Review by · April 26, 2025 · 8:00 am

It’s been a while since the last Shadow Hearts game, and more specifically, about 20 years since Shadow Hearts: Covenant, generally considered the pinnacle of the series, came out outside of Japan. Creator Matsuzo Machida and company are currently working on a spiritual successor, Penny Blood, which is hotly anticipated by Shadow Hearts fans. In the meantime, we have Penny Blood: Hellbound, a prequel spinoff. Spinoffs taking on a completely different genre from their incredibly popular siblings has been a trend the past few years. Sadly, many of them acquired the dreaded “only for completionists” label. Penny Blood promises to be a more traditional RPG experience, but can Hellbound, an action roguelike released before the main game, avoid that label? 

The eccentric characters of Penny Blood: Hellbound instantly steal the show, something Shadow Hearts was known for; those who know are in for a treat whenever we finally get Penny Blood. Though the story is more limited in the roguelike format, it feels like we’re barely at the shore of some bizarre character depths. These personalities are so powerful they’re threatening to start a whole revolution singlehandedly. Even though you only get a sampling of your party’s personality, the magnetic pull of a reanimated pregnant noblewoman and a depressed-possessed magician was so strong that I wanted their full stories immediately.

Even the folks you meet randomly while trudging through the Hellhounders’ strange situation are fascinating enough that I’d want a full story about this Scotsman decked out in an Egyptian neme and the others like him. I don’t even know that these are the same people who star in Penny Blood. I just know I want more of them all — a lot more. Judging by Penny Blood: Hellbound, the main game should be Shadow Hearts in all but name in the best ways. The only issue is that Hellbound seems to expect some player familiarity with these characters. Obviously, the main game hasn’t been released yet to know for sure how much prior knowledge Hellbound expects. 

Characters fight in Penny Blood: Hellbound, with a circular area around players highlighted on a very red field.
Hellbound puts the blood in Penny Blood.

It’s unfortunate that, while there’s so much to unpack from the scant scraps of story in Penny Blood: Hellbound, you won’t get many satisfying answers to your burning questions. Upon discovery by the rebellious Hellhounders, they dub the amnesiac protagonist “Clara.” The Hellhounders are a group of revolutionaries who have found themselves stuck in a strange underworld in the sewers of 1920 New York, trapped there by a rival organization wanting to put a stop to the chaos the Hellhounders are accused of. The oddest part is that death is no escape from this place, and upon revival, the Hellhounders merely find themselves back at their hideout, appropriately named Purgatory.  

That’s a story that lends itself to a roguelike format, and you take control of “Clara” and the Hellhounders as they bash, shoot, and blast their way out of this predicament. Combat on its face is enjoyable, though a little repetitive, and typical for a roguelike in the vein of Hades. The distinguishing feature of Penny Blood: Hellbound is your bloodsurfing ability. As you defeat enemies, the more overkill damage you do to their corpses, the more blood splatters the ground, allowing you to skate across it and get around quickly to gain an attack boost. This gives the battles a fast-paced kinetic feel, and bloodsurfing on its own is like a day at a bloody beach. Aside from that, you pick up new abilities on each run at pushing through to the final boss, discovering favorites, and trying to put together a good build to get you through to the end. 

The Hellhounders provide a total of six characters you can run through the dungeons with, though only four are available at the beginning. It’s nice that you get to take a pair of fighters on each run, but unless you’re playing co-op, you won’t discover the extent of what this allows. Still, the AI is particularly capable supporting you in combat, and it takes no damage while controlled by the computer. The variety in your fighters isn’t immediately apparent, but as you pick up permanent abilities, their combat personalities begin to branch out. The difference between melee and ranged characters is like playing a whole different game with each. Melee resembles a typical action RPG or roguelike, while ranged is more like an extra gory version of Galaga.  

Character portraits in Penny Blood: Hellbound with Saltykova in the front.
They’re all a little weird and unhinged but still somehow lovable; which will you choose?

Combat is quick, but running through battle after battle gets stale, especially because you’re going through the same rooms and bosses every run due to Penny Blood: Hellbound’s roguelike nature. Thankfully, the game throws occasional curveballs to spice it up. The variety in level design is welcome, as there are often interactive objects in the environment forcing you to take a different approach from straightforward bashing. For instance, some rooms have spikes on the walls and bouncy cushion-like things that send you or enemies careening into those spikes. There are also challenges, like having to survive waves of enemies for 45 seconds. The variety helps to alleviate the sameness of each run. There is more variety when digging into the vast number of permanent upgrades available to your characters back at Purgatory. Each Hellhounder has three weapons that behave differently, though two of those start locked. While it’s nice to pick up new accessories or weapons to shake up your experiences, it takes many runs to gain access to everything.  

The roguelike aspects are where Penny Blood: Hellbound falls short the most. The glaring issue is that you generally see everything the dungeons have to offer — from enemies to temporary abilities — in a couple runs, if not your first one. The positive side of this is that you can quickly identify and get comfortable with skills to learn what you want as part of your builds. However, it was also easy to quickly dismiss abilities I wouldn’t ever pick. That feeling of discovering something new on every run that we love roguelikes for is dispelled almost instantly upon starting Penny Blood: Hellbound, making finishing it a chore. While the variety of permanent abilities at least gives you something new to test out on every run, having to run through the entire same dungeon multiple times to get the best ending eventually gets old. 

The style of Penny Blood: Hellbound is too cool, sharply evoking a melding of Roaring ’20s America with modern sensibilities while also drawing from many weird subcultures from throughout the world and many points in history. It’s part noir, part Indiana Jones, part steampunk, and so much more. Though characters’ rich personalities sing out with every bit of dialogue, they are evocative in their mere appearance alone. Machida and his band of creators have been unleashed, and it is glorious. 

Characters confront a boss named the Ivory Warlock in Penny Blood: Hellbound
I’d love to have a full story about even the side characters.

Beyond its chic fashions, Penny Blood: Hellbound is visually gorgeous. While I expect characters in the main game to be more realistically proportioned, the chibi versions here are beautiful enough to stand on their own. Battles are chaotically dazzling, with fire and light effects popping off on the regular. The lighting in particular is pretty, tinting the characters with red effects from reflections off the blood all over the floor. The big band-styled music is similarly awesome, energetically drawing from many styles that had their heyday in the ’20s, like swing and jazz. Voice acting is used only sporadically, but it’s strong when present. The controls are fine for the most part, as they make bloodsurfing simple and fun. However, there are instances where I’d have to press a button more than once and up to three or four times to get an ability to activate. Not ideal for an action game.  

Overall, Penny Blood: Hellbound presents a world I’m eager to make my home address in (at least in a video game sense), with neighbors I’d like to get to know better while remaining utterly terrified the entire time. The roguelike gameplay can be fun, but its best features are yet mired in balancing issues. Though its personality is magnetic, as a roguelike, it doesn’t stack up well against others like it. If the point of releasing Penny Blood: Hellbound was to whet the appetite for Penny Blood, then it’s served its purpose. That’s good for now, but once Penny Blood proper is released, I suspect Penny Blood: Hellbound will ultimately be for completionists. 

  • Graphics: 85
  • Sound: 88
  • Gameplay: 75
  • Control: 68
  • Story: 70
77
Overall Score
(not an average)

About our grading scale

Review by · April 24, 2025 · 3:00 pm

Set in the twilight of the Ming Dynasty, The Hungry Lamb: Traveling in the Late Ming Dynasty (The Hungry Lamb) promises a story full of mystery and interesting choices. Told through the eyes of Liang, a bandit commissioned to traffic four girls through a country ravaged by famine and disease, the story doesn’t shy away from the dire reality that many of the common folk faced during this time. Even so, it cannot quite realize all of its narrative ambitions.

Hard times have fallen on the land, with years-long droughts and a cruel indifference from the upper/ruling class causing devastation to the countryside. Many families have resorted to selling or abandoning their children to survive another day, leading to an unfortunate boom in the human trafficking business, which is where our story begins. Although Liang is hesitant about the gig, a generous payday and reassurances of a better life for these children as adoptive daughters to a noble in the city of Luoyang assuage his conscience. Things (of course) aren’t as they seem, as Liang has to confront not only the sinister nature of the job but also grapple with the reality of a people forsaken by their government in such desperate times. Cannibalism runs rampant among starving villagers, bandits roam the roads for unfortunate passersby, and high food prices turn once bustling cities into shells of their former selves.

While an undeniably fascinating backdrop for a choice-based storyline with multiple endings, in reality, The Hungry Lamb plays itself out too straight and narrow. Many of the “choices” here are one-stop bad endings, with choices to that point having no bearing whatsoever. It’s understandable to avoid sending players down a path for several hours only to be met with a game over screen, but I couldn’t help feeling a bit misled given the emphasis placed on these endings on the store page itself.

Liang's partner, Tongue, tries to get himself out of a confrontation with deserters in The Hungry Lamb.
We’re definitely not suspicious, we promise!

More annoyingly, the game has several dialogue choices that are little more than cosmetic detours to the same conclusion. This kind of “gameplay” design was annoying enough in games like Genshin Impact where it served as a speed bump for people trying to skim the dialogue, but it feels particularly egregious in a visual novel where the dialogue and narrative choices ARE the main gameplay.

Additionally, the clear favoritism among the cast members does not impact the story positively. Despite the game presenting six main cast members to focus on with Liang, his bandit partner Tongue, and the four girls, Hong’er, Cui’er, QiongHua, and Sui, Liang and Sui are given by far the most screentime with Tongue as a distant second. The other girls, for all their tragedies and woes, are little more than plot devices used to explain certain actions characters should have logically taken otherwise, which felt in poor taste.

Liang and Sui thankfully make the most of their screen time, offering a host of quality CGs and wonderfully voiced dialogue the whole way through. Sui’s backstory chapters detailing her harrowing journey leading to Liang’s group were particularly compelling and the highlight of the entire campaign.

Liang watches Sui perform shadow play at night in The Hungry Lamb.
A touching moment between Liang and Sui.

Unfortunately, these moments also become a bit of a double-edged sword because all the promises of fantastic character development during these tender moments rarely become fulfilled. Sui and Liang will have a beautifully vulnerable moment with each other about their pasts, but all the conversations that should flesh out these moments in the following days are given an unceremonious black screen and some flavor of “and we did the same thing the next few days.” Perhaps this was a conscious writing decision on the developer’s part to maintain the brisk pace of the plot, but it felt like a sorely missed opportunity to show Liang and Sui’s growth instead of simply saying it happened off-screen.

This stings especially hard for Liang whose inner monologue is dull to read otherwise. Seeing himself and other bandits as “wolves” and victims of the times as “lambs,” this is an initially interesting metaphor that Liang hides behind to try and justify his heinous deeds to survive. However, the extent to which he repeats these two words anytime he feels even the smallest pang of sympathy towards the girls significantly watered down his character into a caricature of what it was trying to represent.

Despite all this, I found the overarching story itself to be well-structured, hallmarked by several brilliantly foreshadowed twists near the end of the game. Gorgeous and haunting CGs highlight dramatic moments, with a host of soundtracks authentic to the period to complement the artwork. If you ever want to appreciate these separately from the story, a handy extras menu is available for both the OST and artwork. Wanting to relive these scenes is equally as easy, with a flow chart taking you to the start of every chapter in the game. This, combined with multiple save files and the ability to skip already read text, made save-scumming for the various endings a fairly smooth experience.

A sunset near a lake in the city of Luoyang in the Hungry Lamb.
One of the many gorgeous CGs to find throughout the story.

The Hungry Lamb: Traveling in the Late Ming Dynasty is a VN with great potential. It has all the foundations of an engaging story about the darker side of the human condition during times of pure and utter desperation. But it struggles to deliver on the promise of its characters, leading to a relatively flat reading experience overall. For its price point, I think it’s worth a shot if the aesthetic or setting piques your interest, but those seeking a deeper, more fleshed-out roster of characters might find themselves disappointed.

  • Graphics: 95
  • Sound: 90
  • Gameplay: 65
  • Control: 100
  • Story: 70
75
Overall Score
(not an average)

About our grading scale

Review by · April 23, 2025 · 5:00 am

You know the feeling of post-game blues? That empty, longing feeling when a game is so good that nothing else quite compares? The feeling when you know the next game you play isn’t going to live up to the standard set by this one?

Well, that feeling is hitting me right now as I sit down to write this review. And honestly, I’m not sure how to begin putting it into words. Because the truth is, no words can really do Clair Obscur: Expedition 33 justice.

In my hands-on preview, I compared Clair Obscur to established franchises like Final Fantasy and Paper Mario, but here, I want to emphasize that it is very much its own game. In particular, this is one of the most unique stories I’ve ever experienced. The official website already offers a strong overview of the premise, intriguing from the very start.

Essentially, the Paintress paints a number each year, and everyone of that age dies. Each year, a group of Expeditioners visit the continent to stop the Paintress, but every attempt ends in failure. What I love most about this premise is the way it raises significant moral and ethical implications. Everyone has limited time in this world, causing its inhabitants to view life differently. I was curious how the developers would approach this topic. Now I can’t stop thinking about it.

Clair Obscur also includes a prologue that helps answer the questions I had from the preview version. This is undoubtedly one of the strongest prologues I’ve ever seen in any medium, as it provides essential context for the events happening in the game. I am amazed that the developers could fit in so much exposition in such a short amount of time.

Gustave standing and looking at the scenery with forests and mountains at the beginning of his journey in Clair Obscur: Expedition 33
Ready for the journey of your life?

What surprised me the most is just how much more there is in the story. Clair Obscur’s major plot points are truly meaningful and profound. If this sounds vague, it’s because I firmly believe that this needs to be experienced first-hand without any spoilers.

One potential concern I had is Clair Obscur’s short, approximately 20–30 hour runtime, as some RPG fans (including myself) are used to sprawling, 100-hour epics. But in this case, the length works to the game’s advantage. Every single interaction feels deliberate, with zero wasted space. The game moves from scene to scene with no lulls in between, never dragging, and it’s much stronger for it. I’ll take a smaller, focused story over one that overstays its welcome any day.

If you’re looking for more, I find Clair Obscur’s side content equally impressive. Like most great RPGs, the world is a treat to explore, and the optional quests are reminiscent of Final Fantasy X and other classic titles. It is also clear that the developers put a lot of effort into this content, with plenty of exposition as your reward for exploring off the beaten path. For example, you can collect expedition journals, which reveal the fates of previous expeditions and how they paved the way for your journey. I was so intrigued by the wider lore that I went out of my way to collect every journal.

Near the end of the game, optional superbosses test both your skill and understanding of the gameplay mechanics. Sandfall Interactive did an absolutely phenomenal job designing these bosses, and I highly recommend them to anyone looking for the full experience.

After finishing the game and defeating all the superbosses, I consider the gameplay a much deeper and more rewarding version of Paper Mario. Timing your attacks and parries is key to your success, but beyond that, there is a whole host of RPG features to enjoy. Compared to the preview version, the stat system in the final game seems to be rebalanced, with optimal stat allocation corresponding to your equipped weapon. Due to this scaling system, it is important to reset your stats whenever you change weapons. The Pictos, accessories that enhance various traits, encourage you to tailor each character in ways suited to their respective strengths.

Clair Obscur: Expedition 33 battle system selecting commands and abilities during the character's turn, with turn order prominently displayed on the top left
Like any good turn-based RPG, managing your turn order is important.

Graphically, I consider Clair Obscur one of the best implementations of Unreal Engine 5. I tested this game on a PlayStation 5 Pro in both Performance and Quality modes, and the game looked phenomenal either way. Although there are occasional frame drops with Quality mode, I think it’s the best way to experience the game. The art direction is striking, like wandering through a dream painted in strokes of surrealist fantasy and Belle Époque opulence. Environments drip with atmosphere. Mist coils over cobblestone paths, gilded ruins shimmer under fractured skylight, and distant architecture twists with impossible elegance.

If the visuals paint a world you want to get lost in, the soundtrack by Lorien Testard ensures you feel every step of the journey. This is, without question, the best score I’ve heard in an RPG since NieR: Automata. It strikes this incredible balance, somewhere between NieR’s haunting elegance and Xenoblade’s sweeping drama, but with a heavier reliance on strings that adds a constant undercurrent of melancholy. Violins wail like memories refusing to fade, cellos carry the weight of a world caught in slow collapse, and even the quieter moments feel like they’re mourning something just out of reach.

Furthermore, the heartfelt voice acting deepens the emotional pull, with Maelle’s performance in particular delivering a raw, aching sincerity. Looking at the cast lineup, it’s no surprise that this is some of the most compelling acting in the genre. Sandfall Interactive’s decision to invest so heavily in the cast paid off big time.

Trying to find flaws in Clair Obscur is like searching for needles in a haystack, though I did encounter a few notable issues throughout my three playthroughs. The most obvious is the occasional lip-syncing problem, especially during minor scenes. There are moments where the characters’ mouth movements don’t quite match the dialogue. I also encountered a few audio bugs where the music cuts out mid-combat.

The biggest issue, however, was when I encountered a bugged side quest. The quest giver asked for several specific items, one of which is dropped by a certain mini-boss that does not respawn. The problem? I had already defeated that encounter before I accepted this quest, and the item does not drop unless the quest is currently active. That meant I had no way to complete it and had to start a new game. To be clear, this seems like an isolated incident that I assume will be fixed in a day one patch, so I don’t fault the developers too much for it.

But let me ask you this
 Do you really care about a few minor issues? Aside from the one bugged quest, nothing took me out of the experience. In fact, I enjoyed the game so much that I was always looking forward to another playthrough. For that reason, New Game Plus feels tailor-made for people like me. You get to carry over all your weapons, levels, and Pictos, but enemies are also much stronger, maintaining a sense of progression without letting you completely steamroll everything.

Lune on a guitar playing music and singing while the party camps in a dark forest
I appreciate how important music is in the game.

There’s a rare kind of magic when you play a game that feels like the start of something timeless. That’s what Clair Obscur gave me. I constantly wanted to dig deeper, not just into the mechanics or combat, but into the world itself. I wanted to learn its history, meet every character, discover every landmark. By the time the credits rolled, I didn’t just want a sequel. I wanted a whole series.

In lieu of a traditional conclusion, I’ll just say this: Clair Obscur: Expedition 33 is the single most impressive debut RPG I’ve ever played. If this were a Final Fantasy title, it would easily rank among my all-time favorites. I can’t recommend it enough.

  • Graphics: 98
  • Sound: 100
  • Gameplay: 99
  • Control: 98
  • Story: 99
99
Overall Score
(not an average)

About our grading scale

Review by · April 23, 2025 · 12:01 am

Wadjet Eye has made a name for itself over the last fourteen years with its distinct point-and-click adventure game style and storytelling. By no means an in-your-face studio, most of its titles delve into the fantastical with real, believable characters. Telling tales about life and the human condition through sci-fi, horror, or a whodunit, Wadjet Eye typically delivers. Does Old Skies’ sordid tale of time travel meet the standard?

Is there ever a happy story about time travel? Of all the “wow, that sounds great, but it isn’t” tropes out there—infinite wealth, eternal life, superpowers—time travel seems to be the most tragic. Old Skies takes a steady—I would say too steady—step into chronological manipulation with its own unique ruleset.

We play as Fia Quinn, one of few individuals in 2062 who are gifted with the ability to time travel after a presumably rigid vetting process. The company she works for, ChronoZen, offers a service to rich folks: a chaperoned trip through time. Want to experience the 90s? Not sure why, but sure! Want to ask an ancestor something? Ehhh, maybe you stay at home and our agent will do what you need done. You know, wouldn’t want to paradox yourself out of existence by talking directly to great-great-great-great-great-great-great-great-great-grandfather.

Typical 19th century gym behavior in Old Skies, with a prim-appearing receptionist saying "that boy is lucky I'm not 30 years younger."
Yes.

Old Skies tastefully sprinkles details along the way intuitively and naturally as the story unfolds so as not to overwhelm the player. We learn about how death is handled, what happens if a person somehow meets themselves in the past, and how this mysterious organization (ChronoZen) tries to preserve civilization through its nigh-infinitely large archive of every person who has ever lived. Put simply, some of us are too important in history to risk changing anything about us in the past. Those peasants among us classified as “low impact?” Do whatever you want to them!

Delving into different eras through a series of chapters, the general flow is Fia interacting in the present with her colleagues and a couple locations (like a bar or art gallery) and then going into the past with a client. In classic point-and-click fashion, Fia exists within a screen with a few objects of interest, collecting the occasional item before changing screens to visit one of five or so other places within that era. Talk to folks, rub items against other important things, and crack the case to move on to the next chapter. Nothing fancy here: standard point-and-click stuff.

The puzzles are fairly simple. I rarely got stuck, and even when I did, I was able to progress after exhausting all possible variables. Don’t expect an infinite bag of holding worth of items. I view this as a positive, as the puzzles aren’t interesting enough to warrant frustration or analysis paralysis. Still, some puzzles, such as figuring out how not to die to end a time loop, can grow tiring in their repetition. At first, preventing Fia’s death can be fun, but the sheer regurgitation of the same scene over and over grated on me. A minor quibble, but it’s important to highlight one of the low points of the game.

Dying in the 1920s as Fia attempts to solve a puzzle in Old Skies.
Please, PLEASE don’t make me do this puzzle fifty more times.

Perhaps the weakest part of Old Skies is the pacing. I can be pretty forgiving when it comes to slow storytelling because sometimes that build up is necessary for a fantastic twist or payoff. Unfortunately, Old Skies takes about fifteen hours to stick the landing, and that’s an investment I didn’t care for. The first half of the game, especially, can feel like a slog. With a premise like this—what a time travel agent like this has to endure while the world around them is constantly in flux—I was expecting something grander; however, in true Wadjet Eye fashion, the larger-than-life world and plot are grounded by ordinary characters. In games past, this has been one of the studio’s strengths, as the approach is novel compared to the competition, but I sometimes found the protagonists as fascinating as a beige wall.

While all that can sound damning, the best part of Old Skies is where it ends up and what the story says about life, human desire, and purpose. Thematically, the game goes to some deep places, but the execution makes it feel like a struggle. The intense, gratifying moments are a punch to the gut, though, and if you’re in for that, you’ll enjoy those moments. Me, they were too far apart and too brief. Some threads connect the chapters, such as Fia’s time-traveling colleagues, but the characters and delivery of how they change over time simply don’t entice.

Smoochin' in a junkyard. On a honeymoon. Still in the 1920s. Don't mind Fia or anything!
What a place for a honeymoon.

This is no fault of the voice actors. Old Skies is almost completely voice acted, and I enjoyed the performance. I’m afraid the modest, safe script may have inhibited the talent, but the deliveries were welcome, regardless. Visually, Wadjet Eye’s artwork is distinctive, but dated. Fourteen years ago, this style worked, but today—I’m not sure the characters breathe life into the writing. On the other hand, the environments look wonderful, with beautiful detail and colors that blend together in the powerful lighting throughout. Sadly, the characters clash against it.

I certainly didn’t dislike my time with Old Skies, but I didn’t love it, either. What a wonderful ending that almost made me forget and forgive the longest fifteen hours I’ve experienced in a game recently. The last chapter is absolute chef’s kiss stuff. Somehow, though, a story with a mysterious organization with limitless resources, a thoughtful ruleset, and time manipulation didn’t excite.

  • Graphics: 70
  • Sound: 75
  • Gameplay: 69
  • Control: 100
  • Story: 70
70
Overall Score
(not an average)

About our grading scale

Review by · April 22, 2025 · 10:00 am

As a term to define a hugely diverse gaming genre, “adventure” has all but lost its meaning. More often than not, modern gaming adventures are driven by consistent action, head-scratching puzzles, complex mechanics, or some combination of the three. They dazzle with clever gimmicks and gameplay loops, pushing the industry to new technical keystones. French developer Microids’ 2025 remake of Amerzone – The Explorer’s Legacy does none of this. It’s low on action, its puzzles are easy, and its core gameplay consists of looking, reading, and moving objects. And you know what? Amerzone – The Explorer’s Legacy is one of the most seamless and engrossing adventure gaming experiences I’ve had in many years, and kept my attention lassoed in like it hasn’t been since reading Treasure Island or Twenty Thousand Leagues Leagues Under the Seas as a boy.

It’s the late 1990s. You play as an unnamed journalist sent from a Parisian magazine to interview the reclusive Professor Alexandre Valembois in his lighthouse home in Brittany. Prof. Valembois, an aged explorer, has long been ostracized from the scientific community for his obsession with the mysterious South American country of Amerzone, to which he went on an expedition in the 1930s. Now on death’s door, he begs the player to return to Amerzone with a giant egg he stole all those decades ago—a giant egg said to contain a mythical, culturally vital clutch of white birds. What follows is a string of events retreading Valembois’ original expedition into the jungles of an isolationist country that has, in the sixty years since, been ravaged by his former traveling companion, the despotic Alvarez.

The aged Professor Valembois sits in his study, waiting for the player.
“Hey, I just met you, and this is crazy, but here’s a giant egg… return it maybe?”

The new Amerzone is a faithful remake but complete graphical overhaul of 1999’s Amerzone, the first game from designer Benoüt Sokal of later Syberia fame. In the original PC adventure, players clicked and moved around then-groundbreaking (now Silent Hill-esque foggy and unnerving) environments à la Amerzone’s oft-compared elder cousin, Myst (1993). Think walking around in Google Maps’ Street View. This remake of Amerzone has done away with pre-rendered backgrounds and FMVs in favor of depicting the entire 3D journey in first-person. This means they’ve filled the blank gaps between every movement and action with a POV animation, although you can usually skip these by double-tapping the select button. In a way, the movement greatly pads out the game’s runtime, but the slow, deliberate pace also worked to make the journey feel more rewarding. Rather than watch an FMV of Valembois’ transforming mechanical Hydrafloat, you experience every takeoff and landing yourself. I found the pacing very immersive, to the point that when I took a break between each chapter or so, I was genuinely excited to see where I’d go next and often thought of the game between play sessions across its ten-ish hours.

On the other hand, these navigation animations give rise to far too many performance hiccups on the PS5, especially given that the graphics are not near the standard of most modern games. Even looking around via the left thumbstick while stationary, the framerate sometimes chugged, taking me out of an otherwise very immersive adventure. Performance issues could be ironed out later—looking like a late PS3 or early PS4 game, though, can’t. Visually and performance-wise, it’s on par with 2022’s Syberia: The World Before, which was by no means ugly, but it’s a little disappointing considering the whole point of Amerzone is to discover its lush, lost world. For example, it was a little hard to appreciate the creative designs of the flora and fauna when the latter moved as mechanically as the animals in Disneyland’s Jungle Cruise ride from 1955. Amerzone’s dated method of environmental navigation, too, is not ideal. From a new player standpoint, it’s frustrating that I still have to click to watch my character move around rather than freely moving myself, especially considering the smoothness and freedom of more recent first-person exploration adventures I’ve loved, such as Paradise Killer (2020), Return of the Obra Dinn (2018), or Outer Wilds (2019).

A dock leads to a river jungle. The river is flanked by rocks and thick foliage.
There are certainly moments of beauty to be found in Amerzone.

One of the major additions made for this remake of Amerzone is the inclusion of “investigations,” in which you gather clues scattered throughout each level to write investigatory articles on Amerzone’s enigmatic history. There are localized investigations for each chapter and ongoing investigations where you collect clues throughout your playthrough. Should you miss anything, you can return to each chapter in the post-game to clean up any incomplete investigations. They don’t shake up the core gameplay much, but they did entice me to take my time and really observe the environment, reading each letter of correspondence, flipping each gathered artifact around for hidden details, and listening in to radio broadcasts on the Hydrafloat. In the long run, the game benefitted from this slower, more thoughtful tempo, especially considering that the main story’s puzzles are never all that difficult, even on the purportedly more challenging “Adventurer” difficulty.

As far as the puzzles go, though, I welcomed the breezy difficulty, unchanged from the 1999 original beyond optional accessibility features. The puzzles consistently engage your thinking but rarely hinder your progression for long. New in this remake is the “display interactions button” you’ll likely use a lot. Holding triangle on PS5 showed icons for everything I could touch and every direction I could go—which eliminates the needless click-scanning so prevalent in the point-and-click adventure predecessors to Amerzone. For a truly immersive challenge (or for the old-head masochists out there), you could refrain from using this button at all. If you’re really stuck on a puzzle, you can use the robust journal to unveil progressively clearer hints right up to outright giving you the solution, though it is likely unnecessary. Puzzles in Amerzone are more fun than those of the Uncharted series (to strike a similar tone), more logical than The Secret of Monkey Island (1990), and involve less backtracking than Indiana Jones and the Fate of Atlantis (1992). They’ve even added a findable fast-travel map for some of the larger chapters.

An abandoned jungle village with crumbling architecture in Amerzone - The Explorer's Legacy.
I loved the roundabout puzzle design of the Puebla chapter.

To further flesh out the atmosphere, industry veteran and longtime composer of the Syberia series Inon Zur (Dragon Age: Origins, Fallout 3, Starfield) comes in alongside his son, Ori Zur, for Amerzone’s new soundtrack, available for streaming ahead of the game’s launch. At just twelve tracks and twenty minutes, it’s short but excellent at evoking a sense of globe-trotting adventure in the overgrown ruins of an ancient civilization with its deep strings, exotic woodwinds, and pounding drums. I’d compare it to Greg Edmonson’s Uncharted 2: Among Thieves score (2009). The problem is that Amerzone’s music is underutilized, as you only hear snippets of its twelve tracks used as stingers when you’ve successfully unveiled another clue or transition to a new zone. For the most part, the game’s sound design consists of the ambiance of jungles, river basins, beaches, and more so as not to distract players from their puzzles. There is occasional dialogue with figures from Prof. Valembois’ past as well as the occasional soldier in Alvarez’ regime. Microids re-recorded all voiceovers for this release, though the quality is hit-or-miss and, especially with minor characters, feels more rigid and unnatural than the original twenty-five years ago.

The unnamed journalist you control is a suitably blank slate, speaking only through the notes and articles he writes in his travel journal. To some degree, you’re playing less through his story, and more through Valembois’ memories as you try to right the colonialist wrongs done by him and his ill-fated traveling party. Thematically, the finer, more literary and political points are hidden in the scattered letters you can find. I was especially interested during my favorite chapter, the Puebla village, in which you find remnants of a more modern enclave forced out of their homes by urbanization as a consequence of forceful globalization. The final chapter of the game has a few great moments, especially in terms of environmental storytelling, though the finale feels rather abrupt and unsatisfying. Overall, I was never surprised by the story, nor was I expecting to be. This is not Heart of Darkness, but a lighthearted, pulpy adventure. What did surprise me, though, was how satisfyingly the game continued to lead me deeper into the jungle, further upriver.

Professor Valembois' lighthouse rises in the distance in the game's opening moments.
“It always starts with a lighthouse…”

As a last point, the true main character of Amerzone is Professor Valembois’ master invention, the Hydrafloat. This clunky yet ingenious hunk of metal is both transportation (switching between plane, boat, submarine, and beyond), and hub for much of the game. After each chapter, seeing the artifacts and maps I discovered filling the Hydrafloat’s shelves was a nice touch. By the end of the game, when I thought I’d familiarized myself with all its complexities, it continued to surprise me, and I surprised myself with how much I ended up caring for it.

The 2025 remake of Amerzone – The Explorer’s Legacy is a worthwhile journey whether you’re returning to its familiar rivers and jungles, or if it’s your first time strapping into a Hydrafloat. You will best enjoy it if you take your time and let it sweep you into the well-thought-out pace retained from the original game’s designer, the late BenoĂźt Sokal, who passed away in 2021. From intro to credits, it is an unabashedly classic adventure.

  • Graphics: 79
  • Sound: 86
  • Gameplay: 86
  • Control: 84
  • Story: 80
85
Overall Score
(not an average)

About our grading scale

Review by · April 21, 2025 · 9:00 am

Dig deep enough through any artistic medium, and you’ll find no shortage of bizarre, idiosyncratic works that defy any comparison. Cult classics that, beloved or not, are so novel that their ambition alone is commendable. Some creatives specifically thrive on their uniquely offbeat style. I’ve been a fan of Spike Chunsoft veterans Kazutaka Kodaka and Kotaro Uchikoshi for a substantial chunk of my life. While their stylings could never be mistaken for one another’s, their mutual interest in stories about isolated groups trying to survive high-stakes kidnappings through reasoning or puzzles rather than force meant that a collaboration between the two holds great untapped potential.

The Hundred Line: Last Defense Academy, that selfsame collaboration, is somehow even more odd in light of this context. It’s a strategy RPG focused on combat, and despite wearing its influences on its sleeve, it still ends up being something unique by virtue of just how much there is to see across its numerous story paths. It is a game that seems almost tailor-made to evoke wildly divergent reactions, taking massive creative swings even as it falls back on stock tropes that it could have toned down. It will doubtlessly not be to everyone’s tastes, even for fans of both of its leading creatives.

I, however, can’t get enough of it, and you owe it to yourself to at least see what the game offers.

Hiruko Shizuhara tells Takumi, "Yes. I do have certain information that you may find relevant."
The game isn’t usually quite so forthcoming.

The Hundred Line follows the perspective of Takumi Sumino, an average high schooler living in a secluded complex with his childhood friend, Karua. His life there is aggressively average until the day that strange monsters begin invading, and he is whisked away by a small robot named Sirei to the fortified Last Defense Academy. Within minutes, Sirei commands him and about a dozen other students to defend the school for one hundred days with a strange, blood-based power known as hemoanima, after which they will be allowed to return home.

If only it were actually that simple in practice. Tensions run high from minute one, as several of the newly minted members of the Special Defense Unit refuse to fight, either due to lack of information or extenuating circumstances. Other members aggressively try to take command of the situation for themselves. Any hopes for an explanation as to what they’re even fighting for beyond a vague defense of humanity are dashed almost immediately, and it isn’t long before the commanders of the so-called “school invaders” start ramping up the danger. And if all that wasn’t enough, Takumi finds that one of the students, Nozomi Kirifuji, looks identical to Karua, but has no memory of him at all.

Takumi reaches out for Nozomi, who asks "And why do you keep calling me Karua?"
This ends up being a surprisingly complicated question.

At first impression, comparisons to Spike Chunsoft’s Danganronpa are not only appropriate, but inevitable. The two games share a lead writer in Kodaka, Rui Komatsuzaki as character designer, and Masafumi Takada as a composer, and many of their contributions to The Hundred Line hew so closely to their work on Danganronpa that you’d be forgiven for thinking it’s some kind of spinoff. However, The Hundred Line is the creation of Kodaka’s own Too Kyo Games. And while Spike Chunsoft published TooKyo’s previous outing Master Detective Archives: Rain Code, which shares these same creatives, The Hundred Line is published by Aniplex and XSEED Games.

That being the case, Kodaka’s unsubtle approach to characterization has not changed in the slightest. While the characters don’t bear specific talents to inform their personalities and backgrounds, they might be even more committed to their character gimmicks than Danganronpa‘s ensemble. Kurara Oosuzuki, for instance, is a “rich girl among rich girls” so haughty she wears a tomato mask to hide her face from the unwashed masses. And despite the later parts of the story giving her and other characters depth beyond their absurd eccentricities, it also remains committed to pushing said eccentricities. The insistence on reminding the player of these wacky quirks is so frequent that it borders on outright annoying, especially early on. It doesn’t help that some of these quirks either rely on tired stereotypes or paint an unflattering picture of some characters’ morals.

But on the other hand, many of these characters’ worst traits are directly acknowledged in the narrative. One of the most surprising aspects of the cast is how often they throw morality by the wayside. Sometimes this plays off pre-existing flaws, while in other cases the nominally upstanding characters compromise their ethics in the name of survival. Even when they try to reassure themselves about their decisions, they — and the surrounding narrative — will not stop reminding the player that they’re crossing a line. And the implications of these choices play into The Hundred Line‘s fascinating story.

Darumi Amemiya says "C'mon, do it. Dooo it. Just pretend like you're an Anti-PK hunting down Griefers like a boss!" in the cafeteria of Last Defense Academy.
Darumi does have her moments and nuances… but you have to put up with a lot to get to them.

While I’ve made no secret of their similarities, comparing The Hundred Line: Last Defense Academy to Danganronpa is wildly reductive once it hits its stride. There are many granular differences in how each game antagonizes their set of a dozen or so high schoolers in an isolated location, but it would do neither game justice to harp on those. The most relevant difference is the story structure. Choices abound in The Hundred Line, and how the player responds to those choices forms the bedrock of the game’s core appeal: the journey to see all one hundred endings.

While the “true” scenario was penned by Kodaka with his sensibilities on full display, its various branches were planned out by Uchikoshi, who noted in a development blog that Kodaka had not just asked for a hundred endings, but that they were all required to be substantial and meaningful. In this regard, I consider this tremendous undertaking a success, creating a wide range of complete stories in one unique setting. Every time I tried to get back on track with a specific route, a new, intriguing divergence would pop up to distract me with its own tone, arcs, and mysteries. Some of the best routes aren’t even written by Kodaka or Uchikoshi, which speaks to the strength of their larger writing team.

While some stories don’t quite live up to the promise of not feeling superfluous, the “bad endings” and “bonus scenario” type endings still carry a commendable amount of meaning. And as promised, The Hundred Line defies both comparison and genre description, flipping through suspense, romance, and several different flavors of horror from branch to branch. While not every route or genre shift is of equal quality, the ones on the lower end still have something to say, provide interesting contrast to other endings, or contribute to the grander mysteries. Many of those mysteries only emerge if the player strays off the main scenario, which is best played first to better frame the gradual reveals of the other routes. Much like its directors’ most famous work, this game lives and dies on its rug pulls and intrigue, and both are abundant to the point it’s easy to forget there’s a whole strategy RPG to discuss.

Moko attacks some minor enemies in The Hundred Line's turn-based combat mode.
This is one of the rare instances where the gameplay feels like it’s distracting from the story.

Ultimately, though, there isn’t much to discuss regarding The Hundred Line‘s gameplay. It’s a fun, if not particularly groundbreaking, turn-based affair where the level geometry is mostly defined by the arrangement of weak, easily-dispatched enemies, defeating stronger enemies grants additional actions, and units on low health can trade the rest of their health for a free super attack. Battles are quite easy save for some infrequent spikes during key bosses, and they’ll be easier still if the player invests enough into upgrading characters and loadouts. Many of those upgrades require high study grades and crafting materials, acquired through interacting with the other students during Free Time and exploring the outskirts of the academy in the style of a board game. And while I applaud Kodaka’s commitment to never limiting himself to one form of gameplay, it’s still as jarring as ever to be thrown through these and the many other mini-game-like modes in the game.

On the subject of holdovers from Kodaka’s other work, Masafumi Takada’s soundtrack is still a strong point. He’s always been one of the industry’s greatest talents, and much of The Hundred Line‘s music evokes his prior work with Kodaka, the best tracks are anything but derivative. The English voice performances, courtesy of the London-based Outsource Media, are a bit more inconsistent, but generally strong. Jay Rincon (Takumi), Andrew Wheildon-Dennis (Takemaru), Nezar Alderazi (Eito), Leader Looi (Nozomi), and Joseph May (Sirei) are particularly praiseworthy for the many highs they hit in a game with this much tonal variety, which is saying something.

The Hundred Line: Last Defense Academy might take a bit to grow on you. It doesn’t have the most elegant start, and there are many rough edges even after it gets going. And yet, with all that in mind, the sheer variety and ambition still make it something special for fans of both its directors and those looking for a decidedly unconventional experience. For what it’s worth, I’m both, and I can recommend it easily. There’s definitely a lot to unpack with this game, and I know it will have a hold on me for a while.

  • Graphics: 92
  • Sound: 89
  • Gameplay: 77
  • Control: 90
  • Story: 95
90
Overall Score
(not an average)

About our grading scale

Review by · April 19, 2025 · 12:00 pm

Can there ever be enough turn-based SRPGs in the mould of Fire Emblem? Is it still possible to be excited about wars of political gamesmanship and the marshaling of the accompanying squads? For indie developer Eldin Turulja, the answer would be a resounding positive. This militaristic SRPG binds a complex and demanding combat system around a gritty, well-told story. Those Who Rule won’t move the needle in terms of originality too much, and there are quibbles with its UI and general level of management depth, but this is a solo labor of love that questions what the right to rule means and what responsibilities those with that right might bear.

Much like its inspirations, the narrative in Those Who Rule revolves around the political interplay of three nations and their aspirations for power following a costly series of wars. As Rangers of Fern, a civil force dedicated to helping civilians and keeping the peace in one of these nations, the main characters quickly find themselves mere pawns in a larger game of catspaw and brinksmanship. Slyker, the de facto leader of a Ranger squad, is the main protagonist. He is joined by his two closest comrades, Marcus and Illyana, who gradually come to define different sides of the emerging conflict. It’s a gritty, realistic story and doesn’t get sidetracked with fantastical elements or much irreverent whimsy.

Dialogue scenes, including optional side dialogues, are cohesive and delve into a deeper sense of character for the cast. The stoic, wood-crafting lancer, Arland, is a particular favorite, as is the original leader of the Ranger squad, Elias, who appears a decent, upstanding individual throughout. It’s a pity this intimacy gets lost in the mix slightly as the cast balloons. It isn’t unusual for characters (other than the core tripartite) to go several chapters without any development, regardless of how interesting they are.

Image of two characters talking to further the story in Those Who Rule, with Reyson showing appreciation for the protagonist's sass.
It’s certainly 20-30 hours, to be fair.

Those Who Rule effectively chose a mix of styles for its graphical and artistic themes. Eschewing a pixel JRPG style, it combines VN-style conversations with isometric 3D maps. The battle maps make notable use of stylized landscape graphics—voxel in design at times—to give the assets a unique feel. While character models aren’t full of cutesy characters, there’s enough variety in weapon and armor color to identify your squad, even if enemies are all very similar. This contrasts with the heavy use of blackline and ink detail on the graphic-novel-inspired character designs. The watercolor landscapes during these sections are varied, tightly detailed, and more evocative than some of the more basic examples in the genre. Music is a comfortable mix of orchestral themes, mostly focused on pastoral melodies and building percussive intensity during battle. It does a neat job conveying the melodrama behind the narrative and blood-pumping drive during battle.

Combat is where Those Whole Rule excels. Although it takes a familiar class-based approach with movement ranges and ability actions, the interplay of weapon type, passive abilities, and character positioning offers unique aspects that differ from similar games. There’s no turn order (you can select and move any of your units on your turn) and Slyker always acts first. This reinforces the need for careful planning rather than headlong rushes. Indeed, it’s one of the few SRPGs I’ve played where taking account of passive skills and synergies is sometimes more important than the activated class abilities. It’s worth noting scenarios are usually long and complex. There are often dozens of characters involved, and even with the ability to increase combat speed, encounters require a hefty time investment.

Image of character level up screen with statistics improving, with the Keen Eye Scout ability highlighted.
Character models aren’t that representative of the narrative art, but each is nice in its own way.

Every character in Those Who Rule starts with a basic class, with three additional choices becoming available as they level up at 10th and 20th level. For example, Slyker’s basic Warrior can eventually progress to become a Lionheart. This class gains additional speed, defence, and additional attacks if adjacent to two or more enemies. When combined with Arland’s Centurion option, which increases the defence of allies with less than 50% health around him, it offers a potent example of how interwoven and integral class synergies are. Some are plain fun to explore: watching Berzerkers tear through the opposition and gain strength from each fallen foe and their own vitality loss is never dull, especially when there’s a Saint nearby to heal their wounds.

Each class has a different stat and weapon progression. It is possible to choose different weapon sets based on their availability and the level of proficiency, but it never seems prudent to work significantly against a class’ preferred weapon. Additionally, there is a trade-off between two-handed weapons to hit multiple attackers or one-handed weapons with a shield to generate Block. When attacked, damage affects Block initially, with this resource regenerating every turn depending on the shield’s quality. Given the overwhelming numbers in combat, I found only a small force of two-handed specialists was efficient; the need to Block and manage regeneration between turns is too important when healing is limited to finite Bandage resources or healing classes. It’s possible to carry different types of weapons to offset this tactical cost, but the clever use of item weight means the trade-offs continue to intrigue and challenge.

Between missions, the management aspect of Those Who Rule allows players to purchase and equip gear, upgrade weapons with refinements, and trigger side stories and reward conversations. For those inclined towards the meatier, Unicorn Overlord side of development, this ain’t it. Shop stock is pretty static for long periods, and doesn’t inspire much excitement. The forging mechanic is simplistic, even if the abilities you can buy (or loot) to swap in are well-integrated with the combat design. There’s little interaction in the side quests or wider stories beyond a few key moments.

A player unit being surrounded and needing to engage the Block ability on a run-down path in Those Who Rule.
If enemies surround you, even weakened ones, it’s hard to survive without Block.

Any tactical RPG lives and dies to a great extent through its UI, and Those Who Rule isn’t without its faults. The indie developer deserves credit for preparing so many tooltips, but their design and layout could be clearer when there are so many interlinked effects. In the field, selection of abilities and movement is easy enough, and attack and movement zones are clearly marked and explained. But I never felt comfortable with having to click multiple times to select a direction to face after completing a move or attack before ending a character turn.

The UI foibles continue in the management screens: there’s no way to cycle through stats or inventory once you’re on a character screen without having to go back and scroll through dozens of characters. Equipping multiple characters and checking loadouts takes much too long. The lack of stat comparisons when looking at different equipment compounds this impression. You need to manually hover over each item to make a judgment, and you can’t pin the screens. The developer has plans to introduce hotkeys in a future update, and hopefully this mitigates some of these frustrations.

Inventory screen full of weapons and armor in lists.
Unfortunately, it’s as clumsy to use as it appears.

Those Who Rule is not an easy game, for sure. There are no difficulty options, and characters level up through their actions and kills on the battlefield, without the ability to replay missions or grind side missions to gain additional experience. The importance of careful movement, protecting flanks, and taking advantage of characters and terrain squares that offer defensive bonuses is crucial. Overextension is lethal, as once surrounded by two or more enemies, a character’s Block regeneration cannot keep up with the damage received. Couple this with more than a few escape objective maps requiring traversal across the whole map, and this makes for a very tense and brutal affair. Put it this way: I didn’t manage to grab many optional treasure chests on later maps. At 20-30 hours, there’s plenty of bang for your buck, and optional sidequests and some branching storylines/characters offer reasons to return for a second playthrough, as does the promise of exploring new character class combinations.

From the beginning of the game, I wanted to complete Those Who Rule to learn the fate of the Rangers and engage with more of the tough battles and varied objectives. There was enough to keep me going in discovering new characters, unlocking new classes, and contemplating new map effects or strategies. The interplay of the combat design and the importance of positioning and managing aggro is deeply satisfying. That said, the fiddly UI and rather limited management options do take away from the experience. Some may also be turned off by the relatively basic enemy variety: there are no lions and tigers and bears here. But I can’t deny the game has a lot of heart and soul. For those who have a soft spot for political drama between warring nations nestled around a challenging turn-based combat system, it might pay to be king for a day.

  • Graphics: 77
  • Sound: 79
  • Gameplay: 80
  • Control: 71
  • Story: 82
79
Overall Score
(not an average)

About our grading scale

Review by · April 17, 2025 · 4:04 pm

Otome visual novel Battlefield Waltz originally released in Japan on the PlayStation Vita in 2014, with its more recent Nintendo Switch port serving as its English localization debut. While the game’s storyline revolving around an elite military school isn’t the most original fantasy yarn, the characters are memorable and surprisingly compelling. Meanwhile, astonishing story beats that build upon one another, often going in unanticipated directions, more than make up for the unoriginal setting. I enjoyed this VN so much that it’s one of my favorite otome releases this year. Given its lengthy common route, it requires patience, but Battlefield Waltz inevitably proves to be worth the wait for its localization.

Battlefield Waltz‘s main character is a young woman named Lan. She lives in a relatively secluded and peaceful village with her mother and father, only to have her life instantly change the day a neighboring village attacks without warning. The attack resulted in countless casualties, Lan’s father among them. She, her mother, and a young neighbor girl flee into the forest, where two of the attackers close in on them, and Lan desperately wishes she had the power to protect everyone. Her earnest wish breaks the seal on a mythic cursed sword housing the soul of a boisterous child named Wilhelm, becoming symbiotically attached to her person.

Abel talking to Lan during an exploration segment of the common route for Battlefield Waltz.
Abel can certainly be a mood.

Since the cursed sword’s destructive power is too massive to be left unchecked and there’s no way to sever the magic bond between herself and Wilhelm, Lan must go to a prestigious military school called Nirvana in the kingdom’s capital. While she struggles to master the cursed sword’s abilities to unleash its true potential for good, nefarious forces are hellbent on acquiring the cursed sword for calamitous reasons as the threat of war looms. Suddenly bereft of all she knew and thrust into a mind-boggling situation, will Lan find the strength to survive the ordeals that await her and hopefully discover where she truly belongs?

The storyline’s premise is intriguing, and its initial setup pulls you in nicely. I wish there was more focus on the fantastical political machinations and overall worldbuilding around Lan and the cursed sword during the title’s lengthy common route instead of the typical high school setting story we generally get. The narrative only occasionally throws you a few bones to remind you there’s more to the plot than just school shenanigans. Fortunately, the characters’ routes delve more into the fantastical thanks to scenario writer Yuma Katagiri (also known for Olympia SoirĂ©e and Tengoku Struggle: Strayside). Still, it doesn’t help Battlefield Waltz that the initial common route is extremely lengthy because I could easily imagine someone losing interest around the halfway point. As for the text itself, the English localization is solid, though I did notice the occasional typographical error.

Fortunately, Battlefield Waltz contains an extensively robust story map called Chronicle for replayability purposes and collecting endings. Since the game doesn’t explain how to navigate Chronicle, it can be intimidating to figure out at first. But once you learn the ins and outs and how to skip ahead, it becomes clear how helpful it is in alleviating some of the pain of replaying the common route in subsequent playthroughs. Once I collected all character affection levels and decision plot flags for the common route chapters, it was easy to use Chronicle to quickly progress to my chosen character’s route. You just select said character and your ending route preferences, jumping into the last story scene of the final common route chapter.

Nike and Lan share a meal together in Battlefield Waltz.
The Nike romance was one of my personal favorites.

As an otome title, romance is a significant focus of Battlefield Waltz. Initially, three character routes are available: the diligent yet socially awkward swordsman Abel, the flirtatious Lustin, and the stubborn-minded Pash. Playing through these routes eventually unlocks two more, those of the handsome and enigmatic mage Tifalet and the gentle medic-in-training Nike. Getting the “happy” endings to all five routes unlocks a story mode called Ancient Memories on the game’s main menu, and accessing the available short stories within reveals a “hidden” character route. However, it might be pretty obvious who the secret love interest is thanks to Chronicle and the affection meter screen during a playthrough. While I felt some of the routes were more impactful than others on a personal level, I honestly didn’t have much issue with any of them. Battlefield Waltz‘s romance subplots show nice development without anything questionable or bizarre. Abel and Nike were probably my favorites of the bunch, but all of Lan’s respective love interests had their positive moments.

That sentiment is also true for how all of Battlefield Waltz‘s characters, the love interests and the supporting cast alike, develop in every route. Some characters appear for a minor role in one love interest’s story but are exceedingly prominent in another’s. Or they will appear one way given story developments in one route only to reveal a different facet of their personality or back story in another. Every person in Battlefield Waltz‘s extensive cast was written believably and with surprising depth. Not only can you interact with the LIs during exploration segments in the common route to raise affection, but you can also visit the supporting characters to learn about their personal lives, allowing particular later plot reveals involving them to have more impact or “oh, that’s why they did that!” epiphany moments. Out of the side characters, the familial bond between jovial tavern owner Ghido and his shy teenaged daughter Collette, the observant and wry commentary from the consistently excellent Xiaolei, the thoughtful mannerisms of fellow Nirvana student Asaka, and the way everyone hero-worships the peaceful and kindhearted Queen Qiora are personal highlights. The cast grows on you and is the true heart and soul of Battlefield Waltz. Lan doesn’t have the most assertive personality compared to other otome protagonists. Still, her search for belonging is relatable enough, and her quiet stubbornness is narratively a boon and weakness in equal measure.

Aside from the Chronicle story map reliance, the gameplay in Battlefield Waltz is typical of most visual novels as you cycle through screens of text and make decisions. Said decisions often raise characters’ affection towards Lan or “flags” vital plot progression points. You need a high level of affection with a character and to hit all of the correct flag decisions for a given point to advance the story towards a given route’s best outcome. Fortunately, you can manually save at any point, including choices. The game also keeps a record of all unlocked scenes and flags, so in Chronicle, you can easily mark them as active for ending purposes if you fast-forward to an unlocked scene. Unless you’re using a guide, it’s easy to initially get bad endings on routes until you uncover all the flags and affection points in a chapter, but using Chronicle to backtrack and make different choices speeds up replays. Truthfully, the worst thing about Chronicle is that it’s tempting to stop playing to check your progress frequently. I wish more VNs had such detailed and helpful story maps for replayability purposes! Completing endings also nets magic stones, a type of in-game currency you can use in Battlefield Waltz‘s shop to purchase entertaining extras such as character artwork and short stories.

Pash and Lan share a moment together in Battlefield Waltz.
The CG illustrations are quite pretty to look at.

Visually, Battlefield Waltz is quite a pretty game, even if some of the armor designs make even Final Fantasy XII‘s Fran look sensible by comparison. I’m still scratching my head in wonder over what exactly Pash’s, Lady Ignis’, and Yuriana’s armor would be protecting. I like how expressive and detailed artist Yumiko Takemura‘s character designs are for all the more prominent characters! Unfortunately, there’s a disturbing lack of detail in the character designs for unnamed characters, as they tend to all look the same and have no eyes. Many don’t have artwork at all, featuring only voice work for minor characters rather than showing them on-screen. Backgrounds are also gorgeous but get reused more than necessary, and when the game tells you there are crowds of people or even horses nearby, the backgrounds will often remain utterly devoid of passersby or equines. It’s an odd case of “tell-don’t-show” that also occurs during fight scenes, which is a shame when the CG illustrations you uncover are pretty lovely.

Battlefield Waltz utilizes sound to significant effect. I enjoyed the soundtrack and was happy that the game lets you listen to the BGMs at your leisure in one of the menus. I especially love the resonantly catchy opening theme, and the voice acting is top-tier. However, special mention should go to Junko Takeuchi (of Naruto fame) as the cursed sword Wilhelm and the prolific Megumi Ogata as Asaka for their dynamic performances.

Overall, Battlefield Waltz is a delightful visual novel to immerse yourself in, especially if you’re looking for character-driven romantic fantasies. It doesn’t do anything inherently wrong, save for having a far too-lengthy common route. The robust story map makes for easier replayability, which is fantastic since one route’s progression might make you want to see how another route will affect characters differently. Battlefield Waltz is an otome that fans of the genre should appreciate we finally have localized.

  • Graphics: 84
  • Sound: 89
  • Gameplay: 87
  • Control: 88
  • Story: 90
88
Overall Score
(not an average)

About our grading scale

Review by · April 15, 2025 · 3:00 pm

The Class of Heroes series debuted all the way back in 2009 on the PSP. The handheld platforms at that time were in the midst of a first-person dungeon crawler revival, fueled by the success of series like Etrian Odyssey and Shin Megami Tensei on the Nintendo DS. Class of Heroes was developed by small studio Zero Div and was published by preeminent dungeon-crawling powerhouse Atlus in an attempt to serve that burgeoning hardcore market on PSP, a platform that their in-house DRPG series didn’t support. 

Unfortunately, the game got a bit lost in the shuffle, and sequel Class of Heroes 2 had an even more complicated path to release. Originally localized by Victor Ireland’s Gaijinworks, the game saw an extremely limited physical release near the end of the PSP’s lifecycle and an even later expanded version on PS3 under the moniker 2G. Thankfully, Zero Div never gave up on their niche dungeon-crawling series, giving Class of Heroes an HD touch-up for Switch in 2018 called Anniversary Edition, and publisher PQube has seen fit to combine this improved version of the first title with a port of 2G in one combined package Class of Heroes 1 & 2 Complete Edition. Now that these games are finally on modern platforms and widely available to anyone with even a passing interest, are they worth a second look?

Screenshot of Class of Heroes 1 & 2 Complete of school director Feynman introducing the new class to the Academy.
The school setting feels like a breath of fresh air compared to the dark and dour settings in most DRPGs.

The defining aspect of Class of Heroes is the bright and bubbly school setting, a far cry from the darker and more foreboding tone of most games in the subgenre. This lighter approach fits the series’ game design quite well, as Zero Div took great pains to make Class of Heroes more accessible than many of its contemporaries. When players start their journey at the Particus Academy for adventurers, they have the option of enrolling in a few courses with the Academy’s teachers that serve as tutorials and initial questlines to guide the dungeon delving. These lessons explain the combat, party building, and dungeon exploring mechanics in-depth, offering a guiderail to ease genre newcomers into the experience yet remaining optional for genre veterans. 

This commitment to approachability is important, as Class of Heroes is a true Wizardry clone, differing significantly from Etrian Odyssey or SMT in its mechanics. Melee characters may spend most of the game using basic attacks, differing from one another mostly in terms of equipment, passives, and racial traits. Magic users may feel constrained in the beginning, as limited spell uses, rather than the typical MP system, govern the magic system. Some character classes have very little use in combat at all, serving utility functions such as Thieves, who can unlock chests & doors and disarm traps, and Alchemists, who can identify items and combine materials into useful consumables and equipment on the fly. 

Parties are limited to six members, but there are ten different races and 15 classes to choose from, so party building is varied and leaves extensive room for experimentation. Characters also have alignments (like D&D) which can alter stat gains and the affinity characters have with one another. Managing these is important, as the composition of your party and their affinity with one another impact your ability to use Gambits, skills that involve multiple characters in exchange for powerful effects. These can be game-changing, such as powerful attacks that hit all enemies, or a guaranteed chance to flee from an encounter. All in all, Class of Heroes offers a very robust character creation and party-building system, which is enough to keep even the most hardcore DRPG fans entertained without overwhelming those less familiar with the genre.

Screenshot of Class of Heroes 1 & 2 Complete Edition of a combat encounter with bats as one of them takes five points of damage.
What the combat system lacks in flash, it more than makes up for in substance.

Despite the overall similarities between games in this collection, Anniversary Edition and 2G have a few key differences. The first title has randomized dungeon floor layouts, but the sequel has static dungeon floors, so the dungeon exploration experience in each differs significantly. Anniversary Edition‘s randomized dungeon floors grant the game some nice unpredictability, but as a consequence aren’t nearly as well-designed and cohesive as the static dungeons in the sequel. 2G also dispenses with the magic uses system from the first game, instead employing a more standard MP pool for each character. This ensures that magic classes are immediately useful from the beginning, but neuters the resource management and tension that define the initial hours of the first game. 2G also adds a handful of new classes, bringing the total to 18, and rebalances the returning classes. Due to these slight but significant changes, 2G feels straightforward compared to Anniversary Edition, and the two games have strengths and weaknesses that complement each other nicely. 

The additions and improvements to the original titles in these HD remasters fall short of some of the lovingly crafted remakes and re-releases provided to RPG fans in recent years, but they modernize the presentation and mechanics enough to make the upgrade worthwhile. Anniversary Edition provides the biggest leap over its predecessor, as it’s the first HD version of the game. The 2D character portraits, backgrounds, and monster art are all upscaled and rendered nicely in high resolution. The 3D polygonal dungeon layouts retain their spartan presentation from the PSP original, but they at least look much cleaner than they did on Sony’s old handheld. Both games have been relocalized, though I hardly noticed any differences, given how these titles have little narrative focus.

In addition to the visual upgrades, the best new feature in Anniversary Edition is the Arena, a new area where you can challenge previously fought bosses to farm materials and quickly level up characters. This eliminates a lot of the grinding necessary in the original release when getting a new character up to speed or obtaining some of the most powerful equipment, and is a very welcome new addition. 2G, on the other hand, has hardly any improvements at all. While this is understandable, given that 2G was already an expanded and HD re-release of the PSP original on PS3, it would’ve been nice to see a few new features. In fact, one of the defining features of 2G for me from 2014 was its dual screen setup using a PS Vita or PSP in conjunction with the PS3 title, something that isn’t possible in this version. I don’t expect that this could work on current platforms, but I do wish there was a new feature or two to make up for the absence. 

Screenshot of Class of Heroes 1 & 2 Complete Edition displaying a dungeon map in 2G.
The dungeon layouts in 2G can become quite labyrinthine, full of powerful enemies and devious traps.

Class of Heroes has a reputation for being generic compared to other DRPG series. Upon revisiting both games with this collection, I found myself developing a greater appreciation for both titles than I had before. What these games lack in terms of originality in setting or mechanics, they make up for in charm and accessibility. A while back, I reviewed Experience Inc.’s Mon-Yu, a DRPG explicitly designed to be friendly to newcomers. While I normally enjoy Experience games, Mon-Yu was very disappointing to me because, in its attempt to make the game approachable to newcomers, the game watered down the core elements that make DRPGs appealing to the point it was boring and bland. 

Class of Heroes, on the other hand, manages to navigate this (admittedly difficult) task of introducing players to the genre quite well. By having a lighter and more welcoming presentation coupled with good tutorials to explain the mechanics, Class of Heroes 1 & 2 Complete Edition serves as a good entry point to the genre for newcomers without sacrificing what makes this style of game engaging in the first place. The in-depth party building, character development, and dungeon exploration are all here, married to a difficulty level that isn’t a pushover but also won’t have you pulling your hair out in frustration. 

If the game mechanics of Anniversary Edition don’t click with you right away, 2G is different enough and beginner-friendly enough to satisfy, and the reverse is true if you find the beginning hours of 2G lacking in tension or difficulty. Neither game is a masterpiece, but combining both games into one affordable package was a great idea and makes this collection a worthwhile purchase, especially since 2G had such a limited Western release. I appreciate PQube giving this oft-forgotten series a new lease on life and look forward to where they take the series next.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 80
  • Control: 70
  • Story: 60
75
Overall Score
(not an average)

About our grading scale

Review by · April 14, 2025 · 10:00 am

The first two Lunar games have always excelled at simplicity. Regardless of which of the many versions you’ve played, they tell straightforward stories well, full of characters with wit and optimism that refuse to bow to darkness, and have relatively simple graphical styles and gameplay loops to boot. Regardless of popular game trends at the time, Lunar fiercely maintains what it is. That might not always work for people, but the fact that we’re now on at least the fifth and third major version of these two games means there’s still an appetite for the particular brand of hope Lunar brings.

It doesn’t surprise me that GungHo stayed true to that spirit of simplicity for the Lunar Remastered Collection. There are some minor adjustments and quality-of-life improvements here and there, mostly for the better, but particularly if you’ve played the original PS1 versions of Lunar: Silver Star Story Complete and Lunar 2: Eternal Blue Complete that this remaster builds on, it’s easy to feel at home. 

If you’re like me, that’s a good thing, because I need the purity of the storytelling in Lunar, especially nowadays. If you haven’t played these games before, think Saturday Morning Cartoon meets early 90s anime. Lunar Silver Star Story follows Alex and his childhood friend Luna as they embark on a journey for Alex to become a famed Dragonmaster, just like his hero Dyne. In Lunar 2 Eternal Blue you play as Hiro who meets a mysterious girl named Lucia who claims to be from the “Blue Star,” and you quickly go on the run as the church accuses her of being the “Destroyer” sent to end the world. 

You really don’t need more than that to get the flavor, and neither story, even the slightly more mature Eternal Blue, are meant to be complicated. They’re full of every trope under the sun: multiple anime betrayals, dragons, sweeping romances, and characters earnestly shouting about hope and togetherness against the forces of evil in the final hours. 

A screenshot of Luna singing a song during a boat ride in Lunar Silver Star Story.
Everybody look at Luna ’cause she’s sailing on a boat. 

That’s not going to work for everyone, I’m sure. But you’re reading RPGFan, a site that originated as a Lunar fan site over 25 years ago, which means you probably like those things and know it usually works if they get one aspect right: the characters. And the cast of Lunar absolutely soars. Whether it’s the witty banter between Kyle and Jessica (my favorite), Nall’s quips, Ronfar’s feigned indifference, or Lucia’s earnestness as she comes to grips with humanity, these casts are beautifully balanced. They work better together, which sells the themes of togetherness and makes the games instantly fun to play. 

But, if you’ve played Lunar, you probably already knew that, and you also know that Working Designs’ localizations are a big part of these character dynamics, even down to the delightful NPC asides. Those scripts are also controversial for littering in pop culture references, sophomoric humor, and generally “going off script” from the original Japanese. Regardless of your feelings, they were hugely influential in moving localization forward, and the releases without Working Designs suffer mightily in my eyes. 

I’ve always been a fan of the Working Designs scripts, outside of a few unsavory missteps. So, I’m delighted that the remasters are working from those same PS1 scripts. Much of the dialogue is either identical or virtually identical, and many of the jokes, even the immature ones, are still here. But it’s still tidier; they changed a lot of the offensive material, and the ’90s references are also gone. It’s exactly what I wanted—maintaining the spirit and tone while getting rid of some of the specific weirdness of PS1 scripts.

While I’m happy the dialogue itself is mostly the same, I am a bit sad to say goodbye to the old voice acting. Don’t get me wrong—I know the voices in the originals are often cheesy and over the top, but that was part of the charm. John Truitt knew how to chew all the way through a scene with his delightful cackling, and Ty Webb’s overly formal Leo is perfect for that character’s complete lack of self-awareness. The voices here are a little more naturalistic but also a bit flat. I can’t point to a single stand-out, but I honestly can’t point to “bad” ones, either. Maybe I’m just listening through my nostalgia earbuds here (if that’s a thing), but this is the one place that feels like a slight step back for me even if it’s more consistent. At least all of the PS1 music is intact, and Luna’s voice actor does a great job singing the famous “boat song.”

A screenshot of Hiro and his party walking through a field in Lunar 2 in Lunar Remastered Collection
The graphics are just as colorful!

The visual presentation, though, is almost entirely in line with the originals, regardless of whether you play the “Classic” version, which maintains the resolution of the PS1 originals, or the Remastered version, which cleans up the graphics and moves it to widescreen. The animated cutscenes are exactly the same, just much more clear and detailed. You can choose which mode to play in from the main menu, and if you change your mind, your save file works in both versions. Frankly, it’s fascinating that the Classic mode is even here when it’s not present in other games that change the graphics much more substantially; unless you’re the most diehard of purists for an original look (of a game that’s a remake to begin with) then I think the “Remaster” can satisfy anyone who likes the originals’ look.

All the adjustments I’ve talked about cover both games, but gameplay is where things get weirdly lopsided. You still traverse dungeons with monsters on the field that you can (try to) avoid. Combat is mostly classic turn-based stuff, with the twist of enemies and party members moving around the field causing positioning to be important for how some attacks hit. 

The only addition to both games is the ability to speed up combat up to 3x, which is an absolute game changer. Maybe I just didn’t notice before, but it turns out combat is pretty darn slow in these games, and you fight a lot. I shaved at least five hours off of my playtime in each game as a result, and it makes the pacing feel much quicker and the dungeons much less annoying, even the puzzles in Lunar: Silver Star Story.

Oddly, though, all the other gameplay adjustments are to Silver Star Story. First of all, the difficulty adjustments that Working Designs made (read: they made it way harder) aren’t here, so the slime on the boat won’t be as much of a roadblock. You can now set each party member’s AI individually, so no one is going to fire off that precious Silver Light unless they have permission. The biggest update is the ability to swap to a “shared” inventory instead of each party member having their own. This makes inventory management significantly easier. Greater inventory ease, coupled with the additional silver (from revised treasure chest values) you’ll roll with this time, makes stocking up on recovery items possible and removes some of the challenge. That’s not to say some boss fights didn’t still give me some trouble, but if you choose, you can make this game much simpler.

A screenshot of Hiro hanging down next to a dragon head statue in Lunar Eternal Blue
I’ve always wondered how Hiro got the rope up there.

But all of that makes the adjustments they didn’t make to Eternal Blue slightly confounding. It makes sense; Silver Star Story needed a little more love. Playing them back to back makes things like the less robust AI features for autobattle or the fact that you can’t compare stats on equipment at the shop a bit more confounding than they need to be. It’s not that big of a deal, but I would love to see Eternal Blue get a few mild updates in patches.

Maybe the most important thing a developer can do when remastering a game is choosing not to fix what isn’t broken. For the most part, that’s exactly what GungHo did here; they kept the remaster simple, but not because this is a cheap port. Adding a bunch of fancy bells and whistles would diminish the purity of these games. Simple is the point. And if simple is what you need right now, then spin up the Lunar Remastered Collection. You’ll be in for a good time.

  • Graphics: 80
  • Sound: 85
  • Gameplay: 80
  • Control: 95
  • Story: 95
90
Overall Score
(not an average)

About our grading scale

Review by · April 12, 2025 · 4:00 pm

With the initial announcements of the DLC expansions for Eiyuden Chronicle: Hundred Heroes, I admit that Seign’s didn’t spark my curiosity as much as the other two. That’s nothing against Seign’s character, of course! He’s one of the game’s more fleshed-out and interesting people. Instead, my lukewarm feelings regarding The Chapter of Seign stemmed from the fact that the story expansion covers the period during the events of Eiyuden Chronicle as opposed to being a prequel like Marisa’s or focusing on a less covered character like Markus. It’d need to be a stronger DLC than The Chapter of Marisa to justify its time frame and my investment.

Imagine my surprise discovering that The Chapter of Seign manages to be a stronger DLC outing, if only slightly. I ended up more invested in this expansion’s overall plot than the first DLC’s and genuinely enjoyed the all-too-brief time playing it. This enjoyment stems from the DLC not only delving into a story event only alluded to in the main game but also introducing new characters to further flesh out Eiyuden Chronicle’s world-building. Plus, The Chapter of Seign brings a tangible reward back to the main game upon completion.

Hildi prepares Seign and the rest of the company for the trial that lies ahead in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Seign.
Whether or not you advance the adventure at this point is entirely up to you.

As with The Chapter of Marisa, you must be relatively far into the main game and complete the Recapture of Eltisweiss event to access this DLC. Head to where Seign and his Galdean compatriots usually hang out and interact with the noticeable glowing urn there to start the story properly. Seign and company will then regale Nowa with the tale of their second adventure in the Galdean Empire that helped turn the tide of battle for our heroes. Once inside the DLC, you can use save points, peruse shops, or rest at inns when available, just like in the base game. You can also opt to leave the DLC at any time via glowing urn, though, given how short the expansion is, I don’t see the point unless you want to stock up on better gear or items for your party. Those things carry over from the main game, along with your party’s character levels.

The Chapter of Seign sees the titular character traveling back to enemy territory within the Galdean Empire with his trusted compatriots Hildi, Pohl, and Valentin. Their mission is to work with the underground resistance, fighting the tyranny of the usurping Dux Aldric’s forces. They want to rescue Ishmal, the newly crowned child emperor the Dux holds hostage to ensure the cooperation of the Galdean citizenry and soldiers (such as the honorable General Goldwyn and his forces). Seign’s contact for this operation is resistance fighter Grace, a capable woman with a military history and a past connection to Seign’s deceased older brother. Grace herself joins the party for the DLC as a temporary ally at roughly the same level as Seign’s group. She’s a solid addition to the party lineup and a surprisingly likable character, given her hilarious tendency to get lost easily and her compelling backstory. Likewise, the young emperor Ishmal, mentioned but never shown in the base game, gets some memorable moments in the DLC despite only appearing in its later half. Given this DLC’s narrative time frame within the scope of Eiyuden Chronicle, it occasionally references other characters and events from the base game, helping the story feel connected in a way that The Chapter of Marisa didn’t. 

Grace's introduction to the DLC is quite amusing in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Seign.
Grace is a rather late addition to the cast but quite a charming character in her own right.

That isn’t to say the DLC’s plot is flawless, mind you. It still has a lot of “tell but don’t show” exposition, such as Grace being the only resistance member the group comes in contact with. The DLC implies they’re a decent-sized outfit and that several members even sacrificed their lives for the sake of the mission, but since you don’t see that yourself, it loses narrative impact. This story also mentions that the masked members of the Conclave of the Dawn have nefarious connections behind the scenes, but only in passing, as if an afterthought. Save for Grace’s character arc and the little bit we see of Ishmal, any other character’s development is stagnant, providing no new insight into Seign or his friends. Truthfully, the most significant plot weakness of the DLC is that it’s so short. If you’re like me, you’re looking at around two and a half hours or a max of three if you try to explore every nook and cranny of the two dungeon areas to get every uncoverable shiny item.

Unlike The Chapter of Marisa, there are no “puzzles” to solve in the dungeons, though the first one does have a maze-like design quality when traversing it. Instead, you keep pushing forward until you hit a story point while fighting enemies along the way. By the time you can access the DLC, you should be familiar with the setup of the Eiyuden Chronicle: Hundred Heroes’ gameplay component, and there are no new surprises or additions here. There’s only turn-based party combat, so there are no strategy battles or duels to contend with.

A boss battle is underway in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Seign.
Prepare for heated turn-based battle!

At least there isn’t much to complain about regarding gameplay since The Chapter of Seign has a solid foundation. Battles are slightly more challenging and more strategy-oriented given the limited number of party members at your disposal—five instead of the max six—and Grace having fixed equipment. I honestly felt like I paid more attention to what I was doing during fights in this expansion, and enjoyed its dungeon traversal and combat. Like The Chapter of Marisa, this DLC provides no trophies or achievements. However, unlike its predecessor, you get a tangible incentive to complete the story expansion, as Grace carries over into the base game as a fully-fledged party member recruit to use in battles afterward. As I was rather fond of Grace throughout the DLC, I thought this was a nice touch, but because she’s such a late addition to the cast, you might consider it a nice yet ultimately unnecessary reward.

The DLC’s visuals are taken straight out of the base game. The pixel character sprites are colorful and expressive, and I love the vibrant art used for the more plot-relevant characters. Grace, in particular, has a neat design! The lack of enemy variety is a shame, as the monster designs are pretty interesting. The script flows nicely during story scenes, and the English voice acting is hit or miss, depending on the character. However, I enjoyed most of the performances overall. I also found the background music to be pleasant while dungeon traversing.

Overall, there are not many negatives regarding The Chapter of Seign. As far as the current two Eiyuden Chronicle: Hundred Heroes DLC expansions are concerned, it’s the stronger one if only by a slim margin. I enjoyed it more than I initially thought, enough to lament it being far too short. Grace, in particular, is an excellent addition to the cast, even though it’s disappointing that she joins the main game so late. While I’m still unsure if it is worth the current price, The Chapter of Seign is one DLC I could see picking up at a discount. It’s certainly a step in the right direction for Eiyuden Chronicle‘s story expansions. I can only hope that the third and final one will be even more of an improvement.

  • Graphics: 85
  • Sound: 75
  • Gameplay: 80
  • Control: 80
  • Story: 63
77
Overall Score
(not an average)

About our grading scale

Review by · April 10, 2025 · 3:00 pm

From Kaizen Game Works, the talented team that brought you the wacky, wild, and wickedly stylish murder mystery adventure game Paradise Killer comes Promise Mascot Agency, a game that defines itself as an “open-world management sim crime drama.” Don’t be intimidated if the words ‘management’ and ‘sim’ set off alarm bells because Promise Mascot Agency promises approachability in its gameplay about as much as it promises zany, offbeat antics in its world and story. And oh, how it delivers on both those fronts and then some.

Clearly inspired by the works of Suda51 and Swery65 (who even makes a cameo as one of your agency’s clients in the game), Promise Mascot Agency puts you in the shoes of Michizane “Michi” Sugawara (aka “The Janitor”), a disgraced Yakuza lieutenant who is exiled to the cursed town of Kaso-Machi after a deal gone wrong and forced to run his family’s failed mascot business and build it back up from the ashes to become a money-making enterprise.

There, you meet Pinky☆, a giant sentient sassy pinky finger and sole remaining employee of the business. Together, you must take to the streets and country roads of Kaso-Machi and make Promise Mascot Agency a household name once again.

So, what does it take to run Promise Mascot Agency? Why, mascots, of course! In this world, mascots aren’t merely people in costumes but indeed characters with sentience, goals, and ambitions all their own, and throughout the game, you’ll help them on their quest to self-fulfillment and to build their confidence up. As you scour the open world and invest money in the agency, more and more local mascots join you, until you have a full roster of over two dozen by the end.

Screenshot from Promise Mascot Agency, showing lead characters Michi and Pinky☆ at the agency.
Support your local small businesses, even if they’re owned by a Yakuza hitman and a talking finger.

The day-to-day operations of Promise Mascot Agency generally involve driving around, helping the town’s residents with their problems, and sending your mascots out on jobs to promote local businesses or to make media appearances. This is, of course, where the ‘management sim’ of it all comes into play. When you send mascots on jobs, you generally have to send a mascot help item with them for good luck. These ensure that they have a high enough chance of completing the job without errors and make sure they have enough stamina to go on more jobs afterward.

However, these things don’t always go smoothly, and why they don’t, you view their current predicament as a livestream in the form of a goofy game show that monitors mascot antics. These predicaments can range from creepy stalkers and online bullies to a malfunctioning cash register or even a doorway that’s a bit too narrow for your mascot.

To help them through their strife, the game then initiates a turn-based card battle game where your cards represent the Promise Mascot Agency’s current allies, along with numbered stats. You then apply these stats in battle to lower the enemy’s health bar. Be careful, though; you only have a certain number of actions on top of a 60-second time limit before you automatically fail the battle—so be sure to pick your moves carefully.

Really though, I would say that managing and assisting your mascots is not as taxing nor as frequent as you may expect. In actuality, the bulk of Promise Mascot Agency‘s gameplay involves exploring the town of Kaso-Machi and the surrounding area in Michi’s beat-up truck, gathering collectibles and upgrades, and chatting with local residents to learn more about the town and help them with their problems.

Screenshot from Promise Mascot Agency showing a card battle with the timer and the "Shiori" character highlighted.
You’ll need a powerful deck to do battle with this stove fire.

I won’t lie. The first couple hours of Promise Mascot Agency are slow. While it throws a lot of tutorials for its various mechanics at you initially, don’t be surprised if it takes a while for the gameplay to actually click. There was a point at the beginning where, although I was enjoying driving around town, I wondered whether it would be enough to sustain my interest across ~20 hours of total gameplay.

Thankfully, it is. That’s due not just to the management sim and card battle aspects that show up occasionally, but thanks to the near-constant flow of upgrades that you unlock. These upgrades come in the form of cosmetic upgrades to your office, new nail colours for Pinky☆, fast travel upgrades, and even new additions to your truck, including a glider that you can combine with the boost function to fly around town with relative ease.

Speaking of ease, when it comes to driving around, what impressed me most of all was how tight the vehicle controls are. Not only can you turn on a dime, but you can stop and start incredibly quickly at any time. For someone like myself, who is not as proficient or even necessarily interested in driving games at all, I was able to pick up the driving controls quickly and easily and found myself enjoying it almost instantaneously. It’s not hyperbolic to suggest that Promise Mascot Agency is like the Mario 64 of driving-based games, given how tight and enjoyable it feels to roam around its world.

This wonderful driving gameplay benefits from great usage of Dualsense controller features on the PS5 version. Generally, the implementation of these in many games borders on gimmicky, but at least with Promise Mascot Agency, it certainly enhanced the experience for me. You get the appropriate rumble and trigger resistance for your truck depending on the speed you’re going, and feeling the controller shake when you’re laying on the boost button is always a good time. Of course, these features can be turned down or off as appropriate if you’re not a fan of how they feel.

Screenshot from Promise Mascot Agency of Michi driving around in his amphibious truck with Pinky☆ in the back.
Yes, you can even make the truck amphibious with the right upgrade.

When it comes to story and characters in Promise Mascot Agency, I’m happy to report that both are as unexpectedly charming as the gameplay fundamentals. Not only is your core cast of Michi, Pinky☆, and Shiori (your agency’s mascot manager) very well-written, lively, and funny, but so is the roster of mascots and townspeople that you come across. By far, my favorite of an already well-rounded group without a weak link (in my opinion, anyhow) is the first one you recruit, who you may have already met in the demo, To-Fu.

To-Fu is a sentient block of tofu (with a small bite taken out of him) that suffers from chronic, crippling anxiety that manifests in a constant stream of tears from his eyes and warbly, stuttering speech when he talks. To-Fu is your plucky group’s bedrock, their north star, and a total sweetheart. While they all have great personalities and journeys of their own, To-Fu’s arc is the most engaging and warm. To see this timid creature blossom and come out of his shell to become his own person (or mascot?) was genuinely sweet and inspiring to witness.

It’s not all sweetness and warmth, though. There are stakes and drama in the story of Promise Mascot Agency, and despite its lively presentation, it doesn’t short-change you on any of that, delivering a genuinely gripping yakuza crime drama with excellent villains, morals, and themes. In fact, I would be so bold as to declare that it’s narratively on par with a fair few Yakuza/Like a Dragon games. I can’t guarantee that it’ll reach those high heights for you, but when it comes to what I wanted from the narrative versus what it gave, that’s how Promise Mascot Agency landed for me.

The soundtrack by Alpha Chrome Yayo is also a riot, perfectly matching the vibes of the game and the town of Kaso-Machi, mixing Japanese wind instruments with more modern beats to great effect. It’s always wonderful when a game’s soundtrack can serve as a good casual listen even outside of the context of the game, and Promise Mascot Agency‘s soundtrack delivers that.

As if all of this wasn’t enough, the voice acting in Promise Mascot Agency is stellar across the board. All of the voices are in Japanese, with no option for English, which is a bold choice for a Western game, but it pays off significantly. Michi, the protagonist, is voiced by none other than Takaya Kuroda, most famous for being the voice of Kiryu in the Yakuza/Like a Dragon series since the beginning. He, of course, delivers a fantastic performance here as the hardened Yakuza protagonist.

The cast is rounded out by other talented voices, including Ayano Shibuya, who voices Purah in the Japanese dub of The Legend of Zelda: Tears of the Kingdom, starring here as Pinky☆, and Eri Saito (of Chainsaw Man fame), who voices Michi’s boss, Matriarch Shimazu. There are other surprising and no less talented performances here from none other than Swery65 himself and Shuhei Yoshida, the former president of PlayStation Studios, both of whom play some of the weird and wonderful clientele you meet in your travels.

Screenshot from Promise Mascot Agency, showing a screen of negotiation perks to choose from.
To recruit a mascot, including dearest To-Fu, you negotiate perks with them and entice them to join.

Despite all of the above, Promise Mascot Agency isn’t perfect and can still be quite janky. Besides the aforementioned pacing issues early on, there are various smaller, but no less irritating, quibbles, like the fact that you can’t switch or prioritise certain objectives, which can be overwhelming when you’re juggling a number of them at once.

The audio mixing is also quite a mess. While there are volume sliders for nearly every kind of sound in the game, there are certain sounds, like the music to indicate your mascot is in danger, or the confirmation sound when you buy an item from a vending machine, that are way higher than any other sound, independent of what volume sliders you’ve manipulated.

Speaking of overwhelming, since there is more to Promise Mascot Agency‘s gameplay than initially meets the eye, there comes a certain point towards the tail end of act two where you’re inundated with stuff to do and keep track of at once. While I had my priorities and could manage at the time, I could easily see someone losing track and disengaging with the game due to how many plates there are to spin. Luckily, there are a bounty of accessibility options in the settings menu that can help alleviate some of this chaos, should you need them.

Overall, though, no one needed doubt that Kaizen Game Works would deliver another wacky, stylish escapade into a fantastical world. With their previous title and now Promise Mascot Agency, it’s clear that there’s enough talent to go around, and with this game especially, they’ve surely solidified their place as a studio to watch and root for, wherever their creative endeavours may take them next.

As for Promise Mascot Agency itself? I like to put it like this:

Remember that weird Japanese PS2 game you picked up on a whim in 2004 because it had an interesting cover and the description on the back caught your eye and it turned out to be one of your favorite games of all time? Yeah, that’s Promise Mascot Agency.

  • Graphics: 84
  • Sound: 88
  • Gameplay: 91
  • Control: 94
  • Story: 92
90
Overall Score
(not an average)

About our grading scale

Review by · April 9, 2025 · 12:00 pm

In my teens, I loved SaGa Frontier 2, though objectively I knew it to be a beautiful mess. Now, 25 years later, I love SaGa Frontier 2 Remastered. It’s still beautiful, and thanks to the myriad improvements, there’s much less mess.

Before delving into the many changes Square Enix brought to this remaster, allow me to provide a summary of what this game is all about.

The Original

In the year 1220, Gustave XIII is born, a member of the royal Finney family, heir to a throne where the power to wield anima denotes power and prestige. Anima, in the SaGa Frontier 2 universe, can be understood as life or spirit and is manipulated similarly to magic. At age seven, Gustave undergoes the same trial so many of his ancestors before him: the Firebrand ceremony where the young heir holds aloft a magical flaming sword bursting with fire anima. In past generations, all goes well, and the child proves he can wield it. In some instances, the anima is too powerful and can overtake a person (we learn later that most non-royals who attempt to hold the sword burst into flames). But a surprise third option appears when Gustave XIII grabs it: nothing. The sword neither accepts him nor does it engulf him in the flames. Rather, Gustave appears to have no anima, such that his holding the sword is the same as if a lifeless object were to grasp it. This brings great shame upon the house, and Gustave’s father (Gustave XII) flies into a rage, demanding the boy be exiled, if not killed outright. Gustave XIII’s mother, Sophie, chooses to go into exile with her son to protect him from threats foreign and domestic. A handful of other servants of House Finney follow, either inspired by Sophie’s bravery or curious about the unique qualities of this non-magical Gustave.

The player navigates a series of linear stories and tutorial missions across the chronology of Gustave’s first 15 years. At that point, a completely unrelated story appears: that of the digger Wil Knights. Outside the world of royalty, nobility, and politics, there are adventurers known as “diggers” who earn a living excavating the treasures of the past. The most exciting treasures are known as “Quells,” anima-infused objects with unique properties created by ancient humanity, not well understood in present society. Wil continues in the tradition of his father, Henry Knights, in seeking out powerful Quells and taking care to keep a most powerful and dangerous Quell, simply known as “The Egg,” from falling into the wrong hands. Actually, anyone’s hands, as we quickly learn that The Egg has a will of its own and, once latched onto a human, starts to make its own plans.

From here, the game presents a series of vignettes, mission-based stories either on the Gustave side or the Knights side, spanning from 1220 to 1305, when everything comes to a head, and we finally see how the fate of Gustave’s ancestors and the Knights family fully weaves together. From a selection menu at the end of each chapter, the player gets a handful of options. Essentially, it comes down to “continue the Gustave path,” “continue the Knights path,” “check out this side story,” or “do some free-roaming in one of the towns you’ve visited in previous stories.”

SaGa Frontier 2 Remastered Screenshot, depicting the map / chapter selection screen.
Players choose which scenarios to complete, unlocking both mandatory and optional subsequent scenarios.

Since the day it was first revealed in 1999, SaGa Frontier 2 has been celebrated for its aesthetics. Nearly every piece of background art was sketched and colored with a watercolor style. The music, from a then lesser-known and now widely-celebrated Masashi Hamauzu, maintains an impressionist style with a distinct chamber music approach. As for its gameplay, the combat system is largely the same as what you’d find in past SaGa titles. You have physical and magical capabilities, categorized by various types, and new skills to learn under each through the “glimmer” system. Things get a little more complicated in SaGa Frontier 2 with the large, ever-rotating cast of characters needing to relearn and/or reassign skills based on their greatest proficiencies. I would be remiss if I ignored that, alongside the typical combat classes (sword, spear, axe, etc), the magical classes are based on the six anima types: tree, stone, flame, water, tone, and beast. These six anima appear to have a material origin, and as such, a seventh man-made material (steel) acts as a sort of anti-anima and becomes the preferred material for Gustave XIII.

Combat also comes in three forms. Alongside the party-based battles typical of SaGa (notably, party size changes from five to four in this game), there are also the occasional grid-based Tactics battles for some of the clashes of kingdoms throughout the game. Finally, there is the “duel” system, where one party member can face off against a single foe and manually select specific actions for their weapon or magical art, hoping to discover new techniques or else having to memorize the commands for previously known techniques to utilize. It’s a complicated system.

The original SaGa Frontier 2, boasting all of these features, made for a memorable experience, but one marked also by the frustrations of oft-changing party members with reset stats, rare equipment lost from one generation to the next, the possibility of soft-locking within a scenario too difficult for the characters to complete, and so much more. As I said before: it may have been beautiful, but SaGa Frontier 2 was a mess to play.

Then, in March 2025, Square Enix decided to resolve virtually everything about that mess in a shadow-drop remaster that quickly captured my heart.

SaGa Frontier 2 Screenshot, from the end of the scenario "To Cast a Rainbow." The screen depicts two characters staring at water bursting upward and outward from an ancient relic.
A feast for the eyes!

The Remaster

Let’s start with the obvious: everything in the “Quality of Life” realm that applied to the first SaGa Frontier Remastered (from 2021) applies here. Players can manipulate exploration and combat speed with ease. Quicksaves and autosaves minimize punishment for failure. An “exit event” option prevents soft-locks for underdeveloped characters. In-game documentation explaining the nature of the combat system helps to demystify it. This first step was a necessary one to make the game marketable in this day and age. But they really did a great job here. Any failures or frustrations I experienced this time around? They were mine to own. In 2000, on PSOne, far too many failures that I experienced were a result of poor design.

Beyond the QoL improvements, Square Enix did plenty more to improve the base game. First and foremost is the new story content. There are about ten new events to find during a play through the main game. Some of these events are dialogue-only, but most of them include a mission with exploration, combat, and puzzle-solving. From a storytelling perspective, these new chapters help to flesh out some of the formative events for major characters, and in other cases help to establish origin stories for secondary characters. Perhaps most significantly, they give backstory to all six of the Edelritter that serve “fake Gustave” in the endgame scenario. In the original game, we only got a clear look at one of them (Sargon).

Additionally, after clearing the game, there are two epilogue chapters: one with combat, and one as a simple story epilogue. These chapters appear after clearing the final missions in 1305, but they occur about 40 years prior, as they unveil a hidden truth about Gustave XIII and what was believed to be his final battle.

SaGa Frontier 2 Remastered Screenshot, depicting a forest scene from one of the new scenarios.
What happens when our anima departs? Master Ven has some answers.

Visually, there isn’t much new to talk about. There are some new designs for added enemies, though they’re often just palette swaps of existing enemies. What’s most important is that the beautiful, hand-crafted watercolor backgrounds are intact. I think this is noteworthy, given the present discourse about AI-generated art and its potential use in games.

However, with these beautiful backgrounds, there remains one dreadful flaw: navigating every single screen. I found this more troubling now than when I played the original 25 years ago. Granted, that may have begun because I was so frustrated with combat and growth systems that I paid less attention to how hard it was bumbling around atop a flat background with loosely mapped floors and walls. The fact that it is as good as it is, honestly, is still praiseworthy. Mapping collision on a bunch of watercolor stills probably isn’t all that easy, and I’m sure it went through several QA passes back in the day. I think it could have used going through a few more QA passes now. But at the end of the day, it comes down to your own eyes getting used to what is floor, what is wall, what is ladder, etc.

On to the music! When SaGa Frontier Remastered launched, the restored content and new Fuse chapter allowed Kenji Ito the opportunity to write a few new songs for the game, keeping the music in the soundfont and limitation of the sequenced MIDI audio used on the PlayStation. We have a similar story here, though I’m not entirely sure if the new tracks are all Masashi Hamauzu’s doing or if someone else stepped in for the new tracks. I say that because, largely, the new music written for the additional scenarios and ultra-hard optional boss battles are basically new arrangements, variations on themes, of previous tunes. Granted, that’s essentially what the entire SaGa Frontier 2 Original Soundtrack already was. Presently, I am curious as to what I may have missed or if there will be additional arrangements on the recently announced four-disc Remaster soundtrack! Disc four is set aside for all the new tunes, so I guess we’ll see just how much is there when it drops in July!

SaGa Frontier 2 Remastered Screenshot, depicting battle against a difficult monster.
No matter how well-prepared you feel, you have to stay on your toes for boss battles!

I hinted earlier that there are super-bosses as optional postgame content. I’ll be honest: I managed to take down one and then stopped so I could write this review. I will go back to conquer the others. These are fun additions to the game. Thanks to the inheritance system for stat carry-over (similar to the Romancing SaGa 2: Revenge of the Seven remake), I was able to reach the game’s final boss in about 20 hours. In my Y2K playthrough, I think it took me 40 hours to reach the final boss, and another 10 hours of grinding, and failing, before I finally cleared the base game. The lower time commitment in this new playthrough incentivizes players (like myself) who enjoyed the new growth options to further optimize their party for the divine beasts of each of the six anima types, as well as the super-hard “true final boss” battle.

One last little thing: a Japan-only accessory called the “PocketStation” had some minigame features for a handful of Squaresoft titles, including SaGa Frontier 2 and Final Fantasy IX. The minigame here, a passive “digging” minigame where you assign NPC diggers you’ve recruited to various locations to find new tools, adds an extra layer of opportunity for players to find high-quality equipment in larger quantities and earlier than what was typical.

The Conclusion

I know myself and I know my pro-SaGa bias well enough to stop myself from throwing all 100s and an Editor’s Choice award at this Remaster. While SaGa Frontier 2 Remastered is a massive improvement over the original, and well worth playing, I remain cognizant of its flaws. The story is highly interesting and definitely fun to dive into, pondering to oneself, “What isn’t being told? What other dynamics are at play?” And yes, the new localization makes the plot far easier to comprehend. But there is a sparseness to the story’s presentation. Nearly 100 years pass and we’re just getting snapshots, vignettes for a handful of characters. That might be a little thin for players who prefer dialogue-heavy RPGs. This ain’t that.

Put that alongside the seemingly insurmountable problem of mapping the playable character’s sprite on the 2D backgrounds, and I’m left admitting this isn’t the perfect game. It may end up being my personal favorite pick of 2025, but I also acknowledge that for many an RPG fan, SaGa Frontier 2 Remastered may serve, at best, as an interesting distraction or holdover for an upcoming AAA title, and that’s okay too.

  • Graphics: 90
  • Sound: 95
  • Gameplay: 85
  • Control: 80
  • Story: 85
87
Overall Score
(not an average)

About our grading scale

Review by · April 8, 2025 · 10:00 am

All in Abyss: Judge the Fake is a decidedly un-heroic visual novel/RPG hybrid. Its premise revolves around high-stakes gambling featuring the Texas Hold’em variant of poker. Cocky, foul-mouthed protagonist Asuha Senahara is, to quote the description of the infamous chocolate-covered onion sold at Philadelphia’s Reading Terminal Market, “sweet on the outside but nasty on the inside.” If you are unfazed by all of this and want to indulge your sordid side, All in Abyss: Judge the Fake is a good blend of anime hijinks and solid poker gameplay.  

Like Asuha, I’m more familiar with (and better at) five-card draw poker than Texas Hold ’em poker. I was brutalized the first time I played Texas Hold ‘em with a group of peers, though not as severely as Asuha in her first Texas Hold ‘em rodeo. Asuha’s witchy nemesis, a candy-loving sadist named Ulu Amamino, not only humiliates Asuha in front of a live and televised audience, she literally takes a bite out of her! Asuha is thus left bleeding, seething, and vowing revenge against Ulu and the elite cabal of witches running The City with their seemingly unstoppable poker tactics.

The song “I Like Jersey Best” (written by Joseph Edward Cosgriff and popularized by John Pizzarelli) contains the line, “there are no Jersey strangers, just friends we haven’t met.” I mention this for two reasons.  The first reason is because All in Abyss’ setting reminds me of Atlantic City, NJ. In both places, the casino areas are glitzy and lit up, with the grimy slum areas right in the casinos’ shadows. The second reason is because the kindness of a stranger helps the down and bleeding Asuha get back on her feet, with her later becoming a sincere friend.  

Reviewing clues in All in Abyss: Judge the Fake, discussing the differences between the Undercover Gummy and other sweets.
Asuha uses deductive reasoning to turn the tables on her opponent.

All in Abyss is a dialogue-heavy game, given its visual novel trappings. The writing has personality, but fair warning: many characters have filthy mouths and are not shy about cussing. The game’s ugly side goes well beyond bad words, though. Boss battles are death battles where the loser gets maliciously executed for the cheering audience’s perverse pleasure. Fallen bosses are subject to anime-meets-SAW style still scenes with wordy descriptions of their torture and execution.

These scenes are skippable, but skipping them robs players of emotional magnitude. Seeing bosses getting executed in ways that are equally physically and psychologically damaging truly emphasizes that gamblers in All in Abyss play for keeps by literally betting their lives. Asuha gets torture/death scenes of her own if she loses boss battles, but those are shorter in length and less gruesome. I appreciate the effort put into these execution scenes’ artwork and descriptive writing, but some are difficult to read and watch.

All in Abyss’s stylish, colorful aesthetics bring plenty of casino flash and anime charisma to the table. The main characters’ portraits are vividly expressive while NPC portraits are appropriately nondescript. The UI during poker battles looks busy, yet everything is reasonably straightforward to use and accessing information is easy. The menus used during story and exploration scenes are more subdued but no less stylish.

Location backgrounds are typical visual novel fare that gets the job done but does little to stand out. Conversely, the panned-out stills of The City in the location menu look sleek. Per the game’s Steam page, some in-game images partially contain AI-generated content later finished by hand. I merely say this as a caveat in case generative AI usage in video games is a deal breaker for you.    

A boss battle in All in Abyss: Judge the Fake, with the option to call in bright blue letters in the lower right, and Asuha's hand in the lower middle.
If you’re going to gamble, gamble in style.

Guitar-driven music dominates All in Abyss’s soundtrack. Even the calmer and pop-style tunes have some distorted guitar in them. Battle scenes have driving rock to get the blood pumping and the death scenes have death metal-inspired music. As a fan of heavy, guitar-driven music, I liked All in Abyss’ soundtrack. Gritty guitars complement the setting’s gritty vibe. The soundtrack is also mixed and mastered in such a way that the more aggressive guitar tones won’t pummel players who think heavier styles of guitar-driven music sound too harsh.

All in Abyss is enjoyable over its five-chapter (about 15 hour) course, but the latter chapters are more poker-driven (read: grindy) than plot-driven. Those chapters drag and work better in small doses than marathon sessions. Even if you forego the optional high-risk-high-reward tournaments where you battle against multiple foes in a row with no breaks, you still play a lot of poker. Ergo, a love for poker is an admission requirement for All in Abyss. There is more to All in Abyss than just poker, though, and I had to pull out my RPG and graphic adventure skills alongside my card-playing ones.

Visiting street-level gambling dens and casinos to win money in poker battles (comparable to standard enemies in RPGs) is important, because you do not want to be broke in a gambling city where goods, services, and insider information all carry hefty price tags. Poker matches feel like fast-paced, turn-based RPG battles requiring a combination of luck and skill. Sometimes, I quickly obliterated opponents, and other times I needed to play a patient game.

In addition to money, winning matches gives Asuha skill points that she can use to learn and upgrade a variety of active and passive skills. You can set a limited number of skills for each match. Not only must you choose and use the right skills for each match, you’ve got to know when to hold ‘em, know when to fold ‘em, and all the other card-playing advice in that famous Kenny Rogers song. For example, betting too much late in the hand might cause a cautious opponent to fold because they suspect you have a good hand and want to minimize the damage.

Skill menu in All in Abyss: Judge the Fake with "Sweat 'em" and "Make 'Em Chase" highlighted.
Build Asuha’s skills to take on The City’s gambling elite.

Even with optimal skill loadouts and a shrewd mindset, lady luck is not always on your side and you won’t always get the cards you want. Savvy players can figure out ways to utilize Asuha’s skills in game-breaking ways. Discovering these tricks is part of the fun and aligns with Asuha’s whole “self-proclaimed gambling prodigy” schtick.

Boss battles are challenging (especially the final boss) and have interesting gimmicks, yet are winnable so long as Asuha takes the time to dig up enough dirt on said bosses, manipulates her resources effectively (both on the field and during matches), builds her skills, and keeps a cool head. Carefully read the descriptions of every acquired item, because some available “key” items are red herrings. Visit every location and talk to every NPC before heading to the next plot-relevant place. Some locations even require point-and-click style combing over to uncover secrets. Occasionally splurging for nights out at the hostess bar provides stat boosts and even occasional hints.

When games remind me of familiar places and experiences, it changes my outlook. Instead of marveling wide-eyed at a brave new world’s wonders, I marvel at how these outlandish places surprisingly feel like “home.” I really got into All in Abyss: Judge the Fake because it reminded me of places I’ve been to and experiences I’ve had. That being said, All in Abyss: Judge the Fake is not everyone’s cup of tea. I highly recommend playing the entirety of All in Abyss: Judge the Fake’s Steam demo to determine whether this cool hybrid game is right for you.      

  • Graphics: 80
  • Sound: 85
  • Gameplay: 79
  • Control: 85
  • Story: 77
81
Overall Score
(not an average)

About our grading scale

Review by · April 7, 2025 · 9:00 am

For many people (myself included), Blue Prince is a game that was not on their radar until all of a sudden, industry people started talking about how fantastic it is. Published by Raw Fury (who brought us great adventure games like American Arcadia and Norco), it’s the brainchild of Tonda Ros, a visual artist based in Los Angeles who initially founded the studio Dogubomb as a commercial and short film production house before bringing their talents to the world of video games, with Blue Prince as their debut title. So, does it indeed live up to all of the hype?

Why, yes. Yes, it does.

Blue Prince has drawn many a comparison to Outer Wilds due to its freeform gameplay structure. You can approach your primary objective in any order and from any direction, and there’s no one-size-fits-all solution to getting there. The game is also clearly inspired by Myst in its puzzle design and in how it feeds you narrative breadcrumbs gradually throughout your adventure. For instance, certain interactables and environmental details clue you into the estate’s backstory and your family tree.

Make no mistake, though; Blue Prince isn’t a mere copycat, and proudly stands on its own as a new benchmark for both adventure games and roguelikes.

You play as Simon P. Jones, a young boy chosen as the heir to Mount Holly, a vast yet mysterious estate whose owner, Herbert S. Sinclair (your great uncle), recently passed away and challenged you to reach the elusive “Room 46.” It doesn’t appear on any blueprints, and its exact location is otherwise a mystery for much of Blue Prince. Your only lead is the mysterious “Antechamber” that sits at the peak of the estate’s blueprints.

Mount Holly's entrance hall in Blue Prince
Mount Holly Estate’s entrance hall — the room you’ll frequent the most in your travels.

However, one key quirk of the estate makes the entire endeavour a challenge.

The entire estate, except for three rooms, is made up of empty, flexible areas. This lets you choose which rooms are in those spaces and how they are arranged. The available rooms change daily, so you never end up with the same set of rooms in any run. With each door you approach, you choose from a selection of three rooms that will occupy the next empty space.

These rooms come in different categories, such as green rooms, which are rooms covered in plants and greenery and usually flush with resources to dig up. In yellow “shop rooms,” you can spend coins you find to grab tools and upgrades to make your exploration easier. Orange rooms are reserved exclusively for hallways that are, generally speaking, featureless and used as filler. Finally, the dreaded red rooms can either be your last resort or something you want to get out of the way as early as possible. These rooms come with unique afflictions that make exploration slightly trickier.

So, as you can see, not all rooms are made equal or as simple as you’d expect, and day by day, you begin to draw strategies and prioritise certain rooms in preferred orders.

As if that weren’t enough, not all of the rooms point north, and some, even the most useful rooms you can draw, can also be dead ends. Most of the time, this means that your path to the elusive Antechamber at the far north end of the estate can look like a maze of twists and turns, and it’s easy to lose track of where you are on the blueprints and where you’re supposed to be going.

Blue Prince screenshot showing a photo of a woman with a letter next to it, being inspected by a magnifying glass
The magnifying glass allows you to inspect photos and documents closely to spot hidden clues.

Each day, you are granted 50 steps, with each room usually taking one away. This means you technically get 50 rooms to draw and explore before you’re exhausted and need to try again the next day. That might sound like a lot, perhaps even too many, but you soon find that with the amount of backtracking that is often required, coupled with the fact that certain red rooms take away more than one step from your allowance, you have to be tactical in how you explore the estate any given day.

To be fair, this isn’t a static number, and there are several upgrades and shortcuts you’ll unlock in your travels that can increase this number or make it less taxing, but it’s an important thing to keep track of on top of everything else.

This might all sound daunting to you, but trust me, unlocking the secrets of Mount Holly is not as intimidating as it sounds. Although the game keeps track of the days you spend on the estate, there is no set limit on how many you’re allowed to have, and there are no limits on how long you can spend in any one room. Even with the aforementioned obstacles, Blue Prince is extremely generous in how it lets you forge your own strategies and approach the game at your own speed.

As I’ve said, there is no one-size-fits-all solution to Blue Prince‘s primary objective. There’s almost always an alternative path or solution if you’re stumped. Beyond that, at appropriate intervals, Blue Prince offers helpful tips and guidance on how the core mechanics work and strategies that may help you navigate the estate better each day.

Screenshot from Blue Prince showing a selection of three potential rooms you can draw at an empty space.
When approaching a closed door, you can choose one of three potential rooms to open next.

That said, this is where my key criticism of Blue Prince, and really, most roguelikes, comes in. The RNG (Random Number Generation) that serves as a foundation for these kinds of games can be brutal. Even with those alternative solutions for most problems you’ll face in Blue Prince, for much of the game, you must rely on the luck of the draw to make progress.

For instance, there was a sizeable stretch of my playthrough where all I had to do was just get from point A to point B. However, I kept getting caught in a vicious circle as the configuration of rooms I drew each day just wasn’t getting me to where I needed to go. For a game so predicated on skillful puzzle design and great mechanics overall, having such a large swath of my playthrough be down to chance was a pretty big bummer.

So, why then do I have such a high opinion of Blue Prince despite such a setback? That’s thanks to the incredible atmosphere, music, and sound design. Even in my most frustrated moments, I just couldn’t bring myself to hate or even dislike the game because of how good it felt to be a part of the setting of Mount Holly.

Screenshot from Blue Prince showing a fenced-off area with a wooden gate.
There are also outdoor areas to explore and uncover through Mount Holly Estate.

Regardless of the configuration of rooms you set in any given run, Mount Holly Estate feels equally cozy and eerie. It’s a place with a lot of history, and not to sound pretentious, but you can feel that history as you walk through it. It has an otherworldly feel, even outside of the ever-shifting rooms.

All told, for a game that wasn’t even on my radar until recently, Blue Prince is a truly wonderful surprise, serving as a new benchmark for both adventure games and roguelikes moving forward. It can be equal parts rewarding as it can be frustrating, depending on how you approach it and how the dice may roll. Yet, despite those frustrations, there’s still just so much to love about Blue Prince that I can’t ever stay mad at it.

More narratively inclined gamers may struggle with this title as, despite intriguing lore scattered around the many rooms you explore in Mt. Holly Estate, the story is secondary or even tertiary to the experience. The game has a great ending, and the fun doesn’t stop once you hit the end credits (if anything, that’s the halfway point). However, this is otherwise a title you should approach for the gameplay first and foremost.

And on that front, it truly delivers.

  • Graphics: 90
  • Sound: 95
  • Gameplay: 93
  • Control: 90
  • Story: 83
90
Overall Score
(not an average)

About our grading scale

Review by · April 5, 2025 · 8:00 am

Several years have passed since the Empyrean War. The protagonist of the first Dark Deity, Irving, has certainly kept himself busy. He’s now Grandmaster of the Order of Eternals, a peacekeeping force in the land of Verroa assisting those in need while remaining staunchly neutral to the politics of the surrounding countries. On top of this, he’s a father to three adult children: leader and “heir apparent” Gwyn, joking supporter Riordan, and the sensitive Arthur searching for clues to his origins outside his adopted family. The three embark on a mission to reclaim a magical artifact in a nearby country, inadvertently embroiling the Order in an evil empire’s invasion plans. Can they restore peace to the people of Verroa, even with increasingly complex and painful decisions? I was impressed with the first Dark Deity, an indie SRPG paying obvious homage to Fire Emblem, so naturally, I have high hopes for its sequel. I’m happy to say that Dark Deity 2 improves upon its predecessor’s gameplay mechanics while also having an arguably stronger narrative. It makes for a polished SRPG experience, though a few weaknesses poke through its defenses.

Dark Deity 2 opens with various difficulty levels and modes of play to help tailor combat to your preferences. The versatility is much appreciated, allowing experimentation beyond story replayability. Fights occur when your squad of party members moves across a battlefield grid, engaging in combat once they come into contact with an enemy unit. You can also use a character’s unique abilities outside of combat to either boost statuses, heal, or do damage outside unit combat. Those who played the first Dark Deity (or SRPGs modeled after FE) should quickly get the hang of combat, though there are helpful tutorials in the beginning stages, should you need them.

A battle screenshot from Dark Deity 2 featuring a unit battle with the stats for Laurai, Level 41 Spirit Keeper highlighted.
Maps are smaller and often offer more puzzle elements than the first game’s.

During a chapter fight, you clear the stage by accomplishing a primary objective. There are various objectives, so you’re not always seeing something like “defeat the boss.” Side objectives also exist and net useful item rewards if you successfully carry them out alongside the main objective, such as rescuing civilians or putting out fires. You must strategize effectively to successfully get through stages, particularly if trying to clear all side objectives or get all treasure chests on a map since there’s a turn limit in fights, and you must keep Gwyn alive. I found fights to be rather polished affairs that kept me on my toes, especially with keeping under the turn limit to avoid automatic game overs. However, I imagine those more familiar with SRPG mechanics might enjoy raising the difficulty level to ensure a challenge. You can change the difficulty settings at any time. Like in the first game, injuries that negatively affect a stat occur following a character’s defeat in combat instead of permadeath. Unlike the original Dark Deity, however, these injuries only last for one chapter instead of an entire playthrough. Sometimes, stages also have puzzle switches to use as you advance your units.

Outside combat, there are several ways to customize and strengthen your forces. Depending on their class, you equip weapons that have two rune slots that provide opportunities for more customization and different status boosts. Removing a rune once it is fitted costs money, so it’s good to ponder which ones you want to use. You also find status-boosting elixirs that raise a character’s stats permanently. You can use specific collected resources to craft rings, supplying various statuses and ability boosts when characters equip them.

You can also use materials collected during fights or from the shop menu to level up multiple attributes of character and job class abilities, such as increasing the range of AoE moves or decreasing the MP cost of a spell. You can respec these modifications even if you max them out, again allowing for creative experimentation with combat. Characters have two tiers of four job classes each, gaining access to each tier after raising character levels to a certain point and acquiring a unique item. The level of character customization, even outside of combat, is pretty robust. However, the menu navigation for the weapons, runes, and ring-equipping portions can be difficult, thanks to the small text and UI.

A weapon and rune equipment screen from Dark Deity 2 featuring several menus and small text.
The menu UI certainly has a lot going on.

Each party member, with one noticeable exception later on, has four other characters they can develop strong rapport with outside the main story, often giving status and item rewards for strengthening their bond. Staying within the range of a potential bond character during combat fills the bond leveling gauge. I managed to max out most of the bonds in one playthrough, though I stumbled upon a glitch that prevented me from maxing out two. Hopefully, that gets patched soon.

Suppose you attempt a playthrough of only Dark Deity 2’s thirty story chapters. I imagine battles might be challenging in that case, but the game provides a handful of training battles you pay gold to initiate. These training battles can help strengthen and level up characters. I found them helpful in keeping my party on equal levels with one another as well as in raising bond levels. However, there isn’t a lot of variety when it comes to the training stages, so it can get repetitive if you rely on them. As you advance, you also unlock challenge fights. True to their name, you can only do these optional challenge fights once and they usually have more demanding objectives or only allow for a smaller number of max squad numbers.

From a plot stance, I’d argue that Dark Deity 2 builds upon the first game’s world-building and characters to significant effect and, therefore, has a more personal and stronger storyline. There’s even a degree of choice in your plot approach that affects battle stages and alters some story scenes, adding more replayability into the mix. I wouldn’t say it’s vital to play the first game to fully enjoy this one, as I think it stands well enough on its own, but I do think a quick playthrough of Dark Deity allows you to appreciate characters such as Irving and Alden more. It’s a great writing technique to show that heroes can be just as human and prone to mistakes/regrets as the rest of us, which is the takeaway from Irving’s character arc here. Obviously, he cares greatly for his three children, but he has strained relationships with all of them due to how he raised them.

Gwyn is an excellent new main character, full of doubt over her role as Irving’s heir but trying her best even as she nears the breaking point. Riordan has a lot of conflicting feelings towards his dad but wants to be there for his siblings, whom he views as destined for greatness. Arthur is a mystery even to himself, and that sense of being “othered” from his family torments him as he tries his best to understand his dad and support Gwyn and Riordan. They’re a relatable and wonderfully written trio of characters whose familial bond always shows through.

Likewise, returning powerhouse mage Alden is their supporting uncle, torn between his apparent love for his niece and nephews and his conflicting feelings about how Irving and their mother raised them. He’s phenomenally written, too, becoming one of my standouts in the cast, which is saying something since I honestly didn’t think much of him beyond being the “kid character” in the first game. This sequel, which addresses how his upbringing as a child soldier impacted his growing up, is also fascinating. All of the party characters are either quirky or have interesting backstories and well-developed personalities (often a combo of all three!) that make them intriguing, especially as they interact with other characters and show more of their personalities and relationship dynamics.

Benji and Tal'Dera share a moment in a bond conversation in Dark Deity 2. Tal'Dera is concerned that Benji is moved to tears by just her synopsis.
The bond scenes provide a lot of insight into the various party members and their backstories.

That said, as much as I love the bond dialogues, there’s one noticeable weakness: they’re optional. I love the character development and world-building through the bonds, but hiding those scenes unless you actively seek them out is a disservice. I wish Dark Deity 2 could somehow include many of the bond scenes in the main story. Take spunky Valeria as an example: I love the surprising reveal about her connection to a particular general in the main plot, and seeing their bonds together only makes their later main story scenes all the more heartwarming. However, she also has a bond with another character that, if I hadn’t maxed out their bond beforehand, would’ve made later main plot reveals seem like they came out of left field. It’s a shame that they feel so separate, as I genuinely think the bonds add much more depth to the plot.

Visually, I admit to not being the biggest fan of Dark Deity 2’s UI, especially the font. It clashes with the detailed VN-styled backgrounds and beautifully detailed character art in story scenes. It can also be hard to read, especially when cramming a large amount of text onto the screen. The pixelwork in the game is colorful and nicely detailed, though I sometimes notice a visual discrepancy with the pixel outfit colors in story scenes compared to the ones in battle, which is a bit bizarre. The scriptwork is mainly excellent, though a few typographical errors popped up. The English voice acting is truly above and beyond in Dark Deity 2. I was pleasantly surprised at how emotive and passionate the performances got. I enjoy how much of the admittedly large script is voice-acted, which makes not having voice-acted bond scenes somewhat disappointing. Props especially go to Elizabeth Maxwell as Gwyn, along with the voice actors for Alden and the diplomatic-minded Laurai, but everyone does a phenomenal job in their character roles. The game’s soundtrack is also quite fitting and helps set the stage for the tense, fantasy-themed fights.

Overall, I came away from Dark Deity 2 impressed. As far as it is a sequel, it’s an improvement from the original Dark Deity in many ways, which is saying something since I enjoyed that title, too! It’s a solid indie SRPG offering much replayability and player experimentation. I wouldn’t oppose a third game in this series, especially if it keeps this positive momentum. Instead of being viewed as just a Fire Emblem homage, Dark Deity 2 proves that it’s a labor of love with its own merit.

  • Graphics: 85
  • Sound: 92
  • Gameplay: 93
  • Control: 93
  • Story: 90
91
Overall Score
(not an average)

About our grading scale

Review by · April 3, 2025 · 12:00 pm

The legends of King Arthur, Camelot, and the Lady of the Lake have been popular over the last few years, and a range of projects from bizarre action games to turn-based gacha are doubling down on these romantic influences. Neocore developed their own slant on the legend, King Arthur: Knight’s Tale, back in 2022 and the strategy RPG was well received. More recently, they have produced a different spin on the same systems and engine, through the stand-alone King Arthur: Legion IX. This latest game takes the themes and characters into Ancient Roman territory while still maintaining the flexible tactical systems, challenging combat, and darkly dour themes of its original inspiration. Having said that, longer-term fans will be wise to temper their expectations around how much Legion IX adds to the original game. Unlike their Roman namesakes, this legion is more iteration than innovation.

The story revolves around a powerful ancient leader, Gaius Julius Mento, the commander of Rome’s legendary Legion IX and a distant relative of Julius Caesar. Along with his undead soldiers, brought back from the dead realm of Tartarus to fight for their futures, he emerges in the fey land of Avalon and soon locates the fledgling city of Nova Roma. From this point, Gaius explores the surrounding area seeking a way to bring his boss, Emperor Septimus Sulla, into Avalon and then into the living world and the new glory of Rome. As he does this, he soon gets embroiled in the characters and mythology of Avalon, with plentiful callbacks to the original game. The narrative passes by easily enough, even if it suffers from the same clumsy writing and blunt characterization as the original.

Legion IX presents a melancholy setting, full of swirling mists, skeletal trees, and angry Pict warriors. There’s not a great deal of variety or point of difference from the original game, with a few reused areas. The Roman detail on the new enemy faction and player characters is nice and evokes the macabre sense of a legion of dead centurions, but there’s nothing that takes the graphic design to another level. Music and sound function similarly, and the voice acting maintains a melodramatic and over-the-top approach. Don’t expect much nuance here or any memorable musical tracks or moments.

Screenshot of dialogue between Roman zombie warriors and Picts in King Arthur: Legion IX.

Nuanced, well-crafted dialogue, you won’t find here.

However, the developers added a few twists to the robust turn-based combat. Firstly, the roster of characters (just six total) all boast new classes and abilities. Although these don’t radically change the tactical approach, some are more successful at providing variety than others. The sorcerous Flamen class, embodied in one of your delightfully evil advisors, offers strategies around causing damage over time to multiple enemies, mirroring damage between them, and generally weakening them for everyone else to mush. That he’s not a strong offensive weapon is not an issue.

Later stages in the game introduce Ultimate abilities. Each character has their own, ranging from summoning an abyssal ally to simply whaling on an enemy with multiple hits. Ultimates gain power from soul energy dropped by fallen enemies in battle and indicated with numerical counters signifying their value. Once this part of the game opens up, strategies to create optimum movement paths to collect soul energy, as well as deciding who to collect and when to activate an Ultimate, add to the tactical decisions. It’s vital for more challenging maps later on: the ability to flood a map with additional temporary doppelgangers is very useful to take the heat from a few hulking Formorians, for example.

Finally, battles make more use of barriers and terrain chokepoints than King Arthur: Knight’s Tale, and when coupled with enemy healing or spawn totems, this adds to the complexity and demands of combat, especially with the limited roster. In the original, there was more scope (depending on who you recruited or discovered) to pack out a squad with tanks, scouts, or mages, whereas the focus on each Legion IX character having a specific role makes the maps and objectives more demanding and engaging. Although it felt initially disappointing to have so few characters, this design decision ultimately serves the game well.

Screenshot of battle in snowy terrain with the party preparing to attack.

It’s grim, grimy and misty. Welcome to the vast majority of Legion IX maps!

There are a raft of different equipment runes, relics, and banners to find or purchase to further empower your characters, and all abilities have several unlockable bonuses to make them more efficient. As there are only six characters and six classes, each build can be unique and offers lots of tactical choice. It’s feasible to focus on empowering a few key abilities or to spread your resources across many, even if they aren’t as strong or cost more action points to use. There’s even scope to focus on a few key abilities and max out a range of passive skills, such as increasing your movement rate or enhancing a character’s physical and mental resistance. Taken as a whole, it’s a good system and the smaller cast of characters brings it into sharper relief than previously.

Shortly after the opening battles, the base-building elements return in a slightly leaner format. Although there are no wounds or injuries to contend with, there’s a blacksmith for equipment upgrades and two different merchants as pathways to improving characters. Edicts, which enforce a specific set of circumstances or advantages for an upcoming battle, also make a return provided you have the coin and resources. One new area is the Lararium, where collectable Lar busts can be activated. These marble statues provide both a boon and a disadvantage during fights. On one map, a Lar’s ability to restore 10% of damage dealt as health (even if campfire rests would not replenish health as a downside) worked well when there were several smaller battles and the crew could hit hard.

Perhaps the most disappointing aspect of the game is the lack of enemy variety. Fighting through waves of the same Picts, Lost, and Seelie adversaries feels very familiar, and even the mission objective variety can’t mask the familiarity. Coupled with the inherent dreariness of the setting, it leads to points where ploughing through a map to reveal new runes or a stash of precious relic dust is the main goal. The game does offer some cool new bad guys in the endgame, such as elemental sprites and a wider range of Fomorians, but it feels like it arrives too late. Issues around the fiddly UI and selecting characters in the battle maps persist, too. There were many times characters ended up going on an unintentional run and wasting action points for my liking, with no option to re-do.

Screenshot of Roman zombie warriors surrounded by enemies in a colliseum.
There’s no doubting that enemy variety is a weakness. Spot the difference?

I’m very aware that throughout this review, I’ve treated the game almost like a DLC, but Legion IX is a strange game in many ways. It feels like it was an offshoot design of the original game: a sort of parallel-world approach that leads to it being not only very similar but a step back from its predecessor in some cases. There’s no doubting that the morality system is simplified and the base-building has far fewer elements to manage. Even the combat, slick and effective though it is, only iterates around familiar systems; there’s nothing that alters the dynamics or shifts perceptions. In keeping with its tight focus, Legion IX is not a long slog either, and apart from choosing the Demonic or Humanist path and some tough final boss maps, there’s little else to justify a replay.

This genre and approach are my catnip, and I could happily play Legion IX again just to explore different character builds and attain the full demonic morality bonuses, but I suspect many gamers will bounce straight off it even if they liked the original. If you really enjoyed the original, and want more of the same, you’re in the right place. If you enjoyed the original but wished it addressed some of its issues or innovated on its designs, this trip to Nova Roma won’t provide solutions. You can decide whether you’ll come, what you think you’ll see, and if you think you’ll conquer. Veni, Vidi, Vici, indeed.

  • Graphics: 80
  • Sound: 78
  • Gameplay: 85
  • Control: 82
  • Story: 73
83
Overall Score
(not an average)

About our grading scale

Review by · April 2, 2025 · 12:00 pm

It’s finally here! The Assassin’s Creed game that fans have long wanted and begged for before there was even a name or a team attached to the project. Assassin’s Creed Shadows at last brings the series’ fast-paced parkour stealth action gameplay to Feudal Japan. It’s set specifically in 1579, during the end of the Sengoku period, a particular time in Japanese history stained with civil war and strife among the populace.

You play as dual protagonists Naoe and Yasuke: two lost souls from different walks of life that ultimately come together under a shared cause. Naoe embodies the series’ classic gameplay tropes, scaling buildings, parkouring, and dispatching enemies quickly and efficiently before disappearing into the shadows. Yasuke, on the other hand, takes a much less subtle approach. As him, you can break down doors and break through enemies large and small with relative ease, all while wielding weapons as big as he is.

The choice of playing as both characters feels like Ubisoft wants players to have their cake and eat it too, appealing to classic fans while ensuring fans of the RPG titles (such as myself) don’t feel left out. For the most part, this gambit does pay off; Assassin’s Creed Shadows delivers some of the series’ tightest, most fun gameplay in years. However, certain choices make the game feel a little unfocused due to this new direction.

Assassin’s Creed Shadows starts by showing us how Yasuke, then known as Diogo, came to serve under Oda Nobunaga, a powerful Feudal lord or “daimyƍ.” He takes Yasuke on from Portuguese Jesuit priests, where he served as a bodyguard, to be a retainer (a samurai who serves exclusively under the lord of a clan as a military commander in exchange for boons such as land or wealth).

The action then switches to Naoe, daughter of Fujibayashi Nagato, a jonin or high-ranking ninja of the Iga clan. From here, you follow her journey from ninja-in-training to ninja by circumstance as the plot’s events force her hand. Now, she becomes Japan’s best hope to save it from the clutches of tyranny. Indeed, all of Act 1 of the story is Naoe’s perspective, and you’re confined to the region of Izumi Settsu to give you a taste of the open world and each facet of the gameplay before Yasuke rejoins the story and the full map opens up with you now able to freely switch between the two at will.

Screenshot of Assassin's Creed Shadows with Yasuke and Naoe drawing their weapons in front of an ornate building.
Yasuke is your sword, while Naoe is your dagger.

I see why they did it this way since Naoe very much embodies the core tenets of the Assassin’s Creed that everybody expects and fans enjoy, but it’s hard not to feel like Yasuke is an afterthought in this game. Not so much in the story, since he does go on his own arc(s) and has interactions and relationships throughout that are wholly separate from Naoe’s, but definitely when it comes to the gameplay.

Yasuke’s absolutely a force to be reckoned with in combat and can make short work of a lot of Assassin’s Creed Shadows‘ various enemies. However, Naoe’s no slouch in combat either, especially if you invest in the right skill trees and weapons. By the game’s end, they’re more or less on equal footing when taking on single opponents or many enemies at once.

Not only that, but by far the most enjoyable aspects of Assassin’s Creed Shadows‘ gameplay loop are heavily weighted in Naoe’s favor. Parkour, stealth, and yes, even combat in certain instances, become significantly more enjoyable when you’re playing as her as opposed to Yasuke. Ultimately, there were several moments while playing as Yasuke when I said to myself, “I could be playing as Naoe right now,” and doing so would have been the optimal experience.

It really is a shame, then, especially given the racist controversies surrounding Assassin’s Creed Shadows and Yasuke’s involvement in it, that Naoe is the star from a gameplay standpoint. The fact that Yasuke feels like a one-trick pony, with that trick being one Naoe can eventually get proficient at, leads to questioning why he is a second playable character and not just a major player in the game’s plot.

Naoe perched on a rooftop near a bridge illuminated by lanterns in Assassin's Creed Shadows.
Naoe works best under cover of darkness.

Speaking of the story, it’s a perfectly decent fare under the right conditions. Nothing you haven’t played, seen, or read before, but made more enjoyable by the strength of its characters, to a certain extent the writing, and the performances. Regarding those performances, that’s where “under the right conditions” comes into play. You see, before you start Assassin’s Creed Shadows, you toggle a few modes that affect both story and gameplay.

Guided Exploration mode dictates whether you want markers for every objective or hints at the general area of said objective. Canon Mode all but removes dialogue choices from the game, with both protagonists acting exactly how the story demands they should (the validity of that mode as an option is worthy of a separate discussion on its own). Finally, there’s Immersive Mode, which sets all characters to speak in their native tongues with native actors (Japanese characters speak Japanese, Portuguese characters speak Portuguese, and so on).

For the initial act of Assassin’s Creed Shadows, I switched between having Immersive Mode enabled and hearing the original English performances. I far and away prefer the Japanese and Portuguese performances that Immersive Mode provides. No disrespect to the actors involved with the original English performances, but there’s definitely a jump in quality when you play in Immersive Mode. True, while I don’t speak Japanese or Portuguese, the emotion and tone conveyed in the lines are much more impactful when not in English. Your experience may differ, but I would encourage turning Immersive Mode on if you are able/can stand reading subtitles for optimal enjoyment of Assassin’s Creed Shadows‘ story and characters.

Assassin's Creed Shadows screenshot featuring a rooftop with the sun low over some hills with tall buildings in the background.
There are stunning vistas aplenty across the map.

If you’re already familiar with the Assassin’s Creed RPG entries (Origins, Odyssey, Valhalla), there’s not much that Shadows does in gameplay that you haven’t already seen. However, certain tweaks to the formula and a few new additions add just enough flavor so that it stands out. One such addition is the introduction of seasons.

Every so often, the season will change and bring about new gameplay opportunities, be they quests or enhancements to stealth, such as snowstorms to muffle your footsteps in winter or tall grass to crawl through in summer. These are novel additions and add quite a bit to the experience, both visually and practically. However, they can be quite short. It’s not clear what triggers them, but they seem to happen quicker if you use fast travel liberally. I wouldn’t say it’s necessarily a crutch, just something to be aware of once the full open world unlocks.

Perhaps the biggest new feature of Assassin’s Creed Shadows is the hideout. You unlock it fairly early in the game, and it serves as your base of operations throughout. It’s where all of your major allies congregate and where you can come to have your weapons and armor upgraded, with new buildings unlocking gameplay improvements, such as more scouts to gather resources or seek out objectives for you.

When working on the hideout, the camera moves to a top-down view and it essentially becomes a management sim. From here, you can upgrade buildings, construct new facilities, or house the adorable animals that you’ve found and pet in the open world so they can stay. It’s incredibly charming and a nice, relaxing break away from the otherwise intense violence and mayhem you get up to in the open world. However, be aware that the frame rate takes a big hit when you visit the hideout due to the built-in ray tracing.

Yasuke grimacing after taking a swing with his weapon in Assassin's Creed Shadows.
Yasuke’s batting a thousand.

It may sound as if I had more gripes than praise with Assassin’s Creed Shadows, but I truly enjoyed my time with it. It’s just that, with a series such as this from a historically controversial developer such as Ubisoft, it’s important to view Shadows with realistic expectations so you don’t get burned by what isn’t there and can instead appreciate where it excels.

The game is honestly satisfying in a range of ways: it’s graphically stunning with seemingly endless photo mode opportunities across the map (and that’s from someone who normally doesn’t care for photo mode), has consistently satisfying parkour, has some fluid animations not seen since Unity, provides great side quests to uncover (be on the lookout for the Yokai questline especially for a bonkers, wild ride), includes a hideout that’s fun to explore and manage, boasts some of the series’ best action RPG gameplay and especially combat, and finally great skills and tools to unlock and try out.

Special shout-outs have to go toward the soundtrack, which delivers quite an unconventional sound for this type of game, clearly inspired by the music of Kill Bill. Lots of screeching guitars mixed in occasionally with hip-hop beats make for a truly unique sound that helps to make Assassin’s Creed Shadows stand out sonically from its contemporaries.

Regardless of how you feel about Ubisoft as a whole, it’s wonderful to see Assassin’s Creed Shadows attain such critical and commercial success after such lambasting and endless harassment from the worst corners of the internet. Hopefully, the development team at Ubisoft Quebec can stand proud of the game they’ve made here that, despite my personal qualms, proves that taking risks in this industry is always a good move.

  • Graphics: 90
  • Sound: 84
  • Gameplay: 80
  • Control: 75
  • Story: 71
80
Overall Score
(not an average)

About our grading scale

Review by · April 1, 2025 · 5:03 pm

In space, no one can hear you gargle.

Mouthwashing sees you as a spaceship captain aboard an interstellar freighter on its long journey home. The ship’s computer warns that a minor course correction is needed to avoid an asteroid. But for reasons unknown, you decide to steer into the asteroid instead.

Our small crew of five actually survive the ensuing crash, but with limited food rations, their only hope is a massive supply of — wait for it — mouthwash to sustain them until rescued. Also, the ship’s captain, Curly, was horrifically maimed in the incident and is now stuck in the medical bay, lacking limbs and the ability to speak (outside of crying in pain). He also needs to be fed a constant supply of painkillers lest his injuries catch up with him. Our cast might have the freshest breaths in the galaxy, but their ability to cope with their harrowing circumstances becomes increasingly grim as they deal with steadily depleting supplies and the mental toll of uncertain survival.

First, I recommend playing this game blind. Mouthwashing was an instant hit and has quickly found a dedicated fanbase thanks to its memorable cast and story. It’s also very short: The 2- to 4-hour length and on-rails nature make it a great “movie-esque” experience (even priced about the same as a ticket). To mix and match a few games: Mouthwashing hits the same disturbing depths of a Silent Hill game, visually reminds me of FromSoftware’s PS1 adventure-horror game Echo Night, has that deliberate horror-game-meets-horror-movie influence of Until Dawn, and has the short and sweet scope of What Remains of Edith Finch. And all of these games feature many people dying. So, uh: Vibes check!

Mouthwashing is developer Wrong Organ’s second title after How Fish is Made, a philosophical sojourn into the ups and downs of life as a sardine. It’s a strange little game that leaves itself open to interpretation. There’s also a DLC chapter where you play as a small Eldritch mass that rolls around (Katamari-style) and meets the Mouthwashing cast! Although it’s not required playing ahead of Mouthwashing (though it is freeware), it demonstrates Wrong Organ’s ability for crafting clever and tight narratives — where even short amounts of time with a person (or fish) can reveal a lot about them — especially if they’re under pressure.

Mouthwashing screenshot with prominent warning and emergency messages behind a bandaged figure with only an eye and teeth showing
This is fine.

Even during our brief stay aboard the freighter, there’s so much to say about each of the five main characters. It’s their desires, their struggles, their fears — and especially the contradictions — that make them interesting. Is it bad that our ship’s nurse Anya gets squeamish around the severely injured Curly? Or is it bad if our mechanic Swansea pours 15 years of sobriety down the drain to survive off high-alcohol mouthwash? What could go wrong? (In a word: everything.)

Meanwhile, it’s been ages since I’ve been so upset with a game’s villain, a person both truly twisted and unforgivable once the truth comes out. And while our main baddie is the worst of the bunch, the rest of the crew isn’t entirely off the hook for their choices either. But the reveal is subtle, and it pulls the curtain back on the entire game’s narrative, even giving new context to earlier parts in the story that makes Mouthwashing worth replaying (if you can stomach it).

Indeed, a major strength of Mouthwashing is that character conundrums are worth ruminating on and don’t feel forced or arbitrary — a genuine sense of history builds its confrontations. But otherwise, their personalities are easy to parse and come from sensible places (and dialogue is even colour-coded for convenience, like Anya figuratively and literally being the “blue” one). Meanwhile, character mental states are thoroughly divulged and sometimes literally explored through bizarre dream sequences. This speaks to Mouthwashing’s final half where it goes full space-horror and that delirium and darkness take hold of the story.

Gameplay largely occurs through linear sections aboard the freighter; however, the story is told out of order. You take control of a pre-crash Captain Curly, with co-pilot Jimmy picking things up during post-crash sequences, alternating between the two protagonists to piece everything together. Tasks take the form of minor puzzle-solving and straightforward point-and-click mechanics. There are about three “hands-on” segments to keep you on your toes, but there are no health bars or Game Overs to concern yourself with. Mouthwashing is definitely a story-game, not a gamey-game. As a fan of puzzles, it left me a little wanting, as these are easily the least interesting parts of Mouthwashing. But for those just wanting to get to the “juicy bits” (of which there are many), it’s serviceable and no part will leave you stuck for too long. I still recommend walking around the ship to chat with the crew and take in the environmental storytelling of Mouthwashing’s time-hopping narrative (such as the board game in the ship’s lounge changing each chapter).

Mouthwashing screenshot of an old timey TV in a black room showing a blurry fiery shape in space
There’s never anything good on channel 3.

Music-wise, Mouthwashing flips between starry lo-fi ambiance, complete silence, and creepy electronic tunes designed to put you on edge. It’s all very immersive and delivers contrasting sounds very well. The game has very little voice acting (outside of a few screams and one animatronic corporate mascot, Polle), so it’s nice to hear so many unique pieces of music made specifically for the one scene in which each appears.

I also enjoy the cheeky radio “muzak” and a mixed-media TV set that plays live-action clips and old-timey cartoons. It all gives a false sense of security, comfort, and foreshadowing in a game otherwise teeming with doom and gloom. And again, without voice acting, the game does well relying on sounds. White noise, loud alarms, footsteps clanging through long, empty metal halls — and it’s hard to forget Curly’s painful cries throughout the ship! It all clawed at the back of my brain, even when no immediate threat presented itself.

And on that note, it’s worth talking about Mouthwashing’s horror as I am the ideal horror audience. That is to say, I’m bad with it, and I get creeped out easily! But I appreciate how the game doesn’t use many cheap scare tactics for its chills or thrills. To be clear: A LOT of bad things happen. The worst of the worst, in fact. And it’s all very gruesome… but it also looks like a PS1 game — so on the “bright side” no fleshy parts look too gooey, textured, or realistic. Yet a lot of the violence packs a punch, even when it’s off-screen, simply due to their effective setups. I viscerally felt the horror through difficult scenarios that’ll make your skin crawl. A few scenes had me going (direct quote): “Noooo—” or just left me with my mouth wide open, but it was never anything I needed to look away from. There’s a fair amount of pitch-black hallways, flickering lights, blood splatters, and a concerning amount of empty mouthwash bottles that effectively relay the fear and misery. Still, you won’t suddenly be chased by something out of the darkness, at least not without ample sensory warning (one surprise encounter ends up being more cheeky than actually distressing). This is all to say that Mouthwashing carefully crafts how it scares people.

On the downside, character animations are simple and repetitive, and the models seldom emote (with their admittedly great dialogue doing most of the heavy lifting). I find it strange that Anya has cartoonishly huge eyes, and that Swansea’s arms look haphazardly attached. And characters rarely walk so much as they just appear in place. It can feel a little low budget, but it’s quite impressive how Wrong Organ can work within its limits, relying on a good story, cast, and various moods to pick up the slack.

Mouthwashing screenshot of the bandaged Curly in a dark room, suggesting the player eat some suspicious cake
But… the calories, you know?

Worth mentioning is the use of transition shots taking a “glitched” effect (a gamer-targeted horror if there was one), and the game often cuts to parts of the story when they hit a dead-end or to quickly bridge storytelling gaps. It’s genuinely great when the game transitions into an emergency situation without any context given! Additionally, semi-random text pop-ups (often compared to Neon Genesis Evangelion title cards) relay thematic messages and warnings like a subliminal shot to the head.

It would be easy to write off Mouthwashing for its short runtime or linear nature, but the experience is very well-paced, with no scene feeling superfluous or running too long. Like any good horror movie, you’re slowly eased into the madness before sliding down it uncontrollably. A few light moments offer needed variety, and periods before the crash tend to feel “safer” than those after the crash — but it’s always building towards heavier themes and climaxes. I believe a few scenes could have benefited from further elaboration, as some story beats aren’t always crystal clear, but this could just be me wanting to spend more time with everyone.

While the theme of “taking responsibility” is plastered all over the game, I became more fascinated about what Mouthwashing has to say about disability and mental health. Despite Captain Curly taking the lead in all the “before crash” segments, it’s interesting that his role diminishes to an injured bystander during the “after crash” chapters. Most of the main cast is clearly going through serious problems, often rooted in circumstances beyond anyone’s control. Yet, these burdens we try to fight or hide can resurface in awful ways, especially when they clash against others similarly facing their own demons. Maybe if we could better address our problems at their source, we could avoid worse problems later on. But it’s never really that simple, is it?

While a sorrowful game like What Remains of Edith Finch chooses to end on more of a “life is short, but beautiful” angle, the opposite can be said here: Mouthwashing waits until the last minute to deliver its final, devastating punchline. Even if the gameplay here isn’t revolutionary, it’s hard not to be drawn by the gravity of games that “go big on story” (like how Yoko Taro games tend to revel in delightfully twisted storytelling). After a certain point, you simply can’t look back and need to see how this ends, even if it’s all in tears. But the best parts of Mouthwashing have sat in my mind for a while now, and Wrong Organ has quickly established itself as a developer worth keeping a creepy, unblinking eye on.

  • Graphics: 85
  • Sound: 90
  • Gameplay: 60
  • Control: 90
  • Story: 95
92
Overall Score
(not an average)

About our grading scale

Review by · March 29, 2025 · 3:00 pm

Pentiment is coated, like a canvas under layers of paint, with astute depictions and examinations of 16th-century history, religion, art, literature, class, and gender roles within the Holy Roman Empire. It’s also a murder-mystery adventure game that opts for character role-playing over puzzles and robust conversations over deduction. Playing through it often felt like reading a well-researched book, exacerbating its functional weaknesses as a game, yet emphasizing its inability to tell its incredible interactive narrative in anything but game form. Since I started it and long since finishing it, Pentiment clouds my thoughts and demands that I tell others about it, even though I know its appeal is limited.

Obsidian Entertainment are best known for their quick and creative sequels to the big-franchise RPGs of landmark studios like BioWare and Bethesda—Star Wars Knights of the Old Republic II, Neverwinter Nights 2, and Fallout: New Vegas come to mind. While they may have long existed in the shadows of giants, Obsidian have undoubtedly proven their ability to write complex stories rife with entertaining dialogue and freedom of choice for players. Pentiment, originally released on Windows and Xbox platforms in 2022 and for PlayStation 4, 5, and Switch in 2024, is Obsidian scaling down the physical world and mechanics to their bare necessities while plumbing the depth of their dialogue systems.

A ship sails on a painted globe of seas, landing at a circular walled city. In the background is a starry sky and crescent moon.
Sailing to the land of dreams.

Players primarily control Andreas Maler, a journeyman artist honing his craft in the Benedictine monastery of Kiersau Abbey, overlooking the small Bavarian town of Tassing. Now crowned by Catholicism, Tassing still bears ruins and remnants of the prior Romans and the pagans before them. Andreas works in the abbey’s scriptorium, where he aids in the even-antiquated-for-1518 practice of penning and illustrating commissioned books by hand. The 1500s backdrop means that major historical events like the Protestant Reformation and the German Peasants’ War are going on, and traces of them show through.

When a murder rocks the abbey, it’s the outsider Andreas who decides to freely roam about the town and abbey in a small, semi-open world of horizontal vistas, devoting chunks of each day a la the Persona series to various actions and leads. If you dine with the stone mason’s family, you might learn why he was arguing with the murder victim the previous day. If you help the elderly peasant clean her house, she may warm up enough to tell you of Tassing’s pagan roots and dark undercurrents. Through dialogue choices and a series of selectable character skills early in the game, players can form Andreas’ past just as fluidly as they plot his and the town of Tassing’s future.

A man stands in an open vista of rolling green hills. In the background is a ruined Roman aqueduct. Several menus show classes the player can choose, highlighting the "occultist" class.
Depending on what background you choose, slews of dialogue options and deductive possibilities will open for you.

My Andreas had schooling in Italy, including studies in theology and under-the-table occultism. He also belonged to the “Hedonist” class, meaning that he’d occasionally flirt with the nuns or villagers and had experience with the crasser sides of life. Moreso than perhaps any game I’ve ever played, Pentiment continually lets you dictate your past throughout its roughly fifteen-hour runtime, allowing me to flesh out my Andreas in ways that were surprising even to me. In this way, Obsidian adhere to their RPG roots.

One of Pentiment’s more notable draws is its art style. Andreas fluidly moves about on a colorful 2D plane that looks like a painting lifted from medieval manuscripts. Elderly characters are depicted with an older style and fading lines. Brother Sebhat, an Ethiopian monk visiting the abbey, is drawn in a style entirely separate from the main European cast. It’s colorful and striking, if not exactly always beautiful. There are moments where the creative potential of the art style is unbridled, such as when Andreas retreats into his dream world to consult his council of consciences including historical, literary, and legendary figures like Socrates, Beatrice (presumably of The Divine Comedy), the mythical Christian king Prester John, and Grobian, the patron saint of vulgarity. Occasionally, Andreas dreams of sailing to this illusory council to recap major decisions and their stakes.

Players can also occasionally hear out the dream council amidst tricky dialogue situations, similar to the way the protagonist of Disco Elysium has aspects of his mind shouting their input at him. Grobian, like a devil on your shoulder, proposes “renegade” options. Beatrice is virtuous and kind. Socrates is balanced and measured. Players can listen to these inner voices before making decisions of their own. This system is interesting, and Grobian in particular provides some refreshingly silly and crude ideas, but it feels a little underused, like a few too many of Pentiment’s more oddball or supernatural tangents.

A courtyard lifted from a medieval-style painting. Five characters, four men and a woman, stand in the courtyard, talking.
The art is strongest when it is most surreal, such as Andreas’ dream council.

Pentiment features music by Alkemie, a group specializing in authentic-sounding medieval and folk music. When it’s there, the music is dripping with atmosphere, but I did feel that background music was sparse and underutilized until the final act. At times, this quiet made the game feel overly sleepy, to the point where I thought my game had frozen mid-conversation more than once.

As far as dialogue goes, Pentiment makes the aesthetic choice to have each character write or type out their lines in floating scroll-like speech bubbles, with absolutely zero voice acting. Instead, the script type and fonts characters use showcase their personalities. The peasants of Tassing have their words scrawled out, while the monks and nuns of the abbey “speak” in fine, gothic penmanship. Some more forward-thinking characters even have their words printed out, as in spelled out and stamped in block print. Interestingly, the chosen fonts sometimes change with Andreas’ evolving perception. A peasant who reveals they are literate or mildly educated suddenly speaks in finer handwriting. Admittedly, the constant scribbling noises and sometimes inscrutable text can be frustrating, but Pentiment offers the accessibility options to change to more legible fonts.

Artist characters Andreas and Brother Piero speak in a dimly lit stone room, where other monks are seen writing and drawing on easels.
Players must be ready to pay careful attention to conversations.

Accessibility, though, is otherwise not one of Pentiment’s strengths. For one, there is no dialogue history to scroll back through, nor is there a way to even see the most recent previous dialogue that you are expected to respond to. Perhaps this is a conscious design choice to make players pay close attention (after all, dialogue is the only real gameplay element here), but it seems like an oversight to not even make it a selectable option. Similarly, the menus are clunky and limited (such as having no inventory for key items), and the journal entries Andreas logs to keep track of learned clues and objectives are nearly useless, either cumbersome or shockingly vague. This means that I was forced to juggle names, clues, items, and leads in my head. Again, perhaps this was by design. Personally, I liked how the game subtly pushed me to constantly think, but I can also see this as a point of frustration, especially for players who take long breaks between play sessions. If any important decisions come up, it’s best to play until you see them through.

Speaking of important decisions, the sheer number of my choices the game retained is staggering. Though you rarely get the in-game message “This will be remembered” after key moments, in truth the game takes everything you say (or don’t say) into consideration and calculates all of it in pivotal scenes. Were you too quick to criticize the church? Were you even momentarily gruff with an elder monk? Did you show interest in the daily plight of a peasant farmer? Once I was aware of this, everything I did carried weight—and with the game’s continual auto-saving, there are no takebacks and no save-scumming. Andreas must learn to live with his actions, which become matters of life or death once the game’s central plot of solving a series of murders over twenty-five years at the Abbey comes into effect.

A man lays on the ground in a pool of blood, a knife lodged in his back. Monks and nuns gather around and watch in horror.
Note the varying art styles based on characters’ ages and nationalities.

As Andreas, you must uncover the many secrets housed by the villagers and monks of Tassing and Kiersau, pursuing too many webs of clues with too little time. It’s intentionally impossible to see everything before each act’s deadline. Without spoiling how things turned out for me, heads in your playthrough will inevitably roll, and Andreas must choose whose. Andreas—and the player—can’t have complete insight into whether his assumptions were correct, which lends itself to the theme of faith that is so prevalent: “Blessed are those who believe but have not seen.” Your Andreas may be a saint or a heretic, but there is no clear right or wrong at the end of the day. You must choose to believe that you made the right calls (and got the right people killed) if such a thing is possible to begin with.

I must also address something that is sure to bother some fans of Obsidian’s usual work: there are no alternate endings. There is a definite (and satisfying) ending to the overarching mystery, but all players end up with the same single ending (with minor variations on the epilogue). I wonder if this isn’t director/writer Josh Sawyer’s nod towards religious predeterminism, or the inevitability of death. Some are bound to feel like their choices have no weight, ultimately. The role-playing elements of Pentiment, though, can draw players in and show them the importance of their choices in everything leading up to the finale. In many ways, Pentiment requires players to have faith in the stories they’ve spun for themselves.

While many players are bound to find gripes in agreement with some of my earlier points, let me be clear when I say that Pentiment’s writing, characterization, and thematic depth shine so brilliantly that they block out its flaws. It’s so, so intelligent. The many characters of Tassing feel like living, thinking beings, complete with complex motivations, staunch political and artistic opinions, and utterly human reactions to the consequences of Andreas’ sleuthing. As you jump years ahead between each act, you’ll find yourself rushing to the Gertners’ farm to see if little Ursula got over her seemingly fatal cough, or to the nunnery to see if a certain monk and nun have run off and eloped, or to the blacksmith to see if he ever found love, or to see if the strict taxes imposed by the abbey were too much for the peasants to survive. There were many characters I loved, some I hated, but few I felt ambivalent toward.

A medieval-style book, complete with painted illustrations and handwritten text. Two characters speak via floating in said book.
Characters like Sister Illuminata come alive through her nuanced take on the library she oversees.

Obsidian’s medieval murder mystery Pentiment is a small but incredibly dense narrative with little gameplay but heaps of some of the most exquisitely crafted dialogue in all of gaming. It’s more captivating than it is exciting, and it may appeal more to readers rather than gamers. I thoroughly enjoyed my time with it and already know its writing will stick with me far longer than most bigger, more technically impressive games.

  • Graphics: 90
  • Sound: 75
  • Gameplay: 80
  • Control: 80
  • Story: 95
88
Overall Score
(not an average)

About our grading scale

Review by · March 29, 2025 · 8:00 am

Voices can convey hidden emotional meanings if you’re attuned to listen, even if the speaker tries to conceal them. Protagonist Aki of romance visual novel and management simulation Voice Love on Air knows this all too well: after a past tragedy, he can pick up on the hidden cues in a person’s voice, letting him know if they’re lying or telling the truth. Because of this unique ability, or “punishment,” as he is more apt to call it, Aki becomes a voice director. His recording studio isn’t doing well financially, so he has to take on any available jobs, leading him to record BL dramas despite an initial reluctance to delve into the genre. Can Aki keep his studio afloat after finding a small pool of talented voice actors? And will he be able to heal and move forward from his sad past, perhaps learning to love himself and potentially someone else?

Voice Love on Air is equal parts visual novel and management sim. From a visual novel perspective, the game plays like any other romance-themed VN. Players take on Aki’s role, reading through text and dialogue between him and other characters and responding at decision points, which may impact what occurs next in the story or even raise a character’s affection level.

Yuki and Aki share a touching moment in Voice Love on Air.
Yuki is Aki’s childhood friend, and you must play the game once to see his character route.

The management simulation gameplay component of Voice Love on Air is more in-depth and takes some getting used to, mainly if you aren’t as familiar with management simulations. The game’s story spans two years, divided into week-long segments. At the start of a week, Aki must decide whether to start the process of producing a drama or take courses to help raise his stats since his ultimate goal is to build up the resources and skills to start a drama production. When the weekend hits, he can travel around the city and visit areas of interest, potentially interacting with other characters.

There are four love interests that Aki can develop a romantic rapport with: supportive childhood friend Yuki, dynamic Junichi, analytical Wesley, and loyal yet awkward Ryousei. Not only do you learn about them by advancing the main storyline, but you can also invite them out on dates on the weekends with sufficient affection points. You can even use the refreshing shop option in the game menu to buy specialized gifts for your chosen companion. Other voice actors can also join the studio, such as mischievous writer Makoto or Junichi’s self-proclaimed rival, the  “punk idol” Kazunari.  The overall cast is colorful and memorable, and I liked how differing bonds develop between everyone. The individual storylines get you invested beyond simply trying to keep 200,000 of currency in the bank come debt payment days. While all the love interests are well-written, I especially enjoy the romance between Ryousei and Aki, which focuses on self-acceptance and healing.

Aki voice directing Ryousei and Junichi during a recording session in Voice Love on Air.
Recording sessions almost play out like strategic turn-based RPG battles.

Love, money, and stats aren’t the only things you keep track of, as there’s a fatigue meter requiring you to rest on a weekend day or use caffeine drinks from the shop menu to stay in top form. Once the prep work for a production gets started in earnest, you assign recruited voice actors to the roles. Every voice actor has two or so  “personality traits” they specialize in initially, and they may learn others as the story progresses. A script’s character roles will call for specific personality traits, meaning you narrow the voice actor choice to whichever way you want the role performed. The recording session starts once the voice actor knows how you want them to read their lines.

Recording sessions have Aki voice directing a drama recording with one or more actors, with the goal of keeping the mood high during the session while focusing on the specific personality traits you want the actors to convey. You can start a session over if you wish to, which is good because there’s a random component in how things play out during sessions. You also get a set number of action cards per round, and there’s some strategy involved in choosing which ones are best to play or ignore. However, the voice actors may sometimes ignore Aki’s cues entirely, or they do something after completing the round that impacts their score for the session. It gets frustrating since you have no control over those occurrences. Depending on how well a recording session goes, you earn money upon completing the drama, and Aki’s recognition increases. You can learn new voice direction skills or strengthen existing ones at specific points on the weekends.

Ryousei and Aki have a conversation in Voice Love on Air. Aki wants Ryousei to wait a minute!
Ryousei’s character route was a personal favorite of mine.

If you are looking for specific character storylines to follow, the game has a strong “Guide Dang It!” vibe, considering you sometimes must do exact things at exact times to get on a LI route. Otherwise, you’ll likely see a default ending. It’s annoying, since the romance storylines are well-written, yet missing just one crucial detail can knock you out of a key scene. The game’s focus on realistic and surprisingly sensitive LGBT themes makes for a nice contrast with the more fantastical BL dramas that Aki’s studio tends to record. There’s a sweet wholesomeness to all of the romances you can pursue that’s quite touching.

Visually, the UI is clear and aesthetically appealing. I love the artwork used for the unlockable CG illustrations and the character designs. You should know that the BL drama CD designs used AI, however. While certainly not ideal, I don’t consider that a significant component of the game’s graphic design, and the developers have been very upfront about the limited AI usage.

Audio-wise, the BGMs and sound effects are pretty fitting, and I like the theme song “I wanna hear your voice.” A significant emphasis was placed on voice acting for Voice Love on Air, given its focus on a recording studio, and the actors go all out in their performances throughout the title. Many of them even sound markedly different depending on whether they’re “acting” in one of the drama roles versus when playing a character outside them. Special mention goes to Aki having a voice actor, too, as so many romance VNs tend to simply rely on protagonists who don’t have voice actors, which can lessen story immersion. The script translation is relatively decent, too, though it is not without a few typos and name misspellings.

Voice Love on Air is an enjoyable game if you like VN and management sim mashups, even if the sometimes random component of recording sessions and having to be exact when pursuing specific routes gets frustrating. The enjoyment factor is especially true for those who love a good romance story with a heartfelt message of self-love and healing. After all, voices can carry hidden meanings and emotions. Hence, listening to others and our hearts is vitally important: a sentiment that surprisingly comes alive when playing Voice Love on Air!

  • Graphics: 83
  • Sound: 89
  • Gameplay: 82
  • Control: 80
  • Story: 90
85
Overall Score
(not an average)

About our grading scale

Review by · March 28, 2025 · 8:00 am

1000xRESIST: now here is a game that completely flew under my radar in 2024. I value and work hard at acknowledging indie games that get overlooked, but I completely missed 1000xRESIST until 2024’s end-of-year buzz caught my ear. I thought, “Hmm, I should play this.” And so I did.

Bold colors and varied textures define 1000xRESIST’s visuals. The graphics are not the most technically complex, but their stylish use of color and texture reminded me of how Solace State utilizes colors in its visual design to elicit certain moods and emotions. I loved how unsettling places in 1000xRESIST caused that visceral response through their evocative use of color, texture, shadow, light, perspective, and all that good stuff. Every aspect of the visual design feels thought out and many small details encourage investigating every nook and crevice in 1000xRESIST’s world.

I’m not sure where to even begin with 1000xRESIST’s incredible story. Even describing the impactful opening scene feels like dropping a massive spoiler. During the chapter following that scene, I felt like I was thrown into the deep end. I had no idea what I was doing or why I was doing it, but I still felt compelled to keep exploring this twisted rabbit hole the game dropped me into.

A decision juncture in 1000xRESIST where your options are to choose to die or choose to suffer.
I do not like my options here.

I also liked the game’s use of a literary device similar to that in James Dashner’s first Maze Runner novel where characters used slang and jargon unique to their world without immediately explaining the meaning; only as I kept reading did I have those, “Ohh, NOW I know what they’re saying” moments. 1000xRESIST has one of those stories where the less you know going into it, the more engrossing your experience will be.

I appreciate subversive plots and, like Doki Doki Literature Club Plus!, nothing is as it first appears in 1000xRESIST. I enjoyed seeing the various ways the game turned classic tropes on their ears. For example, a character named Bang Bang Fire is a calm and reflective type who exemplifies proverbial “water” traits rather than explosive “fire” ones. 1000xRESIST’s subversion goes far deeper than that, though, and saying more would enter spoiler territory. Even the means to achieve one of the game’s many endings subvert typical visual novel expectations. 1000xRESIST’s excellent story is why fans consider it a must-play.

The conceptual gameplay has good ideas to enhance player immersion. 1000xRESIST primarily uses a third-person perspective but often throws you into first-person or 2D side-scrolling perspectives without warning. 1000xRESIST also engages players in various tasks such as exploration, graphic adventure-style puzzle solving, and some mild action sequences. The jarring transitions between varied perspectives and gameplay styles feel appropriately disorienting and truly put me in the bewildered protagonist’s shoes.

Watcher (the protagonist) in 1000xRESIST, with blue outlines and highlights on their form, a set expression, and stating, "I gave up everything to walk beside you."
Looks like our protagonist is about to throw down!

Good concepts do not always translate into good execution, however, and therein lies 1000xRESIST’s biggest downfall. Using the left analog stick to highlight decision tree choices felt slippery. First-person sequences had annoyingly spotty hotspot detection. Some of the puzzles or actions needed to progress certain scenarios were unintuitive or obtuse.

My least favorite gameplay segments, which I can only describe as “floating/falling ragdoll physics hookshot mazes,” highlight every gameplay flaw: awkward button mapping, a poor tutorial explanation, slippery play controls, spotty hotspot detection, and obtuse navigation. One late-game hookshot maze even adds a time limit, mushy platforming, and moments when the camera gets hung up on walls to this already distasteful mix. These hookshot mazes occur often and soured my overall experience with 1000xRESIST. I groaned about wanting a “skip this sequence” option every time I encountered one. I appreciate these hookshot mazes’ attempt to simulate feeling lost and untethered in a memory or thought pattern, but I found playing through them clunky and messy.        

Exploration is a key component in 1000xRESIST, but even that has hiccups. For example, a circuitous location called The Orchard is a fun and expansive place to run around, explore, and get lost in during your first visit. Unfortunately, because you spend so much time in The Orchard, constantly running around in large sweeping circles just to do a few basic tasks gets irritating. Some places (e.g., the protagonist’s apartment) are tricky to find and the crudely drawn in-menu map is unhelpful. A fast-travel option within The Orchard would have been most welcome.  

Exploring The Orchard in 1000xRESIST with the player character facing into the distance while standing on a catwalk.
Exploration is a big part of this game.

The minimalist soundtrack consists of fitting but forgettable music for every circumstance. Sound effects and sonic textures play a larger part in creating atmospherics. 1000xRESIST features full voice acting that runs the gamut from decent to dismal. Primary characters are convincing enough, but some side characters have amateurish acting that sounds like they’re out to lunch or reading lines for the first time. I understand that this is an indie/art-house game, but I’ve played many indie/art-house games with superior voice acting.

2024 was a stacked year for video games, making 1000xRESIST easy to miss (even for indie game fans like me). If your 2025 resolution is to check out any cool 2024 games you missed, 1000xRESIST is worth a shot if you desire a compelling narrative and can endure clumsy gameplay. The game is also not very long (I finished this ten-chapter game in about twelve hours), so you’ll still have plenty of time to play 2025’s offerings. 1000xRESIST is a diamond in the rough that, despite its flaws, I’m glad I experienced.

  • Graphics: 87
  • Sound: 75
  • Gameplay: 66
  • Control: 66
  • Story: 93
80
Overall Score
(not an average)

About our grading scale

Review by · March 26, 2025 · 3:00 pm

Starfield’s first major story expansion is here, and it is predictably handsome and shallow. Moreover, Shattered Space is an imperceptive, often tone-deaf, attempt to reorient fan and critical reception after the base game’s botched launch (I even acknowledge this as a person who genuinely cherished the base game).

Shattered Space starts like any Bethesda DLC: you buy the expansion, “randomly” encounter a DLC character, and then gain access to the new in-game content. Typically, this is a new or revamped zone with brand-new quests, NPCs, items, weapons, and so on. In Shattered Space’s case, a space station called The Oracle is the “random” encounter bridging you to new content — its systems have gone haywire, its inhabitants have vanished, and it needs you, the player, to navigate its strange, teleporting goo-filled innards to unravel its ghastly mysteries. 

The Oracle is a fun evolution of the DLC introduction trope for Bethesda Game Studios, and it is by far the most competent part of Shattered Space. In it, you navigate hazardous zero-gravity rooms with six-sided “the floor is lava” puzzles and blinking ghost enemies. The Oracle is concise in its design, and it keeps the focus on the action: it has quick puzzles, a legible map centered around a large cylinder, and plenty of cover to maintain the flow of its vertically oriented combat, even as enemies blip across the map. It also has a compelling horror flair: The Oracle’s occupants have been spirited by an experiment gone wrong, turned into disoriented apparitions forced to haunt their familiar research station as they slip across space-time. They jump, mostly uncontrolled, around their still-humming instruments and the floating corpses of their coworkers, creating a phenomenon where both the enemy characters and the player character are confused and on edge, in a shared fugue state of space-time dysphoria. This troubles horror shooter genre conventions in an interesting way.

interior of The Oracle space station; blue goo lines the wall of a large cylindrical metal room, the player floats at the top of the room as it is zero-gravity
The Oracle interior is filled with strange glowing goo that teleports you on touch.

Furthermore, there is considerable attention to detail in the making of the Oracle level, both in its design and story; it is well-tuned for exploration, zero-G combat, and strange object-collecting while also adhering to Bethesda Game Studios’ (BGS) familiar environmental storytelling. In this way, The Oracle — perhaps Shattered Space in general — still feels familiar. It returns to a formula the developer is known for: delivering artisanal world zones with complex NPC pathing, timed events, decorative pickups, and environmental puzzles. As Shattered Space sticks to a single handcrafted (i.e., not procedural) planet zone for the duration of Shattered Space, alongside the Oracle introductory zone, it shows a clear back-to-basics design philosophy, where BGS applies their environmental storytelling chops to large, just not planets large, handmade levels. In short, Bethesda tried to give us a Bethesda game, whether or not that intention was misguided.

Admittedly, on the positive side of this “familiar” design, the game remains nice to look at. With recent updates that open up the game’s framerate and give players new traversal methods, the game moves much more smoothly through its spaces. Furthermore, being arguably much more handmade and not algorithm-made this time, the DLC gives us Starfield’sprettiest location to date: Dazra. Dazra is the home city of House Va’Ruun, filled with Va’Ruun citizens from major and minor families within the faction. Each of these characters is well-modeled, with unique designs sporting believably jagged fashion and facial features. The space snake-worshipping colony is full of unique ephemera, too: strange artifacts, interesting and colorful architecture, pristine monuments, weird tchotchkes, and, of course, a giant crater filled with that anti-grav teleporting hazard goo from the Oracle intro.

Starfield Shattered Space screenshot of a fisherman's skeleton holding seated in a wooden lawn chair in a cowboy hat next to an irradiated lake, with a crate of beer and a tackle box next to him.
Ahh, the familiar smell of Bethesda-brand environmental storytelling.

I find it odd, though, that the DLC focuses on its “shattered” locale (see: hazardous crater) when all of it, besides the crater itself, is pristine. There’s a dissonance here, not just between how half of Dazra is unblemished and half of it is apocalyptic; it is also a strange choice for Bethesda to return to their design ‘basics’ yet make a cataclysmic zone its focal point. To be fair, Bethesda is exceptional at making destroyed spaces (see: the Fallout series), just not recently destroyed spaces. To illustrate this, consider The Elder Scrolls V: Skyrim’s introduction, wherein a dragon ravages the cobblestone and wooden structures of the small starting hovel. Rubble and burning lumber line the environment, alongside a few untouched structures. The abutment of ruinous and fantastical is captivating, but this works because it affects only the starting area — a story-focused setpiece zone that doesn’t need the slower micro-play typical of BGS’ works. This starting moment doesn’t need players to be able to pick up and experiment with every tchotchke in the area, it doesn’t need to allow stealth-archering, and its NPC pathing can all be one-directional (see: running from the fiery dragon). It is merely the thrilling set-up for a more extensive experience of physics-enabled collectible junk, immersive multi-directional NPC pathing, and sneak-archerable zones (see: the Bethesda’ basics’).

As a rule, then, Bethesda games don’t really welcome the path-clairvoyant environmental scrap that you would find lining the walls, doors, and stairwells of a setpiece-focused game like Call of DutyPortal, or the introduction of Skyrim. Thus, without setpiece scrap to guide the focus of players and level designers, as these items would disrupt both the micro-play and NPC pathing that bring Dazra to life (see: those ‘basics’ again), Bethesda largely fails to make this recently dilapidated zone feel dilapidated at all. Instead of witnessing Dazra’s physically and emotionally present fallout firsthand, players must hear about it from NPCs telling them, “Hey, did you hear there was just a disaster here,” then watch those same NPCs stroll away into their daily routines in an unblemished chrome paradise, seemingly unbothered by its abuttal against the apocalyptic crater they just briefly complained about. It isn’t a fun or interesting exercise to imagine their trauma; it’s jarring and unpleasant. It makes me wonder whether you should design disaster setpieces and tchotchke sneaking into the same game. (See: you don’t, at least not well.)

While Bethesda gets off to a good start with the Oracle section, they fail to hold the rest of the DLC to the same standard of excitement, even with Dazra’s apocalyptic crater. There aren’t many missions in this pack, and most are routine fetch and escort quests. There are no space conflicts, no new companions, and little in the way of content that connects to the base game. Bethesda seems to be performing a back-to-basics move, but in reality, they are out of touch with those ‘basics,’ especially their consequences. The designers at BGS clearly understand that it is interesting and compelling for players to navigate spaces where every object is interactive, where people walk around like they would in real life, and where the passage of time mutates these spaces in believable ways. Because of this acknowledgment, Bethesda has, over the last few decades, crafted living, breathing worlds full of wondrous things, but more importantlyfull of mundane everyday-ness that makes moments like the introduction of Skyrim or the discovery of The Oracle more exciting, because they feel tangible within the context of a living universe. They design quests in these worlds that make use of their heightened lived-in-ness, with all the complexity that goes with that.

the shattered city of Dazra, with a large stone obelisk-like monument, what looks like a shattered see-through moon drawn in blue surrounding it, some red glowing stone in the crater between it and the foreground, and a ritual alter with candles in the foreground
Dazra is pretty, even if it doesn’t make much sense.

But the downside of this design is that it makes for crowded, nonperformant game levels full of janky textures, jarring pop-in, physics nonsense, and irritating crashes — I had three game-closing crashes in my first hour in Dazra alone, probably on account of all the junk they stuffed in there. I noted in my review of the base game that the more open, perhaps less crafted, other-space of Starfield is ripe for exploring your imagination, but it also performed better than any title before it — maybe the lack of bespoke physics-y junk accounted for this fact. Anyway, this is where I think Bethesda misinterprets its own strengths: I believe that crowded, handcrafted environments are what Bethesda thinks they do, i.e., their conception of Bethesda’ basics,’ but what they really do is make space for people to tell their own stories — what they really do is craft mundane worlds not for setpiece contextualization but for honest role-playing, give players Creation Kit tools, and build in-game Creation Kit-lites such as Fallout 4’s settlement builder and Starfield’s outpost mode, all of which enable rich fantasy-making in a compelling elsewhere, whether or not that elsewhere has a robust central narrative.

And Dazra is not a compelling elsewhere, even if it is nice to look at. On the contrary, it is a jarring, buggy reminder of Bethesda’s backsliding self-awareness. Where Starfield felt to me like it finally proved the Creation Engine’s promise of compelling elsewhere-making, Shattered Space feels like a tone-deaf relapse akin to the dissonant and buggy Nuka-World that followed Fallout 4’s wonderfully creative Far Harbor and various Workshop DLCs. Yet again, BGS has ignored fan concerns and is missing the message entirely. For example, space traversal goes entirely unacknowledged here, and as such, late-game space combat remains unapproachably difficult; even with optimal starships, certain space conflicts are impossible without ample ship parts for repair. This means that teleporting between areas is not only faster and simpler, but remains compulsory to avoid impossible late-game space battles. I believe the DLC being single-zone isn’t a concession but a flagrant disregard of this design principle.

Furthermore, the Creation Kit finally came out, many months too late, with little support from Bethesda on the topics of upgraded traversal, planet-making, or new zone instantiation. What’s more, even with mod support and the new rover, moving through open zones is still slow, not only because loading times are worse now than ever, but also because the game’s bloated upgrade system has seen zero buffs, so unlocking faster/easier travel is gated behind unbalanced sluggish leveling systems. Not to mention the little things, like no new content on other planets, Bethesda barely acknowledging the available companions (one of whose stories is entirely centered around their Va’Ruun identity) in the DLC, blatant disregard for the “emptiness” of outer-city zones, and players having little choice in Starfield’s story outcomes.

All of this, however, pales in comparison to the utterly deplorable treatment of modern social issues, including current rhetorics of genocide, in Shattered Space. Early in the Dazra storyline, players meet a nonbinary character named Mirek. Mirek is a spy working for their family to gain information about a group of outcast Va’Ruun’kai natives whose beliefs do not align with those in Dazra. In the process of gathering information, they gain affection and respect for the customs of a people their peers call insurgents, savages, and even terrorists. Mirek is perhaps the sole open-minded character in the entire DLC, asking that we sympathize with the plight of refugees despite the opinions of Va’Ruun elders. Yet they are primarily characterized by an inordinate amount of self-indulgence, eager at all times to hear how smart they are. I like to think most players of this DLC can look past a narcissistic sheen into the open-minded core of Mirek, but there is a particular constituent who love a simplistic binary: narcissism/echoism, he/her, and so on, and Mirek’s character seems ripe for their hateful banter. What’s worse, in Mirek’s mission, “Zealous Overreach,” you must free Va’Ruun hostages taken by these outcasts, using information from Mirek’s spying. Once you finish consulting with Mirek, the game begins to refer to the outcasts as “zealots,” a term notably beloved by supporters of Israel in their ongoing genocide of Palestine. It doesn’t help that Mirek, the only genderqueer character in the DLC and the only one with rational ideas about the outsiders, appears untrustworthy due to their all-consuming desire for praise. Thus, Mirek’s faction sends you on a quest to ignore Mirek’s ideas and wipe out “zealots,” with zero critical choices in the matter.

So, to summarize, Shattered Space brings you to the home planet of a religious extremist faction, pins its most critically thoughtful character as untrustworthy and narcissistic, then asks players to violently disregard them to “eradicate zealots” who have potentially caused the calamity that brought us the infamous apocalyptic crater — except these “zealots” had nothing to do with the calamity; it was funded and executed internally by House Va’Ruun. All of this to “free hostages” whose survival is, notably, optional.

Look, I recognize that science fiction helps us unpack the present moment. I see the value in playing out the shock of a current tragedy and its unpleasant ramifications through sci-fi. However, as a Shattered Space player, you cannot play out anything but genocide in “Zealous Overreach.” You can’t free the hostages without killing “zealots” or ignore this quest to progress; you can’t do anything for the perceived “zealots” but eradicate them. I spent more time trying to get around this than I did on the entire rest of my DLC playtime (~10 hours). My reward for attempting this? Only an uncanny nightmare of hostile bullets and awful dialogue. The game consistently punished me for taking the path of least extermination. And the worst part is that the only choice the player can make to “help” the “zealots” is to kill a particularly hellbent hostage who wants to explode their base for vengeance. However, as GamesRadar+ points out in bold text on their quest guide, “this choice gives you fewer Credits in the end, so it’s not worth it.” Ugh.

What’s worse is that the quest isn’t even critical to Shattered Space’s narrative. It is a frankly pathetic smokescreen to the larger narrative of a messianic figure exploiting and misleading his people for — you guessed it — more genocide. Take “Zealous Overreach” out of the equation, and the DLC, of course, loses its sole queer character, distastefully written or not. Still, it also spares players the pain of compulsory quest trauma, keeping its overarching narrative intact. I just want to know: why do this, Bethesda? For an escort quest? What was the point of that — to make players feel discomfort from being compliant in a horrible situation? Except they’re not discomforted in their compliance, they’re rewarded! Even if players can turn their back against genocide later, they must choose between three other kinds of genocide (present genocide, really present genocide, and probable future genocide) as a reward for that quest. It’s ridiculous.

No, it’s unforgivable. Even putting the awful rhetoric aside, Shattered Space is a tone-deaf, regressive, poorly blueprinted, and poorly executed sorry excuse for a story expansion, favoring looks over substance and regression over progression. It’s no wonder players are dismissing this DLC in droves, because Bethesda disregards them entirely here: Shattered Space tries to adhere to the literacies those fans are familiar with, but it simply doesn’t meet expectations of polish or player choice, and its ambitions are questionable at best — the “message,” if it isn’t strictly Zionist, is inexcusably ignorant. Ya’ll should have kept this one in the drafts, Bethesda Game Studios.

"I fear you may have no choice here"
Never was a choice.
  • Graphics: 80
  • Sound: 90
  • Gameplay: 50
  • Control: 70
  • Story: 10
40
Overall Score
(not an average)

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Review by · March 26, 2025 · 2:00 am

If your first thoughts upon seeing the trailers for AI LIMIT are “another one?” I wouldn’t blame you as it is indeed another Souls-like, blending Bloodborne-esque combat and anime aesthetics as its selling point. But what else does it bring to the table besides a surprisingly rare combination of gameplay and art direction within the genre?

Before delving into AI LIMIT‘s spin on the Souls-like formula, I have to commend how good it feels to just play as a baseline. Snappy controls and supremely satisfying feedback for every attack (particularly critical strikes) serve as a strong foundation upon which AI LIMIT conducts its experiments on the well-established tropes of the genre.

The biggest of these is the Sync Rate system, where you manage a gauge that determines damage output and the ability to unleash a variety of powerful spells and weapon arts. Successfully landing hits on enemies increases the gauge, while getting hit or using spells and weapon arts drains it. Maintaining a high sync rate is rewarded with even higher damage, with spells benefitting particularly from the increased damage output. Aggression is the key to maintaining a high sync rate with features like swift light attack combo strings, a combat dash with generous invincibility frames, and infinite stamina facilitating this playstyle.

AI LIMIT protagonist Arrisa facing off with a boss.
Oh? You’re approaching me?

But the system, while undoubtedly an interesting take on Bloodborne‘s rally mechanic, felt a couple of pieces short of being just right, particularly when grappling with a low gauge. Not only do all your attacks deal less damage in this state, but defensive utility spells lose some of their functionality, with offensive spells becoming entirely unavailable past a certain threshold. Your only real recourse at this point is running away to safety as a fully depleted sync gauge results in a nasty stun, completely inverting the aggressive gameplay AI LIMIT is trying to promote. The system as a whole feels too feast or famine, where a single mistake starts a vicious cycle that can be difficult to break out of in the heat of battle. AI LIMIT does provide some reprieve with the stability stat that reduces the amount of sync rate lost from enemy hits, but managing this can become a bit of a chore in its own right with how the game handles crystals, the leveling currency of the game.

Instead of dropping all your crystals and getting a chance to recover them all by trekking back to your place of death, you instead drop a percentage of your total upon death. An equipable “nucleus” affects the percentage dropped and the number of crystals you acquire from defeating enemies. Initially, this change appeared to be a quality-of-life upgrade compared to most other Souls-likes’ stark all-or-nothing death system. But after the game’s opening hours, this change hardly brought me any peace of mind due to the steep leveling curve and surprisingly expensive vendors. Crystals have a much higher premium than other similar “souls” currency among AI LIMIT‘s peers, making any loss that much more painful. If anything, this made “gotcha” deaths all the more annoying as those were guaranteed currency losses instead of simple mistakes you could recover from. And there are a lot of “gotcha” deaths throughout AI LIMIT.

This doubly pains me because I want to extol the genuinely brilliant level design of AI LIMIT. Havenswell, the ruined city serving as the primary setting for AI LIMIT, isn’t only intelligently designed, but it feels real. Individual levels are intricately crafted with branching paths and perfectly placed shortcuts, with many connecting in ways that show a dedication to worldbuilding usually reserved for more prominent projects. Cleverly hidden pathways lead to genuinely good loot most of the time, though some were a bit of a pain to reach with the horrendous jumping control scheme. Nonetheless, the effort SenseGames put into making the actual traversal as engaging and coherent as possible can be felt at every step of the journey. It’s the unfortunate enemy placements that knock the level design from outstanding down to just okay.

AI LIMIT protagonist Arrisa deflecting a laser beam with the parry mechanic.
Get that outta my face!

If enemies aren’t busy hiding in crevices and corners waiting to gank you, they’re silently charging up a devastating ranged attack off-screen. They are often placed close to precipitous drops almost with the express purpose of making you fall to your death from the momentum of a missed swing, but you’ll probably end up getting launched off these cliffs anyway with how often AI LIMIT wants you to fight two or more stagger-resistant elite units at a time. This is particularly frustrating given that these elite enemies are engaging fights in their own right, often showcasing the best parts of the sync gauge, the few times you can get them one-on-one. The tax you pay from most of these deaths is frustrating and needlessly bogged down the game’s pace.

Bosses, on the other hand, oddly felt too easy compared to the journey of actually getting to their arenas, primarily due to their tiny health pools. Aggressively fishing for parries into a follow-up attack demolishes their health bar, but they also often lack the unrelenting aggression required to challenge highly defensive playstyles properly. Even towards the lategame, where bosses start to pose as actual threats with their increased damage and speed, I was surprised at how effective it was just to hang back and let my spells do all my work. Admittedly, giving players meaningful build variety while also designing bosses they can’t cheese is a bit of a cursed design problem even FromSoftware hasn’t solved. Still, AI LIMIT nonetheless feels like it’s treading water rather than trying something new in this area.

Speaking of build variety, I was pleasantly surprised at the depth of the offerings available in AI LIMIT. Weapons come in all shapes and sizes, each with a unique weapon skill. Swapping between the two weapons you can equip is fluid even in the heat of battle, thanks to a slick transition that lets you chain together some impressively long attack strings. A wide range of offensive spell choices also enables you to tailor ranged combat to your needs, while your gauntlet provides a variety of utility spells to tinker around with.

AI LIMIT protagonist Arrisa engaging in battle with an enemy casting a lightning attack.
Just hope he doesn’t have any ranged helpers hiding behind him.

Aesthetically speaking, AI LIMIT feels uneven across the board. Though Arissa and the NPCs you encounter sit comfortably within the typical anime-style art direction, their non-combat animations couldn’t quite escape the uncanny valley. This is especially apparent with the rigid facial animations in every cutscene. This uncanniness similarly extends to the visuals of the enemies, as they often clash with those of the environment. Levels are decidedly less stylized than the characters inhabiting them, making any visible enemy pop out in ways that almost feel like a mobile game. The more monstrous and cybernetic mobs fare better in this regard due to their varied silhouettes providing some interesting contrast, but human enemies almost always look like misplaced action figures on a playground.

Despite my gripes with the game, AI LIMIT ultimately was an enjoyable experience. Its faults only peeved me as much as they did because I was having a genuinely good time for most of my 20-hour playthrough. However, the cracks in its gameplay run deep, with aspects like encounter design being persistent issues to the very end. If these aren’t dealbreakers for you, AI LIMIT is a worthwhile time sink; otherwise, it remains a cautious recommendation for anyone else.

  • Graphics: 83
  • Sound: 80
  • Gameplay: 79
  • Control: 90
  • Story: 70
80
Overall Score
(not an average)

About our grading scale

Review by · March 22, 2025 · 12:00 pm

Eiyuden Chronicle: Hundred Heroes is a nostalgic throwback to JRPGs of yesteryear, with some entertaining and polished elements and others leaving much to the imagination. I enjoyed playing the game and liked its large, colorful cast of characters, even though I wished several of them had more narrative presence. This desire was incredibly genuine with Marisa, a young woman touted as the tale’s third main protagonist who didn’t receive as much of the spotlight as Nowa and Seign.

Thus, I had high hopes for the expansion of Eiyuden Chronicle’s first DLC story, The Chapter of Marisa. I even patiently waited through the DLC’s delay, hoping that the prequel side story would reveal sides of Marisa and her fellow Guardian companions barely glimpsed in the game’s main narrative. Unfortunately, the roughly two- to three-hour adventure we have here can be disappointing from a plot stance.

Wayve discussing matters with Marisa and the rest of the Guardian characters in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Marisa.
If only Wayve had more plot prevalence in this DLC!

To even start The Chapter of Marisa, you need a save file set sometime after the main game’s Recapture of Eltisweiss event, which is admittedly a bit odd given the DLC’s prequel status. Go to the room in your HQ where Marisa and her fellow Guardian friends hang out, and you find a glowing urn with an exclamation point over it; interacting with said urn starts the DLC event proper. You then take control of a past Marisa on the day she encounters two strange young women she’s fated to become good friends with.

I’d say more on the story, but there isn’t much to add. I’d hoped that this DLC would offer further insight into Marisa and the other characters involved, but they remain pretty spot-on to how they are in the main game. You get a slightly closer look into Marisa’s feelings as someone adopted and how that impacts her perceptions of the recently awakened Nil’s circumstances as she tries to find a place to belong. In a similar vein, Leene gets one surprising scene of vulnerability, but there aren’t any major narrative revelations or significant plot threads untangled. Other Guardian characters like Wayve, Alwe, and Lilwn seem content to retread story beats from the base game, which is incredibly disappointing with Wayve, given how likable a character he is and his status as Marisa’s adopted sibling. There’s a small attempt to make the masked members of the Conclave of the Dawn seem more like a main antagonistic force, but they still come across as an afterthought that could have more substance later if the story ever permits. It’s a shame, given the wait for the DLC’s release and the fact that these characters have potential if they were only fleshed out more.

A battle is underway as the interface confirms selecting an item called Water Veil  in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Marisa.
Turn-based battles play out exactly the same as they do in the base game.

Players will already be familiar with the game’s core mechanics when they access this DLC. Nothing has changed from the base game regarding controls or party setup. All character levels, equipment, and items in your inventory when you initiate the DLC carry over into The Chapter of Marisa, which is another odd choice for a prequel. Party battles are the only type of combat you participate in, so you don’t have the occasional strategy fight or cinematic duel as you would in the base game, which could arguably be in Marisa‘s favor, depending on your battle format preferences.

Marisa must travel through the DLC’s dungeon areas and the one town hub, quickly progressing through plot events at a breakneck pace. Your battle party is initially limited but eventually gains six members for the DLC’s final assault. The turn-based combat is polished enough that it isn’t tedious or frustrating, though there isn’t a lot of enemy variety when exploring. Locked doors bar the way to the dungeon’s next area, and solving the “puzzle” for them essentially means that you travel from point to point on the area’s map to gather enough floating orbs of light (inexplicably called “fluffy things”) to open the door. Each subsequent “phase” of the puzzle gets slightly more time-consuming, but the concept is simple. It isn’t long after this dungeon exploration that you reach the expansion’s ending.

Nil is the key to unlocking sealed doors in the final dungeon area of Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Marisa.
Nil sure is handy to have around!

You can access save points throughout The Chapter of Marisa and return to the base game whenever you encounter a glowing urn, but it doesn’t take long to go through the expansion for a one-time playthrough. This brevity is disappointing from a narrative stance and because the dungeon areas you progress through have decent designs. I enjoyed exploring them! Unfortunately, this DLC also does not provide achievements and trophies or special items/bonuses for those wanting them.

Like the base game itself, The Chapter of Marisa is visually impressive in terms of character sprite work and area backgrounds. I also like the character art, though it remains unchanged from the main game. Soundwise, the BGM tracks, like “Runebarrows” and “Marisa’s Theme,” are lovely to listen to but also carry over from the base game. The English voice acting continues to be hit or miss, depending on the character. However, I love how Nil’s voice actor conveys her mechanical-yet-tentatively-emotional character through her delivery.

Essentially, The Chapter of Marisa is more Eiyuden Chronicle: Hundred Heroes. That’s probably in its favor if you enjoyed the base game, but if you were expecting drastic change or development, this DLC will disappoint. Given its length, I’m reluctant to recommend purchasing this DLC for its full asking price, as it seems more than a tad steep for its short playtime. Should The Chapter of Marisa ever get a significant sale, that might be a different story if you enjoyed Eiyuden Chronicle: Hundred Heroes. Just be warned to temper your expectations accordingly.

  • Graphics: 85
  • Sound: 75
  • Gameplay: 80
  • Control: 80
  • Story: 55
75
Overall Score
(not an average)

About our grading scale