Deathbulge: Battle of the Bands Review (Switch)
RIGHT ON 🤘
Publisher: Five Houses LLC
I have no idea how this game managed to slip by my gaze until now. I thought I played the demo, as the muscle flowers strangely seemed familiar, but I think it was another musical RPG that was released around the same time and had similar enough visuals. Anyway, yeah, I didn’t know about this game until I saw news about a console release. I thought it looked pretty sick so I went to research more about it where I thought I would enjoy the game. So I decided to pick the game up. And then advertisements started for the console release. Each one ending up making me want to play the game even more and wishing I could start playing it right then and there. I was like “Stoooop, you already have me hooked” haha.
Also, fun fact, there is also a comic by the same name, Deathbulge, that has been going on for years. I also somehow didn’t know this until I saw someone mentioning it, but there are some that I have seen in the wild (like the Sign-Off Off and Mother’s Love comics). This got me even more sure that I would enjoy the game as the humor was just right up my alley.
So, with as much hyped up I was about Deathbulge: Battle of the Bands, did the game live up to my expectations?
In Deathbulge: Battle of the Bands we follow a band known as Deathbulge. However, not right away as it seems that they haven’t played together in years. We don’t know why other than life happened. Anyway we start the game following Faye as she’s having what I would assume is a classic night of the performance nightmare that musicians get. She is woken up by her two friends, Platinum and Scrumptious who are also in a band called Platinum Scrumptious, as there is some great news. Sign-ups for the 100th Battle of the Bands contest is open and they thought Faye and the other Deathbulge members would want to be a part of it. After getting some encouragement from them, Faye decides to sign up her band before sign-ups close and then go get the other members. Since Briff, their drummer, is sleeping like a log (haha me) Faye, the band’s guitarist, decides to get Ian, their bass player, on board first. Though, they do get a bit sidetracked. And then a bit more once Briff finally wakes up. Well, at least it could double as practice and they do end up learning important details.
However, there is a problem here. Platinum Scrumptious nor Faye read the contract that they had to sign to enter Battle of the Bands. Not only are they given a curse (Briff: “Blessing!”) where they can hurt others with their music, but the Battle of the Bands contest that they’re approaching as a fun, chill thing that would be great if they won is…actually to the death. Yep. Each battle between bands will lead to the loser dying with only the winning band being left. Oh, you think you can just…not participate? Well, when Battle of the Bands officially ends everyone but the winner will die no matter if they participated or not. So, yeah, you’re dead either way unless you happen to win every battle. Not wanting to die or kill their friends, we see three bands aiming to figure out ways to stop the contest without the curse killing them or win. Two of those bands are Platinum Scrumptus and Deathbulge, with the third one I’ll keep as a little secret just like the game did. Though, Fay and Ian have another little complication in the form of Briff not knowing. Faye thinks it’s best to not tell him due to his recent behavior and Ian ends up agreeing.
So while Faye, Ian, and Briff (unknowingly) try to figure out if there’s any way to void the contract, like any loopholes or conditions, without having it in their possession and getting a bit sidetracked, they also need to try to keep the truth away from Briff. Will they be able to stop the Battle of the Bands? Will Briff find out they’ve been keeping him in blissful ignorance? What is the other band cooking up? Will Mark finish his giant stew? Will Deathbulge survive?
You guys have no idea how much I absolutely loved the writing here. The writing is a bit hard to talk about as it very much is the type of game where you have to see it in action yourself and it uses other elements of the game to enhance the writing. There are so many jokes, with a bunch of variety to them that match the characters that they’re tied to, and all of them absolutely lands. Not to mention that you won’t know what to expect as you’ll think it’s going one way, but then the joke is taken in a completely different direction than you could have imagined. The humor was obviously right up my alley here and the game will keep surprising you. Don’t assume this game is all lightheartedness and giggles as the game does know when a serious conversation is happening and there are some “oh shit” moments. I also commend the game for how well dialogue is overall written here. The game perfectly blends its humor with important information and you’ll be surprised at how much you can gleam. I also quite liked how the story progressed. Even though they do get a bit sidetracked, the main story does progress in some way and the game really kicks it into gear once it’s time to leave Bopstead. If I had to describe the writing for Deathbulge: Battle of the Bands, I’d say it’s a realistic universe injected with some wackiness and supernatural elements which also allows all the jokes to have a vein of seriousness to them that makes them even funnier.
Oh, and the game surprisingly foreshadows things that you’ll see in the future without you noticing. You see and inspect it or the dialogue references them, not really thinking much about it, and then BAM it actually comes into play.
There also ended up being a lot of references to the comic and Kickstarter characters, but you know what’s the best part? You won’t know. Not only does everything perfectly fit in the world and established characterizations, but the references are different shades. Like some characters just share their design, some characters have their storylines based on a comic they appeared in, while some share more qualities. Some jokes also originate from the comic, but the game puts a new twist to them. These are references that work perfectly well if you have no clue where they came from, while also being a nice little thing to remember without it being the very same thing. I haven’t read all Deathbulge comics, but I have read some and it was pretty fun when I spotted a joke or character or a small reference in the form of a character’s name being on a package or an image on a computer that happened in the game. I can definitely imagine how it must be for those that have been following the comic for years seeing the references in the game and the different direction they went with it keeping it fresh. Also, both versions of jokes end up being funny which was also an accomplishment.
I also liked all of the various characters here, both main/side characters and NPCs alike. All of the characters ended up being unique and memorable thanks to the combination of their designs, quirks, storylines, personalities, the way they spoke, and the jokes that they dished out. Like, all of the NPCs ended up being interesting to talk to, funny, and I was invested in seeing all of their storylines played out. I took any and every chance I could get to talk to the NPCs here and it was worth it. As for the side characters, I really liked them as well. Like Platinum and Scrumptious really set the game off on a fabulous foot and I loved seeing how they ended up coping with the situation. The mysterious third band members were also interesting, and I’m not just talking about their designs and lore, in the way they responded to the news and the growth they go through. And then, we’re at the main characters who I would definitely see these three being childhood friends that started a band (in fact, I do see all of the bands being friends and starting a band together as they all have really good dynamics between one another).
Faye, Ian, and Briff fall into different roles and have different interests, but they do have moments where they do slide over. Faye is the hot-tempered, fast guitarist that you can say often plays as the straight man of the group. Ian is a bodybuilder bass playing buff skeleton that loves fish a bit too much if the amount of singing mechanical fish, his bass (instrument) being bass (fish) themed, and giant Babby Bass has anything to say. I wouldn’t be surprised if he picked bass purely for sharing a name with a fish species and to be fair, Babby Bass is amazing. However, he may look and be strong, but he wears his emotions on his sleeve not caring what others think. And finally, Briff is the optimistic drummer that does have his head in the clouds a little bit, but he will not be a doormat and has a surprisingly snarky side to him. Sometimes they bicker with each other, or make bad decisions they think is for the best, or hurt the feelings of another, but by the end of the day they care for each other and have great dynamics between all of them. They feel like a real friend group.
To end this off, I do want to mention how I really like how the worldbuilding is expanded through the blurbs you can read on Patches, Beats, and Merch. These blurbs are quite interesting to read and short enough that it won’t take long to read all of them. Not to mention all of the overworld objects you can inspect (which some gives you some more dialogue with some funny facts about these characters when you go back and inspect them again when you have all party members or after an event that’s related happens) and how situational some dialogue is. Like I was not expecting to get a snarky reaction from an upcoming boss when I went back to do an optional boss before fighting them. And then all of the small details.
There are so many good lines and moments in this game that I couldn’t help but laugh, or smile, or screenshot/clip (*looks at my 700 screenshots/clips*). It also obviously goes without saying that I loved the writing style here.
Now it’s time to get into the gameplay! First up, traversal. Traversing the world of Deathbulge is actually pretty simple. You just walk around. Of course, there is more to the environment. Within the towns, you’ll be able to talk to the various NPCs, kick in doors to get into buildings, inspect any objects you can inspect, and go to shops to buy things once you have the Bops (this game’s currency). Once you go into the dungeons, things are the same but also different. The layout for one gets a bit more complicated and vast, giving a good amount of off the beaten path paths and screens that will try to trip you up. You can also find treasure chests, which the design changes for each dungeon, that you can find hidden away and of course enemies will be roaming around that will go to attack if they spot you. Treasure chests are worth looking for as they will have Patches, Mods, and Stock Upgrades (which all are very helpful). Don’t worry though, as Saeva, and later Bocks, have a handy tent that you can rest at where you can heal up, manual save, restock your Stock, and upgrade Beats. The game also autosaves whenever you change screens, which is pretty often.
The three main characters also have an overworld ability, with Faye being more traversal and Ian and Briff’s being enemy focused. You do have a cooldown bar, so you can’t exactly spam them nor can you switch to reset it early. Faye has a quick dash that has a quick cooldown, Ian has a flex that will stun nearby enemies for a couple seconds and has a slow cooldown, and Briff will be able to go invisible as long as the enemies haven’t spotted you and has the slowest cooldown. All three abilities are pretty helpful, especially when you’re just trying to go through an area quickly without running into any of the enemies (like if you’re returning to do or find things you missed).
But wait, we need to deal with everyone’s loadouts before running into enemies! Faye, Ian, and Briff all have their own equipment slots for Beats, Mods, and Patches. You only start out with a few, but as you progress you’ll get a lot of choices for you to pick from. You’ll get Mods and Patches by purchasing them, finding them, or doing Side Gigs; but Beats are from regular enemies that have a chance at dropping whenever you defeat them or after defeating an optional boss. You can equip one Beat, three Mods, and one Patch (which you can increase to two) to each party member. I go into all of these as they come up when talking about the game’s combat. I honestly wouldn’t get too attached to any of the equipment here. The game is designed with switching everything out based on the enemies that you’re facing. I know it’s hard to switch out equipment that you like, but you need to sometimes if you want to have a good time.
Once you’re ready, or not ready, it’s time to get into the combat. The combat here is pretty unique and is themed around your party members being in a band. Once you or the enemy runs into the other combat will commence. Don’t worry, it doesn’t matter who runs into who, if you ran into them without being spotted, or if they were stunned as there is no start advantage here. Anyway, combat here is themed around music. Both you and your enemy (or enemies) have Bars. with four Measures, that their icon will travel down on. The speed depends mainly on the speed of that character or enemy and whoever gets to the end will take their turn as time is paused. You and the enemy have a variety of different moves that are, you guessed it, music themed as music is pretty important in the game’s world. Sounds easy? Well, let’s add in all the other mechanics that deepen the combat.
First up, you need Hype to use Mod moves. Hype is basically the equivalent of MP here but music themed. As long as you have enough Hype, you can use that Mod and Hype is generated as you travel down the Bar (with inactive members regaining twice as much). You can select three Mods at a time, with the first Mod being the Class Mod. Yep, every party member has a couple of Classes that you can set them as. Every Class are based on different performing styles and the combat role matches quite well with the performing styles. Like how Tuners are Healers or Headbangers deal massive damage in exchange for taking damage. Class will also determine the stats that will be added on top of their base stats. Talking about stats, every attack will either deal Noise or Melody damage and Touchness or Resistance will determine if the character is weak or strong against the respective damage. Beats are also attacks, but they don’t use Hype like the Mods do. Beats can be helpful in situations where you don’t have Hype, to be an action you can do if you don’t think it’s best to use Mods, or to have its effect without taking up a Mod spot. You also have Merch which is basically items that you can use in combat. However, it’s a little different here. Instead of buying multiples of one Merch type, you instead use Stock when you use them. The amount of Stock it uses up depends on the Merch item and these can be really helpful in situations where you don’t have the Hype to use the Mods with the same effect or you just don’t have a Mod equipped that has the same effect.
Actions can target one or all targets and while they will deal damage or heal, a good amount does have an added effect to them. These effects are either Bar or Measure Effects. Bar Effects will affect the whole Bar while Measure Effects will affect the selected Measure and, if it affects more than one Measure, the next Measures in order. These Bar/Measure Effects are active until they’re cleared or overwritten. There are a variety of good and bad effects. Bar Effects are more of an overall effect like increasing defense or reducing Hype regen. Measure Effects only happen when the icon is travelling through that Measure and are effects that you’re used to seeing like a burn or a speed boost. And don’t think you can be smart and equip a fast character during harmful Measure Effects as it is fixed no matter if the character is fast or slow. Patches will also give you an added passive effect and maybe even a chance to triggering an extra attack or heal depending on what you have equipped (some Mods also have a trigger chance).
This brings us to the next mechanic, which brings in another element that you have to take into account during battles. Faye, Ian, and Briff aren’t all active at once. Only one of them can be active and you can switch between all of them at any time other than when the enemy is taking their turn. This deepens your strategy as you have to think if you want to switch to your fast character to get a turn in before your opponent. Figure out what party members are weak or strong to the enemy’s attack and switch them before they attack. Hope the enemy isn’t doing an attack that aims at all party members as you switch in the one with the most health. Do you want a party member to gain Hype or have them active? Which party member do you want to take the Measure Effect? Is the enemy icon too close to the end and is it worth doing this action with the party member that is weak to their attacks? The enemy Bar can also play into which enemy you want to defeat first. Oh, and while you don’t see enemy health bars you do get an approximate on how close you are to defeating them. White is basically when they’re full health, yellow is when I’m guessing they’re around half health, and orangey-red is when they’re almost defeated.
Finally, the last mechanic here is Performances. These are special actions that you can only do if you build up enough Glam through using Mods. You won’t immediately be able to know how much you build up at first, but you will eventually and Glam gets reset every combat encounter. Faye, Ian, and Briff have their own signature Performance that you can activate and various different effects will happen depending on who is leading. Performances will add a powered up Bar Effect that matches the character leading the Performance, will either deal massive damage or heal, reviving any knocked out party members, and add Measure Effects to the enemy’s Bar or even your own. The Class the character is in will also give it an extra effect, giving more importance to what Class you give Faye, Ian, and Briff.
Combat against regular enemies and Bosses are basically the same, but harder and some bosses can also have the same mechanics you do, like switching or Performances. This all seems like a lot now that I’m writing it out, but it doesn’t seem like it when playing. It quickly becomes second nature.
If you’re victorious, you’ll get some Bops and Experience for your troubles. Experience here isn’t for the characters individually, but as a whole as you’ll be leveling up your Band Level. Leveling up Band Level increases everyone’s base stats and a select few Mods and Beats scale with your Band Level. If you get defeated, you’ll be out of luck as you’re sent to your last save but at least you’ll get some sweet Game Over music.
There are a lot of optional things that you can do here in Deathbulge, though most of it I genuinely recommend setting is as essential in your mind as it was worth it. First up, you gotta explore and talk to all of the NPCs here and not just that, but talk to them multiple times to make sure you exhausted all of their dialogue. And we’re not even done there as you gotta talk to them after hitting story milestones too (which is usually after finishing a dungeon). If the cutscene takes you out of a building, you also definitely have to go back in and talk to the characters there. Oh, and also inspect everything multiple times (like after a party member joins up or after getting information that’s relevant to it). Why? Well, because the dialogue here is absolutely top notch. Like I mentioned before, this game is seriously so funny and you will be missing out on so much if you don’t talk to the NPCs at every chance you get. Especially since things do change over time and a lot of these NPCs have little storylines that you can follow them on.
There are also side quests here, which the game calls them Side Gigs. Some NPCs you’ll come across will ask you to do something for them and, if you do, you’ll get a nice reward and more top notch dialogue. These are all pretty varied, ranging from asking you to kill a certain amount of specific enemies to bringing them something that you’ll find later on. Some Side Gigs also vary in how long it’ll take you to do, like being relegated to that area or dungeon or being a long con type of deal where it lasts for most of the game, and some are even connected to other Side Gigs. The rewards here can be pretty helpful as you’ll get Bops, merch, patches, and mods (depending on the Side Gig of course). This perfectly segways into the optional bosses, which the game labels them as Legends. These optional bosses are tracked as Side Gigs, since some of them will have a bit of a lead up to them,
You can, of course, decide to do Side Gigs as you get them or come back later. Dungeons stay accessible even after you defeat the bosses, which is definitely nice since some Side Gig givers can be towards the beginning of the dungeon and you can miss some treasure or Beats. Nothing is missable here (though I’m not sure if you can miss NPC dialogue since a lot of changes happen over the course of the game). This also makes another perfect segway to the more collectible side of Deathbulge! If you want to, you can aim to collect every Merch, Patch, Mod, and Beat; as well as fully upgrade all of the Beats. The Beats in particular are interesting as upgrading the Beats that come from enemies will give you a little nice blurb about them, giving you some interesting lore, and their stats.
Lastly, once you defeat a certain secret boss you’ll also unlock The Mad Zone. If you want to challenge yourself even harder, The Mad Zone is here offering you harder variants of the various bosses.
If you find the game too challenging, however, there is an option to enable easier fights. I didn’t personally use it, so I’m not quite sure what it affects, but it’s there if you’re having difficulties (though I do recommend changing up your loadouts first).
I ended up absolutely loving the gameplay here. Starting with the combat, it was the only aspect of the game that I was a bit worried about. I thought the mechanics were interesting when I checked out the combat showcase video, but I’m used to having the whole party (or selected party members if there are more choices than spots) available in turn-based RPGs. Thankfully, I had nothing to worry about as it really works once you’re in the game and playing it yourself. While it can get a bit hectic when there’s three or four enemies (especially when they’re fast), it is surprisingly manageable. I liked the various different measures and bar effects that you and the enemy can do, having to think who you have active was a nice added strategy to think about, how the characters being in a band carries over to their attacks and being able to do special Performances, and I like the vast amount of build variety that opens up as you progress through the game. There are a lot of Beats, Mods, and Patches that you’ll get over the course of the game and thus so many different builds you can do (paired with the different Classes that each party member has). I quite liked encountering new enemies in dungeons, figuring out the strategies the enemies have, and then trying to figure out how to counter them. Or figure out what poses the most risk and put countering that as a priority.
Not to mention how great the bosses were here. I also loved figuring out the strategies that bosses do, working out how to beat them during the battle, and changing out my loadouts if it took me multiple tries. It is honestly so rewarding beating these bosses, especially the harder ones. And talking about these bosses, I also love how the musicians or bands bosses sometimes go by the same rules you do by being able to do Performances or only having one active member. All of the bosses, which I am including the optional bosses here, are all great and all ended up unique in various ways. They all were a delight to fight against. While we’re still on combat, I have to mention that this game can get surprisingly challenging. It starts out pretty easy, and the difficulty does rise gradually quite nicely, but man were there some difficult fights here. Like, I swear one of the hardest fights is Chuckridge Cuttlebrander and I know I spent at least an hour fighting him since I was (exercise) biking for 70 minutes while I was trying to beat his fishy butt.
Going into the other aspects, I really enjoyed exploring the world of Deathbulge. I loved both Bopstead and Hoho, loved how even the shopkeepers were characters, I loved how the town changed over the course of the game (whether it was how the doors landed, characters moving, or showing the outcome of certain actions you or other characters take), and it was easy to get around and know where to go once you learn where everything is. The other areas and dungeons were also designed really well and I honestly enjoyed walking through them. Every dungeon ended up feeling unique thanks to the combination of their visual designs, layouts, enemies, NPCs, Side Gigs, and storylines that run through them. The way the dungeons are designed also makes some of these locations crazy (The Bus anyone?), but it works here considering the game does already have some wackiness and supernatural aspects. I also liked hunting down all of the treasure chests and I liked how the last dungeon and the secret dungeon set itself apart by adding a puzzling aspect to them. Traversal for the last dungeon and more traditional puzzles for the secret dungeon. Oh, and I do think the rest tents and bus stops were placed in pretty good locations and I quite liked how Merch used up Stock rather than the item itself (which definitely helps explain why everything is so expensive to buy). I also like the variety of Merch, giving you a lot of options that cater to various different scenarios, and I found the Stock cost for all of them were reasonable. How the game gradually gives you new equipment and items, or makes them available, were also well done here as it follows the difficulty curve.
I can’t believe I almost forgot the most important gameplay mechanic: KICKING DOORS! Every other character just opens the door and walks in, but not Deathbulge! They not only kick doors open, but kick doors off of their hinges, sending them flying to a parallel wall. That’s not all, though, as the doors end up in a variety of different ways which also act as some really good visual comedy.
So, yeah, I really enjoyed Deathbulge: Battle of the Bands even more than I thought. I was literally so obsessed that I couldn’t stop playing, didn’t want to be away from the game for too long, and wanted to do everything the game offered.
As for negatives, I don’t think I have any. The combat can feel a bit tedious or repetitive at times, but that feeling can be resolved by taking a break; and trying to get Beats can be a bit annoying when you’re having bad luck, but that’s it and I don’t really put these against the game. Especially since my gaming sessions were until my Switch needed charging haha.
As for performance, Deathbulge plays wonderfully on the Switch. There were some assets that were fuzzy, but I’ll take it since the vast majority of them are crisp and clear. I’d gladly take the odd asset here or there being blurry in exchange for the environment, character models, and character portraits being perfect. I did have three crashes throughout my playthrough, though. All three crashes seemed to have been due to the tips, two crashes were new tips popping up and one crash was when I was going to the tip submenu to check something. Luckily, the game does autosave every time you change screens so I didn’t have to repeat much other than repeating NPC conversations.
To wrap this all up in a nice bow that I will surely yap way too much about, the sound and visuals here are absolutely top notch here. Like, you can tell so much love and care especially went into these two aspects. The sound design is amazing here. First up, the sound effects. The sound effects for all of the various things are well done here. I love how the sound effects that accompany enemy attacks sound like they are coming from them, the sound effect for the attack hitting is nice, and I love how the sound effects for your attacks change depending on the class that Mod belongs in. The game also does sound effects that happen during cutscenes pretty well and especially nail the comedic timing. The sound effects to simulate voices, which I learned are called voice textures from the credits, are also well done. I thought it would get annoying, but it doesn’t. So many characters have unique voice textures and you have to let the text reveal itself as some jokes also incorporate how the voice textures follow the text. They also help give some good characterization to the characters that they belong to and I surprisingly was able to guess who was talking when their character portrait and name was concealed.
The soundtrack here is straight up amazing. I’d say the soundtrack is especially important considering how much music is important in the story and the various characters here and the game absolutely nails it. I loved every track here and they all fit the areas that they’re themes for (like Bopstead’s theme is such a bop), they did well with matching the music (or lack of) based on what’s happening in a cutscene, and I love how the themes that the other bands or musicians that you’ll come across have themes or battle music that you can honestly see being in their discography. I also love how the sound effects that the enemies do also fall into this category as you will also get a taste of how their music would sound like. Oh and I love the three signature performance songs that Faye, Ian, and Briff have; as well as the battle theme. The final boss’ theme is also crazy good. This will make sense once you get there, but it does give you the impression that the song is coming from the final boss, with Deathbulge accompanying it, and it really sells the menacing presence it has. The secret final boss’ battle theme also had no business being that good (this also makes sense once you play the game and fight this guy as it also is representative of the growth this character went through).
Also, I had Babby Bass’ theme stuck in my head for so long…and then when that earworm got out of my head it was replaced with Hellblivion’s theme haha.
I also loved the visuals here. I really love the art styles here. The overworld looks great and every area ended up being unique both visually and in their layouts. I love how the various houses, shops, and other establishments were designed and how much they tell you about that character. I love the various designs of all of the enemies. There are some crazy unique designs here that I did not expect and it’s even better that all of them are related to the area they’re in and/or related to music. The enemies do feel like they belong where you’ll be running into them and if they don’t, they do have story-related reasons for being there. I also love how when you or the enemy runs into the other you get a little transition with the overworld enemy silhouette coming at you doing one of its animations and sound effects. I also loved the various designs of the characters, both important characters and NPCs alike. Their overworld models are so cute and nails being a simplified version of their character design without sacrificing their key details. And then their character portraits?!? Oh my gosh everyone gets their own character portrait and they are all so well done here. I also really liked the style for pictures decorating the environment, the images on the TVs, and the glimpses you get on computer screens.
I love the art style the character portraits had, which nailed being a more detailed version of their model without sacrificing their cute factor, and there are even multiple portraits that characters will have. Yep, multiple. Even for NPCs! Everyone gets a variety of expressions and poses and, in circumstances where that character is holding something or something happened to them, their portraits reflect it. The animations here are also all great and I loved how everything got their own unique animations that fit with their design (which is also backed up by their Beat blurb) or characterization. There are also some wild animations here that you will not expect. Not to mention all of the visual jokes that this game absolutely nails (like what happens to the doors after you kick them), or the written jokes that are enhanced by the visuals and timing. There are also so many small details that I absolutely loved noticing (and some that took me an embarrassingly long time to realize).
Oh and I almost forgot that I really liked the various Class outfits that Faye, Ian, and Briff had and how the character portraits reflect the outfit they have on and how the attack animations change to match the design. Also, forgot to mention how much I also loved the various designs of the Merch and equipment icons. Like, it was a very nice touch that you get to see all of the logos of the bands and musicians in the Deathbulge universe through the Patches. I also loved the OP, so much I watched it every time I opened the game. It really gets you in the right mood and it is so wonderfully animated.
Verdict
As you can tell, I absolutely loved Deathbulge: Battle of the Bands so much. You can tell you’re playing an amazing game when you can’t stop playing, can’t help yourself from doing nearly everything, and delaying the inevitable (aka finishing the game) because you love the game so much. I loved this game so much you could not be around me as I would talk your ear off about what’s happening or talking about the funny jokes or showing clips so you could see said jokes in action. Every aspect of Deathbulge is filled with so much love, care, and hard work that definitely paid off in the end. Like, I honestly can’t pick out what’s my favorite song, sound effect, character design, animation, or joke; that’s how amazing this game is from start to finish. I still can’t believe I didn’t know about this game when it was released on PC, but hey better late than never..
I can’t recommend Deathbulge: Battle of the Bands enough. If this game interests you at all, get it. Trust me, it is very much worth it and this game is so funny and enjoyable.
I’m also so glad I picked this game up on the Switch because (1) this is the perfect game to play while chilling on the couch or in bed with earbuds in and (2) it gave me perfect break times in the form of my Switch needing to be charged. If I got this on PC and PS5 I know I wouldn’t have been able to stop playing outside of eating, sleeping, and other miscellaneous scenarios that would cause me to have to step away.




















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