“Resident Evil 7 truly revived the franchise. The atmosphere is incredible, the Baker family is unforgettable, and the tension never drops. The first-person perspective was a bold move, but it paid off perfectly. I haven’t felt pure horror like this in years.”
I appreciated the atmosphere and the overall difficulty; the game clearly aims for a challenging experience. However, the lack of a map system makes exploration more exhausting than rewarding. The combat and especially the jumping mechanics feel overly strict and unforgiving. At times, the difficulty seems to come more from rigid controls than intentional design. It has a strong mood, but it’s not an easy game to enjoy for everyone.
KAKU: Ancient Seal feels ambitious on paper, but it fails to maintain that ambition during gameplay. The atmosphere and art direction initially caught my attention, yet the experience quickly becomes repetitive. The combat system promises depth but ends up feeling clunky and unsatisfying in practice. Camera and control issues frequently disrupt the flow. The story also struggles to create engagement due to its weak presentation. A game with potential, but one that never truly pulled me in.
The Alters is conceptually strong, with an impressive atmosphere and a genuinely intriguing take on the idea of alternate selves. Instead of action, the game challenges you through the weight of your decisions, offering a distinctive and thoughtful experience. However, as the gameplay progresses, some mechanics begin to feel repetitive, and the emotional connection doesn’t always fully land. It’s a well-written, bold, and original game, but not one that completely pulls you in. A respectable and ambitious attempt, though it never quite clicked with me.
Farthest Frontier is a strong city-building game in terms of system depth and economic simulation; however, the complete absence of a story or guiding narrative makes the onboarding process unnecessarily difficult. In the early hours, the player struggles to understand why this settlement exists or what the long-term goal truly is. Since the mechanics are detailed and punishing, mistakes made without a narrative framework feel exhausting rather than educational. This creates a disconnected and cold introduction, especially for new players. While the game can be rewarding for patient players, its lack of storytelling significantly limits its accessibility.
Jurassic World Evolution 2 stands out as a strong entry in the genre thanks to its deep park management systems and detailed dinosaur behaviors. However, this depth also means the game demands a significant amount of time and patience. Learning the mechanics, stabilizing the park, and managing chaos can feel overwhelming during the first hours. That said, players who invest time into the game are well rewarded. In short, it’s a very good game, but not a rushed one—it’s meant to be played slowly and thoughtfully.
Pathfinder: Wrath of the Righteous demands a significant investment of time, focus, and patience from the player, but rewards that commitment with an exceptionally deep CRPG experience. Its complex ruleset and vast number of classes and build options create a steep learning curve, which may discourage those looking for a fast or casual playthrough. However, this level of detail becomes highly rewarding when combined with the game’s strong narrative and the impactful Mythic Path system. Player choices meaningfully shape not only dialogues but also the overall direction of the story. Despite occasional interface and technical frustrations, players willing to embrace its demands will find Wrath of the Righteous to be a standout entry among modern role-playing games.
Still Wakes the Deep excels at atmosphere but falls short in gameplay depth. The oil rig setting, claustrophobic level design, and strong voice acting carry the experience from start to finish. The story is engaging and emotionally grounded, effectively conveying themes of isolation and helplessness. However, the gameplay relies heavily on walking, hiding, and simple interactions, which can start to feel repetitive over time. Players looking for action or mechanical variety may feel underwhelmed. Still, thanks to its short length and intense mood, it’s worth experiencing for fans of narrative-driven horror, though it’s not a game that will appeal to everyone.
Atelier Ryza 3 offers a familiar but overly safe experience for players who have followed the series so far. While the open-area structure appears larger on paper, exploration often feels shallow and filled with repetitive activities. The combat system is fluid, yet the lack of meaningful challenge causes battles to become routine over time. Although the alchemy system remains solid, it no longer feels fresh or innovative for returning players. Despite being the finale, the story struggles to deliver strong emotional impact and fails to reach a satisfying dramatic climax. As a result, Atelier Ryza 3 stands as an acceptable entry for dedicated fans, but a cautious conclusion that does little to push the series forward.
Hades II builds confidently on the foundation of its predecessor, adding meaningful depth without losing its fast-paced identity. The refined combat, magic-focused mechanics, and constantly evolving narrative keep each run engaging. Its striking art direction and powerful soundtrack remain standout elements, though some balance issues and incomplete systems reflect its Early Access state. Even so, it already stands as one of the strongest entries in the genre.
I genuinely loved Fabledom. It’s been a long time since I played a city-building game that felt this warm, cozy, and charming without trying to overwhelm me with complex systems. From the very beginning, the game feels like opening a storybook: the soft color palette, the cartoony art style, the small animation details, and the lightly humorous narrator all come together to create a very welcoming atmosphere. It doesn’t completely switch off your brain, but it never stresses you out either – and that balance is exactly what makes it **** the gameplay side, Fabledom clearly chooses comfort over hardcore strategy, and it works. Resource management, town layout, production chains, and interactions with neighboring kingdoms are all cleanly presented and easy to follow. The diplomacy and romance elements (courting princes or princesses) add a nice little twist to the usual city-builder formula, giving the game a light role-playing flavor without becoming complicated. Growing my kingdom while engaging with fairytale-like characters kept the experience from feeling repetitive and gave me small narrative hooks to follow. The difficulty curve is intentionally gentle; this is not a game for players looking for high-pressure optimization, but rather for those who want to unwind.Technically, I was also very satisfied. Performance is stable, the art direction is consistently charming, and the soundtrack fits perfectly with the relaxing tone of the game. The soft background music and ambient sounds make it incredibly easy to say “just one more in-game day” and keep playing. Overall, Fabledom is a delightful city-building game that prioritizes comfort, atmosphere, and fairytale charm over complexity – and that’s exactly why it stands out. For anyone looking for a soothing yet engaging experience, I can easily recommend it. For me, it firmly sits in the “so glad I played this” category.
Bloodlines 2 ends up feeling overshadowed by the legacy of its predecessor. The atmosphere is appealing, the vampire theme still has charm, and wandering through the dark streets of Seattle can be enjoyable. However, the game never reaches its potential due to shallow RPG systems, limited impact of choices, and repetitive combat. The world feels empty, the fights lack weight, and while the story is interesting at times, it struggles to fully pull you in. Technical issues and optimization problems don’t help either. In the end, Bloodlines 2 may satisfy long-time fans to some degree, but it falls short of what a modern RPG should deliver.
Unfortunately, I didn’t enjoy this game much. The concept had promise, but the execution fell short. The atmosphere feels flat, the controls are clunky, and the story fails to connect. After a while, it becomes hard to keep going. There was potential here — but it got lost beneath the ash and steel.
I really enjoyed this game. Its atmosphere, quiet pacing, and slow yet meaningful progression create a true experience of patience and discovery. With each step, you understand the world more, and every battle shapes your character’s growth. It combines the spirit of old-school RPGs with modern touches. A quiet but powerful game.
Dispatch is a refreshing twist on the superhero genre. Instead of throwing you into explosive battles, it puts you behind the desk—managing crises, guiding heroes, and dealing with the messy, human side of hero work. The writing is sharp, the characters are surprisingly heartfelt, and the stylized visuals give the whole adventure a lively animated-series **** choice-driven structure works well, even if some decisions feel more cosmetic than impactful. While action-focused players might find the gameplay limited, anyone who enjoys narrative-driven experiences, strong voice acting, and character-focused storytelling will find a lot to appreciate here.Dispatch doesn’t try to be a blockbuster—it tries to be sincere, funny, and engaging, and it succeeds. A short but memorable ride.
Onirism initially charms with its colorful dreamlike world, but the illusion fades fast once you start playing. Severe FPS drops, poor optimization, and sluggish controls turn a whimsical adventure into a technical nightmare. It’s visually sweet, yes — but mechanically rough and unstable. I respect the indie ambition, yet in 2025, a game this unpolished feels outdated.
I really enjoyed Keeper. It has a calm yet powerful atmosphere, and using light to push back the darkness felt both visually and emotionally rewarding. The wordless storytelling gives you space to interpret things in your own way. Sometimes, just walking and observing the world was enough to make me smile. It may be short, but its artistic style and unique tone left a lasting impression on me.
Little Nightmares III had such a beautiful, eerie atmosphere — I genuinely loved every second of it. Sadly, a bug stopped me from progressing in one of the missions. I tried everything, waited for a patch, but nothing worked. It’s honestly heartbreaking to delete a game you truly enjoyed. Such a shame that a great experience gets ruined by technical issues
I genuinely liked Absolum; the combat mechanics are fluid, the visuals are impressive, and the atmosphere is strong. However, after a few hours, everything started to feel familiar. The same loops, similar enemies, and repetitive rituals eventually slow down the pace. The game isn’t bad — in fact, it’s quite polished — but it’s like eating the same delicious dish over and over: tasty, yet too much of it becomes tiring.
Yooka-Replaylee is exactly the nostalgic comeback I was hoping for. As someone who enjoyed the original but felt it was a little rough around the edges, this version feels like a complete redemption. The controls are buttery smooth, exploration flows naturally, and every world bursts with color and personality. The balance between humor, platforming, and puzzles finally feels spot on — never tedious, never overwhelming. It brought back the magic of classic 3D platformers while adding the polish we always wanted. Each world feels distinct and charming, the soundtrack is mesmerizing, and from the very first moment I started playing, I found myself smiling. That smile stayed until the very end. Yooka-Replaylee isn’t just a remake; it’s a heartfelt love letter to a bygone era of joyful platforming — and it absolutely nails it.
Silent Hill f was more than just a horror game for me—it was an emotional journey. Its story, atmosphere, and haunting soundtrack created a strange mix of discomfort and beauty that I couldn’t shake off. What I loved most was how short yet powerful the experience was. There was no filler, no wasted moment—every step, every line had weight and purpose. That brevity made the story hit even harder. Hinako’s helplessness, the eerie silence of Ebisugaoka, the grotesque beauty of blooming nightmares, and Yamaoka’s haunting compositions—everything blended into a disturbing yet mesmerizing piece of art. By the time I reached the ending, it didn’t feel like I had just played a horror game; it felt like I had wandered through someone’s soul, through their pain and fear. Silent Hill f left a mark on me that I won’t easily forget. It may have been short, but it drained me emotionally, made me think deeply, and left behind a quiet void when it was over. Despite its brief runtime, it gave me emotions that many longer games could only dream of delivering.
RoadCraft is truly an impressive game. I was especially amazed by its graphics, the level of detail, and the way it builds atmosphere. The realism of the maps and the natural elements add a unique depth to the experience. However, the controls are definitely a weak point—managing the vehicles and cranes feels tough and takes quite some time to get used to. It requires patience, but the visuals and overall experience make it worth the effort.
Eriksholm: The Stolen Dream truly pulled me in. The atmosphere, art design, and emotional depth of the story are crafted so beautifully that it feels like playing a stealth game and watching a cinematic film at the same time. The puzzles are cleverly designed, and the characters are easy to connect with. In short, I really loved this game, and it’s one I won’t forget anytime soon.
Banishers: Ghosts of New Eden was an absolutely captivating experience for me. The story, the choices, and the atmosphere pulled me in from the very first minutes. Walking through the gloomy setting of New Eden constantly gave me a mix of curiosity and tension. The narrative and the emotional bond between the characters are truly strong — especially the relationship between Antea and Red, which adds a unique flavor to the whole **** I do have one criticism: the hit impact. While the combat is fluid and enjoyable, sometimes the sword strikes and ghost powers don’t feel as weighty as they should. The animations look good, but the feedback from enemies when you land a hit isn’t always satisfying. Because of this, the combat can occasionally feel a bit “light.”Overall though, I really enjoyed the game. The way the story and choices made me think and feel was remarkable. Don’t Nod has once again put emotional storytelling at the forefront, and for me, that alone makes the game absolutely worth playing. In short: Banishers: Ghosts of New Eden touched my heart with its story, but if the combat had a stronger impact, it could have been legendary.
"Aria of Sorrow is a masterpiece that blends tight gameplay, stunning sprite art, and an addictive soul system into one unforgettable experience. Every room feels carefully designed, every boss fight rewarding, and the soundtrack? Pure gothic gold. Even after all these years, it's still one of the finest Metroidvania games ever made. A timeless classic that deserves nothing less than a 10."
Same thing year after year, these games should be made every four years at least it's just the same old grind every time. All in all very poor game and runs like s**t.