A week in review

The final countdown

As the week draws to a welcome close, and the majesty of that most wonderful of things approaches, the weekend, my inaugural brand collaboration draws to a close.

Every day this week I have been reviewing content that was kindly sent to me by PowerA, an innovator in the field of gaming accessories.

Please note that all embedded images in this post are product links.

Click here to read

On Monday I reviewed the Legend of Zelda – Breath of the Wild stealth case for Nintendo Switch.

Click here to read

On Tuesday, it was the turn of the much sturdier offering, the Breath of the Wild travel case.

Unfortunately, this excellent product appears to have been discontinued.

Click here to read

On Wednesday I looked at the Premium game card case for Nintendo Switch.

Click here to read

On Thursday I got my hands on a wired controller.

To close the week I will be talking about a product that I never knew I wanted, but obviously I did.

Super Mario Bros. 3 pins.

Click here to read

A few weeks ago I wrote a piece on the 30th anniversary about what the game means to me, so receive these little gifts was a really lovely moment for me personally.

The design and build quality of the pins is exceptional, the metal they are made from is all smooth and polished and the paint job is flawless.

I received 4 packs and with a possible 8 pins to collect, to say the fear of duplicates loomed over me like a storm cloud was an understatement. Fortunately I only received 1 double so I got the chance to appreciate 3 unique designs.

As I mentioned, they are all absolutely stunningly produced and are brimming with personality.

Aside from the SMB3 range, PowerA have a whole array of different pins available. I’d assume the other franchises share the same excellent production values.


For a collector or just a fan of a particular gaming series, these are the kind of item that you want at least one of, and usually end up getting many more on top.

Before ending this, I’d like to thank my contact at PowerA, who took the time to respond to me when I reached out and gave me the opportunity to collaborate with such an iconic brand.

As well as all of that, he has been incredibly helpful and was always at the other end of an email, if I needed any assistance.

I hope to have the opportunity to work with you again in the future.

To everyone who has stopped by this week thank you for your continued support. If you are reading this because you are Nintendo Switch gamer, please take the time to check out the wonderful and varied range of accessories that PowerA make.

[Review] Townsmen – Nintendo Switch


Introducing Townies and Townettes

Never let it be said that I am any good at resource management games. For the most part I enjoy playing them, probably because I get a little kick out of all the various numbers going up but generally I tend to completely overlook one crucial aspect of the delicate plate spinning act and as soon as something I inevitably overlooked occurs there’s more broken crockery on the floor than a Greek wedding.

With that said I was very excited to get hands on with Townsmen, a charming medieval town building simulator, from HandyGames. But unfortunately my personal feelings are mixed. However I believe some of the game play aspects that frustrated me will probably have the opposite on some one who is a bit more au fait with micro-managing.
Let’s get into it shall we.

We shall

Townsmen has you take charge of a tiny little back-water medieval village and you, the player, are tasked with raising up to be a bustling Metropolis. Starting out it’s all very simple, your town needs workers who will build new structures for you and also go to work in various production building such as farms and mines. Much like any town-building sim setting up a solid economy early is the key. Building more houses will give you access to more workers and gold, gold being probably the most important resource of them all as it is used for pretty much everything.
And there is my first annoyance with the game. Townsmen is very eager for you starting new buildings quickly but without hard cash, production slows right down and can occasionally just halt having you sat there just waiting for more money to come in. This breaks up the game play as there’s is very little else you can do but sit and wait. Using the x5 speed button becomes a complete necessity half the time just to try and get your little fella to get the things you need and even then it can be a good few minutes of waiting for something to be done. All the while time flies on, potentially drawing your close bandits raids that you aren’t readily prepared for or the need to repair buildings which of course, costs gold!

Desmond has a barrow in the marketplace

Later on in production you can build a market in which you can buy and sell all the available resources in the game and this becomes an absolutely invaluable way of making money quickly. However the merchant only comes to town every 5 or so minutes and only stays for a certain amount of time so you better hope the random number generator gods are on your side encase he isn’t available when you desperately need him.

Now RNG (Random Number Generator) is the subject of my second frustration with Townsmen. As you have no direct control over the soldiers and workers, you’re fully at the AI’s mercy when it comes to them actually doing what you have assigned them to do. On more than one occasion a bandit was busily burning down one of my fine townspeople’s houses and the soldiers seemed to just wander around aimlessly for a while before thinking; “Oh, maybe I should do my job and save that families life.” by which point the dastardly bandit had already burned the house to the ground and the fire is quickly spreading through the town. Meanwhile the worker assigned to the water towers is currently on route to the pub. It’s exceptionally vexing!

I’m always apprehensive when top down strategy-esque titles such as Townsmen get released on home consoles namely because mouse/keyboard and even mobile touchscreens control methods tend to be quicker and more intuitive. Speed often being a key part of the micro-managing aspect of most resource management simulator. However, the Switch version is pleasantly easy to get around in, the building menus are all nicely ordered and laid out for ease of navigation. Pressing down of the D-pad brings out a view of the various area of effect building such as guard and water towers so you can easily check on which parts of you town are unprotected.


My final thoughts are tricky. Although I, personally, didn’t get on with Townsmen that’s not to say it’s a bad game. Indeed some of the things I didn’t like, a seasoned resource-manager, with a fetish for constantly trying to fix an ever growing list of problems, would almost definitely love.
If you’re in the market for an utterly charming looking, almost idle game style town simulator you could do a lot worse than Townsmen. However if the idea of stress-fully  juggling multiple resources and trying, mostly in vain, to make sure everything runs smoothly feels you with existential dread like it does me; I’d maybe give this one a miss.

Worth a shot for an ardent RTS enthusiast

PowerA in the palm of my hands

Plugged in With PowerA

With Smash Bros. Ultimate releasing in just 4 weeks time, it goes without saying that now is the time to start thinking about how you plan to play.

Whether you choose to equip a pro controller, use your Joy Cons or play in handheld, there really isn’t a wrong way to play.

Except for all of the aforementioned ways!

None of those are right.

The only way to play Smash Bros. Ultimate for Nintendo Switch is with a wired controller. Not only does this dial the nostalgia all the way up to 11, it also provides a true, as intended game experience. You can bet your bottom dollar that the game devs are doing all their final tweaks and tests with wired inputs. This is due to latency, which to the layman is a delay in data being transferred.

In a life and death, winner takes all situation; Mario VS Sonic for 90’s bragging rights for example, a delay of even a millisecond can be the difference between successfully evading an attack, or being smashed way off of screen.

Gaming Royalty

Now that all the techno mumbo jumbo, to use its official term, is out of the way, it’s time to talk about the Wired Controller for Nintendo Switch, from the good folks over at PowerA  .

The model that I received was the Princess Peach – Shadow Edition and for the record, it is visually glorious. Whilst the rear is the royal pink we’ve become accustomed to associating with Princess Peach over the years, the front offers dual black bezel, by which i mean matte and gloss, and embossed with Goombas and Bob-ombs to name but a few.

Looks aside, this range of controllers differ slightly from the luxury of the official Pro Controller. The immediate and most noticeable omission is that of any form of rumble. Sure, HD rumble was probably off the table, but a basic amount of feedback would have been nice. Also absent from PowerA’s offering is, to the surprise of absolutely nobody, an NFC reader or a gyrometer, which unfortunately means no motion controls.

The Wired Controller for Nintendo Switch feels very sturdy and robust, albeit a lot lighter than the Nintendo Pro Controller, The cable is an interesting proposition, utilising standard micro USB technology, however one glaring issue potentially cripples the entire project. The end of the cable that plugs into the controler has a raised section, that essentialy guides the cable in. Because of this however, you can only use this cable with the controller as others, certainly the ones that I tested, simply don’t fit. In practice this isn’t a problem, the cable itself is 8 feet, around 2 and a half metres, so is long enough to offer plenty of slack.

Unless of course your Nintendo Switch dock is wall mounted to keep little toddler hands away. It still made it to the sofa, just not with any spare cable whatsoever.

Try not to somehow lose the cable though as tracking down a replacement, even with the power of the internet is tricky.

Push the button and let me know

All the buttons found on the official controller are present and correct, and they all feel well made, promptly bouncing back into position and having a nice responsive and comfortable feel about them. They don’t feel quite as organic as the buttons on the official controller, probably due to the fact that they are slightly more raised. The D-pad is however, slightly better than that found on the Pro Controller, offering true omnidirectional movement.


The Wired Controller for Nintendo Switch is an excellent budget offering that more than holds its own against the heavy weight of the Pro Controller, albeit it with some reduced functionality. For the entry level price tag, it gives as good as it gets and some. The build quality is of a very high order and the design options available is quite overwhelming, in the best possible way.

When Smash launches on December 7th, i will certainly be putting PowerA’s charming controller offering through the ringer.

An excellent budget control option, that offers both charm and practicality. 

Click on any of the images below to purchase this item

Link is on the case

Dawn of the 3rd Day – 24 Hours Remaining

As wednesday swings into life, your friendly neighbourhood nintendad brings you day 3 of his brand collaboration spectacular with the inimitable PowerA.

On the agenda today is the Premium Card Case – Breath of the Wild Edition.

External storage

Now, If like myself you’re a bit of a collector – the kinda guy that likes a hard copy of his media, not just a rented digital copy, you may find that you have a whole plethora of plastic game cartridges scattered around the shop.

Obviously what with being a nintendad and all, my home is extremely child friendly.

As well as that all the free space has since been delegated to toy space, as well as a lot that wasn’t free. There used to be a bookcase here.


The somewhat convoluted point that I’m trying to make is that, since becoming a nintendad I have a lot less space to store books, games and other media.

My process when buying new games essentially is open box, admire box art, pop cartridge in storage case, put game box in designated storage container in the attic.

As I briefly touched upon yesterday, the sublime travel case from PowerA has 9 slots for game carts, which is an incredible amount to have on you at all times, 10 if you include the one in the Switch.

But what do you do when you need another 12 slots? Well that should be blindingly obvious by now.

You pick up the Nintendo Switch Premium Game Card Case.

Case in point

Let’s start with the aesthetic. This product is beautiful, the simplicity of its elegance can’t and shouldn’t be understated.

As well as that, it quickly becomes apparent how well made the case is. The hinges all feel secure and sturdy and the locking mechanism is stiff and firm, but not fiddly or unnecessarily complicated. And the material that holds the cartridges is somewhat rubbery, offering a firm grip whilst at the same time, the game cartridges just pop right out of the case with the upmost of ease.

The case itself holds 12 Nintendo Switch game cards as well as 12 micro SD cards. More than any man or woman should ever need, unless they’re buying their storage media off of Wish that is…

All in all, the Nintendo Switch Premium Game Card Case is a really well made, attractive item. It’s got to be said though, it’s probably not for everyone, it’s certainly a vanity item and more for collectors or people like myself with limited storage. Compared to my current case, this product is leaps and bounds ahead in design, performance and accessibility.

Once again, PowerA delivers.

Beautiful vanity item for the disconcerting collector


Buy the Nintendo Switch Premium Card Case here – Various Designs available

Din – Goddess of PowerA

By PowerA

Yesterday I brought you a light and casual option for protecting your Nintendo Switch. Today, together with the brilliant people over at PowerA, your friendly neighbourhood nintendad brings you a much more omnipotent offering.

If the stealth case is Windwaker, this is very much Twilight Princess, a protective older brother if you like.

What the travel case does is offer extra protection and a lot of style to boot.

I noted on a feature in my previous review and said how the case had 5 spaces for game card slots. This model has 9!!

As well as that, the design is so much better this time around and cartridges slide in and out of the case with consummate ease, whilst at the same time staying secured in place.

The entire top section of this case is a zipped mesh storage area, once again ideal for Joy Con straps, or even a spare set of actual Joy Cons. On opening it however I was surprised to find a screen protector, a micro fibre cloth and a set of ear buds complete with microphone.

Essentially this product is the go to travel kit for Nintendo Switch, I’ve personally owned a whole plethora of protective cases and this is hands down, head and shoulders above the rest of them.

The protection it offers means I can carry my Nintendo Switch around without a care in the world, I’d honestly have no hesitation throwing my Switch in the bottom of my bakpack if it were securely fastened in this case.

Travel Protection Kit For Nintendo Switch – Legend of Zelda

If you take your Nintendo Switch out of the house, I can’t think of a better case.

[Review] Transistor – Nintendo Switch


Transistor Radio

If someone had said the words ‘cyberpunk’ ‘Orwellian’ ‘dystopia’ to me I’d say:

“Yeah the new Muse album is pretty good.”

But I’d be a fool because they’d probably be talking about the new Nintendo Switch title; Transistor, by Supergiant Games.

And if they weren’t they should have been.

That developer name should ring a bell, as they’re the team behind another recent switch port; Bastion, a delightful isometric action adventure game.
There are many noticeable similarities between both titles, the aforementioned isometric view point, a beautifully narrated story and an excellent soundtrack composed by Darren Korb but other than a few game play nuances (which we’ll get into later) this is where the similarities end.

Something, something Bastion

Whereas Bastion has you take charge as “The kid” trying to resurrect a dead land in a post-apocalyptic western setting, Transistor takes place in a cyberpunk infused sci fi city taking control of a singer turned fighter Red. Armed with her trusty sword come USB stick; Transistor, Red must find a way to stop the antagonists, a hive mind of robots know as the Process and uncover the mystery behind their partners/creators the  elusive Camerata.

Most of the story is narrated to the player during game play by the titular character, Transistor (yes the sword can talk,) and is a brilliant example of the “show don’t tell” method of story telling. Let the player wander around fighting enemies whilst the story and history of this world is told to you without info dumps or long winded cutscenes, blending story and gameplay neatly into one package.

Play the game

Speaking of game play this is where Transistor really shines. The fight sequences appear out of nowhere, wandering down a desolated promenade when suddenly the Process appear and before you know it, the area is boxed in.

Now it is  time to bash up some robots!

Starting with just two miserly skills, referred to as functions, assigned to B and A it’s time to bust some AI ass. Now, the option is there to run around using your functions as you want but you’ll quickly be out classed by the enemies speed and fire power. This is when you need to rely on the key game play aspect; planning, or Turn().
Planning: a quick tap of ZR  freezes time and gives you a certain amount of moving time and attacks to use against the enemies whilst everything is locked in place. Once you’ve used up your moves and function quota, execute the plan by pressing ZR again and Red zips around the battlefield dealing serious damage to your adversaries.

Then you have to wait for your turn() bar to recharge before using anymore functions, but believe me, it feels great to have perfectly executed turn() come together.
With every successful battle you get experience points and a new level up grants more functions to try out, or upgrade slots to existing functions and unlocking passive slots. Each function has three separate uses, either use it as an attack function, upgrade an existing function with it’s effect or use it’s passive mode for varying effects.

There is a ludicrous amount of different play styles to chose from depending on how you set up which can be very daunting early on in the game but once you’ve nailed down a play style it’s very easy to see which functions you should put where to complement your person play style.

Risk VS Reward – Limiters; because Idols are so 2011

Another similarity with Bastions see’s the return of the Idols, however in Transistor they’re referred to as Limiters. Limiters are debuffs that give the Process even more advantage over you in battle. For example the cells that you must catch after a Process is defeated to stop it respawning may have a shield that first needs to be broken, or you may have less time during your turn() to use functions. This can make the game significantly harder but the more Limiters you have on, the more experience you get once the battle in completed and there is always the option to turn them off is a certain wave is giving you jip!

Although the fight sections are a lot of fun and the perfectly executed turn() makes you feel like a complete boss, towards the tail end of Transistor, around the 6 hour mark it does start to get repetitive. Yes there are a good variation of different Process enemies and yes they do slowly get more powerful with different gameplay changing attacks and debuffs and yes (again) there are challenge rooms which test you against waves of enemies with set functions or forces to beat a certain amount of Process in a set time. But after a while it does turn into, ok walk here, fight some dudes, get XP, move along, fight some dudes, rinse and repeat.

However, when the fighting is over you get to phase back into Red, walking exceptionally slowly, through the recently abandoned Bladerunner-esque city and enjoy the exquisite design of Transistor. It’s so quintessentially Cyberpunk, from the neon graphics to the heavy references to programming jargon all set in front of Darren Korb’s phenomenal soundtrack makes Transistor really stand out.


All in all, Transistor, is an absolute showcase of a team almost thinking the word “Cyberpunk” and hitting a design aesthetic, gameplay and a soundtrack that completely fills that brief.

Overall Transistor is a tonne of fun, the fighting aspect is super fun and diverse, and the design is sublime. Much like the inescapable Bastion, Transistor is an experience that must be enjoyed by everybody, and the Nintendo Switch feels like the perfect home for it.

Must Play Title

Legends awaken


Breath of the Wild – Stealth Case

By PowerA

The most striking thing about the Stealth Case is the artwork that adorns the outer shell. Much like the game itself, the art style is that of watercolours, put together with thick brush strokes. It’s a very attractive package and certainly from a visual aspect, scores very highly indeed.The inside of the stealth case has a clever little feature. By folding the middle piece, it creates a stand that you can rest your Nintendo Switch on.

This offers far more support than the flimsy kickstand that the console offers. As well as this, the internal flap offers even more practicality, with space to store up to 5 cartridges as well as a mesh pocket that can house a couple of Joy Con straps.

This case is suitable for light use, offering a little bit of padding and basic protection from the elements.

Overall, the Breath of the Wild Stealth case from PowerA is a decent entry level case for your Nintendo Switch. If you require something a little more robust, well let’s just say maybe you should check back tomorrow.


Click this very link to purchase the Stealth Case from PowerA ⬇️

Now You’re Playing With PowerA!!

PowerA Nintendo Switch

The measure of a man is what he does with PowerA 

Now that nintendad is really starting to grow legs,and become more than just a place for me to vent my sometimes mad ramblings, I decided it was time to do what any blogger worth their salt does, a good old fashioned brand collaboration.

Deciding on who to partner with was a tough call. As regular readers will see, in the coming months I will be throwing together a few features, one exploring the definitive accessorises for Nintendo Switch, one that looks at unique and intriguing products, products that offer even more unique ways to play.

From the early days of the inception of the 1st feature, one name stood out as a leader in the accessories market . 

I reached out to PowerA after seeing the quite brilliant looking Enhanced Wireless Controllers, to give them their full name. That was it for me, my mind was made up, PowerA would be my inaugural brand collaboration.

I was immediately impressed by the bold and bodacious designs and so contacted them in the hope of reviewing their product. The Diablo III controller especially caught my eye.


Unfortunately for me, it wasn’t to be and they couldn’t provide a unit for review, understandable considering my low volumes of traffic and relative greenness on the scene. 

Every cloud has a silver lining

My contact did ask to take a delivery address as although he couldn’t send the controller, he’d send a little courtesy pack out nonetheless. 

Suffice to say, I wasn’t expecting this.

As a courtesy, I thought I would like to talk a little bit about all the products they sent over, all of which will be linked if you fancy getting your hands on any of it.

Everyday next week, I will be reviewing a product Monday through Friday, right here at nintendad.co.uk

Check back in on Monday for the 1st review but until then,


[Review] The World Ends With You: Final Remix – Nintendo Switch


The World Ends With You: Final Remix

8 Days a week!

Extremely narcissistic, but I’ll allow it.


The 1st thing that I noticed as I loaded up The World Ends With You (herein TWEWY) was just how cool this game looked. From the outset I felt like I often feel at work, surrounded by people showcasing their own unique style and using words that I don’t really understand. I felt like a dad. A nintendad…

Which is absolutely fine as I, like so many others, play video games to experience things that I couldn’t in real life. Not just that though, also as an escape. And boy is TWEWY an escape!!

New Banger who dis?

Before I ramble on in great detail about the gameplay mechanics, art direction, controls or any other areas that any self respecting journo type should probably consider when putting together a video game review, I’d just like to discuss the sound track. Composed by Takeharu Ishimoto, who is currently working on Kingdom Hearts III for the record, the music showcased in this title is just ridiculously good. It mixes together Hip Hop, J POP and to coin a phrase made popular by Hanson, M-bop. Seriously though, this soundtrack is absolutely sublime, a fusion of genres and continues to excel, delivering beat after beat for the duration of TWEWY.


What happens in Vegas, and all that...
What happens in Vegas, and all that…

Visually, TWEWY utilises a simplistic comic style, much like you’d find in a visual novel. The reasoning behind this is because of the aforementioned soundtrack and what with this title originally being released on the 3DS, cartridge space had to be considered. Saying that, despite the lack of any 3D animations, the nuanced Japanese styling really lends itself to the underlying tone of this title and whether intentional or not at the inception, works perfectly for TWEWY.

Cooler than a freezer burnt cucumber.

Originally released in 2008 on the Nintendo 3DS and then as an enhanced package in 2012 on mobile devices, it now comes to Nintendo Switch with all the content from the aforementioned, dubbed ‘FINAL REMIX’

The premise of the game is completely out there. You take control of Neku, an angst ridden young man, a loner if you will, who wears headphones to block out the world around him. We can all relate to that right?

We feel you Neku, people are the worst!

Having recently died, you find yourself caught up in a week long game to avoid permanent erasure and seemingly rejoin the land of the living. This strange and slightly morbid misadventure is orchestrated by the somewhat sinister Reapers, human like beings that arrange daily missions that need to be cleared within a time limit, in order to progress to the next day. Aside from that, the Reapers also block progress by putting up walls. These walls can be passed by carrying out menial tasks, which in fairness feels like your standard JRPG side quest fayre, albeit they’re sometime required in order to progress.

Reap me, my friend…

In order to compete, Neku must bond with a partner and make a pact. Once bonded, the fate of the two characters becomes intertwined and what happens to one will also happen to the other. Without going into spoiler territory, Neku has numerous partners throughout the course of this absorbing adventure but the one who stands out, with whom I resonated most was Shiki. Shiki offers a foil to Neku’s reclusive character by being more of an extrovert, having more of an outgoing nature. As the story develops you learn of Shiki’s vulnerability which adds even more depth to proceedings and her character really blossoms

I too am not a spicy tuna roll, so that’s good…

Combat in TWEWY is the one area of the game that to me felt a little clunky and cumbersome. In handheld you use touch gestures, little movements to attack ‘noise’ TWEWY’s term for hostile forces.In docked mode the process is replicated with point and click like commands, which responded fine for the most part, but the sensitivity setting had to be turned right down at an early stage as the default was simply to busy.From the outset, pins play an important role, offering Neku the chance to perform various Phycs, depending on the pin, or combination of pins that you have equipped. You start with just a single ability but in no time you’ll be mixing it up with the best of them, sporting 4 in no time at all. This affords a lot of flexibility with attacks, offering flames, lighting and slashes, as well as health recovery to name buy a few.Due to the nature of the control options there is no option to play with a traditional controller, be it the Pro or Joy Cons in Grip.For the most part I found myself playing in handheld a lot as I usually play late at night after a long day, and even simple motion controls made me feel sleepy.

Battle Rankings unfortunately can’t save a flawed mechanic

The World Ends With You. This Review Ends With Me, Now.

As a lover of the traditional JRPG; titles such as Skies of Arcadia, Xenoblade and the quintessential title in every collection, Chrono Trigger, I can honestly say that TWEWY whilst being completely different to the aforementioned games, belongs alongside such lofty company. It might not have the perfected battle system of Xenoblade Chronicles 2: Torna ~ The Golden County, or a customisable flag ship at the head of your fleet akin to the Delphinus in Skies of Arcadia. What it does have is a soundtrack quite unlike anything I’ve ever heard before, pulsating and elevating everything to the max.

You are a spicy tuna roll……

Were it not for the clunky combat, The World Ends With You – Final Remix  would be deserving of perfect marks, the fabled Fifield five. As it is, it’s still an absolutely triumphant title that belongs in every bodies collection, whether JRPG aficionado’s or casuals who simply enjoy good, well made video game experiences.

Highly Recommend 
4 out of 5








[Review] SkyScrappers

Reviewed on Nintendo Switch
Developer : Groundshatter
Publisher : Ant Workshop
Official Website 
Genre : Arcade | Fighting | Action
Release Date : 29/10/2018
Review Code kindly provided by Caroline Watson
Price : £7.99

(Sky)Scrapping the barrel

What do you get when you mix Ice Climber with Super Smash Bros? 

A hot mess that’s what, which might seem a little harsh but for a game that draws so strongly from its inspiration, it’s nigh impossible to see past its inherent flaws. That’s not to say it’s all bad, but overall, it’s hard not to look at SkyScrappers as anything more than a briefly enjoyable yet throwaway title.

Games of SkyScrappers come thick and fast, offering frantic non stop action. To say SkyScrappers is a basic concept is an understated way to describe this vertically challenged climber. You take the role of one of 4 possible protagonists and embark on a quest for supreme bragging rights, of the ‘oh yeah, I defeated all of my foes whilst climbing a collapsing skyscraper’ variety. To achieve your ambitious goals of becoming the greatest brawler to ever traverse a falling building, you can take the Smash Bros. route of smashing your opponents off of the screen. Alternatively you can simply climb to the top of the screen as quickly as possible, in the process condemning your fictional foes to a most gruesome of demises.

The harsh reality is that there is just too much going on and trying to have any kind of enjoyable battle is near impossible with all the debris and fire falling from above.

Let the Sky(Scrappers) Fall

It’s not all doom and gloom, SkyScrappers has some redeeming features at least, although they are insufficient to really make this title worth while. The girders as they crash to the ground adds even more madness to proceedings and the way the weight shifts depending on where you are positioned is a nice little touch. However, praising the physics of inanimate objects shows just how difficult it was to find anything particularly endearing in this very basic package. 

The art style, reminiscent of that used by the early street fighter games is fairly pleasant, testament to the hand drawn style employed, but unfortunately, due to the nature of this title, you never really have enough time to appreciate its intricacies which is a shame as it feels like a lot of care and attention went into its creation . 

At the same time, as the game progresses the levels quickly begin to resemble one another and this does diminish considerably from the experience and essentially eradicate any replay value. In similar fashion, the soundtrack to SkyScrappers also becomes repetitive very swiftly and despite its throwback nature, fails to really capture the drama and suspense that this title would deserve, had it met the lofty expectations of creators.

Stranger Danger

SkyScrapers is clearly intended for multiplayer purposes and because of this, it’s a crying shame that there isn’t an online multiplayer option. Rounds on the couch with a friend or on a break with a co worker are actually rather enjoyable, but again, only for a brief while. Jumping into an online match up with a group of strangers might have been quite fun and added an extra layer of depth.

The vertical mode is something of a novel idea and perfectly well implemented, adding a different dimension to the way in which SkyScrappers plays, yet another example of the versatility of the Nintendo Switch. If anything, this is the kind of game that the quite excellent Flipgrip was made for. Leaning it up against a 2 litre bottle of water with Joy Cons detached also worked admirably.


Whilst the intentions of SkyScrappers were amicable the finished product doesn’t do enough to keep the player engaged for any sufficient length of time. For the price, and the incredible amount of choice on the eshop, it does feels as though your hard earned cash could be better spent elsewhere.

2 out of 5
Not Recommended