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Pie in the Sky: ‘Super Smash Bros.’ Nintendo Switch Wish List




After the latest Nintendo Direct made a slight mention of Super Mario Bros. finally coming to the Nintendo Switch, the Goomba Stomp staff have decided which characters they would love to see make the roster…but probably won’t. Get ready to smash and punch your way through these notable Nintendo personalities, and leave a comment to any character you’d like to fight alongside in the next entry to the Super Smash Bros. series.




Ever since Cloud was announced as a DLC character for Smash 4 the floodgates have been thrown open as far as possible new fighters go. It demonstrated that Nintendo and Square Enix have quite the comfy relationship and that point has only been further proven with Square Enix developing Octopath Traveller for the Switch. More importantly, however, is that The World Ends With You: Final Remix is being made for the hybrid console, making one of the best JRPG’s of all time relevant again just in time for the game that relishes in celebrating gaming history.

If our stereotypically, spiky-haired protagonist, Neku, made it into the Smash roster I would fanboy into orbit. The telekinetic powers granted to him by the various pins he equips offer a plethora of possibilities in regard to how Neku could attack. Fireballs, ice pillars, earthquakes, psycho-slashes, twisters, pressure mines; the list goes on. Being a psychic user he may share some similarities with Smash mainstays Ness and Lukas, but Neku can differentiate himself by mixing in his flashy, hip-hop inspired melee attacks for a hit-and-run style zoner.

As an added bonus, we can add in Sho “Pi Face” Minamoto as an assist trophy so he can use his trademark megaphone to shout so many trigonometric terms that those caught in his path are forced to jump off the stage to end the madness. (Matthew Ponthier)

Solid SnakeSnake

Of every character adopted into Super Smash Bros.’ ever-growing roster, few have brought with them such an intense degree of surreal whimsy as Snake. Introduced in Super Smash Bros. Brawl as an amalgamation of Metal Gear Solid’s two co-leads, Snake sported the head of Big Boss, the body of Solid Snake, and virtually no recognizable moves from his home series. He had access to his crawl, CQC, and the iconic cardboard box that’s served as almost a mascot for MGS, but the majority of his weapons were removed due to their realistic imagery. Fans could kiss goodbye to Solid Snake’s SOCOM, the incredibly useful tranquilizer gun, and Big Boss’ knife. On paper, losing access to Snake’s guns would naturally lead to a disjointed character, but this limitation paved the way for one of the best move sets to grace the series.

Acrobatic, fluid, and with a considerable amount of weights to his movements, taking the time to master Snake’s play style will almost certainly guarantee a high win rate. Unfortunately, while just about every playable character returned in Smash 4 either in the base game or as DLC, Snake was one of the few omissions. While the series is in no way, shape, or form still the juggernaut it was by the time of Smash 4’s launch, in large part thanks to Hideo Kojima’s firing, reintroducing Snake into Smash 5 could only do good for his image, and the game itself. With an already developed play style and Konami still looking to keep the series alive (see: Metal Gear Survive,) this might actually be the best moment to include Snake as a guest character once again. It would be a sign of good will on Konami’s part, showing fans they still care about keeping the series’ legacy alive. Plus, it’d just mean reintroducing one of the most creative characters in the franchise.  (Renan Fontes)

Rex - Xenoblade Chronicles 2Rex

Even though it came out at the tail end of last year, Xenoblade Chronicles 2 was precisely the hardcore JRPG experience that the Switch needed. Apart from a truly gripping story, the game’s greatest strength was its myriad of memorable main characters and rare blades. The list of potential picks for Smash is a long one; what fan wouldn’t love to see Tora and Poppi, Nia and Dromarch, or even Malos in the game? Seeing as XC2 will likely only get one series representative for its Smash premiere, however, Rex makes the most sense as the face of the game. Not only is he at the crux of the game’s plot (along with Pyra and Mythra), but he’s also a genuinely likable, goofy character that would be a great juxtaposition to much of the roster’s more serious combatants.

As weapons, Pyra and Mythra are really interesting characters in their own right. They’re something of a Dr. Jekyll and Dr. Hyde, with gentle and sweet Pyra being the perfect juxtaposition to the more tsundere, battle-hardened Mythra. Since Pyra is technically a lesser form of Mythra, and Mythra also has an ultimate form, Rex could work similarly to how the Pokemon Trainer did in Brawl. Pyra could be the light form, Mythra the middle and the ultimate version of Mythra the heavy. Furthermore, Rex’s move set could correspond to Pyra’s default move set in the game. This would open up the possibility for Rex to do things like Topple opponents or inflict twice the damage if they’re facing away from him. Rex could charge downwards at someone in his salvaging gear for his Down-B and could Launch someone with his Up-B. And the Final Smash? Calling down a massive stream of ether energy from the heavens via Siren. If the preliminary sales of Xenoblade Chronicles 2 are anything to go by, it’s likely a fairly safe bet that we’ll see a Rex reveal trailer as we move into the summer months. (Brent Middleton)


I humbly nominate Madeline, the lead character from Matt Thorson’s platforming mountain of awesome-ness, Celeste, for inclusion in the newest Super Smash Bros. As a character, Madeline has mountain-scaling chops that would make even the Ice Climbers weep. Madeline is smart and believable, already a beloved icon after only one game. Her standing move-set feels ready-made for Smash – all about precise air dashes which are essential to the Smash landscape, and throw in some assists from Mr. Oshiro, Granny, Theo, Dark Madeline, and some impossible strawberries, and we’re halfway up the mountain. The classic and smart 16-bit look and feel of Celeste lends itself to a perfect new Smash stage, complete with seemingly impossible platforms, jumps, and disappearing pink clouds. Moreover, Celeste is a game that deserves to be honored – its remarkable gameplay was enough to make it great, but it is further lifted up by a compelling storyline and meaningful themes that are deeply reflected in the action and gameplay. What better way to send home Nintendo’s glorious new commitment to high-quality Indies than to include one of its newest and dearest? Madeline is ready to climb into Smash and punch Mario in the face, and I’m ready to reach the peak beside her. (Marty Allen)

Qbby BoxboyQbby

The hero of Nintendo’s BoxBoy! series may only have four pointed ends, but after headlining a successful trilogy of puzzle games on the 3DS, he’s definitely a star. It’s time to consider this adorable little square a part of the franchise stable, and the best way to validate his significance is to put Qbby in the ring. Sure, his unique ability to kind of clone himself into a string of boxes might not at first seem like it can compete with the kind of bombastic attacks that swords, fireballs, laser blasts, umbrellas, etc. can offer, but Qbby isn’t some one-trick poly[gon]. As seen in BoxBoy! and its two sequels, BoxBoxBoy! and Bye-Bye Boxboy!, there are a wide assortment of special blocks that Qbby can create in order to bring the hurt to his foes. Rocket boxes, bomb boxes, portal boxes, and whatever other weird ideas Sakurai could have could make Qbby an extremely flexible character, regardless of the rigidity of his shape.

The stark aesthetics of this simple box/boy hybrid would be a welcome addition to an insanely colorful cast. As a casual player who often picks characters based on arbitrary reasons, I could see myself choosing Qbby purely for his ability to stand out from the rainbow pack. Seriously. Anyway, the little guy is a HAL creation, and with that studio developing the Switch version, finally acknowledging all the good work he has put in just makes sense. (Patrick Murphy)

The CoonEric Cartman’s, the Coon

The Smash Bros. series has included some pretty wacky third party characters over the years. We’ve seen Sonic, Solid Snake and Pac Man all go head to head with Mario and Link. So with the announcement of a new Smash Bros. for Switch, what characters could we see? Nintendo currently has third-party deals going on with Bandai Namco and Ubisoft. Could we see someone from Soul Calibre or Code Vein make an experience? Could we see the Rabbids or even Bayek of Assassin’s Creed Origins?

What if they went even further? What if they made their craziest third party character announcement yet? What if Eric Cartman’s alter ego, the Coon, was in Smash Bros. for Switch? A South Park character in Smash Bros. may seem way to obscure and nonsensical to be real, but there is some logic behind the hope. In the same Nintendo Direct as the Smash Bros. announcement, South Park: The Fractured but Whole was announced for Switch, with a release date of April 24th. South Park creators Matt Stone and Trey Parker are self-proclaimed video game enthusiasts and may be interested in having the Coon star in one of gaming’s biggest franchises. As mentioned before, Ubisoft recently created Mario + Rabbids for Switch and so may have some pull with Nintendo, and The Fractured but Whole was made by one of their studios.

Maybe this is just wishful thinking. South Park has a tendency of being… provocative, which may not line up with Nintendo’s family-friendly formula. Yet Bayonetta, a highly sexualized character, was in the Wii U roster. The Coon’s up close and personal skillset would work great in Smash Bros., and just imagine how funny it would be to hear Cartman poke fun at all of Nintendo’s other I.P. (Chris Bowring)

Professor Layton

While a behatted gentleman known for his intellect might not seem like an optimal pick for a Super Smash Bros. game, Professor Layton would make for an intriguing addition to the roster. Given the Layton series’ almost exclusive appearance on Nintendo handhelds and developer Level 5’s close relationship with Nintendo, adding Layton to Super Smash Bros. shouldn’t pose the same difficulty as adding other third-party characters has in the past. The Professor’s adventures in the Layton series provide plenty of source material for Nintendo to develop a very creative moveset, as he has brandished weapons as diverse as swords, pipes, and slot-machine guns. Add in sure-to-be-hilarious taunts provided by Layton’s English voice actor, Christopher Robin Miller, and everyone’s favorite gentleman would be sure to impress in his Smash debut. (Izsak Barnette)

Midna Smash Bros.Midna

The Legend Of Zelda: Twilight Princess may lack the iconic artistic and thematic direction of prior three dimensional Zelda’s, but it boasts bundles of brilliant bits regardless. From grandiose dungeons, to ingenious items, to quirky gimmicks; The Legend Of Zelda: Twilight Princess is a dazzling installment in the expansive fantasy franchise. Its greatest asset, however, is delivered in the form of a sassy, quip cracking imp called Midna. Assisting Link on his perilous quest to thwart Ganondorf’s heinous ambitions, Midna’s aloof persona progressively crumbles as she begins to care for Link. Being supremely more expressive, humorous and relatable than other Zelda deuteragonists (sorry Fi, I’ve got nothing against you per say, you’re just a tad boring), she exists to this day as a fan favorite amongst the series’ countless classic faces.

Midna’s proven to be a hotshot with her hair, the end of which manifests as a hand (which is useful for grabbing, bludgeoning, clobbering and pummelling foes). She can also utilize the twilight in an abundance of creative ways, from hopping through portals to riding wolves. Beyond The Legend Of Zelda: Twilight PrincessHyrule Warriors has granted players an expanded showcase of the degree of ass kickery Midna is capable of, and it’s due to said ass kickery that she’d be a perfect fit for Super Smash Bros., whooshing around Final Destination via her twilight trickery and battering her opponents with a mighty swoop of her hair. (Harry Morris)

Min Min

It’s perhaps a Scrödinger question until Super Smash Bros. is released, will there be ARMS characters included? It seems unlikely at first, but after considerable thought, personalities like Min Min would be the perfect fit for such a game. It would be an insult to this relatively successful new title if some of the battlegrounds weren’t based on some of ARMS’ best arenas, an opportunity I’m sure Nintendo won’t miss.

What makes Min Min more likely than her other ARMS counterparts is that she is known for additionally using her feet to fight, ensuring more flexibility into her Super Smash Bros. moveset. Min Min also has an aesthetic that would adapt well to the series, with her arms and body resembling a traditional Chinese dragon. Ribbon Girl and Spring Man would also be good additions, but if there could only be one character from ARMS then Min Min it is. (James Baker)

Simon Belmont

The heir to the renowned Vampire Killer and of the Belmont clan, Simon Belmont may have became the most famous vampire hunter but he has yet to make an appearance in the Super Smash series – and chances are, he never will. With the use of his whip in eight directions, and holy water, an axe and the crucifix as secondary weapons, Simon Belmont could bring a refreshing fighting style to the fray. He’s iconic for Nintendo fans, having been around since the NES days and one of the most famous video game characters of all time. If anyone deserves to represent Konami, it’s Simon Belmont who has been there from the very start of the Castlevania series. (Ricky D)

Humans by birth. Gamers by choice. Goomba Stomp is a Canadian web publication that has been independently owned and operated since its inception in 2016.

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PAX South 2020 Hands On: ‘The Artful Escape,’ ‘Foregone,’ and ‘Tunic’



PAX South

This past weekend, PAX South 2020 brought a huge variety of promising indie games to the show floor in San Antonio. Here are just a few of the most remarkable games I got to try, including a hardcore action game, a classic adventure, and an experience that can only be described as dreamlike.


Simply put, Tunic is a Zelda game, but foxier. Tunic takes significant inspiration from the classic Zelda formula, complete with an overworld to explore, puzzles to solve, enemies to fight, and a protagonist clad in green. My demo even began by leaving me weaponless and forcing me to venture into a nearby cave in order to discover my first weapon.

Yet there’s nothing wrong with following such a traditional formula. At a time when Nintendo has largely stopped creating new games in the style of its classic Zeldas, it’s left up to other developers to rediscover the magic of the original gameplay style. Based on my time with the game, Tunic achieves exactly that, reimagining the charm of A Link to the Past for the current generation with gorgeous visuals and modern design sensibilities. The biggest difference from its predecessors is its green-clad hero is a fox, and not a Kokiri.

All, that is to say, is that if you’ve ever played a 2D Zelda, then you’ll know exactly what to expect from Tunic. It starts by dropping the foxy little player character into a vibrant, sunny overworld, and true to form, your inventory is completely empty and the environment is full of roadblocks to progress. Simple enemies abound, and although its greatest Zelda inspirations lie with those from the 2D era, it also includes an element from the 3D games due to its inclusion of a targeting system in order to lock onto specific opponents. What followed next was a linear, straightforward dungeon that focused on teaching the basics of exploration and item usage. It was extremely simple but hinted at plenty of potential for the full game later.

Tunic’s gameplay may hearken back to the games of old, but its visual presentation is cutting edge. It features gorgeous polygonal 3D visuals, loaded with striking graphical and lighting effects, making its quaint isometric world truly pop to life. My demo didn’t last very long, but the little bit I played left me excited for Tunic’s eventual release on Xbox One and PC. It could be the brand-new classic Zelda experience that fans like myself have long waited for.



These days, nearly every other indie game is either a roguelike or a Metroivdvania. Just by looking at Foregone, I immediately assumed that it must be one of the two based on appearances alone. Yet when I shared those assumptions with the developers, Big Blue Bubble, the response in both cases was a resounding, “No.”

Foregone may look like it could be procedurally generated or feature a sprawling interconnected world, but that simply isn’t the case. The developers insisted that every aspect of the game world was intentionally crafted by hand, and it will remain that way in each playthrough. Likewise, although there is some optional backtracking at certain points in the game, Foregone is a largely linear experience, all about going from one point to another and adapting your strategy along the way. In a generation where nonlinearity reigns supreme, such straightforward design is refreshing to see.

If there’s any game that seems like an accurate comparison to Foregone, it would have to be Dark Souls. From the very start of the demo, the world of Foregone is inhabited with fearsome enemies that don’t hold back. If you don’t watch what you’re doing, it can be easy to get overwhelmed and fall under the pressure. Thankfully, there’s a broad assortment of abilities at your disposal, such as a wide area of effect move that can stun enemies within a wide radius, and a powerful shield that can block many attacks. I fell many times during my time with the game, but it never felt unfair. Rather, it merely felt like I wasn’t being smart enough with my own ability usage, and I was encouraged to keep jumping back into the world for just one more run, this time armed with better knowledge of my own abilities and potential strategies.

And it’s a beautiful game too. Rather than featuring the typical pixelated aesthetics often associated with platformers, the world is actually built-in 3D with a pixelated filter applied on top of it. This allows for a uniquely detailed environment and distinctly fluid animations. Foregone looks to be a worthwhile action game that should be worth checking out when it hits early access via the Epic Games Store in February, with a full release on console and PC to follow later this year.

The Artful Escape

Bursting with visual and auditory splendor, The Artful Escape is easily the most surreal game I played at PAX South. The demo may have only lasted about ten minutes, yet those ten minutes were dreamlike, transportation from the crowded convention to a world of color, music, and spirit.

As its name would suggest, The Artful Escape is an otherworldly escape from reality. Its luscious 3D environments are populated with 2D paper cutout characters, its dialogue leans heavily into the mystical (the player character describes his surroundings with phrases like “a Tchaikovsky cannonade” and “a rapid glittering of the eyes”), and its music often neglects strong melodies in favor of broad, ambient background themes. This all combines to create a mystical, almost meditative atmosphere.

It only helps that the platforming gameplay itself is understated, not requiring very much of you but to run forward, leap over a few chasms, or occasionally play your guitar to complete basic rhythm games. This gameplay style may not be the most involved or exciting, but it allows you to focus primarily on the overwhelming aesthetic majesty, marching forward through the world while shredding on your guitar all the while.

This Zenlike feel to the game is punctuated with occasional spectacular moments. At one point, a gargantuan, crystalline krill called the Wonderkrill burst onto the screen and regaled me with mystic dialogue, while at another point, I silently wandered into a herd of strange oxen-like creatures grazing in a barren field as the music began to swell. The demo was filled with such memorable moments, constantly leaving my jaw dropped.

For those who think that games should be entertaining above all else, The Artful Escape might not be so enthralling. Its platforming is extremely basic and its rhythm minigames are shallow at best. For players who think that games can be more than fun, however, The Artful Escape is set to provide an emotional, unforgettable experience, an escape that I can’t wait to endeavor.

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PAX South Hands On: ‘Boyfriend Dungeon’ Wields Weapons of Love

A weapon is an adventurer’s best friend, and Boyfriend Dungeon is focused on deepening that relationship.



Boyfriend Dungeon

In most games, weapons are straightforward objects. Sometimes they can be upgraded or personalized, but at the end of the day, they function as little more than tools for a single purpose: to cut down enemies and make progress in the game. Boyfriend Dungeon, however, proposes a different relationship with your weapons. They’re more than just objects. Instead, they’re eligible bachelors and bachelorettes that are ready to mingle.

Boyfriend Dungeon is a dungeon crawler and dating sim hybrid all about forging an intimate bond with your weapons and, after demoing it at PAX South, this unique mix seems to be paying off.

There are two main activities in Boyfriend Dungeon: exploring the loot-filled dungeons (referred to as “The Dunj”) and romancing the human forms of your weapons. There’s been plenty of great dungeon crawlers in recent years, but Boyfriend Dungeon sets itself apart by humanizing its weaponry. This concept may sound strange on paper, but Kitfox games director and lead designer Tanya X. Short is confident that players have long been ready for a game just like this.

“A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.

“I think the fans of Boyfriend Dungeon have been out there for years, waiting. I remember when I was in university ages ago, I was sure someone would have made a game like this already… but I guess I needed to make it myself!” She adds that “A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.

Boyfriend Dungeon

My demo with Boyfriend Dungeon began simply enough. After a brief character creation phase where I chose my appearance and my pronouns (he/him, she/her, or they/them), I was dropped into the stylish, top-down hub world of Verona Beach. Here I could explore the town and choose where to date my chosen weapon. I decided to head to the public park to meet Valeria, a swift and slender dagger.

“Today I’m writing dates with a scythe, and that’s beautiful.”

Upon reaching the park, I discovered Valeria in her dagger form. When I picked up the weapon, a beautiful anime-style animation commenced in which she transformed into her human form. What followed was a visual novel-style date sequence complete with detailed character art and plenty of dialogue options to help romance your date.

The dialogue is full of witty, self-aware humor and charm – there were more than a few jokes about axe murderers along with other weapon-related puns, for example. Short herself put plenty of love into the writing. “Writing dates with weapons is a joy I never knew could be part of my job, but here we are. Today I’m writing dates with a scythe, and that’s beautiful.”

Boyfriend Dungeon

I loved my date with Valeria, but she’s not the only potential mate in Boyfriend Dungeon. Rather, there’s a cast of five potential partners in the game, each of them hailing from distinct backgrounds and identities. “When I was coming up with the cast for Boyfriend Dungeon, I tried to imagine as many kinds of people and personalities that I could be attracted to as possible.”

Short drew from her own personal experiences in creating the cast. “I was very lucky to meet my partner many years ago, so I haven’t actually dated many people in my life, but I become fascinated with people I meet very easily, and they can provide inspiration. Whether they’re upbeat and reckless, or brooding and poetic, or gentle and refined…there’re so many kinds of intriguing people out there. And in Boyfriend Dungeon, I hope.”

After building up this bond during dialogue, it was time to put it to the test by exploring the Dunj. Of course, this isn’t the typically dreary dungeon found in most other dungeon crawlers. Instead, it’s an abandoned shopping mall overrun with monsters to slay and loot to discover with your partner weapon.  

Boyfriend Dungeon

Combat is easy to grasp, focusing on alternating between light and heavy attacks and creating simple combos out of them. Just like how the dating content aims to be inclusive for people of different backgrounds, Short hopes for the combat to be accessible for players of different levels of experience as well. “Hopefully the dungeon combat can be approachable enough for less experienced action RPG players, but still have enough challenge for the people that want to find it.”

Based off the demo, Boyfriend Dungeon seems to achieve this goal. I loved learning simpler moves and discovering new combos with them. Movement is fast, fluid, and intuitive, making it a pleasure to explore the Dunj. Succeeding in dungeons will also result in a stronger relationship with your weapons, so it’s in your best interest to perform well during combat. Of course, your weapons don’t simply level up – instead, their love power increases.

An arcade environment

“Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”

Fighting and dating may seem like two disparate concepts, but in practice, they manage to mesh surprisingly well. “The game is mostly about switching from one [gameplay style] to the other,” Short says, “and it’s nice for pacing, since you often want a breather from the action or get restless if there’s too much reading.”

The overarching story and general experience remain relatively firm throughout the whole game regardless of your decisions, but Short encourages players to enjoy the ride they take with the weapon they choose. “Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”

In Boyfriend Dungeon, your weapons can wage more than just war. Rather, they can spread love and lead to deeply fulfilling relationships. Boyfriend Dungeon is one of the most refreshing games I played at PAX thanks to its engaging dungeon exploration and combat and its surprisingly positive view of weaponry. That’s the mission of peace that Short had in mind with the game: “It feels like a difficult time in the world right now, but that’s when we most need to find love and compassion. Let’s try our hardest to be kind.”

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‘Sayonara Wild Hearts’ is the Rhythm Game of a Lifetime

Few Rhythm games can boast the sheer strength and variety of gameplay and stellar soundtrack that Sayonara Wild Hearts offers the player.



Sayonara Wild Hearts

Rhythm games can sometimes be a dicy prospect. As well populated as the genre is, the possible variety in musical style, required skill set and game length can make it hard to parse whether a rhythm game will be a good fit for an individual player. With that in mind, few rhythm games nail all of these attributes as perfectly as Sayonara Wild Hearts does.

A neon-drenched fever dream of a game, Sayonara Wild Hearts tasks the player with driving, flying and sailing through an increasingly elaborate world of giant robots, sword battles and laser fights. In this ethereal plain you battle other wild hearts as you seek solace from a broken heart and navigate around the obstacles of each course.

Though this may already sound very gnarly, or even radical, if you will, what really makes Sayonara Wild Hearts work so well is the diversity of of its levels. Some stages will see you weaving in and out of traffic while dodging oncoming street cars and the like, while others will see you navigating a ship across storm drenched waters or working your way through a retro inspired shooter. There’s even a first person level that calls to mind old school PC classics like Descent

Sayonara Wild Hearts

It’s really something to see so much variety packed into a game that it nearly defies classification as a result. Few games can offer the depth and breadth of gameplay that Sayonara Wild Hearts does, and that’s part of its enduring charm.

Of course, a rhythm game is only as good as its soundtrack. Luckily Sayonara Wild Hearts soars in this regard as well. The soundtrack contains pulse-pounding beats by Daniel Olsén and Jonathan Eng, with dreamy pop vocals by Linnea Olsson. Inspired by the likes of Sia and Chvrches, the killer soundscape of the game will keep you powering through time and again in hopes of attaining the ever elusive perfect run. A rank system and collectibles keep things interesting as well.

The unique look of the game is another feather in its cap. Pulsing neon lights pump to the beat while pinks, purples and blues color the world around you in a unique 1980’s dance club aesthetic. All of the elements coalesce together to make a game that looks and feels like nothing else you’ve ever played.

Sayonara Wild Hearts

As mentioned at the top, sometimes rhythm games live or die based on their difficulty and accessibility. Fortunately Sayonara Wild Hearts manages to nail this aspect of gaming too. All you need to do to pass a level is get a Bronze ranking, which is attainable even for those of low skill sets. My 5 and 6 year old daughters were able to beat several of the levels, even some of the harder ones. Better still, less skilled players can skip the more challenging areas of the later levels with a prompt that comes up automatically when a player fails three times in a row.

With a stellar attention to all of the aspects that make for a successful rhythm game, Sayonara Wild Hearts is the rhythm game of a lifetime. Destined to be listed among the best games of 2019, and in the company of the best rhythm games of all time, Sayonara Wild Hearts is revolutionary entry into the genre and one of the best indies to come along in years.

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