Monday, August 3, 2026
Gamatroid Gaming is moving to a new home
Monday, March 30, 2026
(REVIEW) Lunark is a Solid Pixel-Powered Flashback to 90s Cinematic Platforming
by Gamatroid 🕹️
- TITLE: Lunark
- RELEASE DATE: 4/5/2023
- MSRP: $19.99
- DEVELOPER: Canari Games
- PUBLISHER: Wayforward
- PLATFORMS: Xbox, PlayStation, Switch and PC
- PLAYED ON: PlayStation 5
RETRO ROOTS
Lunark is very clearly inspired by the 90s classic Flashback, which in turn was inspired by Out of this World.
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| Flashback opening cinematic |
Much like in Lunark, in Flashback you control your character in a 2D environment with very deliberate well animated moves, in the style of Prince of Persia, with rotoscoped-looking realistic animations.
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| Flashback used rotoscoped animation |
Flashback also continued the animated cinematics like in Out of This World.
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| Flashback used animated cinematics much like Out of this World |
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| Out of This World cinematic |
In Flashback you have a semi-complicated control scheme to run, jump, climb and fight your way to freedom. While Lunark is very obviously inspired by Flashback, it makes a bunch of improvements that make it much more playable.
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| Lunark cinematics are similar in style to Flashback |
REVIEW
Gameplay and controls are one area where this game will likely be hit or miss for gamers.
On the one hand, if you were a fan of Flashback back in the day and had little to no issue with its controls, you will find Lunark is a much improved but similar experience. Personally I always liked the idea of Flashback's control scheme, but found it difficult to execute in practice. Lunark, on the other hand, employs similar controls but executes them in a much easier to understand way (at least for me).
On the other hand, if you've never played Flashback, or you didn't like the way it controlled, Lunark may have a bit of a learning curve for you, which you may or may not click with.
In terms of replayability, Lunark does offer certain items to find, and if you wanted to get 100% of all secrets and power-ups you might need another playthrough, otherwise its about a 4.5-5 hour game, with limited reason for replay.
Lunark's graphics may also be a little hit or miss for gamers.
On the one hand, the pixel art is colorful and well animated, and the cinematics are great.
On the other hand, the pixel art is a bit chunkier than I typically like.
I wish the graphic detail was closer to a game like Flashback, than what Lunark actually is, but you get used to the graphics quickly, and the smooth animations and well drawn environments more than make up for it.
The story is the stereotypical kind of typical dystopian future with a totalitarian government, robots and AIs, but overall I liked it and it kept me interested.
Thankfully the writing is well done and the text is just detailed enough to help support the narrative, but not overly detailed to the point where you'll want to skip ahead.
I honestly found the writing length to be perfect and I wish more modern games with text-based dialog would do something similar.
The music and sound design is one area where Lunark really shines. I absolutely love the music in Lunark and it not only perfectly calls back to the style of Flashback (in a very good way) but it really stands on its own to support the action and be very enjoyable. While I don't think I'll be looking to purchase the OST, it is perfect in the game itself.
Lunark performs flawlessly on PS5, which you would expect from this type of game. The framerate was steady the entire time, and the game never crashed or had any issues. While some of the save points may seem a bit far between, this is not a technical issue, although it can be a bit annoying at times.
From an innovative standpoint, Lunark heavily relies on its inspiration, but executes it in an absolutely flawless way. If you've played the recently released Flashback 2, clearly that's not an easy task.
While it may seem simple enough to emulate a classic experience, the truth is that Lunark took its inspiration but improved the control scheme to the point where its actually playable (I still can't really control Flashback well to this day.) Kudos to the devs.
At an MSRP of $19.99 and a length of about 4.5-5 hours, for me Lunark sits right at the edge of delivering sufficient value for its price.
I was lucky to get it on sale at a significant discount ($3.99 versus its full $19.99 price), and that certainly helped make the experience more valuable for me. It's length doesn't concern me, and frankly keeps it from overstaying its welcome.
If you liked Flashback and you're itching for a modern update in a similar style, and you aren't concerned with replay value, you should go ahead and pick this up at full price. If you prefer games where you can play through them multiple times, or you never played Lunark's inspiration, you may want to wait for a sale like I did.
VERDICT
CRITIC CHECK-IN
- 8/10 - Gamatroid
- 8/10 - Nintendo Life
- 8/10 - Hardcore Gamer
- 8.5/10 - God is a Geek
- 6/10 - Metro GameCentral
- 6/10 - VGChartz
You can watch my beginning gameplay on PS5 in the YouTube video below:
You can read about how our reviews work here.
Monday, March 23, 2026
(REVIEW) Abathor is a Great Pixel Powered Action Game Inspired by 16-Bit Arcade Legends
by Gamatroid 🕹️
GAME FACTS
- TITLE: Abathor
- RELEASE DATE: 7/25/2024
- MSRP: $14.99
- DEVELOPER: Pow Pixel Games
- PUBLISHER: Jandusoft
- PLATFORMS: Xbox, PlayStation, Switch and PC
- PLAYED ON: PlayStation 5
RETRO ROOTS
Abathor's developer cites Rastan and Golden Axe as sources of inspiration, and it's easy to see why. Rastan is the most immediate visual call back, as the main barbarian character, Crantor, is a dead ringer for the main protagonist of Rastan, and even the gameplay reminds me more of Rastan than anything else, although there are certainly differences that take it beyond its influences.
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| Rastan - Arcade Archives |
The influence from Golden Axe is likely seen in the multiplayer aspect of the game, since there don't really seem to be many references to the game. However, there is one sequence where you ride on an eagle's back which would be a call back to one of the levels from Golden Axe (although the eagle in Golden Axe was WAY bigger).
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| Golden Axe supported two player multiplayer |
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| See? Golden Axe's eagle was HUGE |
REVIEW
Gameplay & Mechanics
Abathor is very well designed, although it's clear it is a small budget indie game. This isn't a knock on the game at all, but there are various areas where you can tell it could have been polished and refined just a bit more if the team had more time and a slightly higher budget. Slight awkwardness aside, Abathor has fun action based gameplay and just slight platforming, similar to that in a Castlevania game (although probably not as punishing).
The four playable characters add a lot to the game's replayability, as each has very distinct strengths and weaknesses that impact gameplay significantly. For example, Crantor (the male barbarian) has a huge sword swing that does 3.5x damage, Sias (the female warrior) is the only character that can block incoming attacks (and I really love that feature, so I use her a lot), Kritias (the ninja) has an upward sword dragon punch-like attack that's awesome and powerful, and Azaes (the white haired warrior) has an ability where he kills enemies with a short range magic attack and then absorbs their soul which powers up his sword attack.
In addition to having multiple characters, the game supports four player simultaneous multiplayer. I didn't get a chance to try that out, but it sounds really cool.
Visuals & Art Direction
Abathor's visual design is well designed and detailed pixel art that seems just a bit more pixelated than the best games from the 16-bit era. Character and enemy animations are detailed, and stages have a lot of environmental detail and animation, like the rolling waves in the background in the first stage. Bosses are generally large and well animated too. Overall a really good looking game, and it also has a CRT filter effect that adds to the nostalgia. I actually prefer to play with the CRT filter most of the time.
Story & Narrative
The story in Abathor is interesting detailed enough to keep the action going, but it doesn't overstay its welcome. It feels very similar to other classic fantasy action games, but it's also more detailed than most games of the 8 and 16 bit era. Overall the story is well done and improves the experience.
Audio & Music
Abathor's music and sound fx are good, sounding much like the 16-bit games that provide inspiration. I found a few of the opening and early game tracks reminded me quite a bit of Golden Axe, although nothing feels like a straight rip-off, more just inspired by it. My only complaint is the music isn't louder in comparison to the sound fx. I would really prefer for the music to shine.
Technical Performance
As you might expect, the game generally performs flawlessly on modern hardware, especially on the PS5 where I played it. I would assume it also performs well on Switch, but I didn't get a chance to try that version to be certain.
Innovation & Originality
Abathor is highly inspired by games of the 16-bit era, but it brings enough of its own ideas to stand on its own. Having four unique characters to control, each with their own distinct strengths and weaknesses, is really good by itself, but having the ability to play simultaneous muliplayer really sets it apart from its inspiration. Rastan was only one player, and Golden Axe was only two player maximum. Having the ability to play all four at once is really interesting. The different difficulty levels are also a good twist on the classic formula, feeling closer to something like Ninja Gaiden Black than Golden Axe.
Value vs Price
For $14.99, Abathor is priced just right. It is very replayable, even though it isn't a metroidvania, and the multiple characters really add to its replayability. Even though you can switch characters each time you have to start a run over once you run out of continue tokens, I tended to stick with the same character throughout each playthrough. I've put about 15 hours in so far, and I could see playing through it a few more times to explore the Epic Mode difficulty (and to get the true ending) and experiment playing with the different characters. While you could wait for a sale, I think it's more than worth the experience at full price.
VERDICT
CRITIC CONSENSUS
- 8/10 - Gamatroid
- 7/10 - Nintendo Life
- 9/10 - PlayStation Universe
- 7.5/10 - The Games Machine
- 8/10 - Gamers Heroes
- 7.5/10 - GameGrin
You can watch my beginning gameplay on PS5 in the YouTube video below:
You can read about how our reviews work here.
Saturday, March 14, 2026
Xbox's Helix Hurdle - How Microsoft's Plans for Helix Make Success Unlikely
by Gamatroid 🕹️
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| AI interpretation for illustrative purposes (I thought it was kind of funny) |
- Xbox 360 sold 55.9% more consoles than PS3.
- Currently the Xbox Series X/S sits at 39.3% BELOW PS5.
- Currently, PS5 is still 16.4% below lifetime PS4 sales.
Even if Microsoft was content with selling an equal number of consoles as PS5, it would have to sell 12.5M more Helix than it did Series X/S, and that could be a very hard sell. Why?
Monday, March 9, 2026
(PREVIEW) Hands-on With the Upcoming Little Nemo and the Guardians of Slumberland
by Gamatroid 🕹️
GAME FACTS
- TITLE: Little Nemo and the Guardians of Slumberland
- EXPECTED RELEASE: March 31, 2026 (PC) / Later in 2026 (Switch)
- MSRP: TBD
- DEVELOPER: DIE SOFT
- PUBLISHER: DIE SOFT
- PLATFORMS: PC (Steam/itch.io), Nintendo Switch
VIBES
Toy-Based Progression: Instead of getting a "double jump" or a "dash," you collect Nemo’s favorite toys and different pairs of PJs that grant abilities. It turns the standard Metroidvania power-creep into something far more charming.Platforming over Combat: While there are bosses and enemies, the focus is heavily shifted toward movement and environmental puzzles. It feels more like a non-linear Super Mario or Kirby than a traditional melee-focused Castlevania clone.The "Wake Up" Mechanic: Instead of "death", the developer has implemented a system where being too reckless "wakes you up". Should this happen, Nemo will find himself back in his bedroom, and you can simply head back to bed to continue the adventure.
HERITAGE
While it takes its aesthetic and world from Winsor McCay’s 1905 Little Nemo in Slumberland comics...
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| Original Little Nemo Comic (1905) |
...the gameplay is a direct love letter to Capcom’s Little Nemo: The Dream Master on NES.
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| Screenshots from Little Nemo The Dream Master on NES |
It captures that specific era where games were defined by "blue skies and iconic zones," but expands it with modern interconnected level design.
IMPRESSIONS
I had a chance to get hands-on with a demo of Little Nemo and the Guardians of Slumberland on Steam and I came away impressed. The graphics look good in still shots but look even better in motion. The controls are tight and the environments are colorful and interesting to play through. Some of the dialog is a bit drawn out but that's a common occurrence in modern gaming (whether retro-inspired or not).
So far it's all looking good, and it's not nearly as difficult or punishing as the NES original, whether that's a good thing for fans of the original or not. It's important to keep in mind though that this is not a remake of the NES game. It is simply inspired by the same source material, and the choice for it to also be side scrolling is certainly a nod to the NES, but also to the original comic strip.
HYPE LEVEL: 4/5
You can watch my demo playthrough on PC in the YouTube video below:
For upcoming game previews, like this, I've started using a new "Hype Level" approach, which is intended to be a call back to game reviews of old (I'm sure you can guess the inspiration).
Until next time!




















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