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Game Reviews

‘Omensight’ Review: Impeccable Timing

Omensight takes a looping doomsday detective narrative and combines it with a sleek combat system. While the combination doesn’t necessarily pay off in spades, it proves to be a more than worthwhile ride.



The end of the world is nigh and it is up to the chosen savior to deliver us from our fate. Sound familiar? It’s only the premise of countless games, books, movies and TV shows. How about if we add in the wrinkle that the savior has only a single day to save the world, otherwise everything goes up in flames? Such is the setting for the story-driven, pedal-to-the-metal action RPG Omensight and it serves both as the title’s greatest strength and its biggest weakness.

Time and Time Again

Omensight takes place on the continent of Urralia where two nations of anthropomorphic animals, Pygaria and Rodentia, have warred with each other for decades. You control The Harbinger, a mythical being that is said to appear when the world is in danger of annihilation, and danger it certainly is in. It’s during these turbulent times that the influential figure, The Godless Priestess Vera, is murdered and her soul sealed away. This is the catalyst that summons forth the void creature Voden that wroughts destruction upon the land.

omensight vodenThe key to averting this catastrophe is in unraveling the circumstances behind Vera’s murder and locating where her trapped soul is. As The Harbinger, you are brought into the world’s final day, and that single day is all you have to find the answers you seek. Fortunately, The Harbinger exists outside the standard concept of space and time and has the power to repeat the day’s events as many times as she needs to get to the bottom of the murder.

Omensight’s gameplay revolves around repeating Urralia’s final day over and over again, pursuing different lines of clues and investigations every time. You will choose between one of four colorful companions to start the day with, each with his or her own national allegiance and connection to the late Godless Priestess.  They will lead you to different locations and open up different paths to explore in the world to aid in your mission. When the day ends, so too does the world, sending The Harbinger back to The Tree of Life to review any new information learned before beginning the cycle anew.

omensight ratikaThe core mystery is a gripping one, with revelations that shake things up being unveiled at a fairly quick pace, and while the narrative does rely on some tried and true detective tropes at times, such as a character being cut off just before getting to important information, it’s never too intrusive or obnoxious. The sheer amount of dialogue is impressive and despite the looping nature of the story, there is hardly a repeated line to be found. The dialogue is backed by superb voice acting that pulls you into the moment to moment happenings.

The Omens in Sight

One character who isn’t voiced, however, is The Harbinger herself for she is actually a silent protagonist; a bold, almost suicidal move for an investigative story such as this. Since she does not speak, The Harbinger makes decisions through her actions rather than her words and this is where the titular “Omensight” mechanic comes into play.

When The Harbinger arrives at key locations during her investigation she may witness a vision of an event that occurred there in the past. She can then share these “Omensights” with others in the world. This can be used for either gaining someone’s trust or as undeniable evidence to force a suspect to elaborate on the event. Choosing when to use “Omensight” and when to use brute force constitutes most of The Harbinger’s decision making.

omensight investigation board

The investigation board neatly organizes all the clues and pieces of information you’ve gathered during your investigation.

While these branching moments are important, they aren’t necessarily high stakes since if you are unsatisfied with the outcome, the game makes it easy to skip to that point in the day on the next cycle to try the road not taken. This does eliminate any sort of weight these decisions could carry, but even making the “wrong” decision often leads to circumstantial information that will still prove useful in piecing the puzzle together.

Getting to the points where these decisions are made is part of The Harbinger’s investigation as well, though, and there will be plenty of enemies in the way that will need a little physical persuasion to get past.

Getting Your Hands Dirty in ‘Omensight’

Your companions will lead you throughout various parts of Urralia during your adventures, such as a prison or a battlefield in a forest. The cell-shaded graphics make these environments and their inhabitants pop along with some dazzling lighting effects that vary with the time of day.

Stages are largely linear on the whole but there is the occasional hidden path behind cracked walls and such to find for the attentive player. These hidden areas often house chests full of amber used for upgrading The Harbinger’s abilities as well as Memories. Since the game proper strictly takes place during the end of days, these Memories offer a glimpse into what Urralia was like before the crisis and often paint a surprisingly dark picture of the war-torn continent despite its bright and vibrant art style.

omensightDuring exploration, your companions will comment on their own thoughts on the situation and often provide valuable information. It’s this constant flow of new information and often witty banter that helps alleviate the looping nature of the game, but it only goes so far. While different companions will lead you down a different path here and there, you are for the most part retreading common ground over and over again. By the third or fourth time revisiting the same location, repetition does begin to set in, especially when every secret around every corner has been stripped clean.

When combat becomes unavoidable the ethereal savior is lithe and agile and her attacks have a grace to them reminiscent of a ballet. Enemies that bar your path can be dispatched with The Harbinger’s blade by utilizing a flurry of light and heavy attacks, different combinations of which result in various finishers with varying effects. Also at her disposal is the ability to slow down time for those around her, grab objects and enemies from a distance, and a ranged energy shot. Utilizing these abilities in creative ways, such as firing off multiple energy shots while inside the stasis field to have them all kick off at once when the effect expires, is not only immensely satisfying but also rewarding as The Harbinger will gain extra experience points for doing so.

Unfortunately, the stale repetition and exploration of this game end up carrying over into its enemy variety as well. Pygarian and Rodentian soldiers have the same grunt, commander, spell caster type enemies that fight the same way. Void spawn Ciphers shake things up a little bit with flying and brute type enemies, but they are dispatched or more or less in the same manner.

omensight combatThis carries over to boss fights as well, as you will find yourself fighting the same big baddy multiple times during the campaign with no change in mechanics. This includes the inflexible camera angles that sometimes works against the player, especially when the boss is off-screen

Omensight is an all killer, no filler kind of game. There is a constant sense of urgency that drives the experience forward and this is true despite its repetitive nature. Although the combat and exploration suffer from the game’s identity it’s the story that really propels the title forward. While the appeal of the looping narrative begins to wear thin the game does come to its conclusion before it can overstay its welcome. Omensight is a jam-packed, ten or so hour-long adventure that leaves you pleasantly fulfilled by the end.

Heralding from the rustic, old town of Los Angeles, California; Matthew now resides in Boston where he diligently researches the cure for cancer. In reality, though, he just wants to play games and watch anime, and likes talking about them way too much. A Nintendo/Sony hybrid fan with a soft-spot for RPG’s, he finds little beats sinking hours into an immersive game world. You can follow more of his work at his blog and budding YouTube channel below.

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Game Reviews

‘House of Golf’ is No Hole-In-One, But it is Below Par

‘House of Golf’ may feel appropriate for Switch, but a lack of variety and reused content make this course nearly reach above par.



Perhaps adding the word “mini” to the title would have been far more appropriate regarding the in-game circumstances of Atomicom’s newest family arcade sports styled game House of Golf. In the slew of golf games currently available on the Nintendo Switch, House of Golf may feel the most appropriate for the console’s capabilities due to its key focus on simplicity, portability, and accessibility, but a lack of diversity in individual hole design and reused content nearly makes this humdrum course reaching above par.

Simplicity is a key focus within House of Golf’s core mechanics. Controls, menus, and even gameplay are as simple as video games can get. The left analog stick operates the camera and holding down the A button fires your ball with a distinct power meter located on the right-hand side of the screen. Your goal is to attempt to achieve a hole-in-one or stay below a par number that changes depending on course and difficulty- just like regular golf, mini-golf, or any form of golf you can imagine. It never gets more complicated than that.

House of Golf may claim that its selling point is that it contains over 130 different holes divided into 5 different environments- or rather rooms- and 3 difficulties, but variety becomes bland after less than an hour of playtime. Despite there being five different environments, after completing one course on either the medium or hard difficulty setting, you practically have experienced all there is to do. Courses always remain compact and easy to navigate, but the game never gets challenging or adds some sort of flair that allows each hole to stand out from one another. It is a shame considering that the fluid gameplay foundation the courses are built on might just be the most tightly controlled golf game available on Switch.

As the title of the game implies, every course is designed around the interior aesthetics of a house- a rather small one at that as the game chooses to focus on table-top scenarios- quite literally. Each hole is rapid-fire short and manages to achieve a miniature sense of scale. They are stylized well but the game often reuses assets for each room despite the settings being entirely different. The atmospheres themselves manage to create a comfy aesthetic for each hole that only adds more cheerful feelings to the laid-back easy-going gameplay on top of a soundtrack that is extremely mellow yet quaint, but when you are on a nine-hole course that never completely changes that atmosphere can become tiresome.

What initially seems like House of Golf’s greatest strength though is being able to choose any environment, hole, and difficulty directly from the get-go, but this feature quickly takes the game south rather unintentionally. As soon as you open up the game, players can accommodate to their own personal skill level leaving the vast majority of them to skip more than a third of the levels. With no learning curve or incentive to play the game on its lowest difficulties, House of Golf rapidly begins to dwindle in new content.

When it comes to the ranking system, it is designed exactly like a traditional mini-golf game where your goal is to achieve a set number of strokes that will keep you above par. Stars will be awarded to players based on performance- a hole-in-one obviously being the highest gold star rank a player can achieve and a triple-bogey being the lowest. These stars, however, only unlock one feature: golf ball designs.

Extra unlockable golf ball designs are the only in-game rewards to collect throughout the game- and it is nothing to look forward to or worthwhile to commit to. They are charming to gander at for more then a couple of seconds, but they serve no real purpose in the long run- not even when it comes to the multiplayer. Rather then these rewards being applied to each individual player’s ball, House of Golf does not allow players to choose what golf ball design they wish to use. For some ridiculous reason, whatever player one chooses is applied to every golf ball.

Speaking of, while the singleplayer can be rather tiresome, House of Golf’s one notable addition that might just keep you on the course for longer than a few hours is the inclusion of a local multiplayer ranging from two to six players. Multiplayer presents a higher-stakes challenge for each course, which makes gameplay not only far more satisfying to win at but overall entertaining to play. Due to the compact course designs, often you can mess with your friend’s positions and overthrow the score of each hole. Multiplayer was clearly the go-to way to play as it is the first option that appears on the main menu.

One thing that should be noted is that only one joy-con is required for everyone to play as there is no other option to use multiple controllers- a convenient addition that you have to wonder why more games do not have it on the Nintendo Switch. It is by far the game’s most redeeming quality that absolutely deserves mentioning. For a game where one player controls the field at a time, this streamlines a lot of issues outside even that of the game itself.

It is no hole-in-one to ride home about, but Atomicom has managed to create an arcade-style sports game that is a mix of both simplistically relaxing and mildly infuriating. In its final state, the lackluster courses can make this one turn into a quick bore, but adding a few friends to the multiplayer scene can turn House of Golf into a few delightful hours. At its retail price of ten dollars, any Switch owner planning on picking up House of Golf should wait for it to land in a sale target-hole. It is not bad by any means, but there are better places to look to fill your golf fix, especially those looking for a single-player experience. For a cheap alternative, however, it might just be worth it for the multiplayer alone.

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Game Reviews

‘Riverbond’ Review: Colorful Hack’n’Slash Chaos



Sometimes a little bit of mindless smashing is just what people play video games for, and if some light sword-swinging, spear-stabbing, laser-shooting giant hand-slapping action that crumbles a destructible world into tiny blocks sounds like a pleasant way to spend a few hours, then Riverbond might just satisfy that urge. Though its short campaign can get a little repetitive by the end, colorful voxel levels and quirky characters generally make this rampaging romp a button-mashing good time, especially if you bring along a few friends.

Riverbond grass

There really isn’t much of a story here outside something about some mystical leaders being imprisoned by a knight, and Riverbond lets players choose from its eight levels in Mega Man fashion, so don’t go in expecting some sort of narrative thread. Instead, each land has its own mini-situation going on, whether that involves eradicating some hostile pig warriors or reading library books or freeing numerous rabbit villagers scattered about, the narrative motivation is pretty light here. That doesn’t mean that these stages don’t each have their various charms, however, as several punnily named NPCs will blurt out humorous bits of dialogue that work well as breezy pit stops between all the cubic carnage.

Developer Cococucumber has also wisely created plenty of visual variety for their fantastical world, as players will find their polygonal hero traversing the lush greenery of grassy plains, the wooden piers of a ship’s dockyard, the surrounding battlements of a medieval castle, and the craggy outcroppings of a snowy mountain, among other locations, each with a distinct theme. Many of the trees or bridges or crates or whatever else happens to be lying around are completely destructible, able to be razed to the ground with enough brute force. Occasionally the physics involved in these crumbling structures helps gain access to jewels or other loot, but this mechanic mostly just their for the visual appeal one gets from cascading blocks; Riverbond isn’t exactly deep in its design.

Riverbond boss

That shallowness also applies to the basic gameplay, which pretty much involves hacking or shooting enemies and environments to pieces, activating whatever task happens to be the main goal for each sub-stage, then moving on or scouring around a bit for treasure before finally arriving at a boss. Though there are plenty of different weapons to find, they generally fall into only a few categories: small swinging implements that allow for quick slashes, large swinging implements that are slow but deal heavier damage, spears that offer quick jabs, or guns that…shoot stuff. There are some variations among these in speed, power, and possible side effects (a gun that fired electricity is somewhat weak, but sticks to opponents and gives off an extra, devastating burst), but once an agreeable weapon is found, there is little reason to give it up outside experimentation.

Still, there is a rhythmic pleasure to be found in games like this when they are done right, and Riverbond mostly comes through with tight controls, hummable tunes, and twisting levels that do a good job of mixing in some verticality to mask the repetitiveness. It’s easy for up to four players to get in on the dungeon-crawling-like pixelated slaughter, and the amount of blocks exploding onscreen can make for some fun and frenzied fireworks, especially when whomping on one of the game’s giant bosses. A plethora of skins for the hero are also discoverable, with at least one or two tucked away in locations both obvious and less so around each sub-stage. These goofy characters exist purely for aesthetic reasons, but those who prefer wiping out legions of enemies dressed as Shovel Knight or a sentient watermelon slice will be able to fulfill that fantasy.

Riverbond bears

By the end, the repetitive fights and quests can make Rivebond feel a little same-y, but the experience wraps up quickly without dragging things out. This may disappoint players looking for a more involved adventure, but those who sometimes find relaxation by going on autopilot — especially with some buddies on the couch — will appreciate how well the block-smashing basics are done here.

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Game Reviews

‘Earthnight’ Review: Hit the Dragon Running

Between its lush visuals and its constantly evolving gameplay, Earthnight never gets old, from the first dragon you slay to the hundredth.




In Earthnight, you do one thing: run. There’s not much more to do in this roguelike auto-runner but to dash across the backs of massive dragons to reach their heads and strike them down. This may be an extremely simple gameplay loop, but Earthnight pulls it off with such elegance and style. Between its lush comic book visuals and its constantly evolving gameplay, it creates an experience that never gets old, from the first dragon you slay to the hundredth.

Dragons have descended from space and are wreaking havoc upon humanity. No one is powerful enough to take them down – except for the two-player characters, Sydney and Stanley, of course. As the chosen ones to save the human race, they must board a spaceship and drop from the heavens while slaying as many dragons on your way down as they can. For every defeated creature, they’ll be rewarded with water – an extremely precious resource in the wake of the dragon apocalypse. This resource can be exchanged for upgrades that make the next run that much better.

This simple story forms the basis for a similarly basic, yet engaging gameplay loop. Each time you dive from your spaceship, you’ll see an assortment of dragons to land on. Once you make a landing, you’ll dash across its back and avoid the obstacles it throws at you before reaching its head, where you’ll strike the final blow. Earthnight is procedurally generated, so every time you leap down from your home base, there’s a different set of dragons to face, making each run feel unique. There are often special rewards for hunting specific breeds of dragon, so it’s always exciting to see the new set of creatures before you and hunt for the one you need at any given moment.

Earthnight is an acrobatic, dragon-hunting ballet that only becomes more beautifully extravagant with every run.”


Landing on the dragons is only the first step to slaying them. Entire hordes of monsters live on their backs, and in true auto-runner fashion, they’ll rush at you with reckless abandon from the very start. During the game’s first few runs, the onrush of enemies can feel overwhelming. Massive crowds of them will burst forth at once, and it can feel impossible to survive their onslaughts. However, this is where Earthnight begins to truly shine. The more dragons you slay, the more upgrade items become available, which are either given as rewards for slaying specific dragons or can be purchased with the water you’ve gained in each run. Many of these feel essentially vital for progression – some allow you to kill certain enemies just by touching them, whereas others can grant you an additional jump, both of which are much appreciated in the utter chaos of obstacles found on each dragon.

Procedural generation can often result in bland or repetitive level design, but it’s this item progression system that keeps Earthnight from ever feeling dry. It creates a constant sense of improvement: with more items in your arsenal after each new defeated dragon, you’ll be able to descend even further in the next run. This makes every level that much more exciting: with more power under your belt, there are greater possibilities for defeating enemies, stacking up combos, or climbing high above the dragons. It becomes an acrobatic, dragon-hunting ballet that only becomes more beautifully extravagant with every run.


At its very best, Earthnight feels like a rhythm game. With the perfect upgrades for each level, it becomes only natural to bounce off of enemies’ heads and soar through the heavens with an almost musical flow. The vibrant chiptune soundtrack certainly helps with this. Packed full of driving beats and memorable melodies with a mixture of chiptune and modern instrumentation, the music makes it easy to charge forward through whatever each level will throw your way.

That is not to say that Earthnight never feels too chaotic for its own good – rather, there are some points where its flood of enemies and obstacles can feel too random or overwhelming, to the point where it can be hard to keep track of your character or feel as if it’s impossible to avoid enemies. Sometimes the game can’t even keep up with itself, with the performance beginning to chug once enemies crowd the screen too much, at least in the Switch version. However, this is the exception, rather than the rule, and for the most part, simply making good use of its upgrades and reacting quickly to the challenges before you will serve you well in your dragon-slaying quest.


Earthnight is a race that’s worth running time and time again.”

It certainly helps that Earthnight is a visual treat as well. It adopts a striking comic book style, in which nearly every frame of animation is lovingly hand-drawn and loaded with detail. Sometimes these details feel a bit excessive – some characters are almost grotesquely detailed, with the faces of the bobble-headed protagonists sometimes seeming too elaborate for comfort. However, in general, it’s a gorgeous game, with its luscious backdrops of deep space and high sky, along with creative monsters and dragon designs that only get more outlandish and spectacular the farther down you soar.

Earthnight is a competent auto-runner that might not revolutionize its genre, but it makes up for this simplicity by elegantly executing its core gameplay loop so that it constantly changes yet remains endlessly addictive. Its excellent visual and audio presentation helps to make it all the more engrossing, while it strikes the perfect balance between randomized level design and permanent progression thanks to its items and upgrades system. At times it may get too chaotic for its own good, but all told, Earthnight is a race that’s worth running time and time again.

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