotty and inconsistent. Sometimes I’d hop on a car and score points. Other times it would seem like I had timed it right but still die anyway. Sometimes I’d get the power lace shoes from Back to the Future II, which lets you jump high in the air, but those seemed to turn the collision detection into random chance, where I’d die if I landed on a car or a bench (and other times I’d score points like normal). And the horrible play control just compounds the issues. Sometimes, after landing a large trick (which is done by hoping from obstacle to obstacle) the player would land and then be unable to move at all, no matter how much I pushed left or right. Other times I’d be going along not pushing any buttons when my character would veer left or right into a car without me pressing anything. Maybe it was a really delayed response to a button press. I don’t know, but in this clip, I didn’t press left at all and I still moved left into a car and died. And yes, I was using the D-Pad, not the analog stick.

This is developer Pixel Trip Studio’s first game, and it shows. Often, first time developers are so anxious to get their game published that they under-test it. I think that’s the case here. The VideoKid is clearly not finished. I bought the Xbox One version, which doesn’t have menus, doesn’t have options, and doesn’t even have a way to quit the game without using the guide button and going through the Xbox dashboard to close it. Perhaps because of that, it doesn’t properly keep track of your stats. Sometimes it would say I had delivered six tapes (after hours of gameplay), game-overed once, and only earned $0.02. Other times it would go up, but never in a way that was accurate to my actual playing. And while the game has tons of unlockables, if I quit out of VideoKid and then went back to it, sometimes (but not all the time) all the stuff I had just unlocked (or some of the stuff) would become locked again. That is not what you call buggy, people. That is broken.

I’ve played way worse first-efforts by developers. I don’t even think The VideoKid would rank in the bottom five of those. But it’s certainly one of the most unfinished games to find its way to the marketplace in 2018. And it just does lots of other bad stuff. It eliminates the challenge of Paperboy by giving you an unlimited amount of video tapes to throw at mailboxes and does not penalize you for missing or causing property damage, thus eliminating all semblance of finesse or strategy. And when you make more than two deliveries in a row (which is, you know, the main object of the fucking game), it spams the (already cluttered) screen with a giant notification. When you’re dealing with a glitchy, overly-sensitive-controlling game that takes place from an isometric point of view, the last thing on your mind should be making it even harder for the player to see what they’re doing.

Down in front!

So yea, The VideoKid is really horrible. No, I didn’t beat it. I got 90% finished a few times but was killed by Biff Tannen throwing something at me. If you’re one of those types that thinks people shouldn’t share their opinions on a game they bought unless they finished it, I’d like to point out that the developer is on the record saying HE only beat it once himself.

So really, I only beat it one less time than the game’s own developer did. I don’t know if he meant once on Xbox One or once ever. Because The VideoKid is on multiple different platforms, and considering all the really damning bugs and glitches, it seems like he probably should have played it a lot more than he apparently did before releasing it. I try not to review the developer, but I’m frustrated because there’s potential here for something satisfying. And not satisfying because I too have watched cartoons and movies and remember popular characters from them. The VideoKid didn’t need to be this bad. And it looks a small cut above your typical voxel game and effort was put into it. I’m guessing Pixel Trip Studios has talent. But the indie game market really shouldn’t become Mario Maker, where all that’s required to upload a game is to beat it yourself one time. The VideoKid costs $4.99. That buys you a LOT of really good indie games these days. Maybe even more than one for that price. Fans of the game think I’m being too hard on it. So what if it’s a little buggy? Look, there’s Lion-O! I too remember Thundercats!

Hey, there he is. Oh thank God, he didn’t get Mandela Effected out of existence.

Well so do I, and I wasn’t even born until the original series had been off the air for a year. But a game reminding you that Thundercats is a thing and they too have heard of it shouldn’t be a proper substitute for polish or refinement. If someone buys something expecting it to work and it doesn’t, they’re not assholes just because the broken product has Inspector Gadget in it. We’ve had video games for over fifty years now. If we’ve reached the point where people’s standards are too high for expecting a game to properly keep track of your score or progress without shitting the bed, what incentive do developers have to get better? Why should the next generation of indies put in effort at all? Just blast players with context-free pop-culture references and phone it in, and nostalgia-drunk fanboys will defend you to their dying breath. The VideoKid is critically acclaimed and very popular on social media and it shouldn’t be, because it’s unfinished and genuinely terrible.

And I’m not pissed that it’s bad. I’m an indie game critic. If I can’t handle bad games I should just quit now. I’m pissed because people have decided that being broken doesn’t matter as long as the game speaks in 80s memes to you, and anyone who feels otherwise has a stick up their ass. This is not a path we want to go down as a community. Do we really want a future where most games, indie or otherwise, habitually release too early, full bugs, in dire need of play-testing that they never received, and.. uh.. shit. Hold on, I really need to think this argument through more.

The VideoKid was developed by Pixel Trip Studios
Point of Sale: Xbox One, Nintendo Switch, Steam

$4.99 are ♪ driving down on a highway, and my wheels are spinning fast. I’ve been driving now for a long long time, and soon I will be there. KEEP ON ROLLING! KEEP ON ROLLING! There’s no turning back I’m going all the wayyyyyyyy aay aay aay! ♪ in the making of this review.

Now THAT’S how you use a reference.

Dead Cells

Before I get to the review, I want to take Dead Cells to task on how it promotes itself. Dead Cells calls itself a hybrid of a roguelike and a Metroidvania, or a “RogueVania” to be specific. Apologists for it will say that it’s NOT trying to invoke a Metroidvania, despite that term being thrown around everywhere. And I take it issue with that, because it’s just not true. Oh, the roguelike part is. The difficulty is high, the randomness is, well, random. Especially the level design, which can be so nonsensically assembled that you’d swear the game is set in the Winchester Mystery House. Doors open into empty rooms. Hallways can wind around only to lead to a dead-end. Chains and vines lead to nowhere. It never really gets as absurd as Spelunky’s “damsel behind ten feet of rock when you can’t possibly have enough bombs by this point to get to her” stupidity, but the algorithm leaves a lot to be desired. Still, Dead Cells is quintessentially roguelike. Nobody would deny that.

But saying or suggesting this marries that genre to Metroidvanias is utter hogwash. All runs in Dead Cells are fully linear, with no back-tracking. You can unlock runes that permanently upgrade your character, but once you have them you can’t go back to the stuff you missed in previous levels unless you die or finish the game. Dead Cells has levels, not one big, sprawling map. Some stages have more than one exit, but once you’ve used that exit, you continue on a linear path and can’t take a mulligan if you don’t want to play the stage you exited to. Calling the levels “interconnected” seems intellectually dishonest. It’s factually true, in the sense that if you beat level one, you play level 2 next. But going by that logic, you’re saying Super Mario 1 is a Metroidvania. Its levels are interconnected, after-all. Beat level 1-1, move on to level 1-2. Doesn’t get more connected than that, right?

I can’t possibly imagine where they got the “Vania” part from.

I’m fine if they want the “Vania” part to mean “in the NES sense of things”, because Dead Cells feels an awful lot like the Castlevania games of yore, where you would play one linear level at a time and there was no gigantic map to explore. The protagonist even looks like a Belmont, sometimes uses a whip as a weapon, and fights the undead. Really, it’s the closest an indie game I’ve played has come to feeling like a modern twist on a 2D Castlevania, especially Castlevania III: Dracula’s Curse on the NES. Replace switching between different characters with switching between different weapons and make the game a roguelike and it would fit right in. But that’s clearly not what the implication is behind the “rogueVANIA” thing, and I find that to be a bit dirty. It’d be like saying the Chicago Cubs are essentially a basketball team. I mean, they wear uniforms and they play a game with a ball and the team with the highest score wins, so it’s pretty much indistinguishable, right? Well, no. Of course not. And it’s shitty of Dead Cells to imply in any form that it’s a Metroidvania.

Got that?

Good. Now onto the review.

Dead Cells is the best indie game ever made.

Yep. As of this writing, I’ve been Indie Gamer Chick seven years, three months, and twelve days. I’ve previously reviewed 568 indie games, and played thousands more that I never transferred my opinions over into review form. And Dead Cells is the one. I have never put more time into a game before I sat down to write the review. I’ve never cussed a game I intended to review more. I’ve never had an indie utterly own my psyche to the degree it has. When I thought I had played enough to write this, I deleted the game from my Xbox One and Switch in a futile attempt to force myself to sit down and start typing. But then I decided I “needed more media”, reinstalled it, and ended up tripling my time-in. I took my Twitter followers on a roller-coaster of eutrophic glee and bitter contempt, wondering out-loud if Dead Cells was the best indie I’d ever played or unworthy of my Seal of Approval at all. I’ll give it this: it was never uninteresting.

Magical Source, Mystic Force!

A big part of the reason I had trouble beginning the actual writing process was because I honestly don’t know where to begin. By this point, I’m sure anyone reading this review has heard of Dead Cells, gets the gist of it, and is here to figure out exactly why I enjoyed it more than any indie game I’ve ever played.

Would you believe I don’t fully understand it myself?

I hate roguelikes. In fact, I generally hate games where the difficulty is the main attraction. I don’t see the fun in it. I’m sure I could tunnel through my bedroom door with a spoon if I wanted a genuine challenge. It’d be dull and tedious and time consuming to do so, but it would be a legitimate challenge. Or, I can just open the door and avoid all that shit, and spend my time doing fun stuff. A lot of developers don’t get that. Many indies look at something like Dark Souls, where the first thing any fan brings up is how damn hard it is, and assume that’s attraction. But it’s not. If Dark Souls wasn’t entertaining, nobody would care about the difficulty. It’d just be another inaccessible game that blowhards use to claim they’re “real gamers” and everyone else is just a “casual”.

Motion Twin got it, and Dead Cells is never boring no matter how far you’re into it. The 2D sword-and-shields combat is exhilarating from the get-go. The initial grind of fighting enemies and collecting enough “cells” to unlock getting a random starting weapon or starting bow could have reduced the opening hours into a hacky slog. Instead, the first three or four hours, where grinding up cells is the focus, might be the most cathartic introduction to a game since Resident Evil 4. Attacking feels like it has an authentic weight behind it, while dodging, blocking, or countering feels like there’s actual urgency behind every move you make. Even low-level zombies can take you out if your mind wanders just a little bit (trust me, I was felled by them more than once, even 100+ hours into the game, just because I got distracted). You feel like there’s stakes behind every encounter. When does that ever happen in gaming anymore?

Combining fire and ice is surprisingly effective. Someone ought to write a song about it or something.

But then, as you unlock more weapons, you start to realize the depth and nuances of Dead Cells. So much time was given to differentiate most of them that utilizing them makes it feel like you’re playing an entirely different game. But, and this is the key, it almost always feels so natural and right and you would swear Dead Cells was meant to specifically be that kind of game all along. If you equip the infantry bow, which scores damage most from point-blank range, Dead Cells feels like it was designed specifically to be a 2D gun combat game where you’re busting a cap in someone’s melon. The heavy bow feels like a shotgun that appropriately scatters baddie-chunks all over the stage. You might pick up weapons like the lightning bolt, frost blast, or fire blast that make Dead Cells feel like it was designed to be a superhero action-platformer that you could believe is a 2D version of Infamous. I’ve never experienced this phenomena in any game I’ve ever played. It’s astonishing how natural it is no matter what you’re wielding. Don’t get me wrong, not all the weapons are satisfying. The broadsword is so slow and impractical that it became the white elephant of the game. I kept succumbing to the temptation of picking it up, especially when super-charged versions of it were dropped by bosses, and always ended up regretting it. I’m not sure why I kept giving it a chance, given how often I died as a direct result of trying to use it. It’s not like I have a penis that necessitates making up for the inadequacy of.

Cloud ought to sue.

The wide variety of unlockable weapons is supposed to help highlight Dead Cells’ “make due with what you’re given” core gameplay. But this can also be problematic. There were a lot of less-than-fun items that I regretted unlocking. Once unlocked, you can’t prevent items from coming up in the randomized rotation. Items are broken up into three different colors: red, purple, and green. Red is brutality (and also grants you arbitrary leadership of the Power Rangers), purple is tactics (and also indicates you stand in support and dignified solitude with the gay Teletubbie), and green is for survival (and prevents you from being pinched on St. Patrick’s Day).

Because the best secondary weapons (IE turrets and traps) are purple, plus the best “mutation” (which shrinks the cooldown time on those traps) gets better the more you boost your purple, I preferred to combine the Ice Bow or Frost Blast (which are purple and freeze enemies) with a colorless melee weapon (colorless/gold weapons have their stats dictated by whatever color you’ve boosted the most), or with the “Frantic Sword” which is the only practical sword-type of weapon that purple boosts. In my early runs on Dead Cells, putting together a reasonable four-weapon combo based around these was relatively easy. But, as the game went on I started to acquire blueprints for more items that I could then unlock. And being the curious type of chick I am, I succumbed to that curiosity and wanted to take the new items out for a spin. Well, my friends call me Cat, so I guess it’s fitting what curiosity did to me.

One thing I realized when trying to get screenshots of Dead Cells for this review: action-screens are incomprehensible. This COULD be a screenshot of Dead Cells, or perhaps I just dumped paint onto a canvas and then blasted it with a highly-pressurized air-cannon. YOU CAN’T KNOW FOR SURE!

So basically, Dead Cells punishes you for unlocking stuff. The fact that you fuck yourself over for having the unmitigated gall to want to gain new abilities and items is just one of many insanely frustrating aspects, but it’s easily the one that stings the most. I’m to a point now in Dead Cells where I have so much shit unlocked that coming into possession of a truly exhilarating, fun-to-use loadout is rare. Too rare. And this is not helped by the algorithm for weapons apparently having no intelligence at all. During one of my last runs, the random starting bow I was given was the Duplex Bow, which is my choice for the most boring weapon in the game. But that’s okay, because I would certainly be able to change that as I went along, right? Well, I did.. with four other Duplex Bows. I’m not even kidding. The chest I opened in the first level had one, then I got one from a hidden pit in the second stage, one from a cursed chest in Stilt Village, and finally the second boss dropped a hyper-charged one. Each weapon has sub-abilities as well, but those are also based on random chance. Between stages, you can pay gold to randomly switch the sub-abilities, but the cost increases each time you do it and can drain your account fast. At no point during this entire run did I get the desirable “arrows pierce all enemies” ability, or even the “arrows leave a trail of fire” one. It kept assigning me the least useful traits for the most boring weapon, again and again. It was like Dead Cells was trolling me.

“What are you going to do, bitch? Stop playing?”

“Sigh…….. no. You fuck.”

And I didn’t. Nor did I when any of dozens of other issues crept up. Lots of technical ones, especially. Some of them have been corrected, but there’s an annoying one on Xbox One centered around the Daily Challenge. Every day a new pre-set challenge is presented, always a timed-race through a maze where you are given one starting weapon. Beating X amount of these challenges is supposed to unlock new items and abilities. I got one for beating my first daily challenge. But then the game lost the ability to count how many I’d finished. It keeps telling me I need to finish four more to unlock another reward, despite the fact that I’ve beaten the challenge every day for weeks now. Dead Cells released over two months ago, and the fact that this relatively simple glitch hasn’t been fixed yet is beyond shameful.

If you can get the machine-gun crossbow with piercing arrows, man are you in for a treat.

So are the hiccups with movement, where sometimes you’ll seemingly skip ahead several frames from where you should be. The overwhelming majority of the time, this was of no consequence, but I did die more than once as a direct result of this. Finally, sometimes the game would just shit the bed and dumped me back to the Xbox main menu. This screwed over a couple good runs I was having, as I had to start over from whatever stage I was on, but it also gave me a chance to correct a few bad runs, so we’ll call it a wash.

Besides the random weapon fiasco, the biggest issue is by far the cheapness. I’ve had decent runs ended instantly by having enemies juggle me from full health to no health in a matter of seconds. Sometimes its on me, like when I went so heavy on the purple boosts that the last boss was able to take me from full health to dead in under 10 seconds. But sometimes the RNG would spawn enemies who attacked in sync enough to unfairly end my run in a way I couldn’t possibly hope to defend. I’m sure I’d been laughing my ass off if it wasn’t me it was happening too. Hell, one time I opened a cursed chest (which always give you a booster, a colorless weapon, and money in exchange being “cursed” by having to kill 10 enemies in a row without taking any damage, or else you die instantly), certain that I’d have clean, easily sailing to lift the curse. Then I ran smack-dab into shielded enemies who can teleport around. My primary weapons were slow on the draw, so my only option was to leg it.

Now mind you, Dead Cells unlocks even harder modes when you beat it the first time around. I question whether it really needed to be this unforgiving at all. For anyone that says I suck at games and am a pussy or whatever, hey, guilty as charged. But I was able to beat Dead Cells and even score a few rare achievements along the way. The first time I beat the 1st boss, I took no damage doing it. And when I finished the game for the first time, I still held a “mutation” that brings you back to life if you lose all your health, something 95% of all people never did. Considering that I just named Dead Cells the best indie I’ve ever played, maybe I’m onto something when I say there should be two difficulty options from the start: the one I beat, and an easier version, and let people progress beyond that. I finished the normal difficulty of Dead Cells twice but could make almost no progress on the next difficulty. But hey, I’m satisfied. I just feel bad for those who will pass on the game because of the prohibitive difficulty. They’re missing out, but at the same time, I can’t blame them at all. When I got to the point that I wanted to make progress, the cheap deaths and the outright unfairness that sometimes rears its ugly head made me angry to the point that I questioned whether everything that led to that moment was worth it.

For me at least, answer was “yes”, of course. That’s what separates Dead Cells from something like, say, Cuphead. For all the effort that was put into Cuphead by StudioMDHR, and for all the effort I made to be good at it, I didn’t enjoy my time with it at all. Even as I was being gobsmacked by the presentation, the actual gameplay of Cuphead bored me to death. I was never bored with Dead Cells. Even when I had the most uninteresting items. Even when I couldn’t get into a good rhythm during a run. It was always entertaining. I think that’s because Dead Cells is whatever you want it to be. If you’re craving a fast-paced sword-and-platforming whack-em-up, Dead Cells can be that. If you want a slow, exploration-based adventure, Dead Cells can be that too. Hell, if you’re feeling silly and in the mood to just run around and literally boot enemies in their asses, kicking them off their perch and to their deaths like a Loony Tunes cartoon, Dead Cells still has you covered. It’s a “fill in the blank” game and it adapts to you just as much as you adapt to it. So many games promise to “never be the same game twice” but Dead Cells is one of those rare games that feels like it has the potential to that live up to that promise. If you want it to, that is.

I really should stop posting screens at this point. It looks so much uglier in pictures. Just watch videos. The graphics are more than satisfactory.

I got Dead Cells in August but didn’t truly get into it until September. Or, more accurately, it got into me. I’ve put so much time into it that my friends and family went from joking about me to being addicted to genuine concern that I was. I feel like I’m, at best, a day or two a way from “no, seriously Cathy, put down the controller. This is an intervention.” I’ve already asked myself questions like “if I shoot those who try to take Dead Cells away from me, would the cops let me finish the run I’m on before slapping the cuffs on me? Will they let me take my Switch with me so I can play more Dead Cells?” According to my lawyer, the answer to both questions is no, which is why I have to plan to leave nobody alive and then turn myself in later, after I play more Dead Cells. I’m planning on using the “Your Honor, as you can see, they interrupted me when I had a gold Ice Bow, a gold Balanced Blade, and two gold turrets” defense that’s going to rock the nation.

1,292 days before I published this review, I named Axiom Verge the best indie game I’ve ever played, and its held that title ever since. It’s stood #1 for over 48% of my game critic existence. If you had told me on March 31, 2015 that the game that would finally dethrone it would be a 2D roguelike action-platformer that I only gave a whirl because it erroneously claimed to be Metroidvania-like, I’d thought you were off your rocker. But, here we are. Dead Cells is frustrating, and unfair, and maddening.. And brilliant. And breathtaking. I choked up a bit when I beat the final boss for the first time. I never imagined I’d play games like this when I started this blog in July of 2011. Dead Cells is the best indie game of all-time. And I can’t wait to play the game that will unseat it. It’ll be spectacular.

But seriously Motion Twin, fix your fucking game. You have the word “motion” in your name. You shouldn’t be sitting still on this for this long.

Dead Cells was developed by Motion Twin
Point of Sale: Xbox One, Nintendo Switch, PlayStation 4, Steam

$24.99 (really $49.98 since I bought it on XB1 & Switch) noted, and this really shouldn’t mean anything, but Dead Cells also has the single best trailer in gaming history in the making of this review. Watch it below.

Dead Cells is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I mean, fucking duh. It’s #1. Kind of hard to miss its ranking.

Like the new Indie Gamer Chick Seal of Approval? It was designed by Kevin Willingham Creative. Hit them up for reasonable rates for your artistic needs.