Month: November 2023

Many years ago, I remember seeing a few copies of the Hitman Absolution collector’s edition in stores. Those didn’t end up selling out and were discounted heavily. I was not familiar with the series at that point, I just remember hearing a lot of folks lament the changes that game made to the formula. I didn’t bother playing it. When Hitman (the first game in the new trilogy) hit PS4, Xbox One, and PC in 2016, I ended up playing and adoring it. I was a fan, and couldn’t wait to play more from IO Interactive. Fast forward to today, the World of Assassination trilogy is superb, and I’ve bought those games multiple times across all platforms. I even ended up getting the HD collection on Xbox that included Hitman: Blood Money, but not playing it really. When Feral Interactive announced Hitman: Blood Money — Reprisal ($14.99), I knew this would be the way I experience this beloved IO Interactive classic. I also didn’t want to play prior versions to see how I feel about the game through Hitman: Blood Money — Reprisal directly. In this review, I’m going to cover why the game is special, what makes this one of Feral Interactive’s best games ever, and more.

As I said in my preview, I’ve come into Hitman: Blood Money — Reprisal after loving the newer games, and it still holds up very well thanks to the wealth of quality of life features and improvements. What really surprised me is how much freedom is available to the player for approaching the different situations in Hitman: Blood Money — Reprisal. This adds a ton of replay value, and while it isn’t as much of a sandbox experience as the complete Hitman World of Assassination package on PC and consoles, it is hard to find fault with the gameplay in Hitman: Blood Money — Reprisal and in how polished and modern it feels on newer devices. I almost titled this review “Franchise Killer”, but that would lead some to think the game is bad, rather than knowing it is a reference to the plot of the game. The mission structure perfectly suits portable play as well. In fact, the fast loading and save syncing makes this even better to play on the go. Boot it up for a quick mission or two while on the commute and I can’t imagine anything better.

A lot of my praise for Hitman: Blood Money — Reprisal is due to the features from the newer games being seamlessly brought back to Hitman: Blood Money. The instinct mode and minimap are the stars here. If you are a longtime fan of the original game though, you can play without any of the modern conveniences and experience it as it was back on console over a decade ago. Feral Interactive’s mobile conversions are usually fantastic for bringing classics to modern portable platforms, but Hitman: Blood Money — Reprisal rivals the developer’s release of Company of Heroes for iPad Pro with how impressive everything is.

Having looked at prior games and what I own on Steam, I then learned how much Hitman: Blood Money brought to the series. It was definitely a huge turning point for the franchise, and it makes me appreciate the superlative missions even more. A lot of them are very memorable, and while Sapienza from the new Hitman games remains my favorite sandbox, Hitman: Blood Money — Reprisal is definitely close overall. There just is so much variety and freedom, and yes, the coin is also included to basically break the game if you’re good enough with it.

Hitman: Blood Money — Reprisal feels so good with touch controls on iPhone that I almost didn’t feel like playing it with a controller at all. I hope someone at Capcom pays attention to Feral Interactive’s work to see how console games can be adapted for mobile rather than dumping every single controller button on the screen. That tangent aside, Hitman: Blood Money — Reprisal plays surprisingly well with touch controls. I ended up sticking to touch controls on my iPhone 15 Pro, and using my DualSense controller on iPad. The iPad touch controls are very good, but I’ve found myself not enjoying touch on iPad unless it is a point and click experience or touch-focused game.

Hitman: Blood Money — Reprisal also comes packed with tons of control options. I was hoping to test the keyboard and mouse support on my iPad Pro, but the external keyboard I ordered to use on iPad has not arrived yet. I will make sure to cover it once it does arrive and when I post about potential updates Feral Interactive releases for this game.

Hitman: Blood Money — Reprisal is obviously not a huge visual overhaul like say the Demon’s Souls remake on PS5. Think of it more as an enhanced remaster making everything look and feel as crisp and smooth as possible on modern iOS devices. This has led to some lower quality textures or assets than you’d be used to. On the performance side, I’ve had no trouble with the game on iPad Pro (2020) and iPhone 15 Pro. I played in either Performance mode or Performance+ mode. I did test out the 120fps, but didn’t stick with it. I’ll leave that for MrMacRight on YouTube to do in his detailed performance videos which Hitman: Blood Money — Reprisal likely will get soon.

Audio design in stealth games is very important, and I am pleased with how Hitman: Blood Money — Reprisal sounds across the board. Yes, including the voice acting which I found hilarious because of how different the dialogue is in this compared to modern games in the series. While not directly related to sound and audio, Hitman: Blood Money — Reprisal features great haptic feedback on iPhone 15 Pro. I love when games do this in iOS releases.

There isn’t much I dislike about Hitman: Blood Money — Reprisal. Those hoping for a full visual remake will be disappointed, but Hitman: Blood Money — Reprisal has always been an enhanced remaster with many gameplay improvements in my eyes. The only things I hope to see added in future updates are better texture filtering, improved shadows, and anti-aliasing. Barring those things, Hitman: Blood Money — Reprisal excels above all prior versions of the game by a big margin.

Feral Interactive is known for going above and beyond in post-launch and paid DLC in games so this is more of a want than something I expect, but I’d love for the team to bring over Hitman: Contracts with the same care and attention Hitman: Blood Money — Reprisal got. This could be either paid DLC for Hitman: Blood Money — Reprisal or a standalone release. I’d also love for this version to come to macOS and Steam Deck. The PC version is not in a great place if you want to play on Steam Deck.

Hitman: Blood Money — Reprisal is one of the easiest recommendations ever. I finally see why many consider it one of the best games ever, and while it is too soon to say if it is my favorite Hitman game, it is close. If you’re new to the franchise and want a great way to taste the world of Hitman on mobile, there isn’t anything close. In fact, I’ll go so far as to say Hitman: Blood Money — Reprisal on mobile and Hitman: World of Assassination on PC and console platforms are both the best entry points into the series, and both masterpieces. If you have a newer iPhone or iPad, don’t even think twice. Just go buy Hitman: Blood Money — Reprisal.

Somebody once told me that leverless controllers for fighting games were a gimmick or cheating. I didn’t really know what they meant because I had only just started dipping my toes into the world of fight sticks with the 8BitDo Arcade Stick for Nintendo Switch and PC. I never had a chance to try a leverless controller before, but I noticed a lot of my friends started mentioning Junkfood’s Snack Box. I didn’t pay attention because I was eyeing the Hori Alpha for PS5, which I ended up getting a few months ago and loving. When Razer announced the Kitsune arcade controller, I was curious, but without having any leverless experience, I wasn’t sure it would be for me. I recently got to interview Razer about the Kitsune and a lot more, and that got me interested in trying the stick which I was sent for review. Having now spent just under a month with it across daily use, I’m a believer, but I feel like it won’t replace sticks completely for me yet.

I also want to make it clear that I’m not some authority on fight sticks and arcade controllers, and that this review is going to be a bit different. I want this to not only help you understand whether the Kitsune is for you, but also whether you should try leverless in general. I’m going to highlight how I learned to embrace leverless with the Kitsune, what worked for me, what I’d like to see improved in a successor, whether I recommend it as your first arcade controller, and more. My experience with fight sticks and controllers so far is 8BitDo’s arcade sticks, the Hori Fighting Stick Alpha for PS5, and using a gamepad. With the Razer Kitsune, I’m now a believer in leverless, and it is one superb piece of kit, but it isn’t perfect. Before getting into the Kitsune itself, you might not be aware of what a leverless controller is, and why some folks prefer it for modern games.

What is a leverless controller?

Most fight sticks or fighting game focused controllers have a stick (hence the name) on the left with eight buttons on the right. This aims to replicate the arcade layout for fighting games. The positions and other aspects of these inputs vary by controller, with arcade stick and controller customization being a huge part of the fun, at least for me. On the stick side, Sanwa seems to be the most popular brand. Sanwa also makes buttons, but I’ve seen some people prefer other brands like Seimitsu or Hori’s Hayabusa buttons. I love the Hayabusa buttons on my Hori Alpha for PS5, but that isn’t really relevant here.

A leverless controller doesn’t have a stick, and replaces it with four buttons, one for each direction. A stick usually has a square gate (inside to allow you to move across the same four directions), and a leverless controller lets you use individual buttons to allow for quicker responses for specific inputs like quarter or half circle motions. Instead of physically moving the stick from say left to right in a half circle motion, you can just tap three buttons on a leverless controller. The inputs can be thought of like the arrow keys on a keyboard.

Leverless controllers also can let you do things like holding left and right together, which is physically not possible with a stick, but this isn’t tournament legal, and has resulted in Razer disabling that. This is known as SOCD, and where the “cheat” aspect comes into the picture depending on the controller. The Razer Kitsune, disables this to be tournament legal.

One other aspect I want to discuss about leverless controllers before getting into the actual review of the Kitsune, is the button layout. It definitely looks weird in pictures if you haven’t tried it for yourself. This reminds me of the Steam Deck, which I thought wouldn’t be comfortable, but after getting one, I naturally started positioning correctly, but learning what all the buttons did, and not having to look down, was another problem I needed to solve.

Learning leverless with rhythm games, Ryu, and Zangief

I practiced moving from a DualSense and Xbox pad to a stick in Street Fighter 6 with Zangief, and it worked out well. To go leverless, I tried the same thing and was able to make some progress, but I wasn’t happy because I kept looking down at least once or twice in a fight. It then struck me. Why was I not using rhythm games, a genre I love and am good at, to learn the positions of the directions, face buttons, and more. I started playing Persona 4 Dancing All Night on PS5, and Hatsune Miku Project DIVA Mega Mix+ on Steam Deck with the Razer Kitsune in easier stages. This helped a ton. Once I knew the button placement and didn’t need to look down, the next step was training the fingers on my left hand for various motions.

To do this, I picked Ryu to start with the basics. Hadoukens (fireball) and Shoryukens (dragon punches) being mastered, led to me trying complicated motions, and then moving to Zangief, to start doing grappler moves. Zangief has a lot of 360 motions (full circle on the stick). This took a little bit since I needed to get my fingers used to doing this fast, but it paid off. I recommend spending a good amount of time in training or even redoing the game tutorials so you start getting comfortable with any new controller you buy, but I feel like it is more important when trying to transition to something completely different like the Kitsune.

Once I was comfortable, I started playing with friends online, and eventually moved to using the Kitsune in the Battle Hub in Street Fighter 6. Playing and losing initially was still worth the experience. I’m now confident enough in a leverless, to be looking at more options, and even consider things like the Odin V2 for one of the 8BitDo sticks I use.

Razer Kitsune’s form factor and buttons are both amazing, but they might not be for everyone

I’ve spent a lot of time talking about things other than the Kitsune, but it was needed. Whenever I did my research for fight sticks or arcade controllers, I always wanted to know why people prefer leverless or other arcade controllers, and how they learned to get comfortable with a brand-new or different input method. Right off the bat, the Razer Kitsune looks gorgeous in all its promotional material. What’s surprising is how much better it looks and how it feels in person. It feels and looks premium, and perfectly rests on my lap. The large aluminum top plate gives me enough space to rest my wrists while playing, and I never once got cramps during the time I spent with the controller.

I got used to the Sanwa buttons I installed on my 8BitDo sticks, and also the lovely Hayabusa buttons on my Hori fight stick. I love how the Razer Kitsune buttons feel. The layout and spacing both work well for my hands, but this is something that might not work for you. I’d recommend downloading Razer’s artwork template and printing it out to see how the spacing works (to some degree) for your hands. The actual buttons use Razer’s optical switches from its keyboards. These are easy to replace with many you can buy separately. A lot of folks seem to use Keychron switches, but I don’t think I will change them. It feels great and works well out of the box. I feel similar to the Hori Alpha which I only really modded for the removable stick through the Phreak Mod.

The USB-C cable locking mechanism which is a lovely touch. In fact, I feel like Razer went the extra mile with the Razer Kitsune to even include a high quality long braided cable with the controller. I just wish there was a place to store this easily without needing an external case. Maybe a pouch for the cable would’ve been good here.

Razer Kitsune device support

Officially, the Razer Kitsune supports PS5 and PC only. I’ve not actually used it on Windows since I don’t have a Windows device at home, but I did use it a ton on Steam Deck and PS5. On Steam Deck, it works flawlessly in PC mode, and the touchpad button on the top even works as a cursor. While it does not affect me at all, I think it is worth mentioning that the Razer Kitsune does not support the PS4. The Hori Alpha I use works on PS4, PS5, and PC, but the Razer Kitsune is only on PS5 and PC. Keep that in mind if you think some locals and tournaments you take part in are still running on PS4 systems, or you’d also like to use it on PS4.

Razer Kitsune’s other buttons range from being great to just fine

While the main buttons feel amazing and responsive, I feel like Razer should’ve made some of the other buttons a bit easier to press. The share and options button are probably the worst of the lot. I got used to how easy it was accessing the options button the Hori Alpha with it being a nice big arcade button on the top right. On the Razer Kitsune, it is a small button on the top left and too close to the share button. I hope a Razer Kitsune successor improves on this part because it is basically my only real complaint with the controller.

Razer Kitsune skins and decals – how easy is it to customize and mod?

When you buy the Razer Kitsune, you can either get the plain black one (that I have), the Street Fighter 6 Chun Li Edition, or the Street Fighter 6 Cammy Edition. You can also buy some other decals that Razer sells on its store. As of this writing, Razer doesn’t sell different colored buttons or another color Razer Kitsune like a white one. This isn’t as customizable on that front like the Hori Alpha I use, or even the 8BitDo sticks I have. Hopefully we see colors, replacement switches, and even new color top plates being sold in the future. Customization is a huge part of the experience for a lot of folks.

Going back to the Chun Li and Cammy editions, Razer sells Street Fighter 6 branded skins and plates for its mouse and also mousepads. I hope we see the Juri art version decal sold for the Razer Kitsune soon as well. We’ve seen some decals for games like Mortal Kombat 1 or the upcoming Project L at events and more as well. I’d love for more official decals to be sold with game specific branding as options. I’m likely going to commission a friend for art to use on mine, but would buy the Juri decal without thinking twice.

Razer Kitsune vs Hori Fighting Stick Alpha – which one to buy

This is a question I was asking myself when I got the Hori Alpha, and also while using the Razer Kitsune. Which one would I recommend? It is hard to say right now. The Hori Alpha is $200 while the Razer Kitsune is $300. I love both controllers a lot, and think I even prefer the buttons on both to Sanwa buttons. The Hori is more customizable and moddable for sure, but it lacks a removable cable. The Kitsune is more portable, sleeker, and built better.

If you have the option to try them both out before buying, I’d do that. If you value customization the most, the Hori wins. If you want a leverless for your PS5, I can’t think of a better official option right now barring the Victrix which costs more. If you want one for PC and Steam Deck, the cheaper alternatives might be a better starting point before you invest $300 into this.

Razer Kitsune – is it worth the price?

Looking at the cost of getting a leverless controller with PS5 support and not using a Brook converter will bring up the price to almost the same as the base model of the Razer Kitsune. This isn’t a justification for the price because Razer as a huge company is building at scale compared to the smaller boutique stores, but the important point to note is the distribution and warranty that Razer offers. For many folks, buying from smaller stores might not be feasible based on the country they live in or shipping prices, while the Kitsune is available more widely. When I bought the 8BitDo for Switch and PC, I thought it was a lot of money to spend on something I may not even use after a week. It ended up pushing me into the fightstick and arcade controller rabbit hole. That cost a third of the Kitsune, so this is definitely not an entry level price point, but more of a premium price.

The Razer Kitsune feels amazing, has held up perfectly in the time I’ve used it, and is very portable. I don’t have any of the other leverless controllers to compare with, but the Kitsune has made me believe in leverless for sure. It is that good. If I hadn’t gotten this one already, but had been able to try one for a few hours, I’d definitely order it. It exceeded all my expectations for its buttons, build quality, and how it feels to play on Steam Deck and PS5.

Will the Razer Kitsune make me completely ditch sticks for leverless?

It will not. I’ve found myself preferring the Hori Alpha or 8BitDo over the Kitsune for shoot ’em ups on PS5 and Switch so far. It might be a case of not getting used to a specific game on leverless since I’m only about a month into using leverless, but I think I will be playing leverless for many, but not all fighting games. I definitely have seen the light with this controller, and will be experimenting with the other smaller options, and even looking into getting a second one for Xbox if Razer ever does one for the platform. I think the Razer Kitsune also will be my goto controller for specific rhythm games on Steam Deck.

I’ve enjoyed slowly getting deep into customization, modding, and learning the various control options for fighting games, shoot ’em ups, and other arcade games ever since I got an 8BitDo stick. Having now gotten one stick per platform at this point with the Hori Alpha Street Fighter 6 Edition being my main PS5 stick, the 8BitDo on my Switch, and the newer 8BitDo Xbox edition for my Xbox Series X, the Kitsune has made me want a leverless option per platform as well.

Is the Razer Kitsune the best Steam Deck arcade controller?

Over the last few weeks, I’ve used the Razer Kitsune when playing on the Steam Deck itself, and also when connected to an external monitor. I played with it wired of course, across Mortal Kombat 1 (which has a huge performance boost in the newest SteamOS), Street Fighter 6, Skullgirls, The King of Fighters XV, Guilty Gear Strive, UNICLR, and Garou: Mark of the Wolves. I played both online and offline and the Razer Kitsune just works as it should. In the time I’ve spent with it (over a 100 hours across PS5 and Steam Deck), it has given me no trouble. The touchpad even functions as a mouse without me having to change any settings.

Based on what I have access to with four arcade controllers now, I think the Razer Kitsune is the best arcade controller for fighting games on Steam Deck, and it is one of my favorite controllers ever. I’m confident in saying that already. Note that I haven’t tried the Snackbox and other similar controllers that are even more compact, but I definitely will try and get my hands on them in the future. For now, I adore how the Razer Kitsune feels to play. The fact that it basically fits into the larger iPad sleeve I have at home also helps. It is sleek and gorgeous, but more importantly, it works flawlessly on both PS5 and Steam Deck.

If you do buy the Razer Kitsune models listed above through our links on Amazon, it helps TouchArcade in a small way.

Is that the full title then? Gubbins – It’s A Word Game (Free)? I’m just going to call it Gubbins from here on out. If I need to talk about normal gubbins, I’ll write it without the capital letter G like I just did there. But I don’t have an old brown sofa, so the odds of me needing to talk about gubbins in the course of any given review are fairly low. The odds of me needing to talk about the Gubbins in Gubbins, at least for this review, are rather high. Sorry, I’ve reviewed a lot of word games on iOS in my time, and these intro paragraphs don’t get any easier the fiftieth time. Should we move to the actual meat of the review?

Anyway, Gubbins. It’s a word game, that’s no lie. Letters are distributed to you in some manner or another, and you need to flex your vocabulary skills to try to make big, fancy words in exchange for big, fancy points. This was one of the more obvious kinds of games to put on mobile phones, so it’s not surprising word games came in early and strong. There are absolutely tons of these available, and a lot of them are very good. So how can a new entry stand out from the pack? The answer, I think, comes down to two things. You have to have a twist or gimmick that actually works, and you have to bring your A-game to the presentation. Anything less and people are just going to keep playing Spell Tower or what have you.

I’m going to do the less obvious thing and touch on the gameplay features first. You’ve got three modes to play, though if you opt to go free-to-play you can only choose one to play per day. The mechanics are similar between the three, with only a few different points. Classic mode is the normal game, and I’ll explain what that means soon. Pencil mode removes all but one of the Gubbins from the game, turning it a relatively pure word game. Daily mode gives you the same set-up as every other player on that day, with particular words laid out and certain rules in effect. There’s a reasonably-priced IAP if you want to unlock everything, by the way. I recommend doing it if you like the game. Studio Folly seem like decent folks, and the game is good.

Okay, you’ve selected your desired mode. You’ll now have a board in front of you with a little tray of letters, and you’d be forgiven for thinking there’s something awfully familiar about all of this. But some of the letters are stuck together with other letters, and there are letter tiles behind the letters. It’s like some sort of bizarre solitaire game! If you want to see what’s on those tiles, you’ll have to play the ones on top first. That’s just how it is. You can place them anywhere on the board, and you don’t have to worry about them crashing into other letters or anything. You can rotate them between vertical and horizontal alignments, which is nice.

Once you’ve made something resembling a proper word on the board, you just run your finger along to submit it. The tiles will will be cleared, you’ll get your points, and everyone goes home happy. Keep on playing those tiles until you reach the one at the bottom that says FIN, and when you’re satisfied that you’ve done all you can, play that tile to finish the game. It’s like every game is a fancy little French film. Classy as heck. Your score will be displayed along with all the nifty words you made, and you might even unlock some achievements. If you’re the sort that shares your score, this is where you can do it.

The tile stack is an important feature of this game. It’s not unusual for a game like this to keep which letters are coming next a surprise, but you can clearly see which tiles are blocking the next batch and are nudged towards using letters you might otherwise leave behind. It’s a good set-up that gets players to use new strategies. But it lacks that sizzle, doesn’t it? We’ve got tile stacks! No one is throwing down their wallets for that one. We need some extra gubbins in here. We need some… Gubbins.

In Gubbins, Gubbins are special tiles that will show up randomly as you’re playing through your stack. Some of them will help you, and some of them will hurt you. At first there will only be a few kinds of Gubbins, but as you play you’ll unlock more of them. One of the IAPs also adds more Gubbins to the game. Each Gubbin has its own specific effect, and you’ll generally be given a choice between two of them when they first appear in a game. Some will let you move letters around. Some will move letters around on their own. Some will add useful tiles to the board. Others will add largely unwanted junk tiles.

Bad Gubbins will play themselves once revealed, while it’s up to you to play the good Gubbins whenever you think it’s best to do so. It’s an interesting random element that gives the game a lot of its mechanical flavor, and it’s why I tend to prefer Classic mode to Pencil mode. You might feel differently of course, so it’s good we have the choice. The thing about the Gubbins though is that they also give the game a lot of its aesthetic flavor, and that’s how we move into talking about the presentation. That’s the kind of smooth transition you get from a twenty-five year veteran of the trade.

The presentation in Gubbins is really good. The music is chill, with some soft piano and trumpets making you feel like you’re relaxing in a cafe or something. And who knows? Maybe you are. Sound effects are serviceable and do what they need to. The look of the game is what really puts it over the top. It’s very cartoony, with lots of pop-up effects that punctuate the in-game action. The Gubbins themselves are all individually-designed creatures with their own little animations. When you play them, you’ll see short little flourishes, and some of them will just be hanging out on the edges of the board. The whole game feels alive with all these cute little animated elements, and I dig the creature design. That weird-looking fellow coming out at the end of each game has some impact, to be sure.

It’s hard to find much to object to in Gubbins, really. It doesn’t do anything dramatically different from other word games on a fundamental level, so if you don’t like that kind of thing I guess you won’t enjoy this? Otherwise, this is smooth sailing all the way. It has tons of charm thanks to its lively presentation, the extra twists give the gameplay a flavor of its own, and you can try it out for free, buy extra bits like more Gubbins a la carte, or pay one reasonable fee to get everything. I’ll happily take this game and all the gubbins and Gubbins that come with it.

Short Circuit Studio is up-sizing their scope. No longer content to dwell in the realms of the Teeny Tiny, the developer has now moved up a full grade to merely Tiny. Tiny Connections (Free), that is. Its previous game, Teeny Tiny Town, was a lovely little update to a well-established older mobile game with a few wrinkles of its own. In a sense, that is also what Tiny Connections is, but it ventures further out conceptually from the games it was seemingly inspired by. And hey, it’s quite good too. I think these folks might be on to something here. What are all these connections about? Are we connecting people? Communities? Cables? Various thumb tacks on a map using red strings? I hope it isn’t the last one, but let’s have a look.

Okay, now that I’ve got you in here, I’ll get right to the point. You’re connecting water and electricity to little cities. You have a grid with different colored generators, and you need to use your limited supply of wires and pipes to connect them to all of the same-colored cities on your grid. The generators can take connections from all four cardinal directions, while cities can only be connected from one side. As time passes, more cities and generators will be added to the grid, introducing new colors and adding more complicated things to work around. Of course, you’ll also be given additional tools here and there that will hopefully help you deal with such complications. If you leave a city without its needed utilities for too long, that’s a game over. You’ll get your final score, and that’s that. Care to try again?

The base game of Tiny Connections comes with one country to play in, the United States. It includes a few different maps, and you’ll unlock those as you reach certain score thresholds. Each map varies in its land to water ratio among other things, so you need slightly different strategies for each. By purchasing a $1.99 IAP you’ll gain access to seven more maps spread across four additional countries. To round out the IAP situation here, the game has ads that you can remove with a $1.99 IAP, and there’s also a $2.99 IAP that will give you the new maps and remove ads in one go. I suspect more stages will arrive as new IAP in the future, but for now you can get everything the game has to offer for a few bucks. Or, if you want, you can just play for free on the three American maps and deal with the ads. Your call.

If you’ve been around the block a few times, the basic idea is probably sounding a little familiar here. Yes, this is rather similar to Mini Metro. Like that game, you’re having to manage what starts as a simple network of hubs, nodes, and the pieces that go between them. It gradually becomes more and more complicated, and eventually you’re just not going to be able to sort the spaghetti before the whole thing blows up in your face. Beyond the setting, the main difference here is that you’re dealing with multiple utilities, almost like if Mini Metro and Mini Motorways were smashed together. It’s a bit more strict in some ways and more lax in others. There are also some different special tools to make use of which fit the theme.

But hey, Teeny Tiny Town wasn’t the most original of affairs and I still loved it. I think what is different here is that Mini Metro isn’t quite as old as Triple Town is, and with deep apologies to Spry Fox, the presentation of Mini Metro isn’t as easily improved upon as Triple Town. Tiny Connections has a really slick presentation, and its focus on stylized realism is certainly distinct from the direction Dinosaur Polo Club chose for its games, but I really can’t say it looks and sounds better. Kind of a lateral move at best, depending on one’s tastes.

I suppose that’s the best way to describe Tiny Connections on the whole. It’s a lateral move at best from the games that it follows on from, and depending on how well you like the theme you may like it more or less. For my money, I don’t think there have been a whole ton of well-done games of this style yet, so I’m willing to give Short Circuit Studio a pass for opting to hew fairly closely to the basic idea and simply aiming to do its own take as well as it could. So that’s where I’ll leave that.

Beyond the lack of novelty, I only have some minor bones to pick with the game. The way the UI works makes it awfully easy to misplace pieces, but you can easily fix things up in those cases so it isn’t a huge deal. It’s not always immediately clear where a new problem has cropped up, particularly as things get crowded on the map. I feel like new cities occasionally pop up in places that can’t be addressed with what you have on hand, and that always feels very frustrating since all you can do is watch and wait until it busts. Relatively rare, but it does happen. Don’t waste your tunnels, friends.

I think that’s where I’ll park this one. Tiny Connections is an enjoyable, well-built spin on games like Mini Metro and Mini Motorways. Its less abstract art style and unusual premise might appeal to some players despite its mechanical familiarity, and I think it’s safe to say that if you loved any of the aforementioned titles then you’ll certainly want to give this a look as well. Since you can sample a good portion of the game for free, it’s easy to do just that. If you like what you see, you can open up the rest of the game and send those ads to Pluto for a very reasonable price. Another strong effort from this developer.

I keep thinking that I might not need to review all of these double dip ACA NEOGEO releases that are covering titles that already existed via the decade-old Dotemu versions. And who knows? Maybe I don’t. If I have something to say, however, then I’m going to go ahead and do it. Samurai Shodown II ACA NEOGEO ($3.99) is one of those cases, so let’s go ahead and take a swing at it. Naturally, TouchArcade did review Dotemu’s Samurai Shodown II back in 2013 when it first came out, but time marches on and it hits some things harder than others. This time it’s a fairly easy job of which version to recommend, at least.

Let’s get right to that, then. Despite being able to save yourself a buck by buying the old version, I give my strongest recommendation that you do not do that. Some of those old Dotemu apps are still somewhat working, but Samurai Shodown II is in very rough shape. Its external controller support is spotty, it crashes semi-regularly, the touch controls are in a sorry state due to being designed for far smaller displays, and there are some emulation glitches on top of that. Don’t buy the old version. Friends don’t let friends buy the old version. SNK really ought to remove it from the store at this point.

Alright, that’s settled. So let’s talk about Samurai Shodown II as a game, and this ACA NEOGEO version of it. When people are asked which Samurai Shodown game is their favorite, Samurai Shodown II tends to be the one that comes up most often. It has a great roster, the play mechanics are well-balanced, and it has a lot of depth without getting too caught up in gimmicky systems. In a sense, it is the original Samurai Shodown concept in its purest, most ideal form. After this installment, there were a lot of attempts to change things up that met with varying degrees of success. I have a fair bit of fondness for every game in this series, and I tend to lean towards SamSho V Special as the best one, but I think I would be most likely to recommend Samurai Shodown II to someone looking to break into the series.

Of course, we’ve got the usual issues when it comes to this mobile ACA NEOGEO version. Samurai Shodown II has a lot of very involved special moves with precise motions you’ll need to do with the stick and buttons. If you have an external controller, then that’s fine. Connect your controller and have a good time. If you’re stuck with the touch controls, however, this might be one of the most problematic NEOGEO fighters to play. It’s really hard to do the more advanced moves using the virtual stick, and unlike with the Dotemu version there are no crutches for using special moves built in. If you’re willing to spend a fair bit of time with it, you might be able to get to a point where this isn’t a huge problem, but it’s always going to be a second-class experience.

It would be less of an issue if it were easier to play against another human, because at least you would be equally disadvantaged. If you’ve read any of my ACA NEOGEO reviews before, you know the drum I am about to bang. The only way to play multiplayer in this game is to use multiple external controllers and huddle around one display. If you have the set-up for it, then it’s a fine experience. But I think that’s a big “if”. Realistically, you’re going to be battling against the challenging CPU opponent, who has no problems using its own special moves against you. Even the Bluetooth local multiplayer as seen in the Dotemu version would be a big help. It’s not that there isn’t some fun to be had here, especially for the reasonable price, but unless you’ve got the right set-up you aren’t going to be able to enjoy this game the way it’s meant to be.

I’ve said all of this before in every ACA NEOGEO fighting game review I’ve done, and I assume most of you are used to it by now. I would go so far as to say you probably anticipated I would be talking about all of these points. If so, you might be the sort that has been able to get over these issues before and enjoy these fighters. You just want to know how this game in particular is. Well, it’s really good. Samurai Shodown II rules. Hamster’s emulation is fantastic. You get lots of options to tweak as you like, and if you turn the difficulty all the way down you can have some fun slicing up the CPU opponent without much pushback. There are the usual Score Attack and timed Caravan extra modes, and you can choose between the Japanese and overseas versions of the game. Online leaderboards are here if you’re looking for some competition, and I could see some people really getting into that end of things.

I think with all of these ACA NEOGEO releases, we have to weigh the benefits of the low price and ease of access against the cons of some features being restricted and the overall playability being a fair bit worse for those using touch controls. I’m personally of the mindset that even these fighters can be worth the few bucks you’ll spend just to have the occasional bout against the computer. It’s a bit of enjoyable stress release as long as you quit before you get to the frustrating boss fights. But I also think that unless you have just the right conditions, this is probably the worst way to play the game on modern platforms. Absolutely, unquestionably better than the version we already had on mobile, but if you have another means of playing Samurai Shodown II, you should take it.

That’s really where I’m at with Samurai Shodown II. I’m glad we have a better version of the game. That old app needed to be updated or trashed, and I think it would be wise if SNK did the latter. It was fine in its time, but ten years is absolute eons in mobile gaming. This ACA NEOGEO version is up to Hamster’s established level of quality, and that’s a great thing. As to the game itself, Samurai Shodown II is excellent, and perhaps one of the finest on the NEOGEO, but this isn’t an ideal way to enjoy it. That being said, if you can accept the various challenges that come with the usual ACA NEOGEO suite of options, then by all means grab your katana and get to work.

SEGA and Sports Interactive released multiple versions of Football Manager 2024 across different platforms earlier this month. While that has always been the case for the different versions of the game as the series expanded to more audiences, this year sees it arrive on even more platforms than in recent years, and even gives us an interesting situation with one version of Football Manager 2024 on Apple Arcade (Touch) with another on Netflix (Mobile). I always planned on covering the game this year, but decided to go all the way and treat this as a learning experience for myself as well as I played it on different platforms. So, I’ve been playing Football Manager 2024 on Steam Deck, Football Manager 2024 Touch on Switch and Apple Arcade, Football Manager 2024 Mobile through Netflix, and even Football Manager 2024 Console on PS5 and Xbox Game Pass. I’m going to try and help you understand which version is best for you while also covering the different versions of the game in this combined review that will be slightly different.

As someone who doesn’t really watch football, I’ve been playing almost every main release of Football Manager since 2014 or so. That might sound weird, but I never cared for the FIFA games at all, but still love Sports Interactive’s games. I ended up watching a few videos of Football Manager games from lollujo who has been one of the best resources for the series ever and have been enjoying most of the games since. Anyway, back to Football Manager 2024, it is now available on mobile exclusively through two subscription services. I didn’t play much of last year’s games barring launch week on Apple Arcade and completely skipped the main PC game. Football Manager 2024 has been even better for the most part. It feels like this is the year to come back to the game if you skipped the last few as well, and I mean that for most platforms. With next year’s game changing things up quite a bit, now was the time to check out all current versions of Football Manager 2024 and see how Sports Interactive dealt with different platform hardware restrictions and input options.

If you’re looking for a more-detailed review covering what has changed this year compared to last year’s game on different platforms, this is not that. I’m going to focus on how the current version of the game looks and feels on multiple platforms, while covering the individual versions at the end of this feature. There are a few notable features that are included in all versions of the game, with the new content and features being implemented slightly differently based on the platforms. The one feature that applies to all versions is J.League from Japan finally arriving in the game. This is also the first version of Football Manager to have Japanese language support in-game.

On launching Football Manager 2024 PC, Touch, or Console, you now have the option to play as Football Manager Original mode, Real World mode, or Your World mode. Original is if you want to play Football Manager 2024 like traditional entries. Real World is a new option if you want to get an up-to-date experience for players and clubs. This mode will have players start as they were at the start date of this Career with them moving to the new clubs like in real life on the same dates. Your World will have players, clubs, and more accurate to the start of the 23-24 season, but no real-life transfers happening after that date. This gives you more freedom than ever before for each career save.

Speaking of saves, on Apple Arcade, your older save loads normally in Football Manager 2024 Touch. On Football Manager 2024 Mobile through Netflix, older saves aren’t compatible sadly. They do load for console and PC though. Sports Interactive also said that they aim to have this working in Football Manager 2025 which is a good sign to ensure people are more invested time wise knowing things carry over with the ability to access the new features and not have to start over.

If you’ve been playing the games for many years or just want to know what is available on each platform version in Football Manager 2024, the official website has a handy comparison going into details of how much of a specific thing is included and what level of detail or speed is available for careers. Check that out here.

Having not really bothered with last year’s entry, the new features here and general polish across most platforms make Football Manager 2024 really feel like a game that has been years in the making. Whenever I play the WWE or NBA games each year, you can tell when big strides have been made in a specific year versus just adding on to prior releases in other years. I usually always recommend getting every second game in a yearly series if you aren’t someone who exclusively plays a specific game. With Football Manager most of the community is hardcore, and they play each game, but thanks to more platforms, entry points, subscriptions, and more this year, there has never been a better and easier time to sample one of SEGA’s best modern franchises.

If you’re completely new to the world of Football Manager, the games usually go in the following descending order when it comes to features and complexity: Football Manager, Football Manager Console, Football Manager Touch, and finally Football Manager Mobile. The differences, detailed above in the link, get closer usually each year on the Console and Touch side, with Mobile being the most-streamlined version with the least features. With Football Manager 2024, that holds true, but I’ve come away very impressed with the Football Manager 2024 Console version on PS5, and Football Manager 2024 Touch version on Apple Arcade this year.

Football Manager 2024 is a paid game on PC, but also available on Game Pass. Football Manager 2024 Console is available as a paid game on PS5 and Xbox, but also included in Xbox Game Pass. Football Manager 2024 Touch is a paid game on Switch, but available on iOS, iPadOS, macOS, and tvOS through Apple Arcade. Football Manager 2024 Mobile is exclusively available through Netflix Games on iOS and Android. There is no standalone paid version of it.

Balancing different careers across platforms has been interesting and difficult since launch, and despite having access to the Netflix Mobile version and PC version on Steam Deck pre-release, I wanted to wait for the public versions on all platforms before properly starting to compare and experience Football Manager 2024. For the rest of this feature, I’m going to go into individual platform impressions and short reviews with a score on portable versions.

Football Manager 2024 Console impressions

While I dipped my toes into Football Manager 2024 Console last year through Xbox Game Pass, I was more interested in the PS5 version this year to see if the game had any PS5-specific features. Having now played all versions of Football Manager 2024, Football Manager 2024 Console feels like an upgrade over Football Manager 2024 Touch, but not at par with Football Manager 2024 (PC) yet in its complexity and features. There is some silver lining though. Having tested Football Manager 2024 Console on my TV and my monitor on PS5, the interface is very good for a controller.

Visually, it looks great and the load times are super fast. In fact, Football Manager 2024 Console on PS5 seems to load faster than all other versions of the game I have access to including the PC version on an SSD. It unfortunately does not have any DualSense features, but does have PS5 Activity Card support. You can press into the left stick to bring up a virtual cursor option which is good to have for some menus. Speaking of controls, SEGA really needs to partner with Sony and Microsoft to officially sell the controllers they use for promotion here.

Football Manager 2024 Console on PS5 isn’t perfect, but I think the team has nailed the experience of bringing as much of Football Manager 2024 to console as possible while keeping things more complex yet accessible on a controller. This is a big step above Football Manager 2024 Touch for sure. I just dislike the fact that this is a full-priced game and there are multiple consumable microtransactions included. This might sound like the old man yelling at cloud meme, but it does feel bad seeing these purchases available when you have Football Manager 2024 Touch on a subscription without any added purchases.

Football Manager 2024 Touch Apple Arcade Review

This is the version I was most excited to check out. When it arrived as an update to Football Manager 2023 Touch, I started playing a new save and also loaded an old save to see if that works. I focused on playing this version with touch controls on my iPhone 15 Pro and iPad Pro, but also tried it with my Razer Kishi V2 on iPhone 14 Plus. Football Manager 2024 Touch on Apple Arcade played on my iPad Pro is my favorite version of Football Manager 2024 for sure. I cover the Nintendo Switch version of Football Manager 2024 Touch later on in this feature.

I didn’t have this one early, so came into Football Manager 2024 Touch on Apple Arcade and Switch after playing the PC version and Football Manager 2024 Console for a good amount of time. There are cutbacks compared to those versions, but I’m impressed with the state of Football Manager 2024 Touch on iPad Pro. Going over to the iPhone version, I was curious to see how the UI scaled since that was touted as one major improvement this year. While it is much better, Football Manager 2024 Touch still feels very much like a game perfect on iPad.

Football Manager 2024 Touch on Apple Arcade supports touch controls and controllers. I used my Razer Kishi V2 on an iPhone 14 Plus to test out the controller interface and stuck to touch controls on my iPad Pro. I also tried touch controls on my iPhone 15 Pro. The team has done a great job here with the interface and load times. On the visual and performance side, Football Manager 2024 Touch runs and looks great on modern devices with fast loading.

I’m curious to see how Sports Interactive and SEGA handle updates to this version because Football Manager 2023 Touch got updates adding things like a boost to bank balance, one-time only Dream Transfer item, and more. Since this is on Apple Arcade, there are no microtransactions either.

If you do have Apple Arcade, Football Manager 2024 Touch is worth your time. I’m impressed with the improvements to the iPhone version as well this year. The added features and the ability to Load your save from the old version (as this is an update over FM23 Touch) make Football Manager 2024 even better. Not only is Football Manager 2024 on modern iOS and iPadOS devices drastically better than the Switch version, but this is the version of the game I will spend the most time in for sure. Easily the best portable platform to play Football Manager 2024 on.

Football Manager 2024 Touch Apple Arcade Review Score: 4.5/5

Football Manager 2024 Touch Switch Review

Football Manager Touch on Switch has been my goto version of the game because I enjoyed dipping in and out of it as a break from other longer JRPGs or games I was covering. Football Manager 2024 Touch on Nintendo Switch retains everything the Apple Arcade version has, but it sees cutbacks to visuals, performance, and has much longer load times.

On the control side, you can use touch controls in handheld mode, but it isn’t as responsive as the Apple Arcade version. The match engine also doesn’t look close to how it does on my iPad Pro or iPhone 15 Pro as expected. As of this writing, there is no mention of paid DLC like the PS5 and Xbox versions of Football Manager 2024 Console either, and there is no mention of the in-game editor being added.

I’d only recommend Football Manager 2024 Touch on Switch if you want to own a version of the game and don’t want to be tied to a subscription. The downgrades in all areas are too much to recommend this over the Apple Arcade version if you have that option on a modern iOS or iPadOS device.

Football Manager 2024 Touch Switch Review Score: 3.5/5

Football Manager 2024 Mobile Review

Football Manager 2024 Mobile is the most curious of the bunch this year, because it takes a paid game that has microtransactions, and brings it to Netflix Games on iOS and Android. In fact, this new Netflix version of Football Manager 2024 even includes the in-game editor, something available as paid DLC in prior versions, and something not included in Football Manager 2024 Touch. As with other games only available on mobile through Netflix, I try and think of whether this one is worth subscribing to Netflix for. Football Manager 2024 Mobile is literally not available without Netflix. Football Manager 2024 Touch is on Switch as well.

Football Manager 2024 Mobile still uses the 2D match engine unlike the other versions of the game. It does, however have the fastest and most-streamlined game flow. When it comes to other downgrades, it supports about half the playable nations and a bit over half the playable leagues compared to Football Manager 2024 Touch. It does include Challenge mode, which is something I’m surprised isn’t on PC yet, but is in other versions.

I don’t think this is the game worth subscribing to Netflix for. A lot of other ports are good to play if you subscribe for a month or so, but Football Manager 2024 is a long term game. We don’t even know if Football Manager 2025 will be on Netflix or on mobile, so I can’t even speculate whether saves will carry over. Right now, this is a great value add for existing Netflix subscribers.

If you own an iOS or iPadOS device, I’d only recommend Football Manager 2024 Mobile if you do not have or will not subscribe to Apple Arcade. It is more streamlined and a great intro to Football Manager 2024, but isn’t representative of the full game like the other versions are. I hope Football Manager Mobile gets closer to Touch next year, or that we eventually get to a point where the same game is scaled differently across platforms. Football Manager 2024 Mobile is only worth your time if you already have a Netflix subscription. If you don’t, focus on playing the other versions of the game.

Football Manager 2024 Mobile Review Score: 3.5/5

Football Manager 2024 Steam Deck Review

Since Football Manager 2023 was Steam Deck Verified, I had high expectations of Football Manager 2024 on Steam Deck. It doesn’t have a rating from Valve yet, but I am impressed and disappointed with Football Manager 2024 on Steam Deck right now. It brings the full PC experience to a portable and handles things well, but the controls are not ideal. Even with the official layout right now, it doesn’t feel remotely as nice as the console or Touch versions of Football Manager 2024.

If you play Football Manager 2024 on PC or macOS and also own a Steam Deck, this is a great additional way to experience the full depth of Football Manager 2024, but I won’t recommend it as your only version of the game until the controls are improved. If you, like me, are used to using the trackpads and dealing with PC-specific games on Steam Deck like I do with Victoria 3, you will get used to the controls here. Sports Interactive is close to making the Steam Deck my favorite way to experience Football Manager, but until then, it remains a modern iPad.

Football Manager 2024 on Steam Deck is a very disappointing experience when it comes to controls. I was hoping the game would have proper controller support, but it does not feel great to play on Steam Deck without a mouse (or using the trackpads). The interface doesn’t scale down too well on the smaller screen either. Don’t get me wrong, Football Manager 2024 PC is a fantastic version of the game, and one of the best we’ve seen from the game in years, but I do not recommend playing it on Steam Deck without big control and interface caveats. It runs very well and the match engine looks great, but I hope future patches can bring in proper controller support and an interface that actually scales down better for the platform.

Football Manager 2024 Steam Deck Review Score: 4/5

Hopefully this new format helps you decide which version of Football Manager 2024 you should get or try if you have access to multiple game subscription services or platforms. I am glad I ended up playing the game on almost all platforms this year, because it showed me how Sports Interactive can scale its complexities, features, and visuals across devices. Next year sounds very exciting, but this year’s games are better than ever before, at least for Touch, Console, and PC. I just hope we see more optimization on Switch, improvements for Steam Deck, and Mobile seeing an overhaul for Football Manager 2025.

All the way back in August of 2012, Dotemu and SNK released an iOS version of the NEOGEO classic Metal Slug 3. For its time, it was about as good of a port as you could ask for, hampered only by the difficulty of playing such a precise game with virtual controls. But time marches on, and like the other NEOGEO games developed by Dotemu, that version of the game hasn’t seen any significant updates in almost a decade. I’ll go into why that’s a problem, but suffice it to say I can see why Hamster and SNK have decided to release an ACA NEOGEO version of Metal Slug 3 ($3.99) for iOS. What are the differences? Venture in and we’ll have some talkies.

I’ll go into my usual rigmarole soon, but I want to deal with the elephant in the room first. The old version of Metal Slug 3 is still on the App Store and it’s a buck cheaper than this one. Why shouldn’t you buy it? Certainly, it has a couple of features that aren’t found in this new one, in particular support for multi-device multiplayer via Bluetooth. It’s a bit difficult to play the mobile ACA NEOGEO games with other players, and that does make a difference for a game like Metal Slug 3. There’s also the Mission Mode feature that allows you to jump to any level you’ve previously reached. It’s a handy feature in a game as long as this, especially given the branching paths that characterize this installment.

But friends, take heed: very old iOS games that haven’t been given regular care come with some serious drawbacks, and Metal Slug 3 is no exception. The biggest issue comes from the virtual controls. The buttons in the old version were the right size for the displays of the era, but eleven years later things have seriously changed. The virtual buttons are now absolutely tiny and barely useable. The stick in particular is a real pain. The old version sported compatibility with the iCade, which was about as much as you could have hoped for at the time. That’s… not so useful now, and its support for modern external controllers is a bit spotty. Metal Slug 3 with touch controls was always dicey, but the ravages of time have made that old version extremely awkward to play in the current year. I wouldn’t recommend it, even if the extra buck might get you a delicious Snickers bar. Well, probably half of one these days.

Okay, that’s out of the way now. Don’t buy that old version. SNK should pull it off the store, frankly. This new ACA NEOGEO version has all the usual features. You can tweak a bunch of options, use some properly-sized touch controls, play with an external controller, use save states, compete on the leaderboards in a few different modes, and use as many continues as your little heart desires. And your little heart will desire many, because this game is a coin-guzzling pig. I think my singular greatest gaming accomplishment was finishing this game with one credit back in 2006. It took me a year of near-daily practice. It just keeps going. Unlimited continues! You’ll want them.

This whole review feels like I’m backing out of a tricky parking spot. So, let’s talk Metal Slug 3. This is my favorite Metal Slug game. Some others prefer one of the first few games, and I can respect that. A few prefer one of the games after this, and I’m not sure how to feel about that. Enjoy, I guess? This was the last game in the series developed by the original team, and in a lot of ways it feels like the developers knew this was the grand finale. It’s a massive game, perhaps too large for some. The last stage is almost as long as some entire games. Most of the stages have branching paths, and often more than one. Each leads to a completely different area, often with unique backgrounds, enemies, and bosses. This is disgusting excess, and I absolutely love it.

The usual four heroes are here, and you can choose whoever you like. It doesn’t matter much. There are tons of different weapons, lots of vehicles to commandeer, and fun transformations in some of the stages and branches. Metal Slug 3 is constantly throwing new things at you, so the run-and-gun action stays exciting from start to finish. This game came out in the year 2000, when things were pretty grim for this genre and 2D games as a whole. Metal Slug 3 had to keep the fires burning, and it brought enough firewood for all. If you haven’t played it before and have any love for the genre at all, you really should.

But is this version the way you should play it? If you have an external controller, that’s an easy choice. Yes, this is a fantastic version. It runs the way it should, and the suite of options fills things out nicely. The only downside is that you can’t play multiplayer unless you have a couple of external controllers and don’t mind crowding around a single display. As a single-player experience, it’s as good as any other option. Connect your controller, drop the necessary four bucks, and have a lovely day going through it all.

If you don’t have an external controller, it’s harder to recommend. This is a very intensive game and it requires a lot of precise movement if you want to avoid dying several hundred times. I’m a fairly deft hand with touch controls, but even for me this is a bit tough to deal with. Can you still have sixteen quarters’ worth of enjoyment? Sure. You’ll die a ton, but you have as many credits as you need. It’s a hefty enough game that you’ll get your value out of it even if you’re just touring it by throwing dead bodies at the bosses. But if you want to play it seriously, I don’t think the touch controls are going to do it for most.

If you’ve never played Metal Slug 3 before, this isn’t a terrible way to dive into it. Throw in an external controller and you’ll have a grand time. It’s also easily worth the upgrade over the old, now sadly outdated Dotemu version. This is one of the crown jewels of the NEOGEO, and I’m glad we have a fresh version on mobile. It’s a poor fit for touch controls, but the game itself is so good that it’s worth putting up with it to see everything it has to offer. Not every SNK mobile game is worth the double-dip, but I think Metal Slug 3 is.

Having largely exhausted the supply of NEOGEO games that hadn’t been ported to mobile before, Hamster has been moving in re-doing some of the games that were previously brought over by Dotemu. It makes sense, as SNK’s less comprehensive initiative with Dotemu mainly focused on the biggest hits from its catalog. They were good versions for their time, but that time was more than a decade ago. Such banner titles deserve the ACA NEOGEO treatment as much as any games, and what it really comes down to for us as players is if they are worth the few bucks to “upgrade”. This time, we’re looking at Blazing Star, arguably the finest shoot-em-up on the NEOGEO hardware. It’s the one with the voice that says “BONUS!” constantly. Let’s see how it stacks up, shall we?

As I’ve already said, Dotemu’s Blazing Star ($0.99) was a fine version for its time and place. Playing NEOGEO games on your iPhone or iPad in 2012 was pretty cool, and they ran well enough. Most flaws were well-hidden by the small displays most players were rolling with. In the case of Blazing Star, it was a game a lot of people slept on back in the day. It felt for many like they had found a hidden treasure, and shooting games work better with touch devices than most classic genres. In case you didn’t like the touch controls, the game also featured iCade support that was expanded out to external controllers as those began to propagate. You were given limited continues, but the mission mode allowed you to start the game from any stage you had previously reached. A nice compromise.

With all that said, its last major update was a very long time ago. Dotemu and SNK have done minor updates to keep it running on new versions of iOS, but the app is showing its age badly in a lot of ways. The emulation isn’t working properly, for instance. The second stage is a flickery mess due to some graphical issues, and that’s not the only bit that isn’t working the way it ideally should. It probably goes without saying, but Hamster’s Blazing Star ($3.99) runs flawlessly, like all of the developer’s other ACA NEOGEO games. It also features the usual extras and options we’ve come to expect from the line, and in the case of this game things like the time Caravan Mode, Score Attack, and corresponding online leaderboards make a big difference in how replayable the game is. I think the touch controls work a little better in Dotemu’s version thanks to some mobile-specific settings, but in all other regards Hamster’s take is superior. Sometimes by a lot.

If you’re new to Blazing Star and trying to decide which version to buy, the low price on the Dotemu version might be tempting. A buck isn’t much to throw down. Neither is four bucks, but three extra dollars in your pocket isn’t nothing. Still, I strongly encourage you to choose the ACA NEOGEO version. It’s highly likely that it will be the version SNK maintains going forward, and those emulation issues are big enough that even if they were both kept around I would still send you towards the Hamster version. The additional options are a nice bonus, and you won’t have to worry about whether or not your external controller will work. You also get unlimited credits, so you can feed your way all the way through if you’re into doing that.

I’ll also say that those who already own and enjoyed the previous version of Blazing Star will want to pick this one at their nearest convenience. Again, I don’t want it to seem like I’m belittling the work done by Dotemu. But eleven years is a long, long time. That it took this long for a new version to outclass the old one speaks to its quality, but outclass it this does. What’s four more dollars to keep on enjoying such a great shoot-em-up? The added modes and options even allow you to appreciate the game from new angles. It’s worth it.

All that and I’ve barely talked about Blazing Star itself. The NEOGEO wasn’t exactly home to the finest array of shoot-em-ups, since the genre was in a bit of a weird place during much of its life. Still, it had a few excellent ones. Some would say that Blazing Star is the best of the bunch, and I would count myself in that group. Particularly if we narrow the focus to horizontally-scrolling shooters. It’s visually pleasing, the action is challenging but manageable, the power-up system is easy to understand, and the bosses are pretty wild. The voices can be a little too much at times, but it also lends the game a bit of quirky charm that certainly helps it stick in the memory. A very agreeable game, one that is fun to learn and even more satisfying to compete on leaderboards with.

Like other shoot-em-ups, it plays fairly well even if you’re relying on touch controls. If you want to play it closer to the way it was intended, you can’t go wrong with using an external controller of some type, but it’s a fine enough experience to whip out of your pocket for a few minutes while you’re waiting for whatever thing life is making you wait for. The save state support in this ACA NEOGEO release means you can always stop and pick up later, too. Really, short of tracking down a cabinet or AES console, this is as good a way as any other to play this fine shooter.

While Blazing Star is yet another double-dip for SNK on mobile, I firmly believe this is one that is easily worth taking them up on. Newcomers should splurge and throw the extra few bucks to pick this up over the old version, and those who own that one are advised to grab this for the many advantages it offers. This is a great game that plays very well on mobile, and it’s nice to see it looking all nice and shiny for the current year. Unless you hate shooters for some reason, I can’t recommend Blazing Star enough.