Resident Evil Requiem is the best game in the franchise. A perfect culmination of the series thus far, it perfectly blends two distinct styles of gameplay across two protagonists, all while presenting a thrilling experience that was impossible to put down. It is incredible just how flawlessly the developers were able to achieve this balance, and the result was a true mark of perfection. This game is so many things at once, yet never feels like it is too much of one or the other. With dual protagonists this is something very difficult to do, especially when one is a beloved returning character, but the narrative always does a great job of making Grace have equal weight to Leon despite this being her first outing. Grace's first-person segments are the peak of the survival-horror formula Capcom has spent the past decade mastering, delivering a chilling and satisfying experience in an eerie medical center. With her stuttering and constantly freaking out, I always shared in her feelings of being scared when I played as her. Likewise, whenever I played as Leon, I always felt confident because he felt confident. Complimenting Grace perfectly, Leon's segments are the pinnacle achievement of his third-person action formula, creating intense moments of battle and a very satisfying entry in his journey filled with amazing callbacks. Referencing older entries (especially RE2) aside, Leon's segments also provided some of the most intense moments in gaming I have ever experienced. Everything Resident Evil Requiem does hits the mark of the series at its finest, consistently and in every category. The story is clearcut and easy to follow, and strikes a perfect balance switching between characters when it makes sense to, while still staying on one straight path. There is a lot of innovation and new ideas where they make sense to have them, but they also polish a lot of longstanding ideas to make them feel better. The whole experience feels like a payoff, yes in terms of the perfected gameplay, but also in terms of the journey as a Resident Evil player. What started Leon's journey RE2 evolved into RE4, which has now reached perfection in RE9. The new ides from RE7 and RE8 have also led us to their perfected form in RE9. This one singular entry had so many things that came together, and through sheer talent of game making, these things worked together flawlessly. It's rare that I can truly call a game perfect, but Resident Evil Requiem really is just that, and I have no doubt will be what 2026 in gaming will be remembered for.
Bakeru, the Nintendo Switch exclusive by Good-Feel that almost never left Japan, has all the makings of a future rare game. It released in the west right before the Switch 2 came out, had very little marketing or fanfare behind it, and is a game heavily ingrained in Japanese culture. I have no doubt this will be a rare gem I'll be happy to have on my shelf, but as for the quality, I can see why this one almost wasn't localized. Not to say there is something wrong with little action-platformer, on the contrary it's very charming. You play as a tanuki who fights enemies with drumsticks, and can transform to change your style of combat. You travel through Japan's various cities and prefectures, learn trivia about the area and other general fun facts, and follow a simple story about stopping an evil festival from covering the country. It's fun, but not something that would appeal to all audiences. If I have any issues at all, it's that I found the experience a bit long. It's strange to complain about too much content, but while several levels are built on brilliant ideas, some also felt a little repetitive. There are around 60 stages, but some felt so similar to others that I feel like it could have been condensed to 30. There is also a lot of reuse of the music and enemy types, as well as a few special levels that told me the same tutorial each time I played them. This made it hard to play for more than an hour or so at a time, which made this game's nearly 20 hour runtime a little rough. Still, it was a fun way to unwind a little before bed each night, and overall I enjoyed my time touring Japan.
I love remakes and remasters. There are so many iconic games like Metal Gear Solid Snake Eater that I never got to truly experience during their era, and I love when I get the chance to join in the buzz and excitement of a newer shinier version of a beloved classic. Even better yet is when there’s a feeling of modernization and preservation. Delta is a full remake with several quality of life improvements and a new play style, but still feels like a PS2 game with the graphics of a PS5 game. I mean this in the best of ways, because I love that I can feel how so many others likely felt playing it for the first time, sharing in the same experiences and feelings. The frustrations of getting caught or the imperfect controls, the laughter the zany enemies inspire and appreciating the cool characters during their big moments, and of course the amazing and iconic soundtrack are all maintained perfectly. I can really see Kojima’s footprints everywhere I look, and I appreciate Konami keeping his name everywhere in the credits. In a phase of my life where time is more precious than ever, I appreciate a game with a modest runtime, and even that is preserved here. I really enjoyed my time with this fast-paced espionage story with its fun boss fights that neither overstayed its welcome nor felt too short. Snake Eater may not have been perfect, but it was fun, and an excellent introduction into the Metal Gear Solid franchise. I hope we get more Delta games in the future so I may once again join the fans in rejoicing over another beloved game remade.
Alan Wake II exceeded every possible expectation I had. After a dozen hours of frustration from the original entry in its so called 'Remastered' iteration, my expectations going into this long awaited sequel could be described as cautiously optimistic at best. While the story remained as cryptic and disjointed as the original, my two-dozen hours in the dark rewarded my optimism with something the first title did not give me - A good video game. What is really impressive about Alan Wake II is how significant the number 2 is. You play as two protagonists, each with different progression systems and two wholly different journeys you can switch between at will, and that creates a feeling of two adventures in one. Saga (the new hero) explores the spooky forests of Washington that Wake fought through in the original game. She solves puzzles and fights enemies in similar fashions to Resident Evil, with a unique hook of her "Mind's Room." This room lets her abilities as an investigator shine by letting her supernaturally profile characters, and lay out clues across a wall to try and solve mysteries. Meanwhile, Alan is exploring The Dark Place he's been trapped in for thirteen years, fighting shadows and progressing by rewriting the world around him and changing its shape through the use of his "Writer's Room." These segments were often my favorites, not only because of how cool exploring the dark place is, but also because finding clues that allowed me to change my environment into a whole new scene to explore always felt really satisfying. I truly felt like a writer crafting the world before me, and that made my connection to Alan even stronger. Remedy has mastered the art of presentation. Because they clearly want their audience to be confused, the plot can be hard to follow due to not only cryptic storytelling but also creating feelings of uncertainty in the player. You never quite know if you should accept plot points as they arise, and that makes it difficult to get invested in the overall journey. Even still, the journey is fun to follow. Live action segments appear often and never fail to grab interest when they do. Catchy songs of various genres play between each chapter, and every chapter feels impactful and dynamic. Finding lore is actually fun as you explore the semi-open world areas, with Alan finding video clips and Saga finding narrated manuscript pages being some highlights that always makes the game fun to play. This is especially true of some of the boss fights, which while few in number were very high in quality. While Alan Wake II is not without flaws that make it miss the mark of excellence, it is a wild ride and an incredible adventure that improves upon its predecessor with great strides. With two worlds that are as eerie as they are fun to explore and two amazing protagonists with interconnecting adventures, this is an achievement for the studio and a payoff for players wrapped in one wonderful package. The differences between this game and the original are truly night and day, proving that what makes a game good is how fun it is to play. If you played the original work and don't mind a few forced jump-scares, I highly recommend returning to Bright Falls and visiting Cauldron Lake one last time. Whether you loved or hated the original work, I promise this is a one of a kind experience that will leave you satisfied.
Chicory: A Colorful Tale is something really special. I never could have never guessed when I started this seemingly simple ‘Zelda-lite’ just how much of an impression it would leave on me, but while listening to the beautiful song as the credits rolled I knew I had truly played something one-of-a-kind. From the creator of Wandersong which chose the art of music as its medium, Chicory uses the art of paint for its equally charming adventure story. In a world robbed of color, you take a magical brush and set off on an adventure to restore the world to the way it was. As you journey through each top-down area in a world named after fun food based references, you get to color in everything you see along the way. The environment, the backgrounds, even the characters are all a canvas for you to make them whatever color you want. Since there are no enemies and only puzzles, you can really take your time exploring and coloring, and even occasionally draw original creations that are incorporated into the game. With pleasant music playing in every area, Chicory is easily one of the most chill games I’ve ever played. Despite the silly nature of this world and its characters named after different foods, including your own main character who the game cleverly names after your own favorite food, the message of this tale is a surprisingly serious one. Chicory, the rabbit your main character idolizes, is dealing with a lot and only has herself and own thoughts before you come along to listen. This leads into a lot of deeper topics like self worth, the weight of pressure from others, and so many other topics so rarely explored in gaming. The message here is very strong and highly relatable, especially for those with creative spirits. If you enjoy creative puzzles and games that can be played in a weekend, or like the thought of coloring in a game as you play it, Chicory comes with a strong recommendation for me. You can even play the game in Co-Op, and it’s a lot more fun with a Player 2. I enjoyed my time journeying with my adorable doggy protagonist so much that I was sad it was over, so now I plan on going back and doing all the other side content to help the animals of Brekkie, Luncheon, and Dinners.
I have to admire Bandai Namco’s efforts to preserve their history. Remaking their old titles and exposing them to a new generation is much more respectable than making a classics collection that would likely be ignored at launch and quickly lost to obscurity. This allows people like me who never played the original entry to try it out for myself, and learn quickly why (unlike rivals like Mario & Sonic), 3D PAC-MAN never took off. I want to be very clear, PAC-MAN World 2 Re-PAC is not a bad game by any means. It has colorful stages, catchy music, and unique boss battles. All the makings of a solid platformer are here, but that’s about all there is. Like the fist game, you bounce on enemies and move forward until you reach the end of a linear stage. There are some collectables to find, but they aren’t particularly fun to look for, and you can try to complete the challenges of each stage if you’re looking to sink more time into your sessions. Unlike other games of the era there isn’t much exploration to be found or fun hidden secrets, and often I found myself just wanting to be done with a stage as opposed to finding more ways to play it. There isn’t a lot here you can’t find from other platformers, even compared to others from its time. The difficulty spikes about halfway through the game which also hinders the experience, and when the credits rolled, I had no interest in doing any of the more challenging post game. I now understand why these games never made waves during their initial release, because they really didn’t do anything the competition wasn’t doing better. The PAC-MAN World games probably could have been apart of a budget collection, but again, I’ll give credit on the preservation effort, down to maintaining it as a product of its time.
I had never heard a lot about the Plague Tale duology. Each game seemed to do well enough on release to get a little attention, but no friends I spoke with or channels I followed ever praised or scorned them, so I decided to take the plunge myself. Now I understand why I never heard much of these games… Unfortunately, there isn’t a lot to say. A Plague Tale Innocence is a dark and gritty stealth game with action elements. You trudge through a grotesque world overrun by rats and do your best to survive. Aside from some janky control schemes, the gameplay is largely inoffensive, mostly remaining linear with the primary focus being puzzle-solving. The story isn’t particularly charming, but does have occasional moments of enjoyment, mostly with the bond the brother and sister duo share as main characters. A Plague Tale Requiem makes great improvements, yet stumbles much more. The visual quality dramatically improves, as well as the art direction and score. The moments between characters are more meaningful, and the action elements become a lot stronger. With a bit more exploration added, this was seemingly a recipe to surpass its predecessor, which it was in everything… Except story. Despite adding new and more interesting characters, Requiem somehow seemed to go backwards on the entire buildup from Innocence. If the theme of the first game’s story was hope, the theme of the second game was hopelessness, and it left a terrible taste. Story and a bad ending aren’t normally enough to ruin an entire game (let alone two), but when the narrative is the only reason to play, it feels like a wasted experience. While I enjoyed the cinematography of Requiem and moments between the characters, I feel as though I’m walking away with nothing to show for my time spent with these things. I’m no richer for the experience, only much sadder. While I am uncertain if I believe I completely wasted my time, I’m still compelled to encourage everyone who may have read this not to waste theirs.
I had never heard a lot about the Plague Tale duology. Each game seemed to do well enough on release to get a little attention, but no friends I spoke with or channels I followed ever praised or scorned them, so I decided to take the plunge myself. Now I understand why I never heard much of these games… Unfortunately, there isn’t a lot to say. A Plague Tale Innocence is a dark and gritty stealth game with action elements. You trudge through a grotesque world overrun by rats and do your best to survive. Aside from some janky control schemes, the gameplay is largely inoffensive, mostly remaining linear with the primary focus being puzzle-solving. The story isn’t particularly charming, but does have occasional moments of enjoyment, mostly with the bond the brother and sister duo share as main characters. A Plague Tale Requiem makes great improvements, yet stumbles much more. The visual quality dramatically improves, as well as the art direction and score. The moments between characters are more meaningful, and the action elements become a lot stronger. With a bit more exploration added, this was seemingly a recipe to surpass its predecessor, which it was in everything… Except story. Despite adding new and more interesting characters, Requiem somehow seemed to go backwards on the entire buildup from Innocence. If the theme of the first game’s story was hope, the theme of the second game was hopelessness, and it left a terrible taste. Story and a bad ending aren’t normally enough to ruin an entire game (let alone two), but when the narrative is the only reason to play, it feels like a wasted experience. While I enjoyed the cinematography of Requiem and moments between the characters, I feel as though I’m walking away with nothing to show for my time spent with these things. I’m no richer for the experience, only much sadder. While I am uncertain if I believe I completely wasted my time, I’m still compelled to encourage everyone who may have read this not to waste theirs.
It’s so rare to find a game that feels like “something new.” Fresh spins and ideas are boundless in this industry, but you can almost always compare one game to another. Kunitsu-Gami: Path of the Goddess stands proudly as a one of a kind experience, taking me back to the days of when a game was amazing because of an addictive loop born from an original idea. This hybrid strategy-action game hooks you with gameplay first, then crafts an amazing adventure around that. Rather than holding your hand with cutscenes or blocks of text, the story of a cursed mountain is told subtly and without words or dialogue as you try to purge the evil from it. Every level starts during the day time where you can fortify your defenses, rescue villagers and assign them combat roles, and ensure a key character remains protected. When night comes, you must fight hordes of monsters until the sun comes by positioning your villagers strategically, and fighting yourself in a hack & slash style. You repeat this process until the key character you protect reaches the end of the stage, so you have to ensure she doesn’t take too much damage and manage your resources until the end of the level. This loop is just as fun as it is addictive, and you’re given a lot of freedom in how you want to strategize. Something I really love about this game is how fair it is. If you feel like you’ve backed yourself into a corner, you can always choose how far you want to backtrack and try again, respec villagers, and whatever else you want to do to try and ensure better success. You’re always given plenty of resources to find the answer that looks best for you, and it’s very satisfying and rarely frustrating to fight until you succeed. With a heavy strategy focus, fun action combat, and even some light village management elements, this game somehow finds a perfect balance of multiple genres and becomes something much greater than the sum of its parts. I rarely say these words, but Kunitsu-Gami really is a must play experience. This was clearly an idea someone or ones had that really stuck the landing, and the visuals and music equally compliment the addicting loop and intense boss battles. Path of the Goddess is a strong reminder that the most important part of video games is that they are supposed to be fun. Like other pioneers of days past like Nintendo or Sega, Capcom let the gameplay speak for itself on this one, making an amazing game that’s just downright fun and addicting to play.
Sometimes a game is just okay, and that’s okay. Not everything needs to innovate. The wheel doesn’t need reinventing. Sometimes it’s okay to sit down, turn your brain off, and run around and explore. Yooka-Replaylee is exactly this, a platformer where you do challenges, hunt for collectables, and jump around just for the sake of having fun, and that’s okay. There are moments of brilliance to be found here. With several collect-a-thons in each of the five worlds, which range from hidden mini-games to cameos from other indie characters, you also find unique transformations for your lizard & bat duo. While this isn’t a new idea, the transformations are hilariously random. You can turn into a snow plow, a boat, or a school of fish amongst other whacky ideas the developers clearly had. This adds a needed element of enjoyment and humor for a game where the script is filled with quips that are usually dreadfully unfunny, no matter how hard they (constantly) try to get you to laugh. Another layer of excellence is in the level design and boss battles, with music that complements the pleasant visuals, and boss battles that are always different than the ones before them. These battles were unquestionably the highlight of the game, though the final boss is a bit of a let down with a sharp difficulty spike, and a rather uninspired design. Even with two currency systems to upgrade my characters I never felt compelled to do so because everything always felt easy, but right at the end I spent everything I had to max out my health just to see the credits roll. I can’t really fault Yooka-Replaylee as a whole, but I struggle to recommend it. I did have fun exploring each world, but I felt no desire to find every collectible. I enjoyed the unique ideas to the genre presented, but overall found very few of those. I did laugh occasionally at their wet-humor, but often just shook my head. It is a mixed bag that stays firmly at good to at best pretty good. That said, I can tell it was made with a lot of love and passion, and I am happy the developers found success with their modern day duo. I enjoyed my time with Yooka and Laylee, even if my greatest joy was when I crossed the finish line.
Silent Hill f is a true masterpiece befitting the revival of a beloved franchise. After Silent Hill 2 set a standard in both quality and eeriness, I was curious how a new entry by Konami would go, and even at one point wondered if it may be too dark for me. Any doubt or fear was quickly dismissed as I fell in love with the strange happenings in this foggy world, hitting me in just the right way and making me into a true Silent Hill fan. Playing as the endearing protagonist Hinako, Silent Hill f tackles the topic of women’s role in society, specifically Japan in the 1960s. As is the nature of these games, her inner struggles manifest as the fog roles in, and a cryptic story filled with mysteries and symbolism alike begins. Penned by the author of Higurashi, the story is designed in a way to experience multiple times to learn the truth hidden at the end. This style of storytelling was to the betterment of the experience, as each time I was given more pieces I was filled with wonder and became more excited to learn the truth at the end. Every loop came with amazing twists, and led to an ending that took my breath away. I’m really glad I dedicated the time to this one, because it’s one of the best payoffs I’ve ever received. Another angle of this game that I enjoyed was the greater emphasis on survival-horror. With only blunt objects to keep you safe, every dodge and counter makes a huge difference. The puzzles are at their finest as you explore the world, as are the more than occasional scares, and the music never fails to make your hair stand on end. This game is always chilling at every stage, and I say in the best possible sense. The narrative is of course made better with every character you meet, each one intriguing in their own way, especially my personal favorite masked character. I could say a lot more, but this is a game meant to be experienced. Every playthrough was different enough to keep me invested and led to unique boss fights that were just as cool as they were fun. The imagery is fantastic and really fits the theme and message the creators are going for, and I can’t stress enough just how amazing the story is to unravel. If you are looking for a spooky adventure that delivers a powerful narrative, this is a fog worth getting lost in.
2025 still had one last great one to close out the year. Metroid Prime 4, a game in production & development for a total of 8 years has smashed in with absolute success. Exploring a beautiful, desolate world. Enjoying the music and ambiance, finding awesome upgrades, and fighting cool bosses all felt familiar, yet still had a strong feeling of something new and exciting. Even as someone who has only played one Prime game (Remastered), I could still feel the leap into the next generation. The beautiful areas of the map to explore would have been enough, but to connect them all with a wide open area really pushed the experience to the next level. There are hidden secrets to find, shrines that give you more upgrades, and a strong desire to fill out the map and see everything. The best part of it all, Samus gets a motorcycle! Driving around and shooting enemies is just as satisfying as finding hidden secrets, and backtracking to older areas feels much less monotonous when you can do it in style, especially when you can always see them all on the horizon. I also loved the added story value in this entry. While Samus's journey is mostly a solo one, along the way you find other stranded soldiers and build a little squad trying to get home. All of these characters are really fun and unique, and add weight to Samus's motivation. Though she remains a silent protagonist, her interactions with these characters often give us a chance to see her own character, often told through actions and not words. This gives our main character a chance to show a lot of thought and emotion, which makes for brilliant storytelling. At it's core, Metroid is a gameplay experience first and a story second, but neither are slacking here. From the moment I turned on Metroid Prime 4 I was immediately **** in, and enjoyed every second of the experience all the way until the credits rolled. This is a game made with a lot of love and care from the successors at Retro Studios who picked up the torch, and I hope it's the start of a whole new trilogy. If so, I look forward to being at the launch of every entry.
They did it again. **** Punch, my favorite western game studio, caught lightning in a bottle twice. When Ghost of Yotei was revealed last year I became very excited, even marking it at the time as my most anticipated game of the year, but I did wonder if I could love it as much as I did Ghost of Tsushima. As big as Jin Sakai’s boots were to fill, Atsu was able to fill them and march forward flawlessly into another glorious adventure. These game makers are masters of their craft, telling emotional and compelling narratives with a phenomenal gameplay loop. I can still feel the bones of Sly Cooper when I scope out an enemy base, sneak around and take people out, and have to use my brain when fighting strong enemies. I can see this same skeleton in the plot, with a band of villains who wronged Atsu as a child now scattered and controlling their own domains, and having to hunt them down one by one. Even more so than Ghost of Tsushima, I’m really able to see how far the studio has come since their first game, and I can really feel the mark of mastery in how far they’ve come. While nearly everything from cutting bamboo to following foxes feels familiar, Ghost of Yotei finds many new ways to feel different. The addition of the occasional wolf companion (and her dens) really help reduce the feeling of isolation, which is impressive considering that Atsu is much more of a loner than Jin was. The new weapons introduced all feel good to use, and replacing the haikus with songs was a welcome and beautiful change. As the saying goes, however - If it’s not broke, don’t fix it. I loved following local legends, clashing in cool duels, reflecting in hot springs, and standing off with groups of foes. The little ways they improved these things here and there made the classic activities even more enjoyable to do, and once again inspired me to explore each region with wonder and excitement for what hidden secrets I would find next. Ghost of Yotei stands proudly beside its predecessor in excellence, creating another experience that can only be classified as a masterpiece. Atsu’s tale as a lone wolf who has lost everything on the path of revenge evolves in ways I could have never predicted, getting me even more invested into the character and surrounding cast more than I could have ever expected to. This journey of loss and hopelessness with a character consumed by her own grief is filled with so much symbolism, and tells an amazing message I dare not share here. Both entries of this amazing franchise deserve to be experienced, and it is with dried tears and a proud smile I can say this is a successor in every sense of the word.
Sometimes a game doesn't need to be anything more than what it advertised itself as. The wheel does not need reinventing every time a new entry is added, especially when the metaphorical vehicle was already well built. Hyrule Warriors: Age of Imprisonment is a perfect example of this, delivering entirely what I expected and providing the exact enjoyment I wanted. At the stage of my life that I'm in, I've come to really appreciate shorter, concise games. There has been a great appeal in starting a story that keeps itself on track, offering an appropriate amount of optional content, and doesn't try to pad out the experience with more than you could ever possibly want to do. Age of Imprisonment tells an interesting story that is complimentary to Tears of the Kingdom, notably without spoiling any of the modern-day plot points of that tale, all in about ten hours. Along the way you are given side missions you can do that adds more value to your journey, and doubles the playtime to a modest twenty hours as a result. This leads to one of the best gameplay loops I've had all year - Play a story level, capture territories and recruit new members on the side, then hop back in and play more story levels. Before I knew it I had finished the game and completed a fair amount of the side content, which left me just as satisfied as I normally would have been completing a game 100%. While the gameplay is fundamentally the same as previous entries in the series, it was nice seeing elements of Tears of the Kingdom introduced. I really appreciated things like the fusion mechanic incorporated in the Warriors style, and enemies covered in gloom was also a nice touch. There are also new gameplay segments with the two new characters, who were my favorite part of the game's story, battling in midair. It was already a lot of fun meeting the sage characters with their masks removed, learning who they are and what their personalities were like, and watching them come together to battle against the bosses from Tears of the Kingdom in their original forms. My complaints here are very minimal. Sometimes territories you've freed come under attack, and you have to defend them or risk losing them. This can sometimes feel a bit demotivating, as instead of progressing in a goal it's like the game is trying to halt you. I think the idea behind this was to include more side quests and encourage the players to engage more, but I wish it could have been handled differently. This is only one minor gripe on a much longer list of greatness. Hyrule Warriors continues to be an amazing sub-series and this entry is no exception, delivering the action I've come to love and allowing me to experience a fully canon adventure. The Switch 2 is off to a great start, and this is an easy title to bolster a starting library.
Sometimes you just have to know when to let go. That's the moral of Assassin's Creed Shadows, and the lesson I took, but probably not in the way Ubisoft intended. At one point this franchise was counted amongst the greats, then went a direction that I and many others did not care for. I was hopeful Shadows would be a return to form, a beginning to a new era. However, this game showed me the series I once knew has long since ended. Shadows starts off strongly with two compelling protagonists beginning their journey in tandem. We see Yasuke join Oda Nobunaga's ranks shortly before seeing Naoe set off on her quest for vengeance. The opening act is easily the best of the game, seeing the two come together over the mutual interest in Nobunaga, and leading to some excellent cinematic moments. Unfortunately... Things only go downhill from here. After the duo team up, you're given a staggering ten targets to hunt down across a large and relatively unfilled map. While there were a few interesting and story relevant characters, most of them felt as though they could have been side quests as they lacked any substance or relevance to the main narrative. Though that said, the game is also lacking a narrative. There is little to no mention of the Assassin Order or the Templars throughout the entire main game, with most the connections saved for light mentions at the end. This means our story isn't really an Assassin's Creed story, or a samurai story, or even a story with clearcut villains, so I'm not exactly sure what the story really was other than a mess. The usual Ubisoft pitfalls are at play, with a lot of give and take where the game takes more than it gives. The world is beautiful and vast, but filled with little to do. The fun parts of the game to played are marred by mandatory segments of things that aren't fun at all. The worst sin of a mechanic found here is in it's XP system, where you have to level up and upgrade your character in order to progress the main plot. This wouldn't be terrible on it's own, but it's terribly imbalanced. You earn more XP doing quick contract missions than you do defeating heavy hitting bosses, and can only upgrade your character by finding collectables. These things combined always make the game feel like a slog, and I was always more excited to be done with something than I was to do it in the first place. I would have loved some cool side quests and interesting characters to fill out medieval Japan, but there are no such things to be found. There are over 100 optional targets you can find, and arbitrary collectables you can seek out, but no interesting quest lines with cool historical characters or otherwise. The closest we can get are a few characters you can recruit to your home base, which is better than nothing, but even those characters are hit and miss on personalities. Ultimately, Assassin's Creed Shadows is not a bad game, but it is incredibly lacking in substance. There are moments of brilliance in the writing, the visuals are always at their finest, and the game is (usually) fun to play. However, there are way more stumbles than strides, and a lot of wasted potential. The main story could have easily been trimmed down to a twenty hour experience and would have been better for it. Instead, we have an experience that overstays it's welcome, misses the mark on a story that could have been told well, and rarely felt like an Assassin's Creed game, at least as I once knew them.
Pokémon Legends Z-A will always have a special place in my heart as the first ever Pokémon game I got to play months before launch. My demo at PAX West gave me an early chance to see my cherished franchise for the first time in 4k, allowing me to appreciate its stunning beauty alongside a new spin on gameplay. I was already sold that day in Seattle, but little did I know how much I would love what followed when I got my hands on the full experience. Unlike Legends Arceus, the previous entry in the sub-series that was a prequel to Diamond & Pearl, Z-A is a direct sequel to Pokémon X & Y. The new trainer you find yourself as visits Lumios City and quickly makes a few new friends who introduce you to some familiar faces such as AZ, Emma (all grown up), and one more who I’ll leave nameless. Taking place 5 years after the last time the region nearly met its doom, you set out with the hope of avoiding something like that ever happening again. The best way to do this is to enter the city-wide competition with your new friends, helping out Pokémon who are suffering along the way, and exploring the large city with secrets hidden in nearly every alleyway. The gameplay loop is as addictive as ever. While Legends Arceus focused on exploration and creating a Pokédex, Z-A is all about the battles. Game Freak took a much more Action-RPG approach compared to the previous title, with movement playing a factor and moves that require a cooldown making the battles more intense. This is especially true for boss battles, which in my opinion were the highlight of the game. Fighting large mega-evolved Pokémon each with unique move sets and attack patterns was always really fun and never felt repetitive in the slightest. These segments are also perfectly woven into the main story of you and your team in the competition, adding to the excitement factor when they pop back up. Speaking of story, that is where this gem shines brightest. Adding to the aforementioned gameplay loop, the ‘story loop’ is equally addictive. Returning to the home base of operations, meeting with your team and sharing a laugh, strategizing for your next move. All of these things create a cozy feeling to return to, which compliments the excitement of running back out for another night of battling well. Having friendly faces waiting for you back home is made even better by meeting new faces when you set out. One of Z-A’s strongest elements is the new characters you meet throughout the journey. Other teams have star players who get their own story arcs, which makes them all more lovable and memorable than any cast of characters in a Pokémon game to date. Better yet, they keep coming back into the plot with each new arc as supporting characters. This always keeps things interesting, makes the world feel more intimate, and really makes you the player feel as though you’re making an impact. I could continue on for paragraphs on end about how amazing Pokémon Legends Z-A is. This is the most dynamic and expressive story ever told in the franchise, and it fully embraces their more ‘anime’ side they’ve continued to lean into throughout the years. I loved the continuous loop of going on a new adventure in the city, coming back to the hotel to tell my team about it, joining them to battle Mega-Pokémon, setting out for a night in the competition, then doing it all over again. This is one of those games where I was truly sad it was over, yet at the same time, I find myself completely content. I care more about the Kalos region now than I ever did before, and have a much greater appreciation for the characters who returned. This was a perfect sequel that provided much needed closure for X & Y, and is easily one of my new favorite Pokémon games.
Ace Attorney Investigations was worth the decade and a half long wait to see the conclusion of Miles Edgeworth’s solo journey. I had long come to peace and acceptance that I would never see the second half of this adventure, so as a long time fan I was only too excited to hop back in and finish the story my teenage self had started. The irony in the second adventure presented in this two part collection is that it only takes place a few days after the first game, when in reality we had to wait fifteen years. To the great credit of the creators, this is very well compensated by still offering tutorials for gameplay, as well as reminders of who the cast are and details about the previous journey. Another advantage of waiting so long to play this fantastic experience is that we didn’t finally get it localized for the first time, we got everything remastered in beautiful HD visuals and quality of life improvements. Moving away from the classic sprites allows the colors to be more vibrant, the characters more natural, the movement segments are less blocky, and in general everything just looks better. The audio quality is also incredibly clean, allowing me to enjoy some of the best tracks I’ve heard from the franchise yet even better than I could have on an old DS. The Ace Attorney franchise is known for its excellent writing, fun characters, and exciting mysteries, and this game is no exception. I was constantly invested in each case more than the last, choked up more than a couple of times, and was shocked at plenty of reveals (I couldn’t even guess the mastermind until seconds before they were revealed). I will sing the praises of this series for all of my days, and now that we have them all on modern platforms, I can only continue to try and bring more people to this wonderful world.
Death Stranding 2 was a perfect second half of an amazing journey. Unlike most sequels that try to push a plot forward, Kojima instead created a story that feels more like a complete circle. Everything that made the original game amazing is still there, and all unresolved plot was perfectly wrapped up. It was clear to me this was always how the brilliant man intended to tell his story, and in doing so he created a duo-logy that I can recommend on the same level as God of War & Ragnarok. In the truest nature of Kojima, there is little I can say about this game without spoilers or heck, even describing the feeling. Those who played the first game know how wonderful the loop is, or how it feels to get a new song as you travel across the land and meet interesting characters. DS2 does not ever disappoint on this with even more interesting characters (Peko) and music tracks worthy of adding to any playlist. A key difference with this sequel is in it's theme of togetherness. In the first game Sam was alone, minus occasional calls from people he met along the way. Now those same people are precious allies, traveling with Sam as a home he can always return to. Along the way he makes new friends who are just as lovable, and this amazing cast of characters really carry this whole journey. Again, I can say very little other than On the Beach is just as amazing as it's predecessor. The cinematography is at it's finest here, the amount of intense moments are greatly increased, and the performances are top notch. The return of Higgs was greatly welcomed and definitely led to a greater appreciation of the character, and Tomorrow was my personal favorite new addition to the cast. I could already recommend Death Stranding in full confidence to any gamer, and now to any who have still not played that amazing work, I can go a step further and encourage picking up Death Stranding 2 alongside it. This pair of gaming excellence truly make a complete package, fitting of the game's message of better together.
Cozy games and farming sims traditionally have not been for me, but the Rune Factory franchise always stood out with a strong focus on story and combat. After trying Rune Factory Guardians of Azuma before its release at PAX East, I was completely charmed. It struck me more as a JRPG than a simulation with flashy attacks and a cool world to explore, and seemed like the perfect jumping on point for the franchise. While I may not have played the older entries, I can confidently say this was the best one for me to start with. The charm of this game is in its simplicity. Every day you wake up, visit with villagers, tend to your farms, then progress the story. You can choose to do more or less of these things at your discretion, and the game really gives you the freedom to do whatever you want at your own pace. If you try to only blitz the story there are lots of drawbacks, such as struggling to make money or lacking in experience, but the game rarely forces you to do extra content in order to progress. You’re greatly rewarded for doing the side content, both in terms of gameplay value and story value, as spending time bonding with the characters in each village is one of the most meaningful and interesting ways to spend each day. The story of the game is solid, but the characters really are the driving force here, and their side quests are so engrossing I found myself spending several in game days with them without progressing the story at all. The true irony is, while the combat is what drew me in, it got old pretty fast. It’s not bad, but does feel like a means to an end. I’ve been told by my wife who loves these games that it is a huge improvement compared to older titles, so not only am I glad this is my starting point in the franchise, I look forward to seeing how they can refine and improve the action in the future. A more honest complaint I have is while long time fans may love that you can assign villagers to farm and fish and such, to me this made the experience a little too streamlined. I would have preferred features like that unlocked late game, because it robbed a lot of purpose from the early **** pull things back to the praise category, I’m amazed how much the developers could do with so little. This is not a big budget title, and sometimes I forgot that as I was playing. They really managed to do a lot with very little, packing in plenty of content with the assets they had and voice acting a vast majority of it. Sure dungeon designs and bosses are reused more than they should be, and the strange choice to allow me to date multiple characters who then interact with each other non the wiser breaks the immersion (and occasionally makes the main story off as well). However, if anything these small hiccups are only more reminders that this game isn’t a big AAA title, which then also impresses me more. Who cares if my character “wakes up” three times in a day because my sidekick has that much to tell me? It’s cool to see that much attention to detail at all! Rune Factory Guardians of Azuma is far from perfect, but it’s charming, and takes me back to simpler times in video gaming. A time when you played a game to relax, smile, meet cool characters, and fight a big wolf monster because you want to save a friend. Then this feeling is made even better knowing I control my character’s journey, and I can chose to marry the princess (which I so did) just as easily as I can the tea house girl or even a god. I may not play many cozy games in my life, but I think this is one franchise I will always be happy to come back to.
Donkey Kong Bananza may be the greatest game Nintendo has ever made. After Super Mario Odyssey I knew these talented developers had set a standard for platforming excellence, and when I heard rumors they would be the ones handling the original company mascot’s revival I became immediately excited. This excitement only grew with the official reveal, showing an incredible looking exploration game with a destruction element, which was perfect for DK’s return. If anyone aside from Mario deserved the spotlight for a new console launch it was definitely the big man himself, and these amazing game makers really did succeed at bringing Donkey Kong back as a Nintendo frontrunner. This is a platformer unlike any I’ve ever played, where figuring out how to reach places is secondary, and figuring out how to destroy them is primary. Everything about this game is about wrecking, from peaceful lagoons to fun bosses, Donkey Kong only has one goal, punch it. Along the way the exploration element increases with Bananzas, a transformation mechanic that turns DK into various members of the animal kingdom so you can have new ways to both find things and destroy them. Each world is filled with a set list of collectibles that are genuinely fun to hunt down, and new ways to play are introduced so regularly that it never stops feeling fresh. With so many layers to explore and different ways to see each one, there is a lengthy amount of fun content to find without any level ever overstaying its welcome. It’s odd to say this about a Donkey Kong game, but the story value is one of the biggest highlights of the experience. Giving DK a buddy in the form of young Pauline who teams up with the big man and spends the journey atop his shoulder was brilliant. Her fully voice acted commentary alone is delightful, and you hear it every time you rest at a new location. She helps carry the story without ever taking control of the narrative, keeping DK firmly in the main character slot while still creating the perfect buddy tale. Pauline also brings the gift of music throughout the adventure, which is also Nintendo’s composers at their finest with several tracks worthy of jamming to. Some of the best are introduced right in the first few hours of play time, and that continues throughout the entire experience all the way to some great finale tracks. Donkey Kong games have always heralded great music, and this title was able to push that to the next level with great stage tracks and songs alike. Donkey Kong Bananza is an experience, something every gamer should play. From the moment I turned my copy on I never stopped smiling, always eager to see what was next and explore more of the incredible adventure before me. When I reached the end of the game I gasped, grinned, cheered, cried, and was amazed that Donkey Kong of all Nintendo titles could get such a big reaction out of me. It really is that good, and while I could go on and on about how often this game blew me away (especially at the end game), I will leave things at a simple message. If you get a Switch 2, play Donkey Kong Bananza. You have never played anything like it, and I promise you will love it.
Some games are worth the wait. I once tried Yakuza 0 on the PS4, but at the time I couldn’t quite grasp the combat and the heavy amount of reading was rough after a long day of work. Now having played both Judgement games and with the appeal of a fresh English dub, I gave things another go with Yakuza 0 Director’s Cut, and I’m so glad I did. The people at Ryu Ga Gotoku Studio are masters of storytelling, finding ways to create mysteries and constantly keeping you returning to learn what happens next. Playing as two protagonists only added to this for me, as I constantly wondered how they would eventually connect and create one big story. I was not disappointed in the slightest when it all game together. This is an incredibly emotional story, filled with moments both dark and epic alike. Both tales stand proudly on their own, so when they came together, the journey was made even better. I was worried the gameplay may feel a bit too dated after playing both Judgment games, but both the exploration and combat alike have held up really well. It was certainly noticeable to have gone backwards, but the formula was so fundamentally the same as the newer games I felt virtually no difference. I actually had more fun playing as Majima than Yagami when it came to combat, and especially loved that it was easier to run away from encounters than it is in newer titles. Overall my first true Yakuza game was a big hit for me. Goro Majima has easily become one of my new favorite video game characters, and I would love to play more Yakuza games just to spend more time with him. Here’s hoping we get more Director’s Cut versions so I can hear the great Matthew Mercer reprise his role, and experience more great stories from an amazing team.
Mario Kart World was the perfect Switch 2 launch title. A new generation highly anticipated by a vast audience means people who were able to play on Day 1 need something to sink their time into, while not robbing players who have to wait from the joy of a big single player adventure. It’s incredible to me how a series that has innovated its own formula so many times can do it yet again, creating so many ways to race and explore that makes it easy to want to come back, and harder to get burnt out on. The character outfits as just as fun to see as they are to try and unlock, and add an extra spice to all races to make each one more joyful. The open world is also charming, but does also get a bit old after a bit with no progression or collectables system. I tend to gravitate more toward Knockout Tour myself, so much so that I haven’t played any of the other modes. The 24 player free for all where you race to try and stay in is simply too much fun! Overall, this game comes with dozens to potentially hundreds of hours of enjoyment, and I can only imagine how updates can grow it further. Don’t let the price tag intimidate a day one purchase for yourself, I believe it is well worth it.
Sometimes you know when a game will be a masterpiece. When I seen Clair Obscur: Expedition 33, I knew it would be something great, and when they showed off more a year later I knew it would be something truly special. When I finally started this long awaited RPG, I knew it would be a masterpiece. This is a return to form for the classic Final Fantasy formula, a turn-based RPG with satisfying combat that constantly makes you as the player feel rewarded for your time invested into your character builds. Marrying classic concepts like a world map with modern concepts like flashy attack visuals, the game always feels just as fun to play as it is to watch. For being created by a smaller studio, it's incredible to think this is their first release as it often looks on par or even better than many new games released to the market.With any RPG, the story has to be compelling and create emotional investment, and Clair Obscur does both right from the start. Every party member is complex and enjoyable, and their journeys are so fun to follow as you march forward to take down the deity level foe and the villain who guards them. I found myself loving this villain as much as the heroes, and choosing a favorite character became increasingly difficult as the story went on (though sorry Renoir, it was always Maelle for me). This story is not a lighthearted one, but I am not exaggerating when I say it was one of the most emotional journeys I have ever been on. I'm saying very little in this mini-review, but honestly it's because so much of this game deserves to be experienced. I cannot recommend enough just going in blind, letting the narrative take you in, and going on this incredible journey that I believe is worthy of Game of the Year. After jamming to one of the best soundtracks in history and getting choked up so many times during the wonderfully mysterious story that felt so good once everything clicked, I just may award it that title for myself.
I’ve always been intimidated by the survival genre, always fearful it would lead to frustration, but the thought of playing with friends while shrunk to the size of an ant in a big backyard sounded like an excellent time. Grounded was exactly that. Reminiscent of Honey I Shrunk the Kids, Grounded puts you and your friends in a wide setting that would seem small to others. From a beautiful koi pond the size of a lake to a sizzling sandbox that’s like a desert, the level design is brilliant. As you hunt for resources you need for success you find them in the most fun ways like abandoned juice boxes or leftover mints and food, and can even build bases out of twigs and mushrooms. Along the way you can find friendly bugs (or perhaps ones that are only friendly until you anger them) as well as frightening ones which lead to some incredible boss battles. I’ve definitely gained an appreciation for different insects thanks to playing, and I’ll certainly never look at fireflies the same again. There is a fun story to follow year with some quirky characters and lore, and this additive experience made Grounded the perfect first survival game to play. It’s a grind, and it’s not always easy, but it was always satisfying with every major milestone. I loved watching my growth and progression throughout the game, and even after finishing I find myself wanting to play more. Thankfully, I can. There’s so much content beyond the main path that I could see myself playing this game for a long time to come, and I look forward to doing so. Whether you’re experienced with survival games or not, consider Grounded as your next multiplayer game with friends. I promise you’ll have a wild time, so do it for science.
Metroidvania games always intimidate me. In theory I love the genre, but many developers forgo my favorite parts of it in favor of a more ‘challenging’ experience. I approached Prince of Persia The Lost Crown with hopeful optimism that it would be closer to what I look for in the genre, and fortunately it was exactly that. The core elements that I love about Metroid games are the progression system and the epic boss battles. I love when I unlock an ability that allows me to explore the world better than I could before or do better in combat, then finding a boss to test my new skills against. That feeling was constant for me as I played Lost Crown, exploring a temple distorted in time, finding puzzles and hidden secrets, and upgrading my character in the ways I wanted along the way. Every boss battle I encountered always felt incredibly fun, with intense music and cinematic counter attacks adding to the flashy nature of each fight. I also loved how kind the game was if I died, giving me an option to simply Retry in boss battles and virtually no loss of progress in exploration. This kept frustration to a minimum, reserved only for getting lost and having to backtrack as is common with the genre. Combat is the main draw and driving force, and it is always immensely satisfying, but the story is also really solid. The Prince [of Persia] is kidnapped and you and your band of allies called The Immortals go to find him. While exploring an area where time is distorted after their deity fell thirty years ago, the plot of what happened slowly starts to unravel as you fight your way through mythical creatures to uncover the true threat. I was always interested in what came next in the story, even if I do feel as though some fluff was added in truest Ubisoft fashion. It’s odd to complain about a bit too much content, but I wouldn’t have minded one or two less areas to explore before reaching the credits (particularly some of the more drab looking ones). Any complaints I have are incredibly minor though. For someone like myself who loves this style of gameplay and has never played a Prince of Persia game, this was a wonderful breath of fresh air to me. The combat was fast, flashy, and fun with memorable boss battles. The characters were delightful and kept me invested into the story, and the music and visuals were some of the best in the genre. I greatly enjoyed my time with Sargon, and I hope I can go on another adventure with him again in the future.
Nintendo's first M-Rated game was an absolute knockout. Even with the incredible remakes previously released, I would have never expected a new entry in the Famicom Detective Club series. Throughout this eerie journey it became very clear that Emio the Smiling Man is an idea the director has had for a long time, and I'm thrilled that he was able to run wild with this fantastic mystery. Given that this is a story heavy experience there isn't a lot I can say other than it was fantastic. An unsolved serial killing case is forced to reopen nearly two decades later when a new victim is found, and you have to solve the mystery of Emio the Smiling Man. This story which is not for the faint of heart quickly evolves into a compelling mystery that is hard to put down, leading to an incredible conclusion that still has me thinking about it. The visual appeal is one of the strongest factors with this title, with super vibrant colors and animated characters always making the world feel very lifelike. The music also ranges from beautiful to creepy on the fly which only adds to the incredible storytelling. If you love a good mystery and can handle heavy topics, I highly recommend Emio the Smiling Man. It's eerie enough to make you tense but never crosses a line where I believe it's too much. This is a compelling story with excellent characters and a perfect way to spend a weekend. Even if you're not a fan of visual novels, I promise this one is worth it.
Sometimes it takes revisiting a game to truly realize what a masterpiece it is. When I played Paper Mario The Thousand Year Door nearly a decade ago I thought it was near-perfection, but not quite perfect. I still stand by that to an extent, as the quality of life features added to this glorious remake prove how imperfect elements of the classic were. However the foundation of perfection has always been here, it just needed a little polish to shine, and boy is it shining. This remake is so much more than a fresh coat of paint. Aside from the eye-popping visuals that really add to the storybook aesthetic and updated soundtrack that makes it sound as beautiful as it looks, everything feels so much better this time around. Coins and items are more gracious, enemies are less aggressive and battles are more manageable, and overall everything feels more fair and balanced. Your party engages more with the experience, even having their own noises when they speak, and even the NPCs are more expressive than before. This only validates how the original was a mark of true greatness, because only so little needed to change for perfection. Everything feels completely familiar from battles to exploration, but has been tweaked and improved just enough to create a definitive experience. It's like the creators themselves replayed their own work and thought "How can we make this more fun" or "What could we add here" as they were playing and it really shows in every detail. Honestly I could go on endlessly over what makes Thousand Year Door and it's remake so amazing, and would love to do so, but since I've done so before I'll hold back this time. This is a beloved game in the hearts of many, and I believe now it looks and feels as beautiful in reality as it does in the nostalgic minds of those who love it. If you've played the original but haven't picked up this version yet I highly recommend it as it's so much more than a simple port, and if you're not then wait no longer. There are few games in the world like this one, and now I can say with confidence it's a true masterpiece.
Metaphor ReFantazio somehow amazed me. It should have been impossible, given how much I already enjoyed Persona 4 and 5. I should have already known what these master game makers were capable of, and even if they were trying something different, I should have been prepared for greatness. Yet, somehow, I was not. Metaphor blew me away before I was done with the first major dungeon and quickly solidified itself as my favorite title from these creators yet. The first thing I wasn’t prepared for was how much Persona this game would be. Seriously, this is just fantasy Persona, and I mean that in the best ways. The DNA is identical with a calendar based system, companions you can spend time with, and activities like cooking or bettering your own character growth. Turned based combat with your party members calling on otherworldly power is still a staple, as is exploring dungeons where you have to be careful to manage yourself carefully to be time efficient. The best commonality however is a flawless soundtrack, with battle music that never gets old to listen to and fights that feel more intense because of it.I didn’t expect the formula to be so familiar, but it’s the deviations that ensure things never feel too familiar or repetitive. Rather than modern day Japan, you’re in a fantasy kingdom. Instead of high schoolers, you have unique races with animal features or different physical traits. You’re not going to school at all, you’re going on an adventure! The list goes on, but one of my favorite distinctly different approaches was in the extra content. Rather than the gloomy Mementos of Persona 5, you’re given several optional named locations to visit across the world map. Even if the visuals only slightly change during these side quests it’s still appealing and adds more value to the world they’ve created. I also loved the way archetypes took a spin on the classic Persona formula, creating a gameplay experience that really gave a lot of player control in an otherwise narrative experience. I shan’t breathe a word of this amazing story, but the writing is also at its finest here. The villain of this story is not only the best they’ve ever created, but easily tops my favorite video game villain list of all time. The entire party is lovable, as is nearly every side character you come into contact with. Most importantly, the adventure you go on is one of the best in RPG history. The creators clearly had a unique idea here and ran with it, and once I knew what that was I could not stop grinning and could scarcely put the game down. Before I knew it over a hundred hours had gone by, and I had fun with each one of them. This review has been longer than most, and even so I’m still trying my best to express my love for Metaphor in as few words as possible. I can’t count how many times I laughed or my eyes grew wide during my journey, but I can remember when I gasped or even cried and each moment attached to those reactions as I explored an amazing world filled with so many wondrous things. Metaphor ReFantazio is both gameplay and storytelling at its finest, and is one of the best RPGs you can play. I already miss my time with my wonderful party and the friends I made along the way, and can only hope that someday another book will open for another great story to be told.
Sometimes a game comes along that is truly special, one that I label a Must Play. Not only for a target demographic, but for everyone. It’s rare that I play something I give such a label, but Split Fiction earns it in every meaning of the definition. Whether you like a good story, a unique gameplay experience, a fun way to spend time with others, or just like good visuals or a solid soundtrack, you’ll find nothing but perfection in all categories here. The plot wastes no time in taking off. Within the first five minutes or so you know what’s happening - Authors have been invited to a publishing deal where their stories become VR experiences. Things go wrong when a fantasy and sci-fi author end up in the same pod, and their stories begin crossing over. You and someone else of your choice (who can play with you even if they don’t own the game) play as these main characters, and as you enjoy their banter you quickly come to love them both which leads to many emotional highs. Throughout the adventure you occasionally encounter Side Stories, which are portals to scrapped ideas each author had at some point ranging from first childhood stories to passing thoughts. This flow shakes up the narrative and the gameplay loop so frequently that things never feel stale, and you’re always excited to keep going and see not only where their imaginations will take you next, but what type of gameplay experiences await you in each location. Traveling back and forth between the vivid worlds of sci-fi and fantasy is always pleasing. From being a cyber ninja in a neon colored city to flying dragons in a ravine, things are always as pretty to look that as they are fun to explore. Every level gives your characters different abilities to use to work together, and that teamwork inspired gameplay is where these master creators truly work best. Many times I found myself feeling like I was playing an entirely new type of game because they created so many experiences I had never had, and that truly innovative creation that’s so rare these days is truly praiseworthy. I won’t spoil the details here, but I promise by the time the credits roll you will feel as though you’ve experienced many things you never have before. The fact that Split Fiction was able to push so many boundaries was an achievement I so rarely see. My hopes were high after It Takes Two, and somehow they were still so easily exceeded. I will remember my journey with Mio and Zoe for a lifetime to come, and how I shed tears and shared smiles alike not only with them, but also the Player 2 in my life. This was something truly special, and I promise you, you will love it.
Another Code Recollection is something of a work of art, both in its visual beauty and its way of telling a peaceful yet enticing story. From exploring an abandoned mansion on a deserted island to a luscious lake, there is always an air of calm and relaxation mixed with mystery and even supernatural storytelling. I'd have never thought that possible until now, but in a very short time I was pleasantly surprised. Original released in Japan as two games, this release molds both stories into one adventure. This was definitely the correct call as both journeys feel like two halves of the same book, telling a complete story when read from beginning to end. Similar to a point and click style adventure game with some puzzles along the way, story is definitely the main focus here. Our main character Ashley goes looking for her father whom she long thought deceased after her 14th birthday, and along the way gets caught up in a much bigger mystery. Ashley feels very realistic as a main character, often expressing natural emotions that any girl in her age category would during that turning point of their life. I applaud the writers of this narrative as it handles elements of spooky ghost stories and science-fiction concepts in a way even younger audiences can enjoy them. Exploring an old mansion feels chill instead of creepy, corporate corruption remains evil without getting dark, there is high level threats without graphic imagery, and the theme of human memory is always easy to understand. This would be an excellent first game for someone who could go on to like others like Resident Evil, but at the same time is still enjoyable even for an adult audience. I'll say little more about the story itself other than it is the sole reason to play this game. Aside from the occasional puzzle, playing Another Code is akin to reading a book on a vacation. It's a short relaxing experience that lets you unwind and experience a good story, with only 4-5 hours needed to complete the first half and another 10 or so for the second. I will say Ashley's first journey is a little more fast paced and compelling with many more puzzles, whereas her second one takes a lot more time with a series of new characters and sub-plots. With one story having more to do and less time to do it, and the other having less to do but more time to enjoy it, I once again reiterate I believe the decision to treat this as one game was the correct one. All these elements combined create one true experience, and it feels even more satisfying when the credits role because of that. I found myself enjoying Another Code Recollection much more than I expected to. This journey really did delight me and always felt comforting to return to. I sometimes found myself appreciating the beauty in walking around, listening to the ambiance, looking at the pretty colors, and just taking a moment to relax which is always appreciated in my life. I would love to see this property returned to someday, but if I closed the book for the last time here, I can still proudly say it's a story worthy of being on the shelf.
I've never used these words before, but I recently finished the perfect 'Road Trip Game.' Super Monkey Ball Banana Rumble was my first experience with this iconic franchise, and I played nearly the entirety of it during a round trip in the passenger's seat. I say this to the game's endearment, because this mindless and joyful formula worked perfectly in keeping me entertained without requiring much focus or overstaying its welcome. I never thought playing a game with the goal of not falling off the edge could be relaxing, so this was a surprising delight. It doesn't get much more straightforward than this. You're a monkey, in a ball, and you try to reach the goal. The levels pose challenges, you often fail, then you try again. Fortunately there are no penalties to failing, which is why the frustrations remain minimal and the joys remain high. This remains true for most of the game, though the difficulty spikes in the last hour felt a bit harsh considering the build up to them. Personally I would not have minded if the last three worlds were post game so I could have stopped a little sooner, but maybe that's just me. There is also little to say of this game's story other than it's endearing that it has one at all. Additional credit where it's due goes to the various multiplayer modes found, playable in both local and online. Some are fairly basic like a race mode or going for high scores in collecting bananas or reaching goals, but there are some really fun ones like a hot-potato style game, one where you grab an item and run for the goal, and my personal favorite where you try to punch competitors off the map. I could see myself playing some of these for hours just as easily as I could see myself never playing others again, such as a mode where the whole goal is destroying robots. This makes Banana Rumble a perfect party game and adds a lot of value to the package. To me this was a perfect Road Trip Game, where I could spend a handful of hours having fun then move onto the next thing, and in this phase of my life that can really be appreciated. If you're looking for something to play in-between major game releases or need something simple but enjoyable to kill time, I highly recommend Super Monkey Ball Banana Rumble. It may be low in price, but it's high in smiles.
I love a wild time. One of my fondest memories with my wife in our dating years was the uphill battle of Tropical Freeze, and I was hopeful Donkey Kong Country Returns would provide the same thrills. After playing through 9 worlds and sharing in much laughter, I can certainly say it did. Having never played the original release, I can now see for myself how Retro Studios reinvented the classic Kong formula, creating a vibrant DK Country so majestic that Nintendo is using that layout in their theme parks. The level designs are very well thought out and genuinely fun to play, in fact each world was so delightful to explore I never found myself dreading any experience. The difficulty always feels well placed as well, providing decent challenges but never feeling unfair. The real joy of this game is found in its multiplayer experience, using teamwork to overcome tough spots and either stressing out or just laughing out loud when it doesn't work out. Honestly there is little more that can be said for an over a decade old platformer other than this game has aged incredibly well. There are hours of entertainment and joy to be had, levels that are as visually pleasing are they are fun, a soundtrack that always sets the mood, and a fair level of challenge from beginning to end. I'll never forget laughing so hard that I started crying as we once again fought uphill to succeed in this game, and will only be too happy to go on DK's next adventure.
Star Wars Outlaws is the franchise at its best, matching the same level of enjoyment I’ve felt from other entries including The Mandalorian and Jedi Survivor. For the first time in a Star Wars game I felt truly immersed in its rich world, visiting planets and seeing the societies of people who live on them, all while playing a game that’s always fun. Honestly, this was perfection to me. Playing as a thief (Kay Vess) leaving her home planet for the first time, she quickly becomes introduced to the underworld where crime syndicates control everything. Taking the first step in making a name for herself, Kay spends a majority of the game meeting the various crime lords and taking on jobs for them, all while assembling a crew for a big heist. Her partner is the adorable Nix who works with Kay to distract enemies, steal items, open doors, and ultimately help her sneak around undetected or fight depending on the situation. Along the way there are a lot of fun characters to meet, but the best is ND-5, a droid from the clone wars who wears a very intimidating coat. Kay’s relationships she makes with the people she meets are the best elements of this game, from political conversations with syndicate leaders to hilarious banter with her crew. The nature of allies and enemies changing is perfect for the nature of an outlaw story, and the villainous force is at its finest. The amazing story is matched only by strong gameplay. The stealth tactics are incredibly satisfying, and combat is fun to match it. In fact the ship combat is some of the most fun I’ve ever had in a space shooter, made even better by character commentary during the battles. Each planet is never bigger than it needs to be and there are virtually no empty pockets, and you’re given a Speeder Bike to make exploration even more manageable and fun. Whether you’re flying through stars or zooming over a desert, this game always feels fun to play and always looks ridiculously pretty. I also can’t praise the reputation system enough because balancing your standings with each organization and carefully weighing your options is an extra level of fun. Taking on a job for a syndicate, then making the choice to either finish it or betray them, and even having story repercussions on bigger quests is such fantastic game design that really personalizes the experience and pushes it to the next level. In the truest sense, I have nothing negative to say about Outlaws in the slightest outside of an occasional glitch. The music is amazing, the characters are memorable, the ship design is a new favorite, the planets were beautiful, the story captivated me, and I always grinned while the controller was in my hand. I can recommend this to any Star Wars fan with full confidence and believe it’s a journey each and every one should go on. I’ll never forget my time on the Trailblazer, and I can only hope to go on another journey with Kay, Nix, and ND-5 all over again.
Persona 5 Tactica had a lot to live up to between amazing source material and an equally excellent successor, and I had long pushed off playing because I was worried it would be little more than a spinoff. Much to my delight those fears were quickly abolished after starting this charming side story with the Phantom Thieves, and as I played on the experience only continued to grow. The genius in gameplay here is the fusion of two already great styles. You have traditional tactical strategy, where your position on the map, cover, and terrain matter. Then you mix in the flashy nature of Persona 5’s combat with magic, weapon, and melee attacks and the result is incredible. Setting up your characters in perfect positions to do a 1 More, then surrounding the enemies for an all out attack while also ensuring you can complete the objectives is a very fun gameplay loop that can keep you hooked for hours. Pairing this with new tracks from the P5 crew, unique boss battles, and Persona fusions amongst other returning elements and I quickly found myself forgetting I was playing a side story at all! The story shines just as brightly in this colorful world. I was unsure how I would feel about the art direction but was quickly surprised how much fun it was. Yusuke seeing stars when he got hit in the head, a glare from Makoto, and a mischievous look from Futaba quickly won my heart over. Tactica kept my stolen heart by introducing two new characters and focused on telling a rich story about them. It may not have had the grandeur of the original game or Strikers, but choosing a smaller scale story allowed them to really put a lot of love and passion into their writing and that love was felt by me. Any game that can make me shed a tear while smiling has done something right, and I certainly did by the credits. I struggle to find any complaints worth mentioning. If Tactica is the final Persona 5 journey then we fans are ending on a great note. I once recommended Strikers to anyone who has finished the original title, and now I have 1 More recommendation to go with it. Thanks for the memories, Phantom Thieves.
From the moment it was revealed my excitement for Dragon Ball Sparking Zero was palpable. As someone who grew up playing the Budokai and Tenkaichi games with each new release, I've sparingly played any Dragon Ball game since because none of them quite captured the magic of the series at it's best. Much like how my inner child was overjoyed when Dragon Ball Super was first announced, the thought of playing a new Tenkaichi game with modern graphics and all the new characters who have joined the story being playable had me positively elated. This felt like a dream come true for a lifelong Dragon Ball fan like myself, and for the most part, it really was. Sparking Zero somehow feels like wearing a comfortable pair of pants, but at the same time the nicest looking ones you just bought from a designer. The colors of this game just explode across every character and their flashy attacks, always feeling fast paced and intense as your screen explodes with every battle. Every character feels fun to play, either being faithfully recreated to their move sets for whatever transformation or era they were from, and even more obscure/filler characters got the royal treatment with well designed finishers. Everyone from Jiren to Garlic Junior genuinely feels fun to play as, and that's an incredible feat from these developers. This game teeters on the mark of perfection, however falls due to what may possibly be the worst single player I've personally played in Dragon Ball history. I was actually excited for the story of Super to be in the main timeline and go on that journey, but any chance of enjoyment was killed by the game's design. Rather than play a congruent story, the single player works in 'Character Sagas' instead where you only play as one character and the journey they had, making you feel as though you have to start over again as quickly as you've finished. To make things worse there is a defined in game story map they could have used to let you simply play in chronological order, and the choice to break that up leads to some character stories either starting late or ending early. I do give the creators some points for bringing back the entertaining What If stories, but quickly away those same points for making the conditions to get them absurd and unenjoyable. I could continue to go into detail on this, but I'll just say it's bad, so bad I often skipped every lazy comic strip of plot just to get through the battles. However as a fighting game, the reason I purchased this, I could not have asked for better. I had a wonderful time playing with over a decade's worth of new transformations, lovable characters who were perfect additions to the story, and battlegrounds that never existed when I last played a Dragon Ball game. Sparking Zero was something I didn't know how badly I needed and was everything I could possibly ask for. I hope this lays the foundation for more games in this style to come, and that we get another entry with even more characters, and maybe even a single player experience that could push the boundaries of perfection.
I’m not sure if I’ve ever played a game that’s put me to sleep before Lego Horizon Adventures. Sure I’ve started getting tired after long gaming sessions, and visual novels tire me out especially after a long day. However I’m not sure if I’ve ever sat down filled with energy to play something for hours on end only to nod off less than an hour later, at least, not until now. This is a crossover gone wrong on multiple levels. I was hopeful this would be a retelling of Horizon Zero Dawn but with a comedic approach, sadly it’s not even that. While the same characters are used the plot is entirely original, changing character motivations down to goals as simple as looking for a legendary horde of donuts. Sometimes the comedy lands well, but even as a product geared towards kids I can’t imagine their target audience is laughing much. Even the gameplay loop is uninteresting; while the focus device still scans the enemies for weak points, actually hitting those points are fairly streamlined. Most levels are simply going in, wiping out waves of enemies, then going back to the hub with brief conversations in between. A decent job is done of making the environment look like the world of Zero Dawn, but I’m honestly struggling for praise here. Overall LEGO Horizon Adventures isn’t a terrible game, but it doesn’t do anything special to stand out. The story bits are occasionally funny but don’t keep you coming back, and the gameplay is functionally fine but isn’t invigorating, making the only reason to push forward a goal of simply being done. It was nice hearing the voice cast having fun with their characters (especially Aloy using her Tiny Tina voice), and I do hope this is the first in a line of PlayStation using their properties to grow their audience. I’m just hopeful next time we get a product that captures the spirit of the source material in a way that draws people in to try the original work, and not… Whatever this was.
Neva was an incredible step forward from the creators of Gris, who somehow managed to create a game even more artful and beautiful than their previous work. The vibrant colors, the picturesque scenery, and the stunning soundtrack took my breath away on more than one occasion as I explored the world through four gorgeous seasons. Unlike Gris which uses imagery meant for interpretation, Neva has a much more direct story. You spend the game raising your pup, journeying with her as the forest around you is being corrupted. At first you’re calling out to Neva to protect her, but as she grows older you come to rely on her as much as she does you and eventually she’s your irreplaceable partner. Calling out her name is the only dialogue to be found in the entire journey, adding greater impact to the bond with Neva and letting the landscape of the world shine even brighter. Like with Gris you explore and solve small puzzles, but this time there is also a combat element which is a welcome step forward from this studio. Another comparison to draw between Neva and Gris is an identical runtime. This is the perfect game for a day off with only about 4 hours of content, and there’s a charm in a journey that doesn’t overstay its welcome and leaves an impression. It’s far from a perfect experience, but it is memorable and serves as another great reminder how art and expression can be shown in all media, especially video games. I’ll never forget my time with this wolf spirit, and I can only hope the beautiful mountains and fields I ran through return to me in beautiful dreams.
Prior to Frontiers, Sonic Generations was my favorite Sonic the Hedgehog game of all time. The blend of classic levels with a modern spin and vice versa was an amazing idea realized perfectly. The only complaint I acknowledged was the game was a bit short, and with the addition of Shadow who brings a full game just as long as the original, I can say with certainty Generations is a complete package. Using the same engine as Frontiers, the new full game added to this amazing classic gives Shadow a giant hub world to explore. This comes with fun challenges, a bit too many collectables, and his own stages to play through and new bosses to fight. Shadow plays differently in both the classic and modern styles of his stages, and new levels were even added for games that have released after Generations. As someone who’s played few games with Shadow I greatly enjoyed the narrative being a bit more heavy handed for his story and I found myself appreciating not only him more as a character, but also finding newfound respect for the lore of the franchise as a whole. There’s little more I can say other than this game is incredible. Everything is so fast paced and fun, including the levels of the original game that have been fine-tuned to play more like Frontiers. I would have been satisfied if the already amazing Sonic Generations was simply remastered, but adding in a whole separate game really shows the love the creators have for their franchise. I didn’t know it was possible to complete a game over a decade later, but Sonic x Shadow Generations really created a second half that made something amazing whole.
Some games just don’t stand the test of time. I was always interested in Ape Escape with its charming concept, and after playing Astro Bot with its themed level I wanted to finally play the original. I soon realized I should have done research on the best entry to play first, because starting at the beginning wasn’t the best call for this franchise. Ape Escape is less **** and more of an old tech demo for the (at the time) new controllers with a revolutionary addition called Analog Sticks. This themes the experience away from traditional button mapping and more shows the players different ways these sticks could be used. The result is frankly terrible; the controls are janky and frustrating, and at times the game feels barely playable. I expected the charm of this game to be catching monkeys in creative ways, not finding different ways to use analog-tools with the environment. Thank goodness the PS5 version has a rewind feature, or all the times I lost to the control scheme may have led to me outright dropping the game. I did enjoy the colorful nature of the experience and having anime-like characters and even a fun story. These bits kept me going and were genuinely endearing especially for the time of its release. In an era of faithful remakes I believe this is the perfect candidate for a full overhaul. Pairing the charming ideas with modern controls would really make it shine, and I would only be too happy to try again should that day come. If I look at Ape Escape as a game that pioneered the creative side of Japanese software then I see it in a very bright light, but as an actual video game, it’s clear to me why we don’t see the IP much anymore.
The Legend of Zelda Echoes of Wisdom not only met all my expectations, it greatly surpassed them. I knew from the moment I turned it on that I would have a unique and fun experience, but I never would have imagined it would be one of the best games I’ve played all year. This is so much more than a heroine debut title for our Princess, it is one of the best Zelda games ever made. Echoes of Wisdom is a perfect title for this adventure. Aside from the obvious connection to Princess Zelda and Wisdom, this game pushes the puzzle solving elements of the franchise to the next level, requiring you as the player to have your own wisdom to advance. Along the way you learn Echoes which allow you to create perfect copies of over 100 things you can find in the game whenever you want, meaning how puzzles are solved and bosses are defeated are constantly decided by you the player. This also includes the monsters which scratches a Pokemon itch that made me excited every time I seen a new one. If I had to sum up this experience in one word, it would be charming. The characters that Zelda meets in her journey are often colorful and comical with individual plots that can occasionally pull at the heartstrings. The music is incredible and matches the standard the series has set through the decades, and the unique spin on combat by summoning an army of monsters (or just one big warrior) makes things intense. Pair these elements with side quests, collectables, different outfits, and a big world to explore and you have the perfect Zelda game. Even the Deku Scrubs came back! There are even more surprises beyond what I listed in store, but I dare not spoil a single one. This is a game made for every Zelda fan that does not disappoint in story or gameplay, and delivers an amazing adventure in an adorable package. The Princess has never been more amazing to me than now, standing proudly as a strong protagonist wielding a magical staff and kicking butt. I’m not certain how many Zelda games I consider perfect, but the first one starring its namesake most certainly is to me.
Until Dawn took what was already good and truly made it great. This really does stand alongside similar remakes such as The Last of Us Part 1 in being more than a simple remaster by adding new content in addition to a long list of wonderful overhauls. Everything is so much more visually pleasing from the environments to the effects and especially the overhaul on the animations for the characters. The redesigned interface during choices and events also make the entire experience feel smoother and more natural. Even better yet is the addition of more story content with new scenes and collectibles that even lead to a new ending, and all of these factors made me enjoy the characters and the time I spent with them even more. Overall playing Until Dawn again in this way was like rewatching a movie I loved, but a new HD extended edition. If you haven’t played Until Dawn before then now is the perfect time with a truly definitive edition to take you on a mountain trip you’ll never forget.
Little Nightmares walked so that Little Nightmares II could run. Any sequel comes with a level of expectations, but rarely do I see a formula reinvented and surpassed as well as this execution. The transition from ‘good’ to ‘great’ is felt immediately, making these two games perfect back to back experience I’ve had in some time. Gone is the cartoonish flat layout with movements reminiscent of Nightmare Before Christmas, and instead a wider scope with depth and natural movements take over. Areas are more fun to explore, more creepy, and enemies are much more fierce leading to even more iconic boss fights. In true horror like fashion, all of these elements only grow more disturbing as you progress. Your only light in the darkness is the addition of a companion character, but even she gets taken from you frequently as the game goes one, once again adding to the unsettling tone. The story is more straightforward in some ways and less so than others compared to the previous title, but once again the core value is the gameplay experience which is only heightened here, especially with puzzles that are much more fun. Little Nightmares II surpasses the original in every possible way. The use of music is greater and more abundant, there are more boss fights that are more dynamic and pleasing, the visuals are stunning, and overall there are many more memorable moments. There is only fun to be found here, and if you have two days off in a row, playing both chapters of this incredible journey comes highly recommended as a way to spend your time.
Little Nightmares is easily a modern day classic. The creepy aesthetic and the way the creatures moved was reminiscent of Nightmare Before Christmas, which is a fitting comparison since as it also captures the same vibe of being dark yet somehow lighthearted. The use of joyful sounding music throughout the game only adds to this effect, especially since tracks are few and far between. There isn't much in the way of direct story, but that's more than made up for with a subtle tale with plenty to infer about what's going on around you. Primarily this is a puzzle game split with two characters stories. The main story follows the colorful Six and is filled with lots of puzzles that are delightful to solve and are the perfect level of challenge. Her story has lots of exciting twists and turns and continues to build up until it reaches a very satisfactory conclusion. The side story follow Kid with puzzles that are much more difficult, a less exciting story with only one new threat, and leads to an ending that is less than satisfying. Even if the quality between the two is not balanced, having two equally long journeys does add value to the package and makes it worth the pickup. Overall Little Nightmares is an excellent way to spend an evening. This unique idea never once overstayed its welcome and always felt good to play. It's no wonder this small passion project sparked what is now a well known franchise, and I look forward to continuing my journey.
Silent Hill was always one of those franchises I heard great things about but never experienced for myself, and after playing The Medium which drew inspiration from the franchise, I quickly became interested more from that team. When rumors started circulating that Blooper Team would get their dream project in the form of a Silent Hill 2 Remake, I knew if that came true the result would be phenomenal. Even with my expectations high I could not have predicted how much I would enjoy my first true journey into the fog. From the beginning the allure of Silent Hill pulled me in. It’s quiet, eerie, and chilling just to walk around. Then sounds slowly begin, making you constantly wonder if they’re warnings of danger, or just another part of the chilling ambiance. Exploring the open foggy areas were always my favorite parts with a perfect balance of exploration and survival. The constantly changing settings as I journeyed through the town and its various buildings were also one of the elements I enjoyed most, even with some locations being a bit dreary or reused in Other World versions. Where the game shines brightest to me is in its puzzles; while some comparisons could be made to Resident Evil’s obstacle puzzles, Silent Hill’s puzzles felt more like brain teasers to me and always felt immensely satisfying to solve. The story itself is cryptic by design, making gameplay the focal point along with exploration, and that gameplay never disappoints. I never felt like things were too hard or too easy, and that fairness was appreciated in a world filled with constant jump-scares, chase sequences, and all sorts of disturbing content. Silent Hill 2 is a game worth experiencing if you can handle it. There are a lot of dark subtleties and the narrative is not a happy one, but the setting is unlike any other and I can see how and why it inspired so many in the gaming landscape. I loved my time in this wonderfully creepy and unique world even if I could only take so much at a time, and I can only hope I’ll have more chances to return as time goes on.
When I first opened my mind to the horror genre, Supermassive Games really showed me the power it could command in the video game space. I never knew just how fun it would be controlling characters and making life or death choices as I play through a mysterious narrative until I tried it myself, and the result was a memorable experience that left an impression on me. I was hopeful their next game, The Quarry, could achieve this again. Thankfully, my hopes were well placed. Originally planned as Until Dawn 2, The Quarry is an identical formula. You control a group of young adults making seemingly small stupid mistakes with large unexpected consequences, then have to try and survive until sunrise. Your choices matter, and you constantly switch who you control as you try to live long enough to solve the mystery. The level of immersion is incredible and really makes you feel like you’re playing a movie where you determine the outcome. This joy is only matched by how wonderfully flawed each character is, their imperfections adding to a charm of the story and making it a more interesting journey to go on. With the narrative being the only reason to play I can’t say more without spoilers, but it is a story I feel can be enjoyed by both horror lovers and first timers alike. The Quarry may be lacking in the budget Until Dawn had, but it is certainly not lacking in the quality level I expected. It may not be as good as its predecessor but it is still an amazing experience, and one I’m glad I went on.
After a decade of being a Danganronpa fan I was only too excited when the creator announced an entirely new project. I didn't want any more Danganronpa (especially after V3), but I did want to see where the director's creativity could take him now that he's gone independent. Little did I know when I started Master Detective Archives Rain Code that it would surpass every game he had ever made and become, in my opinion, his greatest journey yet. Unlike his previous series that (mostly) tried to remain realistic in setting and characters, Rain Code from the start boldly leans into the sci-fi genre. There are ghosts, there are superpowers, and there's technology and so much more not possible in the world we know. This supernatural approach is refreshing and delightful, giving familiar feelings not only to Danganronpa but also other series like Persona, yet still feeling entirely unique to itself. It's story really is unlike any I've ever experienced before; whereas Danganronpa games are a formula, Rain Code is more of an adventure. Each chapter tells a dramatically different story and you never quite know what's going on or who's responsible, and the how and why of every mystery drastically varies each time. The plot takes a strong Sherlock Holmes approach of giving you little details along the way that don't make sense, then hitting you with the answers all at once for amazing plot twists, made all the better by giving you the tools to solve them yourself. Rain Code is more about the fundamentals of mystery solving as opposed to just finding the answer, and the outcomes are incredibly more rewarding as a result. The gameplay experience is also the perfect evolution from the Danganronpa formula. Visual novel first-person exploration is replaced by open areas to roam in third-person. Nearly everything is fully voice acted, there are side quests, and the mystery solving segments have changed from intense arguments to action packed battles. Every chapter even contains unique gameplay experiences so things never get stale or formulaic, maintaining the same sense of wonder and excitement as the story does. At its core you can still see the roots of the classic point and click adventure formula, but Rain Code feels closer to playing through an anime, and a good one at that. We've come a long way from the Class Trials of the past, and after all the crazy twists and turns of the mystery labyrinth, I could never imagine going back. If I have only one complaint it's that I do feel like game is easier with more generous hints and a larger damage meter, but this is incredibly minor as I often figured out the answers before the hints were given. Ultimately this is a game to be played for it's story first and anything else second, and this creator is still a masterful storyteller. Even with as many lovable characters as he's created somehow he has once again given us a fresh cast who are unlike any characters he's written before, in fact I would go as far to say this is my favorite core cast of any of his games yet. I was charmed from the first few hours meeting my favorite character he has ever made, and that charm carried me throughout the entire 40+ hour experience. I cannot recommend Rain Code enough especially to mystery lovers. This is an amazing journey with a great cast, fantastic plot twists, and a memorable experience that I consider the creator's best work yet. I can only hope this is the first entry in the Master Detective Archive series, because I would love to go on another "Mysteriful" adventure.
Astro Bot achieved something I believed to be virtually impossible, a fresh entry in the platforming genre. This is incredibly difficult to do in this day and age of gaming, where Mario Kirby and so many others had seem to done it all, but somehow Team Asobi delivered a modern day marvel that had me grinning from beginning to end. When I first started playing I expected this to be an expansion of Astro’s Playroom, the free game included with all PS5s. While that formula certainly served as a basis for this masterpiece, it’s closer to a concept build than a demo or beta. Lots of details carried over like cool sound effects from the controller and great haptics, but I found quickly that what I was playing was entirely new. Platforming to reach new heights and hidden secrets was always rewarded, lots of fun challenges and puzzles were scattered about, and every time I found a new game changing experience my grin grew even wider. Exploring every world with beautiful visuals while listening to the great beats became incredibly addictive and never once got old, and I had so much fun I wouldn’t progress to the next until I was certain I’d done everything. While the nods to PlayStation history and the cameo appearances are fun, they’re only additive to the amazing experience naturally created. Every vibrant area is well crafted in its own right and the game always has a way of throwing something new and exciting around every corner. Astro Bot stands on its own as an amazing game made with love, and that love is made even better by the feeling of all of PlayStation coming together. I did not know when I first sat down to play if I would consider this a perfect game, but when l reached the credit I knew with certainty that I did. This is in a rare category of “Games I Think Everyone Should Play,” and if you love Platformers I can say with confidence your next big one will be a new favorite.
The Order 1886 was always on the outer rim of games I had an interest in playing. I remembered very little about its release other than it fell into the category of highly marketed but lowly received. As years went on I heard the complaints were the game was too short and that it demands a sequel that we’re unlikely to ever get. So I went in knowing both these things to see if the experience could be enjoyable as is, and the short answer is yes, mostly. This is more of an interactive movie than a game, and I say that with endearment. The entire experience is cinematic with the cutscenes being indiscernible to the gameplay bits, and with the intense music and sound effects, the fantastic acting and camera angles, you feel like you’re watching an action film while moving the characters around. There are third person shooter segments, but they’re (usually) so easy that more than anything they serve as a break between the narrative. This is yet another game that’s perfect for a one day or weekend activity as there are worse ways you could spend your time than being a secret group of werewolf hunters in steampunk Victorian-England. That said however, since the odds of us getting a sequel are small since the studio was both purchased then later shut down, as a standalone story it’s pretty weak. There’s little direction in the beginning as you’re getting to know your cast, then right as it catches wind and you get invested you uncover a mystery. This is where the game hits its high, but then sadly, it ends. Several plots remain unresolved, clearly being saved for a sequel we never got. I’m fine with a cliffhanger ending, but if the experience had only been an hour or two longer they could have at least wrapped up the immediate plot and left additional bits for the intended sequel. Because of this when looking at the story as stands, it’s only okay at best. When this game released people complained about the price per hours of enjoyment, and now I think the same can be argued again in a more positive way. You can pick this title up for less than fifteen dollars, and for that price I would argue that you’re getting your money’s worth. In fact that’s the average price of a movie ticket, and if I compare this to a movie once more, it’s not one I would have regretted going to see.
There is a charm to a game that can be played in a day. Being able to sit down and go on an immersive journey with a wisecracking protagonist all in one evening is a unique experience, like a movie you’ve been pulled into and get to live out until the credits roll. While I’ve seldomly dipped my toes into the horror genre, this perfect way to spend the day off drew me to Still Wakes the Deep despite that, and it was a wonderful way to spend the day, even if I don’t feel richer for the experience. To keep my thoughts as short as the game, this is a survival horror with no combat elements at all. Your protagonist, the best part of this game, is a former boxer hiding out on a Scottish oil rig to avoid the police. After drilling into something they shouldn’t, the facility that is not up to code becomes under attack and is slowly falling apart. Your goal is to get out without falling victim to what laid below. As you explore the visuals are very compelling, the music and sound effects are fantastic, and the setting is perfect for this type of game. Surrounded by water on all sides with the splashing ocean being equally as terrifying as whatever is on the inside. The setting is great, the characters are wonderful, and the story is… not. Despite being a horror game, I was never once scared, but I was often sad. I understand most horror stories do not have a happy ending, but theres nothing even positive to take away from the experience. I didn’t feel as though I accomplished anything, and as the tale entered its final act I found myself gradually becoming more depressed. If only a few changes in the writing could have been different I would not have felt that way, even if all the outcomes were the same regardless. I can say little more without spoilers, so in short Still Wakes the Deep was a wonderful way to spend the day and an easy Platinum Trophy. I’m certain when I look back on this game I’ll remember little about the story, but will remember that I had a wonderful time spending the day with my family.
As someone who’s never watched Rick & Morty I went in with an open mind to the humor style and did little research into what kind of game I would be experiencing, and the result was okay, but just okay. The comedy style of this game seemed to operate under the logic of ‘if our characters never stop talking eventually we have to say something funny,’ and to that end I did laugh a fair amount of times. The story was pretty thin to the point of not having an ending cutscene, and the gameplay had some unique ideas but ultimately fell into a dreadfully repetitive loop of shooting waves of enemies until they finally stopped. Once again there are some unique ideas in the exploration but even those fall flat with worlds that are boring to explore and easy to get lost in, but the music is always a chill beat so it’s easy to relax to. As I said in my initial thought, everything about High on Life is just okay. The humor is funny sometimes, the gameplay is passable, the exploration is mid, and the music is fine. There’s really nothing here to write home about, but nothing offensive either. In a year or so I probably won’t remember anything about this game, but it’s better than remembering something I didn’t like.