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Trine: Enchanted Edition - Introduction and Part 1

Trine is a side-scrolling platforming game with light action that is developed by Frozenbyte Inc. in 2009 originally for PC. An updated version of the game, Trine: Enhanced Edition was released in 2014 and is the version that we're playing. In this game, the player switches between three characters, a thief, a wizard, and a knight, to complete platforming puzzles and defeat monsters that stand in your way. The Thief uses a grappling hook to swing from objects to be able to cross large gaps and a bow to take care of long distance enemies. The Wizard can create boxes to activate switches or access higher ledges and he can use telekinesis to move boxes or planks so the player can climb up on them. Finally, the Knight uses his sword and shied to destroy enemies and bounce projectiles, such as fireballs, to destroy platforms that block his way. Each of the characters becomes fused when they touch the Trine, an artifact that fuses their souls so that only one of them is present in ...

Fire Emblem: Three Houses - Introduction and Part 1

Fire Emblem: Three Houses is a turned based strategy game developed by Intelligent Systems and Koei Tecmo Games and published by Nintendo. The fifteenth entry in the long running series, Three Houses marks a return to home consoles from it's hiatus since 2007. In this game, we play as a mercenary turned professor at a prestigious Garegg Mach Monastery that stands at the nexus of three nations: the Adrestian Empire to the south, the Holy Kingdom of Faerghus to the north, and the Leicester Alliance to the east. These nations are maintaining a perilous balance in which they send their talented young leaders to the Officers Academy at the monastery so that they can learn the skills they need to lead their country and meet the other children from the other two countries. The game starts with the three heirs of the each of the kingdoms on the run from bandits and our father's mercenary company has to save them. The three heirs, the ax-welding daughter of the empire Edelgard v...

Donkey Kong Country 2: Diddy's Kong Quest Review

A follow up to 1994s Donkey Kong Country, Donkey Kong Country 2: Diddy's Kong Quest, released on November 20, 1995 and developed by Rare, is a platforming game staring Diddy Kong, the side-kick of Donkey Kong, and his girlfriend Dixie Kong. In this sequel, Donkey Kong is kidnapped and it's up to Diddy and Dixie travel through seven distinct worlds up through Crocodile Isle  to confront the now pirate captain K. Rool. Diddy Kong returns with much of the same mechanics, such as the cartwheel attack, carried over from the previous game, which gives returning players a sense of familiarity. The newcomer, Dixie, uses her hair to strike the enemy and hover over danger. Together they also create a team-up attack where the Kongs can attack enemies safely from a distance or reach far off ledges that they can't normally reach. The new mechanics allows Rare to require that both Kongs be utilized to complete some optional challenges without affecting the ability to complete the ...

Donkey Kong Country 2: Diddy's Kong Quest - Finale

We finish Donkey Kong Country 2 with the secret area, Lost World. This world contains the hardest levels in the game where each introduces new mechanics that are only found in that single stage. The initial level, Jungle Jinx, introduces large tires that the Kongs to bounce off to avoid landing upon spikes that litter the ground. One tough section in the level involves two barrels rotating 180 degrees quickly and getting the right timing to cross the gap can be difficulty. The obligatory ice level is Black Ice Battle. In this level, you must navigate down a slippery vertical shaft while avoiding Zingers, Klampons and Spinies. The next level, Klobber Karnage has, as it's name suggests, uses many Klobbers to block the way to the end. The most interesting parts of this level are two rotating barrel rides in which you must fire to other stationary barrels to dodge Zingers. Fiery Furnace, the fourth level, adds in movable blast barrels that you must maneuver over lava and betwee...

Donkey Kong Country 2: Diddy's Kong Quest - Part 6

We reach the final world, The Flying Krock, and confront Captain K. Rool to save Donkey Kong and the return the banana riches that K. Rool stole.  The first of two levels in this stage is a bramble stage where you are suppose to race a bird called Screech through the level. However there is a glitch in the game where, if you fly over Screech, the race doesn't start and you can travel through the level normally. The final level is the boss fight with Captain K. Rool. This fight is divided into three phases in which you must through three cannon balls into K. Rool's blunderbuss which damages him. First, the Kongs must jump over K. Rool as he goes from one end of the room to the other while avoiding spiked cannon balls on the floor. After K. Rool gets back up, the second phase is K. Rool shooting spikes at different heights and speeds from one end of the room and finishing with a barrel that contains a cannon ball to throw at him. The last phase starts with K. Rool firing...

Donkey Kong Country 2: Diddy's Kong Quest - Part 5

Reaching the penultimate level, the Kongs travel through the trecherous tower of terror, K. Rool's Keep. They brave perilous frozen moats, race against crushing floors, and outrun rising toxic waters all to reach Donkey Kong and punish the villainous Captain K. Rool. While there isn't a great unifying theme across the area (3 castle levels, 2 ice levels and a mine level) the general gist of the area is that each level uses vertical platforming to make the player feel that they are on the final climb to the finish. The first level of the area, Arctic Abyss, is a ice level with that transforms the Kongs into Enguarde to traverse up the shaft as the water rises to the top of the level. Knowing when to use Enguarde's charge will allow the player to get to all of the secrets. The next level is Windy Well. This mine level uses the wind gimmick to propel the Kong up the shaft where they dodge Zingers and Krooks throwing their hooks. Carefully controlling the speed in ...

Donkey Kong Country 2: Diddy's Kong Quest - Part 4

Diddy and Dixie make their way through the terrifying timberland of Gloomy Gulch. Besides the first level in the game, each level in this area except one fits perfectly into the melancholy and almost haunting atmosphere that this area emphasizes. The first level is Ghostly Grove, in which they must use phantom ropes to travel through the level. These phantom ropes only stay on screen for a small amount of time before they despawn and the Kongs fall off. The phantom ropes have a little ghost head on them to help set to ghostly mood. The second level is Haunted Hall. This is another roller coaster level in which the Kongs must keep time on a timer unless the Kackles (large ghost Kremling) damages them. The bonus levels in this stage are also annoying because the fast cart is hard to control. The next level is Gusty Glade. As the title suggests, the level is about using the wind to move through the level across large pits. The wind at the start is controlled by your horizontal posit...