Reviews
[Review] ‘Oniken: Unstoppable Edition’ Feeds on 8-Bit Nostalgia and Frustration
Can JoyMasher bring some more feelgood nostalgia value to the Nintendo Switch? Find out in our Oniken Unstoppable Edition review.
There have been a decent smattering of 8-bit-inspired retro throwbacks in recent years. Games born from a love of classics such as Ghouls n’ Ghosts, Castlevania, Metroid, and Ninja Gaiden. Brazilian studio JoyMasher made two such games in the past seven years, and both are headed to Nintendos’ hybrid console. Starting with a port of 2012’s Oniken, now packaged as Oniken: Unstoppable Edition.
Oniken‘s influences lie squarely with Ninja Gaiden in a visual sense and a bit more Castlevania for mechanics. The question is, does it learn from the shortcomings of that era and modernize where appropriate? The answer? Not entirely as it should.
Oniken has a brief smear of a plot to tie together its six levels. We’re transported to a dystopian future where an evil corporation rules the world, and you play Zaku, a Ninja Mercenary billed as humanity’s last hope. How? Well, let’s just say it involves a lot of hacking, slashing, and blowing shit up. Standing in your way are a host of goons and extravagant boss fights. Oh, and a difficulty setting best described as ‘extremely challenging’.
Zuku wields a sword, for the most part, a sword you can upgrade for more damage and reach as you go. Given how deadly the game can be, having extra reach soon becomes a must, as merely touching an enemy on higher difficulties can lead to near-instant death. He’s a tad slow to react despite being y’know…a ninja. As a result, there are lots of failures, learning of patterns and hit ranges before making progress. Satisfaction is there to be earned, but the frustration comes for free.

There’s some small mercy from the punishment. You’re able to sacrifice your power up to go into ‘Berserk Mode’ which essentially lets you do stupid amounts of damage whilst taking less. It’s tough to make it count, but when you do, it obliterates all and sundry in a laughably simple manner. It’s a brief respite rather than game-breaking, though it would be nice if it was a little more balanced in gameplay terms to begin with.
Lucky for Oniken it has plenty of character. The level design shifts and changes in new and enjoyably daft ways, with the futuristic landscape being home to some pretty intriguing vistas. If Oniken gets anything right about the 8-bit era then its in the presentation. This is an impressive-looking update of the classic 2D side-scroller design. Sharp, bursting with color, and far more joyful than the gameplay suggests. Even the soundtrack feels like it was ripped straight from childhood. Both sight and sound are limited in a tribute to the era, and it absolutely works.
Coming back to how Oniken plays, it is clearly trying to be a loving homage to 80’s side-scrollers, but it misses the point in how it uses its challenge. Rather than have proper structure and reliance on muscle memory as the games of that era did, Oniken often relies on cheap and nasty death traps that are very much designed to be ‘tough’ instead of challenging. Yes, you can ‘beat’ it and muddle through, but there’s little warmth or enjoyment to it.
On the upside, playing it on the Switch’s handheld mode in bursts does alleviate some of the frustration. The only problem there being the Switch already has plenty of 8-bit games of higher quality both old and new to play. So, pretty or not, it’s hard to recommend Oniken to all but the most ardent retro gaming fan.

Oniken Unstoppable Edition review code provided by the publisher.
Oniken Unstoppable Edition available now on Nintendo Switch and PC. Available later in 2019 on PS4 and Xbox One.
Reviews
‘The Incident at Galley House’ Review: Supernatural Whodunit Builds Upon Its Solid Original Version
If there’s one thing I love, it’s when a game has me keeping a notebook at the ready. Jotting down new discoveries that have me flipping through the pages to see if that unlocks a puzzle I’ve had since day one is a thrilling, one-of-a-kind experience that makes you feel like a genius.
Games like Lorelei and the Laser Eyes, Return of the Obra Dinn, or The Outer Wilds all have this same great feeling of progression through knowledge rather than experience points or items, making the process of synthesizing information an integral part of the equation. Last year, Evil Trout Inc added a new game to that pantheon with their remake of The Roottrees are Dead, a deduction game about filling out the family tree of a candy magnate. To follow up on that great game, they remade last year’s Type Help as The Incident at Galley House, an intriguing new mystery game with clever mechanics and an engaging story.
Something strange happened at Galley House in 1936. The mystery remains unsolved, and now, decades later, you arrive at the abandoned manor with a peculiar machine that lets you see echoes of the past. Unfortunately, the machine does not necessarily give you an unbroken chronological view of what went down, forcing you to become deeply immersed in the events in order to follow the activities in the house and solve the mystery once and for all.
The premise is fairly simple. It’s the night of a family gathering at Galley House, and an unfamiliar guest shows up, insisting he was invited by someone that no one at the residence has ever heard of. There’s a bit of commotion as everyone tries to figure out what to do with the man, and that’s when the first body shows up. Over the course of the next 24 hours, the corpses continue to pile up as things only get more confusing, leading you to conclude that something otherworldly may be going on at Galley House. While the spooky old manor vibes are off the charts, the true nature of the ‘haunting’ is unconventional in execution, leaving you with a surprising mystery to untangle.
A Murder Mystery Told Out of Order

Using your machine, you see scenes from the past play out as static images that are lightly animated, but the hook of the game involves how you access those scenes. Much like games like Her Story or Immortality, you’ll be slowly uncovering these scenes in a non-linear fashion, based on the unique setup of your contraption. In order to view a scene, you need to have the moment in the timeline, the location, and who is in the scene. At the beginning, everyone is identified with numbers, and only a handful of locations are given to you, forcing you to listen carefully to the contents of the dialogue to make connections.
For example, you may know that in scene two, person one is in the entrance with person three and four. Listening carefully to this scene may give you a hint as to where any of these people are going next, or maybe a new location to add to your list. Slowly, you’ll fill out the rooms of the house and begin to associate numbers to names or physical descriptions, giving you valuable information to continue your search. It may seem like merely watching scenes isn’t an exciting gameplay mechanic, but the level at which you need to pay attention to these details makes every sequence engaging, forcing you to lean in and fully understand what’s going on.
As I mentioned, I had a notebook with me the whole time, and front and center on that first page was the list of numbers and any information I could get about their identity and relationships. Each scene I was scribbling down new possibilities to enter into the machine based on what was playing out in front of me, giving me tantalizing threads to pull on as I pieced together what was going on. It might not be for everyone, but it’s a riveting feeling to finally figure out the relationship between two characters or finally figure out how a person ended up with a specific item.
An Interface That Makes Every Discovery Feel Earned

To make the fantasy feel complete, you’re not just simply typing in codes; you’re actually interacting with the machine in an extremely tactile fashion to input the correct information. There’s a little slide for the location, knobs to switch on for each character, and a dial to tune in the correct spot in the timeline. When you have it all set up for what you believe is the correct information, there’s a big switch to throw that brings the machine to life. A wonderful little moment of tension follows as the machine powers up, either leading you to a new scene if your inputs are correct or a disappointing shutdown if you get it wrong. I’m a huge fan of this kind of crunchy UI that mimics in-fiction machinery, and it really goes a long way in enhancing the overall experience of The Incident at Galley House.
There can be tons of information to parse at once, and even with a well-organized notebook, it’s going to feel overwhelming at times, but the game has built-in systems to help you track everything. First of all, you’re able to sort any scenes you’ve discovered by timeline, person, or location, allowing you to follow the information in whatever way you need to at the time. Need to figure out something specific about an event in the Living Room? Just tab on over to the Living Room location and it’s all laid out for you.
The timeline section in particular contains incredibly useful information, as it will show you which people you have not located yet during that moment. For example, you may be watching a scene where someone mentions hearing a conversation in a different room, and you can go to the timeline and see that there are only two people unaccounted for at that time, giving you the information you need. There’s even a handy search function that will highlight scenes that mention specific words, something that saved me on several occasions.
Helpful Tools Without Giving Away the Answers

Even with all these tools, you may still find yourself stuck, so there are a few more ways that The Incident at Galley House will help point you in the right direction. Just like in Roottrees are Dead, each scene will show a number on it if there’s more information in it that you haven’t found a way to use. The higher the number, the more information contained within, so it’s always a good idea to look at those first when you’re at a dead end and are trying to figure out where to even start.
Also like Roottrees, there’s a robust and forgiving hint system built into the game that will gradually give you increasingly specific hints when you request it. These start as simple as “where did person X say they were going after this scene” to more pointed hints, before finally just giving you the correct code if you continue to ask. The first tier of hints is so light that I would frequently use it when launching the game for the first time, just as a reminder of what threads there are to pull on if I didn’t have something extremely obvious circled in my notes.
Detective stories like this can really feel bad when you hit a brick wall and can’t figure out a way forward, and The Incident at Galley House gives you so many ways to help move you forward to the finale without taking away all the satisfaction of figuring it out.
A Memorable Cast Hidden Behind Silhouettes

There’s an excellent web of characters that you’re introduced to throughout the course of the 10 to 12 hour narrative, and they are all brought to life vividly through expressive voice acting. While each character is represented by silhouettes with numbers on them, at least until you start being able to associate images with each of them later on, you are still drawn into the scenes thanks to these performances. I felt like I got a sense of who each of these characters was and how they related to each other, making both the detective work and the narrative quality equally satisfying. The nonlinearity of the storytelling adds a layer of investment that draws you in, making the mechanics of the game an integral part of the narrative experience.
As much as I loved most of the tale I uncovered, I think the final act suffers a bit both narratively and mechanically. Without getting into spoilers, there’s a twist in the final stretch that changes things up a bit, and while the switch was initially exciting, it felt like it got the story a bit off track. Mechanically, the scenes become longer, making it a little harder to parse what exactly you’re supposed to glean from the sequence without scrolling through its long transcript. Narratively, it became a bit exposition-heavy, trying to explain the events at the expense of the characters I had grown invested in. It’s not a bad ending by any means; I just felt slightly let down by the change-up, and found the answers in the end slightly less satisfying and a little more frustrating to navigate.
I had heard a lot of great things about Type Help when it was getting buzz last year, but I decided to wait for The Incident at Galley House remake version, and I’m glad I did. The combination of the new audio and visual layer gives the game so much life, adding a solid presentation to a razor-sharp detective game. Its haunting mystery gives us a myriad of compelling characters and relationships, and the supernatural element of what’s going on is something unexpected and unique. The rush you get when things finally start clicking into place is a feeling that other genres just can’t capture, and there were some really excellent moments of revelation that were subtly revealed in a satisfying manner that made me feel like I actively figured it out.
Even with the late game stumbles, this game nails both the mechanical and narrative aspects of a great mystery, creating a compelling detective game that’s challenging while also giving you the tools to meet the challenge.
Review code provided by publisher. The Incident at Galley House launches July 14th on Steam.

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