Sunday, April 27, 2025

BAKERU (NSW, PC) Review

This Sunday evening review closes this weekend out on a positive note. We do love a positive review here, don't we? That said, I shouldn't say any more, as I don't want to entirely spoil why BAKERU is such a good game! Instead, I'll let the actual SuperPhillip Central review do that!

Drumming up some big time fun


Otogi Katsugeki Mameda no Bakeru: Oracle Saitarou no Sainan!! is developer Good-Feel's latest independent game project. For those who might not be familiar with the developer, Good-Feel is best known for its work with Nintendo as a development partner, working on such games as Kirby's Epic Yarn, Wario Land: Shake It!, Yoshi's Woolly World, and most recently, Princess Peach: Showtime!

While those aforementioned games used Nintendo's help and support to make and publish them, Mameda no Bakeru was a self-published game at least in Japan, which begged the question if anyone would pick up the proverbial slack to publish it outside of the Land of the Rising Sun. For someone like myself who loves platformers and feels the gaming world needs more of the 3D variety at any point in time, I eagerly anticipated any news towards a proper localization.

Well, needless to say, the game finally was brought over to the West in due time (specifically, almost a year wait) and in North America by none other than Spike Chunsoft. Now simply titled BAKERU in the West, the game saw its release last year and most recently, a physical Nintendo Switch version two months ago. Was the wait of myself and others (there were more than dozens of us, I'm sure!) really worth it?

A little girl from the Issun Clan named Sun stumbles upon a tanuki boy named Bakeru while being chased by the evil Oracle Saitaro's troops. After being saved by Bakeru, Sun relays information about the Oracle, expressing that Saitaro's scheme of turning all of Japan into a giant dance party is underway. In order to stop this, Sun suggests that together, her and Bakeru should head to and get the aid from various legendary Japanese heroes to thwart Oracle Saitaro's master plan. What follows is a charming, cute, and crazy (in the best ways) adventure that takes Bakeru and Sun all across and over fairytale Japan.

Oracle Saitaro's troops are all over Japan causing a ruckus,
so it's up to Bakeru and Sun to crash their party!
BAKERU is a 3D platformer with lots of heart and lots of drumming, too. Bakeru's main form of attacking is with his two taiko drumsticks, one in his left hand and one in his right, using the left and right bumpers respectively. Both can be used together or alternated to strike enemies or one or both bumpers can be held down to unleash more powerful attacks. The drumsticks aren't just for warding off and beating down foes, either. They're used for drumming on gears and other mechanisms to spin platforms, open doors, and much more. 

Here, Bakeru strikes these gears with his drumsticks in order to move this green platform along its attached rail.
Early on in his journey, Bakeru learns various Henge powers, four to be exact across the adventure. Each one possesses unique abilities and has contextual uses for when they're best used. One allows Bakeru to shrink to fun-size, Sun's size, entering into small alcoves, doors, and passageways that he otherwise wouldn't be able to fit into. Another is an absolute powerhouse of a Henge ability, offering immense strength in exchange for the Henge meter depleting at a super swift pace. The final two Henge powers grant fishing lines that can rapidly attacks foes with light strikes from faraway, while the other allows Bakeru to skate around while firing off pellets from a pair of guns. Switching between forms is as simple as holding down the shoulder button and selecting from the menu with the corresponding face button for the Henge power you want. Returning to normal Bakeru form is easy peasy--a tap of both shoulder buttons at once.

In this Henge form, Bakeru wants his enemies to talk to his hands, because the drum does not understand!
One of the most impressive aspects to me of BAKERU is that the game is constantly throwing new gameplay ideas and mechanics at the player, all the while spreading itself across over 60 levels. There is of course your standard 3D action-platforming where Bakeru runs, jumps, and drums through areas, beating down enemies, evading obstacles, and exploring the relatively lengthy levels for collectibles. More on those in a little bit. However, there are also races, literal dogfights in the air (if only because your vessel is a block-shaped pupper of a dog), and even giant mecha robot boss battles, apart from the typical on-foot-as-Bakeru boss fights. 

These epic mecha robot battles play out similarly to boxing matches--complete with knockout counts!
Each level contains eight collectibles players can opt to find, and these are rather rewarding. Not just because they encourage exploration and are sometimes in some truly tricky spots, but also because they provide information and trivia to the player. Five of these collectibles are Scoop's trivia. Scoop is character, also a member of the Issun clan that when found in levels, provides interesting trivia and imparts his knowledge onto the player. From learning aspects of Japanese geography and culture, to learning the difference between "clouds and fog" or better yet, where farts go (yes, really), Scoop is fountain of fun information. Other than the five "scoops" from Scoop in each level, there are three Souvenirs based on the areas and prefectures of Japan that each level in BAKERU are based off.

Don't worry, Bakeru. That's no piece of poop--that's none other than Scoop!
The platforming stages within BAKERU have a wide amount of variety all in themselves. There are verdant forests, bright beaches, lush gardens, bustling cities, chaotic construction sites, tall mountains, fiery volcanoes, snowy slopes, underwater amusement parks, gigantic bridges, traditional Japanese temples, and so much more within the game to discover and platform through. 

The amount of enemies in BAKERU is impressive, as well, offering lots of unique foes to take on, some requiring skillful dodging, evading, or better yet, timing in order to parry their attacks to leave them wide open to an offensive onslaught of Bakeru's own. No doubt a skill check early on within the game are the enemies dressed in armor and wielding kendo sticks. Trying to take them on as Bakeru with but simple drumstick strikes is a fool's errand. They'll simply block each and every attempt to attack them. And then there's when their eyes light up bright red, ready to make their move, dash forth, and strike Bakeru. These enemies gave me quite a bit of trouble starting off in the game when they were introduced, but as Bakeru learns additional Henge powers, they go down with relative ease as more and more tools and tricks are learned.

Bakeru hasn't exactly gone fishin', but he does "cast" some lines of pain onto these projectile-firing foes!
One of these tools is that of helpful items from the tanuki shopkeeper Uriko, who frequents levels at checkpoints throughout the game. For an amount of gold found readily throughout levels, not only does she sell food that can instantly heal Bakeru when needed, but passive, temporary buffs like increased speed or attack, as well as items that can be saved for a rainy day (or in BAKERU's case, a difficult boss or challenging level) like an item that instantly replenishes Bakeru's Henge energy, or even a shield that guards against any and all attacks for 30 seconds. There are also premium items like crackers in the shape of hearts that permanently boost Bakeru's maximum health. Truly helpful in the long term.

While BAKERU is by no means the most arduous adventure around, it does have some challenging points to it, whether when Bakeru faces more-fiendish boss battles, trickier platforming trials, or even searching for hidden Tanuki disguised as objects in some stages, where only feint occasional movement or a tanuki stamp reveals their locations. That said, it's overall a relatively breezy experience if you're a seasoned gamer, but at the same time, BAKERU as a game is not something you can simply sleepwalk through and expect to easily complete it. Finding all 200+ Scoops, all 150+ Souvenirs, all 20-something hidden Tanuki, and securing all the game's achievements will certainly take some effort. For me, this process to 100% the game took about 20 hours.

In most sections of BAKERU, you'll have fully free 360 degree
camera movement available to you. ...Not exactly here, though.
BAKERU is a gorgeous game, and depending on the platform you play it on, it will be more or less a technically sound experience. While the lesser-powered Nintendo Switch does sometimes simply struggle to hold a steady framerate--this is most apparent in the hot springs level--it does an admirable job of running well. The Steam version is understandably more capable and consistent in performance, seldom showing signs of FPS drops. Both versions I did not encounter much in the way of bugs nor glitches, which really impressed me, as when a game has over 60 levels, I would think something would have to give somewhere. This is thankfully not the case with BAKERU. The game features voice acting, though this is Japanese-only, which works for the game since it's set in Japan and stays authentic. 

Time for some construction destruction, courtesy of Bakeru!
If you're looking for another charming and well-designed game from Good-Feel, well, you certainly have one with BAKERU. The developer once again shows with BAKERU that it doesn't necessarily need Nintendo's supervision in order to create a fantastic game. That's not to discredit either Good-Feel or Nintendo here, of course, as together, they do create some awesome gaming experiences. Between BAKERU's colorful and engaging levels to explore--each based off a Japanese prefecture--a multitude of secrets housed within these said levels, an astonishing amount of gameplay variety, entertaining boss battles, cute and charming humor, and gorgeous graphics, BAKERU marches to the beat of its own drum and is a great, original game for doing so.

[SPC Says: A-]

SUPERPHILLIP PLAYS: This Past Week's Episodes

Hello, Central City! Time for your end-of-week update from yours truly with regard to new videos on my YouTube channel: SuperPhillip Plays!

Monday's episode of our Legend of Zelda: A Link Between Worlds playthrough saw us explore in and around Thieves' Town and Lorule, playing some Rupee Rush and Octoball Derby in the process for some memorable moments! 

Wednesday's episode saw us enter our first Lorule dungeon to rescue our first Sage: the Thieves' Hideout, where we took on an undead familiar foe from A Link to the Past!

Friday's episode featured the Desert Palace and surrounding areas. From sand to swamp, we explored both expansive areas thoroughly before saving our second Sage!

Finally, Thursday and Saturday received the beginning of an on-again/off-again video series, showcasing my dungeon work in Quest Master, a Zelda Maker, so very fitting of our week of videos!


SuperPhillip Central is now on Bluesky!

Happy weekend, everyone! It's with great excitement that I announce that SuperPhillip Central now has its own Bluesky account. Currently, it is its only social media account, but still!

I hope you'll consider following for updates on new posts, reviews, articles, editorials, and even BTS content you might not see otherwise!

SuperPhillip Central on Bluesky

Saturday, April 19, 2025

Star Wars: Demolition (PS1, DC) Retro Review

With several Star Wars-related announcements happening this past week, I decided to finally dive in to my backlog and try out a Star Wars game of a unique type, to say the least--a vehicular combat game in the vein of Twisted Metal and Vigilante 8. It's Star Wars: Demolition, and here is the SuperPhillip Central retro review!

Car Wars

Much like the Star Wars movies and television projects have varying levels of success and quality to them, the games, too, also delve into various degrees of success and quality, too, all within the galaxy far, far away. And much like any long-standing, running franchise, Star Wars as a series dabbled and continues to dabble in a wide range of game genres and types. It's especially interesting when the games go out of the norm of what you'd expect from the Star Wars franchise. 

Take Star Wars: Demolition, for example. The game was developed by the team behind the Vigilante 8 series of car combat/destruction games, and much like that series, Demolition features the same gameplay style. It's essentially a Star Wars take on Twisted Metal, which was pretty popular on PlayStation back in the day, and has since seen a resurgence in interest due to the Peacock "Twisted Metal" show.

Battles in Star Wars: Demolition are mighty intense at times!

The gist of Star Wars: Demolition is that Jabba the Hutt has created a twisted game of sorts where various outlaws and characters throughout the galaxy see themselves thrust into vehicular combat in one of eight arenas across the galaxy. There's Tattooine's Mos Eisley, as well as another level on the planet featuring the infamous Sarlacc Pit from Return of the Jedi. You can even throw other competitors into said pit with some spirited maneuvering. There's the icy planet Hoth, the swampy marshes of Dagobah, the multilevel Cloud City, and the capital city of Naboo. The original trilogy and the then-recent prequel movie are well represented here. 

Hoth features mostly wide open, icy expanses with turrets, AT-ATs, and snowy slopes to take cover behind.

Arenas in general are relatively open. There are plenty of places to move around, though I did notice moments where I felt I got stuck unfairly on the scenery, making myself quite vulnerable to attacks from that result. They feature opportune locations for staging intense fights, spots where you can teleport in between to get out of a dangerous jam in a jiffy, and methods to duck around cover to avoid attacks.

There are nearly a dozen characters to choose from in Star Wars: Demolition, each possessing their own vehicle with their own stats in three categories: armor, speed, and charged attack power. From Wade Vox and his Landspeeder, General Otto and his AT-ST, and even Boba Fett in tiny jetpack form, each character feels different and contains unique abilities and weaponry.

Each character's vehicle has two attack types: there's a weapon that is exclusive to them and one that is loaded onto their vehicle. The former is used with R2 while the latter type is utilized with L2. For instance, Aurra Sing uses a sniper rifle with virtually unlimited range from her Custom Swoop to shoot foes from afar. This bullet can also bounce between baddies. Whereas the Wookie Quagga's Episode I Battle Tank, the AAT's Tank Cannon is a massive blast that will assist in bringing down even the biggest of opponents. Meanwhile, some character/vehicle-exclusive weapons like Tia and Ghia's Snowspeeder-exclusive tow cable really have limited utility. It's great for tethering opponents and dragging them around, perhaps even into Tattooine Dunes' Sarlacc Pit, but beyond that, it's quite useless, really. 

That giant blast will give this Wookie's opponent a major Naboo-boo!

Within skirmishes themselves, players have three colored meters to keep an eye on. There's the red weapon energy gauge, which depletes with each shot, whether with primary or secondary weapon use, that when fully depleted means that that vehicle cannot use their weapons. Either going to a red zone on the map where weapon energy can be replenished, picking up a red weapon from a destroyed roaming droid on the map, or biding one's time to have it sloooooooowly fill back up is what will refill it. There's also a blue (shields) energy gauge and once a vehicle's shields are totally gone, they'll have to worry about their green gauge, which is their health. Once the latter is depleted fully, it's demolition time.

Holding down the L2 (for picked-up weapon types like concussion missiles, proton torpedoes, and thermal detonators, for instance) or the R2 (for a vehicle's primary weapon) will charge a given weapon to bring a bigger bang to an opponent if that attacks hits. Still, even charging your weapons will deplete your red weapons energy in a faster fashion. Fully holding down the R2 trigger to four complete levels of energy is how you use that character and vehicle combo's exclusive weapon. Combining the L2 and R2 triggers together and successfully striking an opponent is also how you get Force Hits, which are important for gaining credits in the Tournament and High Stakes modes--more on those modes shortly--and also how you can provide a super-impressive (and demoralizing for the player on the receiving end) fatal blow to a demolished vehicle.

The vehicle types each feel and look unique. What else can you say when your opponent is riding a Rancor!

Outside of setting up battles, Star Wars: Demolition features a relatively small range of modes. The main one which is where solo players will spend the most time in to unlock characters in is Tournament mode. This is a set of four battles in four different planets, the order and opponents depends on the character chosen. It pits you against one other opponent to begin, then the next battle includes an additional opponent, until the final, fourth battle where the maximum amount of competitors await. 

Through personally destroying and demolishing opponents, defeating them with final blows, and getting a high Force Hit multiplier, you'll get awarded with more credits. Credits are important because not only can you spend them when you're in red and blue zones in maps to replenish weapon energy and shields respectively, but if you earn 10,000 or more credits by a single Tournament run's conclusion with a specific character, you'll be one step one closer to unlocking new characters/vehicles to play as, including the ultimate unlockable: the villainous Darth Maul from Episode I, whose awesome special weapon pulls out his trademark double-edged red lightsaber to deliver damage to other opponents in an up, close, and personal manner.

Darth Maul takes to the desert with his double-edged lightsaber!

Other modes in Star Wars: Demolition include High Stakes, where you bet credits for your victory. Losing means you walk away from whatever your bet was, but winning, especially against a tougher CPU player, means you are rewarded with a copious amount of credits for your victory. There is also a Droid-destroying mode separate from every other mode, where the goal is to hunt down roving Droids by either ramming into them or shooting them from afar and getting a high score within a three-minute time period. 

Star Wars: Demolition plays well enough, though its visuals are severely limited by draw distance from the PS1 with textures not really rendering until you get close enough to the environment. This is especially noticeable in the Naboo arena where steps simply look like ramps from far away, and only start resembling steps when you're practically on top of them. Vehicles look great, however, and the level of destruction that is on display as they deteriorate from damage is really impressive for a game from 2000 and on the PS1, too. Sound-wise, the music is appropriately action-packed and the character voice acting with the spoken one-liners in and out of battle are well done, also. The animated rendered cutscenes that play as rewards for either winning or losing Tournament mode are a nice little prize and little time capsule of the era.

What's Yavin IV? Why, it's for vehicular combat nowadays! (Thank you, I'll be here all week.)

If you're looking for a competent and capable Twisted Metal clone that takes place in a galaxy far, far away, you could do much worse than Star Wars: Demolition. For instance, you could play absolutely nothing, as that's pretty much you're only alternative as this was the only Twisted Metal-style Star Wars game that I know of! You'd be worse off, I'd argue, because Demolition is rather good. It won't take you that long to see every piece of content, play every mode, battle in every arena, unlock every character, and such (so a full-priced purchase back in the day would have been gut-wrenching for me), but the ride there is indeed enjoyable. With it being a cheap purchase and accessible via PlayStation 5 and 4 as part of PlayStation's Classics line, there's no real adverse risk in trying this game out. You'll most certainly like it, especially if you have either a fondness for Star Wars, a love for Twisted Metal, or a combo of both. Just mind the corners and don't get demolished yourself!

[SPC Says: C+]

LET'S PLAY The Legend of Zelda: A Link Between Worlds (3DS) - This Past Week's Episodes

Hello, everyone! Happy weekend to you from Phil here at SuperPhillip Central. I have a lot in store on SuperPhillip Central for you to look forward to, but in the meantime, here's a quick recap on the latest episodes of my Let's Play of The Legend of Zelda: A Link Between Worlds gameplay walkthrough of sorts!

Episodes 4 through 6 were published on my YouTube channel over the past week, with us venturing through two new dungeons: the House of Gales and the Tower of Hera on episodes 4 and 5 respectively--all the while doing some exploring around Lake Hylia and Death Mountain, too. Episode 6 saw us get the Master Sword and take the fight directly to Yuga, who took up residence in Hyrule Castle. Next week we'll delve into the unknown land of Lorule!

Your views, likes, comments, feedback, and subscriptions are immensely helpful and any support is greatly appreciated. Thanks for checking out these episodes, everybody!