Review by · August 3, 2026 · 8:00 pm

I look up. I see a high ledge calling to my RPG instincts; surely, there’s a good item up there. First I leap up to a lower ledge, then I use my hair to make a bridge across to another platform. From there I make a leap of faith, barely making it one ledge higher, where I use my hookshot to move ever further upwards. Eventually, after three more clever uses of Beast of Reincarnation‘s really interesting platforming mechanics, I reach the top. I finally made it!

But there’s nothing there.

No item, no enemy. Just a big fat zero.

This wasn’t the first, and it certainly wouldn’t be the last, time Beast of Reincarnation fooled me. At first blush, this is a game that should absolutely sing to me, bringing together some beautiful musical tracks and environments, plus parry-heavy combat with turn-based moments tossed in to reward engagement with its core mechanics (because I love those, too). Not to mention a story premise that seems like NieR: Automata meets Hayao Miyazaki? Sign me up.

Alas, like those cool platforming ideas which should reward careful exploration and thoughtfulness, Beast of Reincarnation is a set of empty promises and derivative ideas, and while there are things I recommend, the game never lives up to how great it looks on paper. 

Of all those promising aspects, Beast of Reincarnation‘s combat is what spoke to me the most, especially after watching the slick combat overview trailer. Everything shown there holds true mechanically. Basically, parry or die. Almost every attack can (and should) be parried, and as you parry, two things happen. First, the stagger gauge builds up, allowing you to kill a regular enemy immediately or to stagger a boss. Parries feel fair too, even if the timing was a bit early for my liking. Nonetheless, it is consistent, which is most important. Plus, it’s nothing you haven’t seen before if you’ve played Sekiro or Lies of P.  

A person with a hat facing down a giant deer in Beast of Reincarnation
This game sure does like giant bosses.

But with every parry, you also fill up your FP (“Florescence Points”), which allows you to slow down time and select a special move for your canine companion Koo to use. This, on the surface, seems fresh. Unfortunately, using Koo’s skills is maddeningly repetitive because the most effective way to utilize them is alternating between two to quickly inflict status effects. Any other method just doesn’t work as well. 

All of this, combined with a shocking lack of enemy variety and fighting each boss a minimum of three times (and sometimes six!), makes things really monotonous. As such, the difficulty curve of the Beast of Reincarnation is way off, getting much easier as you progress and figure out how things work, and it just doesn’t change. Sure, there are other systems like food, level gains, and a skill tree, but none of that really matters in the face of parrying and everything that comes with it. 

The prevalence of parrying impacts Beast of Reincarnation‘s exploration, too. There are about a dozen zones, and some of them are genuinely beautiful. I’ll admit that every area is full of items, Elite enemies, and a few engaging platforming challenges. But most of them are too linear, all of them are filled with the same few enemy types, and like the rest of the game, the items don’t matter much because of how parrying overwhelms every other system. The myriad invisible walls in places that make absolutely no sense don’t help, either. Unfortunately, everything else feels like useless repetition. 

A screenshot of a cliffside with light pouring in in Beast of Reincarnation
The environments might look good sometimes, but rarely this good.

One of the ways I found this most disappointing is the music. Honestly, going into Beast of Reincarnation, I thought for sure the OST came from MONACA, of Nier and Stellar Blade fame. They like the same soft choral arrangements and ethereal vibe. I quickly realized that must not be true because, par for the course, there just isn’t much variety, with every track evoking the same melancholic mood. And hell, I really like that stuff! But for a game that is going to run you a minimum of 25 hours, I need a change every once in a while no matter how pretty it is.

Speaking of pretty, the game does look pretty good, which is saying something given the body horror Game Freak put on my TV recently. Beast of Reincarnation‘s zones are full of crumbling buildings and environments that range from wide-open greenery to enticing mountains and caves, but they ultimately get a little stale as time goes. Battle and kill animations are very cool. Everything is crisp, especially the character and boss models. Maybe most importantly, it held a mostly stable frame rate throughout, which is pretty important given how significant timing in combat is. I don’t think there’s anything that’s going to wow you here, but the visuals do the job.

Beast of Reincarnation‘s story almost bucks this disappointing trend, but despite actually having an engaging plot, it’s presented so poorly and awkwardly that it fails to hit the emotional highs it goes for. The game starts in medias res with a quick tutorial and area to run through, and then we flash back to find out that the world collapsed 1000 years ago after people decided to eliminate emotions, where the “Blight” infects the souls of the people.

All the while, the ever-present threat of the titular Beast of Reincarnation that threatens the world every 100 years hangs over everyone. Emma, our protagonist, is a “Purifier” who lacks feeling, but she has the unique ability to take on the Blight and continue forward. As a result, she is chosen to pursue the freshly returned Beast of Reincarnation.

A screenshot of the face of a woman looking at the player in a screenshot from Beast of Reincarnation
You better get used to this expression.

At least I think that’s what they tell you early on? Honestly, the lore is confusing and weirdly withheld throughout, partially because it is told through flashforwards and flashbacks. It’s a classic case of poor narrative design drowning out any potential the story itself might have. Even once we find out what’s going on at the very end—through heavy exposition that happens while you are in combat (a sin Beast of Reincarnation likes to commit a lot)—the story is doing nothing different. In fact, it is so derivative of the games that obviously inspired it that it borders on plagiarism.  

The writers want to make a moody character piece. They want us to focus on the growth of the characters as Emma (obviously) starts to develop feelings, a soul. But it takes so long to launch that my boredom made me ignore the story almost entirely, so I didn’t care about the characters, their fates, or even their resolutions. The relatively flat voice acting, both in English and Japanese, does nothing to alleviate these problems. 

You’ve likely already looked at the score at the bottom here. It might seem high for a game I’ve spent most of this review ripping apart. The truth is I still had a relatively fun time playing Beast of Reincarnation. After all, even if executed poorly, I love so many of the ideas. It’s by no means a bad game. But ultimately it’s a stale set of broken promises and wasted potential. Like the ledge, I might have had some fun getting to the end point, but there’s no real reward.

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

About our grading scale

Review by · August 3, 2026 · 9:00 am

Before I get into any nitty-gritty of Gothic 1 Remake, I want to preface and say I am an anti-remake person by nature. One of my biggest gripes with gamers, gaming press, and the discourse around video games over the last few years is the notion that a game can be “outdated,” that video games have been on an objective upward trajectory coinciding with technological advancement.

The idea that games today are inherently better than they used to be, that developers from sometimes less than a decade ago (as the gap between release and remake seems to shrink, with games like Horizon Zero Dawn and The Last of Us remade within a decade) were essentially cavemen bashing rocks together, often making excellent games by accident that would supposedly benefit from “modernization.”

I think this mentality inherently devalues the artfulness of video games by positioning them as fickle, easily replaced or easily improved. It relegates them to a piece of tech, a product, rather than a work created by dozens or hundreds of creative minds. Though not in the RPGFan wheelhouse, I just played Halo: Campaign Evolved and was repulsed by some of the changes and their execution, finding it an extremely cheap simulacrum of the classic, seminal title Halo: Combat Evolved.

Gothic 1 Remake Screenshot 005
You meet dozens of memorable characters, all of whom can meet their potential demise and close off quests.

I won’t get into mudslinging every remake I’ve played that I hold active disdain for (I would probably septuple our target word count). I mention my beliefs to underscore the significance of my point when I say that Gothic 1 Remake is a fantastic game in its own right and an intriguing rework of a beloved cult classic. I have some gripes with it, but overall, it feels like a game made by people who truly understand the appeal and the inner workings of the original, something I don’t encounter very often.

Gothic 1 Remake, in the wake of Piranha Bytes’ closure, was created by a team composed mostly of Gothic 1 modders: people who cherish the original and bring reverence with them rather than commercial potential. People who have had thousands of cumulative hours consumed by a nearly three-decade-old RPG that, on its own merits and without any updates, demonstrates rather definitively that games don’t only get better over time.

A man bars the player's way at the Castle of the Old Camp in Gothic 1 Remake.
Getting into the Castle of the Old Camp is one of the first main progression walls characters face, and there are many ways to enter.

Unlike most modern RPGs, Gothic 1 has a level of indifference built into every aspect of its design. Where many contemporary games are afraid to leave the player alone with their thoughts, or scale the world alongside them so they’re rarely too far from a power fantasy, Gothic 1 is notorious for hurling the player into a hostile world and leaving them to figure it out after only the lightest, often diegetic tutorialization.

This is a game where, instead of taking down armed guards or kitted-out goblins within the first few hours, the player gets put down by comically impish creatures like lizards, mutated chickens, and Rufus from Kim Possible. Where the lowliest jabroni in a camp—a miner armed with nothing but a pickaxe and rags—can one-shot them. The appeal here is that the initial wall provides plenty of contextual paths for the player to pursue to grow stronger, eventually leading them to surmount these challenges through progression, which instills a tremendous sense of satisfaction. That friction lurks in every corner and crevice of Gothic 1, including the remake.

In this way, Gothic 1 Remake is absolutely faithful to the original. The unforgiving nature of the early game remains intact, and in some ways even more deliberate. The team patched the routes players have found over two and a half decades to speed-run the progression wall, such as completely reworking the economy so that vendors have limited funds early on. Even if you cheese your way into rare and expensive items, you can’t break the economy by offloading them. Now, a vendor’s buying power increases only after you advance a chapter. Lockpicking has also changed significantly, which I personally don’t think works in execution, even if I agree with the vision.

Gothic 1 Remake Screenshot featuring a prison colony in a dark forest, with sunlight just reaching the wooden structures among the trees.
In Gothic 1 Remake, you explore a prison colony after being thrown in. It’s dense and hostile, but you can overcome it.

Before, it was trivial to go around pilfering loads of items from unsuspecting denizens and hawking them to the aforementioned vendors for a huge leg up, as success was determined by your lockpicking skill. Now, it’s replaced by a kind of infuriatingly dense minigame that forces the player to find a static solution for each lock, with some requiring as many as 70 steps (which could take minutes) to solve.

Combat also had a major overhaul, and it is likely the change veterans will feel most immediately and intensely. Where fighting was quick and floaty in the original, letting skilled players swing and kite around enemies, it is now a more “modern” system of heavy, weighty, deliberate inputs. However, I think this is a massive success, as it enhances the progression curve by making the player a little weaker at the outset while introducing a system that lets them learn new levels of prowess with each weapon, unlocking faster attacks and even combos as they achieve mastery.

I only have so much time to discuss the changes. You probably just want to know whether Gothic 1 Remake is a good game, yeah? Well, fret not, because Gothic 1 Remake is phenomenal precisely because of how it preserves so much of the DNA that made the original a standout classic for real PC RPG-heads while folding in its revisions. Developer Alkimia Interactive has done something that seems nearly impossible, a feat only truly executed by the likes of Night Dive Studios with System Shock.

They’ve made something that should please even the most scrutinizing fan (me), while making it more palatable for modern audiences through visual and audio updates.

An impressive landscape with a tower, mountains, and blue Aurora-like lights above the mountain line with the moon in the background.
Gothic 1 Remake’s prison colony looks great and contains many biomes, from fields and plains to swamps and snowy mountains.

Instead of looking like Unreal Engine 5 slop, Gothic 1 Remake looks so much like the original, or rather, like how you may have internalized it as looking when you played it years ago. It’s still a dark, grimy, lived-in world, tonally consistent and unmistakably the product of a small studio with a specific vision.

Now, it boasts more detailed visuals, enemy designs that mostly align, and a new voice direction to avoid deterring those who might turn their noses up at the schlocky (if endearing) original English localization. The music is still catchy, if a bit generic fantasy, and the overworld theme and town tracks do undoubtedly worm their way into your head.

The world is still small, handcrafted, and knowable. While you don’t start with a map, you learn your way around simply by traversing. Finding maps that add no markers and force you to read them like real ones only deepens your knowledge of the topography and your immersion in the world.

Your decisions still matter, and you earn your status in the world rather than have it handed to you. NPCs talk down to you, doors are closed to you, and you have to prove yourself and make difficult decisions that shape your entire playthrough. The arc from prey to predator defines Gothic 1 and this remake, which means that the period of frailty and meekness required to become godlike ultimately demands it. Moreover, that “difficulty” is mostly just a knowledge or playtime wall. Getting “better” at Gothic is less about skill and more about simply engaging with its systems, as the increase in power arrives by virtue of experiencing the game.

Even lizards are a serious threat as they roam the land in Gothic 1 Remake.
Even lesser enemies like Lizards pose a threat early on.

The developers resolved to include both a harder difficulty and a simplified mode that makes much of the game quite approachable. However, since the “challenge” here is less about player skill and more about your understanding of the systems and the time you commit, with the zero-to-hero arc being the entire point of the experience, I have a hard time recommending that mode to anyone. If you were going to play on easy, I’d honestly just play something else altogether.

I don’t think Gothic 1 Remake completely replaces the original. In many respects, I still prefer the latter. Yet, I do think there is a growing contingent of gamers who are tired of being patronized by placating RPG design, and that’s reflected in the success of Gothic 1 Remake and other games that don’t hold your hand. For those who might get filtered by the jank of the original, Gothic 1 Remake offers a compelling way to return to a time when RPGs respected the player’s intelligence and abilities, or perhaps to experience it for the first time.

And by proving that a nearly 30-year-old design needed reverence rather than reinvention, Gothic 1 Remake quietly makes the case that the best a “remake” can do is trust that the original was right all along.

  • Graphics: 80
  • Sound: 85
  • Gameplay: 100
  • Control: 90
  • Story: 90
90
Overall Score
(not an average)

About our grading scale

Review by · July 29, 2026 · 7:19 pm

When a code for The Relic: First Guardian came across my desk, I was eager to snatch it up. Generic title aside, the game promised “fresh takes on [action RPG] combat” and a gritty spin on Korean folklore wrapped in a somewhat Souls-like bundle. I had hope in Korean devs Project Cloud Games and their ambition and wanted to support their small team of twelve. Yet, for all my respect for the indie hustle, I absolutely hated the many hours I put into The Relic: First Guardian and feel compelled to warn readers that the game is worth neither your time nor your money.

The story in The Relic: First Guardian is set in the medieval world of Arsiltus, protected from ravenous monsters by a device called the Great Relic. When the Great Relic is destroyed, the world is swallowed by a shadowy Void that turns even well-meaning humans into monstrous “Brutals,” who serve as the game’s bosses. Players reawaken as an amnesiac guardian at the hands of a dark maiden who hints at a past relationship. This woman guides players throughout the continent on a vague journey to collect fragments of the Great Relic.

One issue I had with The Relic: First Guardian was the open-world structure. There’s generally no clear marking of which quests are of the main story and which are side stories. You never know if the boss you’ve been throwing yourself at will progress things or simply net you a measly handful of gold and a dead-end. Meanwhile, shimmering fog gates will frequently block progression until you meet some unsaid criteria, meaning the game forces you to wade through every thicket and over every hill, slaying each boss you find while keeping you ignorant of whether it’s worth the effort.

The protagonist of The Relic First Guardian gets wailed on by several leather and pelt-wearing people in a burning village.
If this looks enticing, get ready to see this exact scene a couple hundred times.

The Relic: First Guardian heavily advertises its near-80 bosses, and for the most part, these are the biggest strength of the game. A fair chunk of these bosses are forgettable bandits and other man-on-man duels, and all but a few bosses feature single phases with only a handful of moves to learn to counter. Like Sekiro: Shadows Die Twice or Lies of P, The Relic: First Guardian is designed around parrying, here with a generous window for timing. Your attacks do little damage, so bosses and field enemies alike need to have unseen stagger bars filled with sometimes dozens of parries to knock ‘em out and deal real damage with special attacks mapped to face buttons.

The combat is quick and punchy across the several styles of expected weapons: two-handed longsword, sword and shield, magic battle staff, and so on, each with unlockable skill trees that you can swap at the aforementioned maiden for a cheap item. With most bosses, I got by parrying with the sword and shield, though a couple more monstrous Brutals required me to swap for a more dodge-friendly build. Off the top of my head, the standout fights were a cursed knight that evoked Artorias of the Abyss from the first Dark Souls, a thunder-wielding warlock in a graveyard, and a string of rather noble knights and priests towards the end.

The Relic: First Guardian screenshot of the protagonist meeting a big floating woman in a gothic building.
Some bosses, if you can stomach the poor performance, impress.

I’m something of a Souls-like fiend yet by no means high-skilled, but even I could topple most of The Relic: First Guardian‘s bosses on my first try by mostly mashing the parry button and wailing back with special attack skills. Still, certain bosses were very cheaply designed around one-hit-kill moves that gave the game artificial difficulty spikes. An unavoidable crow-controlling witch could curse me in a single hit from a flurry of attacks. Once cursed, a snap from her fingers would end me regardless of my health.

Another curse-wielding Brutal’s fight took place in a field of burning crops, meaning I had to contend with constant parrying, while on fire, while cursed and unable to heal. Still other boss arenas were full of felled trees and other debris that sent my camera wild. Lastly, the final boss was so bugged out for me that half the buttons on my controller did not work from entering the boss arena until I got hit, and even then my healing items never worked. I ended up dying about a hundred and fifty times, but much of it was to a small handful of gimmicks or glitches.

I’ve said about all the nice things I have to say about The Relic: First Guardian. The best bosses here might stand alongside the lesser run-of-the-mill bosses from, say, Lies of P’s base game or Wo Long: Fallen Dynasty, but they don’t even scratch FromSoftware’s catalogue.

But players beware: it’s the huge, repetitive, soulless world between these decent bosses that made me truly hate my time playing The Relic: First Guardian, and which inspires me to warn away even the most hopeless of Souls-like addicts like myself.

Firstly, the open world is an endlessly tedious, bloated pile of reused assets. You’ll think you’ve gone insane when you see the fiftieth identical farm village, or when you’ve struck down the same three enemy types per zone for the thousandth time. Thank goodness enemies don’t respawn. Then there’s the way assets like trees and barrels are plunked haphazardly around with what seemed to be no human oversight or quality check. I was unable to access one checkpoint after a major boss battle because it was half-blocked by a boulder in the environment… and nobody thought to check that? It reeks of, dare I say, non-human random placement of assets.

The Relic First Guardian screenshot of a man opening a treasure chest in a forest as golden sparkles fly out of it.
Gee, I hope this chest contains approximately 600 gold!

Everything is foggy, flat, and full of samey foliage, and populated by “rewards” that feel about as rewarding as a spit in the eye. There’s no scale in the rewards, meaning every drop throughout the game will grant 30 to 40 gold for small pickups, 600 gold for larger chests, and 600 magical relic points per found glowing rock.

To level up your weapons by a few measly damage points, you need to spend this gold on stones and gems in town—enemies don’t drop them, and they usually can’t be found in the wild. By the third and final zone, I didn’t even bother with enemy encounters or upgrading my weapons, as everything I’d repeated endlessly for the previous twenty hours had made not a speck of difference.

Besides the 80 bosses, the other crux of The Relic: First Guardian is the writing, said to imbue backstory and pathos in each enemy. Har har. I can’t read the original Korean, so I’ll blame the awful English translation. Weapons, skills, and items are tagged with long, meandering descriptions that read like pseudo-poetic drivel that neither entertain nor inform you what they actually do.

Centering text,
Does not automatically make something
Sound profound.
Hey… maybe it does!

Most quests hinge on finding ghostly mirages that open text boxes, awkwardly read to you by AI voiceovers, same as all the villagers and seemingly most of the NPCs. Truly, no voice at all would’ve been better than the robotic garbage I experienced. Such quests usually begin with NPCs or texts mentioning someone by name, like a “Taylor” or a “Gus” (you know, those characters from rich Korean folklore). You follow the string of texts for a few turns, chop down some zombie soldiers or looters, and then you find *gasp* that Taylor or Gus has transformed into a man-eating Brutal. No joke, the biggest smile this game gave me was the boss healthbar that read “Gus the Accursed.”

Of the many quests and events I did follow through to the end, all reward you with depressingly bleak conclusions that, when combined with the inhuman AI voices, make The Relic: First Guardian’s biggest purported strength—its humanity—decidedly lifeless. Somebody on the dev team saw the understated environmental storytelling beloved in FromSoftware’s games and thought, “This needs more telling and less showing!”

A barrel in a chest in The Relic First Guardian.
Gee, I hope this chest contains a barrel!

I have not even mentioned the terrible performance and glitches, too numerous to mention. The Relic: First Guardian regularly ran at sub-10 frames per second, about as smooth and fast as a snail in ill-fitting cleats. I often had to quit to the menu and reload, which would cost me a random chunk of time and progress. I soon got used to guessing my parry timing when the game decided to switch over to Microsoft PowerPoint mode.

Then, the buttons and inputs often just decided not to work. Post-boss fight fog walls refused to lower, trapping me and forcing me to fight the boss again. One time a boss’s leap got him stuck outside his own arena, and we just stared at each other like, “Sup?” until I was forced to reload. Voice and text or subtitles didn’t match (at all) around half the time. It’s just an unfinished mess, masquerading in trailers as something players think reminds them of Elden Ring.

I think I could write about 4000 more words of complaining about The Relic: First Guardian, but I’m eager to simply wash my hands clean of this game and forget it ever existed. If you love Souls-likes or action RPGs, there are dozens of other experiences you’re better off playing. This one’s not even worth your curiosity.


Note from the Editor: Please note that this review is based on an early copy supplied to us by the publisher. Hours before publication of this review, we learned a major patch will be released for The Relic: First Guardian prior to its public release on Friday, but after our publication time. While it’s possible it may fix some of the issues discussed in this review, this patch will render existing save files unusable, so the only way to accurately review this updated version in full would be to fully restart and replay the entire game.

Given the poor experience Matt had with this game, we were not going to force him to play it all over again “just in case.” Regardless, doing so would be impossible before our publication time, let alone the game’s release on Friday, with its 20–30-hour runtime. So please keep this in mind, and know this review is an accurate representation of the game supplied to us for review purposes. Hopefully, the release version of the game indeed solves some of the issues discussed here.

  • Graphics: 40
  • Sound: 30
  • Gameplay: 60
  • Control: 55
  • Story: 50
45
Overall Score
(not an average)

About our grading scale

Review by · July 28, 2026 · 12:00 pm

While FromSoftware fans like me are rabid for more Souls-likes new and old, it seems they have shifted away from the first-person action RPG King’s Field series that acted as a spiritual predecessor to Demon’s Souls. Enter indie dev Kasur Games with Verho – Curse of Faces. Rarely do I see such open advertising as an homage to another title, yet the first line in Verho’s marketing is very upfront: “a Dark RPG following the tradition of the King’s Field series.” Is this merely mediocrity flattering greatness, or can this imitation revive a style of game lost for a quarter of a century?

Verho takes place in a medieval world centuries after its ravaging by a mysterious curse that wiped out most of the population within hours. This began three hundred years of the Era of Solitude, in which the dregs of humanity survived in sequestered caves, kingdoms, and villages. Only then was the truth of the curse discovered by a man known as the Maker: any human who sees another’s bare face condemns both to death.

Thus, the Maker, taking on a somewhat messianic cultural role, created masks for the remains of humanity to wear, beginning the Era of Masks where the player’s story begins. The player journeys to the ancient kingdom of Yariv, said to be the source of the Curse of Faces, only to be enveloped by a strange mist that saps all who enter the kingdom of their memories. Thus begins your quest to explore Yariv.

A campfire amidst a haunted forest in Verho - Curse of Faces.
Nothing like a campfire to warm these old jagged hands.

I’ll be direct: I loved this game for the entirety of my fifteen-hour run. Verho – Curse of Faces takes the chunky, blotchy-textured polygons of the first three King’s Field games on PS1 and combines them with the complex terrains and verticality of the final King’s Field game, IV, on the PS2. The visual cues are apparent: the foggy, saturated colour scheme of the first half of Verho, the floating compass on the HUD, the VCR-slot buttons on walls, half of the enemy designs.

Verho very much feels like the King’s Field V (or 3.5?) that never was, so my biggest caveat in recommending it is that if the history or style of that difficult-to-access series is of no immediate interest to you, then Verho will be a tougher sell.

Many criticisms I could make of Verho could equally be written off, depending on my mood—“That’s just the way games were then! It’s authentic to the late ‘90s!” I wonder how a younger Souls-like fan, or one not accustomed to the frustrations of retro gaming, would feel. Namely, the enemy tracking demands a lot of patience. Once you’ve aggroed an enemy in, say, Dark Souls, it’s just as easy to escape their line of sight and have them lose interest. Every enemy you aggro in Verho endlessly hounds you like a young me chasing the sound of the ice cream truck on a summer day.

The player, wielding a bloody axe, stands over a misty swamp in Verho - Curse of Faces.
The flying insect enemies really capture the irritating nature of real-world bugs.

Some enemies will leap (read: teleport) to you, clipping through walls, trapping you, and otherwise ruining your progress. Aerial enemies like bats and bloatflies are especially egregious, phasing through obstacles and bouncing at and away from you with annoying paddle-ball AI. Just when you think you’re safe and listening to an extended dialogue with an NPC, a ghost bat you didn’t know was tailing you may appear through the wall and end your run.

Most environs reuse the same one or two enemy types ad nauseam, give or take some variation in sizes or properties like poison, fire, and so on. Most enemy types have around two quickly read and understood attack animations. Thankfully, there’s a huge number of areas that never overstay their welcome, and enemy patterns become more varied and complex as the game goes on. The challenge of the game, then, comes from staying calm and coolly applying the pattern recognition you’ve mastered.  

All that to say, Verho demands patience and precision from players. Death is only ever a few hits away, though once you know where you’re going, death is only a momentary lapse before you rush back into the action from the Maker shrines that serve as bonfires, fast travel waypoints, and places to level up. Then there’s the Nameless Village, a very Souls-like hub for merchants, blacksmiths, and crestfallen warriors alike. I particularly liked the giant snake blacksmith coiled around his forge.

A giant blacksmith snake welcomes the player to his forge in Verho - Curse of Faces.
A narrow fellow in the forge you’ll be glad to see each time you return to town.

Verho has no shortage of NPCs who consistently reappear throughout Yariv, each with their own backstory and quest. Like modern Souls-likes, finding and speaking with these NPCs furthers their sidequests, leading to some interesting lore revelations and even some assistance from them in a handful of boss battles and areas. On paper, NPCs have interesting stories (which they will unload on you through lengthy dialogue). However, none of the characters were particularly memorable, considering most of the time we just see them resting between the cool things they’re implied to have done.

There is plenty of platforming as well, and lava, spike traps, poison lakes, and bottomless pits to contend with. Improving on the King’s Field games, movement is buttery smooth. As the game went on, the pace quickened, and the final few hours felt less like Demon’s Souls and more like the first two Doom games, what with the quick traversal and how you must strafe in and out of enemy hitboxes.

I started as a blank slate level one “Forgotten” mask, though there are preset builds for sorcerers, thieves, knights, and so on. I played a strength build, as I’m wont to do in Souls-likes. This went from duel-wielding longswords and torches to eventually two-handing towering greatswords and axes. Sword swings are limited to one button, held between a max of half a second and two seconds depending on weapon size. A green energy bar under your health bar shows the charged power of each swing—anything less than full is practically a waste of time.

As a bonus, if you time the release of your swing perfectly with your bar fully charging, you get a critical hit. Melee combat, then, is about rhythm and timing. Backstep, charge swing, rush in, release.

The player wields a gigantic glowing eye greatsword in a blue, spacey environment in Verho - Curse of Faces.
So many lovely places I can show to my eye-sword!

There is a surprising range of weapons, but a vast number of learnable rune spells for intelligence builds. Throughout Verho, I found a handful of Blank Masks that let me reset my skill points to try out this variety of build, but hey—big sword make big number.

I can’t stress enough that this game does not frontload its best moments. The first few hours and areas are foggy and saturated in colour, like much of the King’s Field series or, say, Boletaria in Demon’s Souls. However, for every haunted barracks or bleak and abandoned temple, there are crimson-soaked swamps and bioluminescent hellscapes that keep things fresh and interesting. The level design is wonderfully varied, blending mazes, open plains, simple puzzles, and consistent combat into layouts that often wrap back into themselves with unlockable shortcuts to Maker shrines.

Bosses are somewhat hit or miss. At times they are barely more complex than standard enemies, just requiring more patience to whittle down their health pools. Elsewhere, they are more epic in scope and ambition, with many patterns and phases. The simple gameplay leads to a unique blend of movement in combat. Unlike many Souls-like bosses, Verho will often demand you jump or crouch below attacks. Combined with timing sword charges and strikes, this means I was constantly engaged. Besides the multi-stage final boss, nothing was ever too complicated or challenging, so don’t go in expecting Sekiro levels of difficulty.

As I said, there is a lot of dialogue expounded from NPCs, all fully voiced. The voice acting is somewhat amateurish and odd-sounding, like a handful of actors whispering line-reads in the strangest voices they can muster. Yet this was another case where an isolated weakness lent to the overall charm and mystique of the game. In fact, given the limits of the polygonal style, the weird voices are the most distinguishable characteristics of NPCs. I just wish the horrific groans and squeals of enemies chasing me were not so omnipresent.

A giant multi-eyed boss pounces at the player in Verho - Curse of Faces.
There are also various visual filters for those wanting an even more retro style.

The soundtrack, composed by Valentino Cervini, is a wonderful dance between atmosphere and melody. At times it evokes high fantasy in the vein of Jeremy Soule’s scores for The Elder Scrolls, namely Oblivion and Skyrim, though it just as easily opts for whimsy during exploration (see “Swamp of the Abandoned”). Fingerstyle guitar features prominently, as in “Yariv – Lower City” and the haunting yet soothing hub theme, “Nameless Village.” At three hours, it’s an ambitious soundtrack that excellently complements each area and battle, imbuing the game with a delicately balanced mood of hope and hopelessness.

On the whole, Verho – Curse of Faces relies heavily on the mood and expectations that come with a blatant King’s Field-like. Its retroness is a boon more often than a bane, and its ever-increasing pace and sense of discovery kept me enthralled for a dense weekend of playing. Speaking as someone who has always been curious about King’s Field, Verho truly delivers an experience that felt authentic yet palatable.  

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

About our grading scale

Review by · July 23, 2026 · 12:00 pm

Much like its vibrant, cyber-grafted cast, Celestial Return stitches together a disparate collage of cyberpunk influences. The game bleeds the gritty attitude of Cyberpunk and Shadowrun through its dialogue and worldbuilding, echoes the internalized psychology and abstract art of Disco Elysium, and still finds room for a slick anime aesthetic in its character design and futurepunk cityscape, as well as a Citizen Sleeper-esque dice resolution system.

While its branching narrative shifts dynamically around the dice outcomes and personality frameworks, the experience ultimately lives or dies by your tolerance for its core thematic dressing and its lack of overall polish. Strip away the love for the neon veneer, and there are times when Celestial Return feels like less than the sum of its cybernetic parts.

As a narrative-first detective RPG, Celestial Return wastes no time establishing the baggage of its protagonist, Howard. You control this grizzled investigator who once belonged to the PID—a specialist squad formed to protect the citizens of Netherveil against “Abstracts,” nebulous, thought-based manifestations that bleed directly from imagination into reality onto the city streets. Following a brief prologue exploring Howard’s past, a routine investigation into a triple homicide rapidly spirals into a surreal, metaphysical head-trip.

Yet, despite this bizarre backdrop, the detective tropes feel instantly familiar. Howard rigidly embodies the cynical, world-weary lawman who has seen too much and felt too little. Perhaps I’ve been spoiled by Disco Elysium, Zero Parades, or even Anachronox, but Celestial Return‘s opening acts ultimately asks you to sift through a case file you may have read a hundred times before, lit by the flickering neon of a cliché.

The prose is undeniably sharp, though it frequently veers into self-indulgent verbosity. By lifting Disco Elysium’s internal monologue mechanic—here divided into Intelligence, Anger-Management, Foolishness, Perception and Virtue—the writing in Celestial Return showcases a decent stylistic range, but it simultaneously traps the game in a shadow it can’t quite escape. Are we officially entering the era of the “Disco-like”?

The trouble is that Celestial Return lacks its inspiration’s mechanical transparency. Outside of occasionally locked dialogue options, the cause and effect of these personality lenses remain frustratingly opaque. Furthermore, the narrative leans so heavily on bloated, noun-heavy descriptions that crucial information regularly suffocates under the prose. You will frequently find yourself staring at a quest notification, desperately trying to reconcile a dry log entry with whatever absurd fever dream you just witnessed—like a lengthy, high-minded philosophical debate with a talking rose flower. I kid you not.

A dialogue scene plays out between Howard and an unusual visitor clutching a pole and a potted flower in Celestial Return.
Not the pizza delivery then.

Despite these flaws, Celestial Return maintains a fiercely earnest tone. The developers clearly want to say something profound about identity and self-determination under the thumb of techno-authoritarianism. In utilizing the Abstracts, they find a genuinely fresh lens through which to examine humanity’s slouch toward cybernetic hybridity. Yet, as noted from the outset, your mileage depends entirely on your appetite for the genre. Perhaps that stagnation is inevitable. Decades after Philip K. Dick et al laid the groundwork, our collective anxieties regarding identity, autonomy, and algorithmic control have ceased to be speculative fiction. They have arguably become our reality, and Celestial Return (and other such works) perhaps now suffer more because of how this arc of human progress has shortened.

Graphically, the city of Netherveil amounts to a simple animated diorama. Howard navigates this map where emerging hotspots trigger self-contained scenes—a pretty set of neon buildings that serve mostly as a delivery system for the narrative. It is within these encounter scenes that the game’s rich anime aesthetic and unsettling character design truly feast. The artistic direction here is immaculate. Utilizing everything from stark, monochrome photography and film clips to Escher-like architectural illustrations, the visual direction embraces a minimalist look while keeping a sense of ambient unease and cosmic weirdness at the absolute forefront.

As a marriage of cyberpunk grime and psychological horror, Celestial Return utterly nails the presentation of these mostly static vignettes. Even the bold, oversized title cards that herald each new chapter work to anchor you within its grander ideas. Ultimately, I never tired of seeing exactly how the developers would stage their next bizarre tableau and how it sharpened the tension inherent in the game and in Howard throughout.

The music score is driven by three key tracks that bookend each chapter and straddle the gamut of post-synth retro, heavier techno, and even a spread of death metal. The music videos accompanying these tracks bring together some of the images used during Howard’s exploration, and they work well to bring everything together in an original way. Outside of this, sparse alerts for different personality choices and a very small but effective use of voice-over complete the auditory catalogue.

Once the narrative gains momentum, Celestial Return introduces personality-driven skill checks. While most of these options simply let Howard explore a specific train of thought, others remain locked behind previous decisions or demand a direct dice roll. Howard begins with a pool of dice that act as a bizarre meta-currency, pulling double duty as both his health and his wealth. While you can collect or purchase more dice as you progress, not all dice are created equal. Some dice inject negative modifiers into your rolls—representing Howard’s unchecked anger, for instance—while others grant positive bonuses, and a rare few guarantee an automatic pass. Regardless of the type used, only four dice can be rolled at any given check.

This is where the high-stakes reality of treating dice as health—or “oxygen,” as the game frames it—crystallizes. Because checks permanently consume your selected dice, risk management becomes paramount. Run out of dice entirely, and Celestial Return effectively soft-locks, leaving you with nothing but a prompt to roll better next time.

Navigating this system demands a sharp learning curve; I quickly learned to actively hold back on non-essential checks, hoarding my negative dice to act as cheap fodder to barter with NPCs or secure key items. Some items grant either permanent passive bonuses to specific personality traits or crucial, one-time boosts. Furthermore, as Howard accumulates experience from his investigation, he unlocks deeper personality insights and hidden revelations that grant permanent bonuses, serving to specialise his focus and make specific tests easier.

The dice interface for passing a perception check in Celestial Return, with two dice selected. Will Howard find what he's looking for?
But will there be, after my roll?

While the loop becomes second nature after a few conversations, several design hurdles trip up the experience. Inventory management is a finicky chore; scrolling through dozens of dice is a tedious process, and a lack of organization for passive items quickly turns your gear screen into an exhaustive click-fest.

More frustrating is the lack of foresight. Beyond a bare-bones “recommended” dice count for any given dialogue check, the game refuses to telegraph what lies ahead. You never know if throwing your weight behind a massive roll will immediately leave you bankrupt for a gauntlet of subsequent checks. Consequently, in a genre where failure should ideally lead to interesting narrative branches, Celestial Return invites save-scumming simply to keep the game playable. Sometimes, you reload not because you want to see a different path, but because you literally do not have the dice currency to proceed.

All this interplay of personality-locked dialogues, multiple map points, and branching dialogues does mean there’s a healthy number of bugs and non-sequitur moments in the current build of Celestial Return, though the dev seems responsive to reported issues. There are soft-locks on progression when map markers disappear, or won’t interact, and the save/load process does not always register properly. Alongside the inventory issues, there’s a lack of polish to be accepted.

Celestial Return screenshot of a drone flying through a foggy, neon-drenched cyberpunk city.
Picture a cyberpunk city: welcome to Netherveil.

If you can make it through these frustrations, Celestial Return does not overstay its welcome for its bargain price. The three books comprising Howard’s story top out around half a dozen hours, depending on reading speed and attention to detail. Clearly, there are alternative paths and points of view to consider on a replay, and discovering all the secret insights and the vast range of items would take some forensic trial and error.

Celestial Return is an enjoyable narrative RPG, where the simple encounter systems work well enough and the cosmic horror feel to its main adversaries displays enough of a point of difference to make its cyberpunk city worth visiting over so many other similar locations. But the familiarity of the main character’s conceit, issues with clunky inventory and verbosity, as well as buggy cohesion, add some acid to the sweet, hard rain slicking the dark streets. It’s for you to decide whether there’re enough viable parts here for you to assemble into a relatively enjoyable whole, or whether the essence cost in time and enjoyment is just too great. Your move, choomba.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 70
  • Control: 70
  • Story: 75
76
Overall Score
(not an average)

About our grading scale

Review by · July 21, 2026 · 12:00 pm

In my review of Disgaea 7 last year, I concluded that the series was long overdue for a shakeup. Disgaea 7 addressed many fan demands after the disastrous Disgaea 6, yet in doing so revealed just how stale the series formula had become. After hitting peak mechanical refinement in Disgaea 5, the series has been treading water, removing beloved features to seem different from the last entry without changing the fundamental design template, just to add them back in the next entry and pass that off as meaningful evolution for the franchise. It seems the developers over at Nippon Ichi Software may have felt the same way about the series trajectory as I do. The newest game in the 20+ year old franchise, Disgaea Mayhem, opts for an entirely new genre shift into a hack-and-slash action RPG. Disgaea Mayhem establishes a firm mechanical foundation and adapts the franchise’s most iconic mechanics decently well to a new format, yet ultimately fails to deliver enough variety or depth to justify this new direction.

As far as the presentation, characters, and narrative trappings are concerned, Disgaea Mayhem is a classic Disgaea game through and through. The story follows grizzled mercenary protagonist N.A. (a guy so dark and mysterious his name is literally “Not Applicable”) as he’s hired for a job by the new Overlord of the Netherworld Super Duper, Tichelle. Tichelle explains that Super Duper used to be a Netherworld full of strong and terrible beast demons, who lived by survival of the fittest. However, the previous Overlord, her late father Margraf, united the various warring factions by cooking up the Pristine Gleam Flan, a dessert so delicious it soothed the rage of Super Duper’s inhabitants and turned them into confectionary-loving softies. After Margraf’s death, the various factions (each led by one of six Psychlamates) rebelled against Tichelle, hence why she brought in N.A. to calm them down long enough to feed them her own wacky flan recipes and quiet their rambunctious spirits.

Protagonist NA in a grassy field near ruins in Disgaea Mayhem.
The colorful stages and cool character design for N.A. offer a solid presentation that feels series-appropriate.

The plot is, of course, quite stupid in Disgaea series fashion, though I appreciated the goofy tone. The constant food and calorie-counting/weight-gain jokes related to overconsumption of flan began to grate after the initial hours, but watching as N.A.’s gruff exterior slowly gets broken down by Tichelle’s youthful, saccharine exuberance and his own budding love of her wild flan concoctions proved fairly entertaining. It definitely feels more like a spinoff narrative, even among standard goofy Disgaea stories, but Tichelle and N.A.’s dynamic is cute enough to carry the narrative across its short five-hour runtime.

Initial impressions from the pre-release demo led many (including myself) to believe Disgaea Mayhem was a musou title ala Dynasty Warriors. From a first glance, it’s clear to see why: hack and slash combat focused around executing combo strings by alternating light and heavy attacks, huge swarms of enemies to mow down, and stage-based level design. However, looks can be deceiving; Disgaea Mayhem is not really a musou title, because it lacks the objective-based design that makes those games compelling. There are no troop movements to manage, no bases to protect or capture, no invading enemy captains appearing to upend your strategy nor allies to direct. All of the strategic, battlefield management gameplay that gives a series like Dynasty Warriors its depth is entirely absent. Instead, Disgaea Mayhem is a very straightforward action RPG with small, contained arenas containing waves of fodder enemies to mow down, and a capstone boss encounter. The overall flow of gameplay is more similar to arena-based action RPGs like Croixluer Sigma or Misturugi Kamui Hikae rather than Koei Tecmo’s flagship franchise.

While the story stages are decently large and have varied layouts, most missions are relegated to a small portion of those stages, with monsters spawning in waves of 15 to 20 at a time. Upon defeating those waves, a mini-boss (usually a larger, recolored version of a regular monster with a more complex move set) appears. This makes the variety in stage layouts feels rather pointless. Disgaea Mayhem never really makes use of the layouts in an interesting way, preferring to just ferry you to combat arenas with different backdrops.

The developers seem to have recognized this fact, since entering the Item World grants you stages that are simply tiny arenas without all the pointless traversal fluff of the story stages. Each item category has its own unique arena design (sometimes a flat circular plane, sometimes a narrow ring with a large gap in the center, sometimes a cross shape or one with large pillars) to allay complete monotony, though all of them share the same purple void aesthetic. These more confined stages, despite being visually boring, are actually a much better fit for the combat mechanics, as the small play area means monsters are constantly on top of you, their aggressive behavior keeping you on your toes as you try to mow them down faster than they can spawn and manage your focus on the boss.

Disgaea Mayhem protagonist readying an electric-powered bow and arrow attack.
Flashy special attacks are great for quickly slaying a swarm of foes…for the umpteenth time.

The core combat feels incredibly tight and fluid; N.A. has a quick dodge with invincibility frames you can chain endlessly to avoid attacks, and the various weapon move sets are satisfying. I grew particularly fond of the twin pistols and fist weapons because weapon types had a wide variety of combo strings to pull off that kept N.A. mobile while attacking, allowing me to mow down the relentless hordes of foes while simultaneously staying out of the way of dangerous attacks from the mini-bosses. You can also equip up to four special skills onto a weapon to clear large groups or do large single-target damage to a key foe. 

There’s also the Battle Buddy system, where you can befriend monsters after completing a stage for a nominal Mana fee, then train them up by bringing them into battle with you. Their AI is pretty terrible, but the Magichange mechanic makes them useful. Each monster species corresponds to a particular weapon type, and when you engage Magichange, they will take the form of that weapon, allowing you to switch to a new moveset until the Magichange bar runs out. You can also expend the entire remaining Magichange bar for a unique ultimate attack. Furthermore, the Battle Buddies take center stage in the Chara World, a board-game autobattle where you progress along a linear set of tiles, each one conferring permanent buffs to N.A.’s stats, as your chosen party of Battle Buddies fights off the rival monsters encountered along the way. This is the main way to earn new Evilities (passive abilities like a double jump, increased healing, etc.) for N.A., so you need to have a good stable of monster companions to get the most out of these progression systems.

Series fans might be fooled into thinking from my descriptions of adapting Magichange, the Item World, the Chara World, and monster raising into this new framework that Disgaea Mayhem is a successful genre shift for the franchise. Unfortunately, the devil is in the details, and the game misses the mark in key areas. For starters, there is a ridiculous degree of asset and content reuse in a game this short. You see every single enemy type within the first couple hours of the game, with later stages simply recoloring the same enemy types (with the same movesets) to denote their increased strength. From the story stages to the Item World, you fight the exact same enemies the exact same way over and over again ad nauseum. Disgaea has always been repetitive, but never before has the original content been so paper thin and stretched so far, tearing at the seams as it struggles to cover the modest expanse of about ten hours of unique gameplay concepts (including the postgame).

Screenshot of Disgaea Mayhem showing N.A. executing a counter in combat
Did I mention you can counter enemy attacks by using a special skill? Don’t worry about it, you barely need to use it.

Furthermore, the difficulty balance is extremely lopsided. Disgaea players may be used to breaking the game through repeated Item World excursions and building up a carefully crafted team of battle-hardened veterans, but that usually takes a significant time investment and effort. After unlocking the Item World, I spent less than an hour fooling around with it, upgrading some beginner gear, and promptly destroyed the difficulty curve for the remainder of the game. I’m not exaggerating when I say that every single story boss after this point died within about five hits. Disgaea Mayhem employs a simple stagger system for enemies that worked well in the initial hours but was entirely obviated by a weapon that took me only fifteen minutes to upgrade. I demolished everything the game could throw at me (including the final boss) in seconds. This is a shame because the story bosses have the most complex and involved movesets, and would be fun to fight if they didn’t die from so much as a dirty look thrown in their direction.

I would say this is a cautionary tale to avoid the Item World until after you’ve finished the story, but because the Item World is necessary to outfit N.A. with a full kit of combat abilities, doing so would leave you feeling significantly handicapped without the full suite of combat options the game clearly intends you to access. The postgame challenges do require some significant time investment in the Item World to become strong enough to complete, but the journey to get there becomes interminably boring before you even unlock the Postlude content.

It’s a real shame, because there is a diamond buried deep in the rough of Disgaea Mayhem. N.A. feels great to control, and using the musou-influenced movesets to fend off large swarms of monsters you blow up with over-the-top special attacks remains fun throughout. That solid foundation is let down by a significant lack of content, dearth of meaningful objectives in the stage designs, and a difficulty curve that immediately flops like a wet noodle. Disgaea Mayhem feels more like a spin-off proof of concept than an evolution or new direction for the series, and a proverbial monkey’s paw that will make me careful what I wish for in the future.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 50
  • Control: 80
  • Story: 60
60
Overall Score
(not an average)

About our grading scale

Review by · July 20, 2026 · 12:00 pm

It’s been almost 20 years since The Legend of Zelda: Twilight Princess, still the last traditional 3D Zelda to grace our Nintendos, first arrived in its edgy “T for Teen” glory. While the game has already gotten a proper remaster treatment in 2016 with Twilight Princess HD, it remains solely accessible to the few people out there who own a Wii U. Only the Hylian Goddesses know why. Luckily, fans can do what Nintendon’t: port the game to PC. As someone who’s been eager to replay Twilight Princess for two dang decades, my body was ready to be transformed into a hot wolf once again.  

You’ve either clicked this review familiar with The Legend of Zelda: Twilight Princess’ recent fan-made PC port or are wondering what the heck “Dusklight” is. In short, it’s a reverse-engineered decompilation of the game rebuilt using original code. In long, you can read more about the painstaking process here.

Twilight Princess isn’t the first Zelda game to get the decompile/recompile treatment, but considering it’s the only 3D entry in the series still unavailable on Switch, it’s the one that fans have seemed most excited by. Do-gooders may be relieved to hear that downloading Dusklight does not even require donning any pirate gear, so long as you own a copy of the GameCube or Wii versions to rip the ROM file from.

Twilight Princess has been through the wringer in terms of its place in Zelda discourse. When Nintendo announced the game, it felt like an uncharacteristic resignation by the company folding to Ocarina of Time stans put off by Wind Waker’s now verifiably timeless cartoon art style and other departures from “the formula.” So, Nintendo said fine: here’s the closest thing to a pure OoT successor you’re going to get, packaged in more superficially “dark” and “realistic” aesthetics.

The mid-2000s were a time in gaming history when Dark was constantly mistaken for mature and thematically strong. Twilight Princess is Dark in a way that befits the mid-2000s Hot Topic era it hails from. An aesthetic that is perhaps best summed up by the fact that Link turns into a wolf wearing a prison shackle as an anklet. But that’s not to say there’s no bite to go along with all that bark.

In the Twilight Realm, Link overhears people in town discussing problems with a drought.
The Twilight Realm segments can feel genuinely unnerving and help define the game’s unique atmosphere.

And that bite comes from the new characters who hail from the Twilight Realm, including the genuinely menacing villain, Zant, and our impish companion, Midna. Midna is immediately a compelling presence, and her interruptions are rarely unwelcome, which is honestly a rarity for companion characters of her ilk. Instead, her early-game teasing and gradual character growth make her feel essential. As with its three 3D predecessors, some of Twilight Princess’ most interesting story elements lie in subtext. There’s a general undercurrent of an idea that one person’s balance comes at the cost of another’s suffering. This subtext just doesn’t feel as developed as it could have to really leave a strong impression beyond its admittedly strong vibes.

My time with Dusklight was spent playing the 1.1.1, 1.2.0, and 1.3.0 versions. I didn’t experience any crashes during my playthrough and barely any technical hitches at all. The extent of wonky interactions came from enabling full camera control with the right stick, which, unlike the originals, allows you to move it vertically as well. Then again, it’s not a surprise that unlocking this QoL feature that was never in the original game led to occasional issues. I’m still glad I was able to do so, and it improved the experience overall.

Engaging with Dusklight’s neat and stylized QoL menu feels like an alternate reality where players are trusted with the ability to create an ideal version of a game’s experience for themselves. These options go beyond accessibility, pulling elements from all existing versions of the game and presenting them as toggles alongside a slew of new conveniences, visual polish, and experimental features.

The default selections when you first boot up Dusklight leverage the vast visual and performance upgrades, throw in a few subtle yet game-changing QoL features, while leaving the other settings as close to the GameCube release as possible. New players can opt to leave these settings as is for a relatively “vanilla” experience, while those of us returning to the game can explore ways to make it more appealing for ourselves.

In Dusklight, Wolf Link overlooks Hyrule in the Twilight Realm, with many colorful vistas in the distance.
Press “A” to howl.

Among Dusklight’s “default” settings are faster climbing animations and button shortcuts for transforming into Wolf Link and playing howling the Sun’s Song to change day to night or vice versa. If you don’t remember Twilight Princess having a Sun’s Song, that’s because it didn’t. And now that it does, I can’t say I understand why it never did. Still, my top pick for new convenience is transforming into Wolf Link seamlessly by pressing R+Y. Transforming in the original game used to require first calling up Midna and selecting the option from a menu—which I’m sure never helped the common criticism around wolf form’s implementation.

If you want something even closer to the vanilla version (i.e., crank down that framerate and crank up the bloom), then go ahead. You can even import other texture packs into Dusklight, like Henriko’s or TrueD-TPHD if you prefer the redone textures in the WiiU version (I don’t). But you can observe the differences for yourself here. There are no cranky game devs trying to force you into a specific kind of experience like you’re a dumb gamer baby who needs to be limited. While this visual customization showcases the flexible beauty of PC ports, the out-of-the-box package Dusklight comes in offers all you really need with its balance of polish and authenticity.  

So, yeah, Dusklight allowed me to create the exact version of Twilight Princess I wanted for myself. I enabled double damage from enemies and restricted hearts from appearing in the wild to create the Hero Mode conditions from Twilight Princess HD (without the obligatory mirror world flip in that version). When the game failed to scale enemy damage to a satisfying level in the final stretch, I bumped it up again to triple.

Link circles a boss while riding the Spinner item: a large Beyblade-like top in The Legend of Zelda: Twilight Princess / Dusklight.
One of my favorite QoL upgrades allows you to press “R” to accelerate the Spinner, making a tragically underused cool item more versatile.

I remember Twilight Princess being easy even as a pre-teen who didn’t love difficult games, so the harsher consequences for getting hit encouraged me to experiment with the game’s large arsenal of tools to limit it as much as possible. A fair complaint against the original game is that many dungeon items and the seven “secret” combat skills Link can learn from an old Hero-turned-Stalfos are underutilized. Challenge breeds creativity, though. In my Dusklight playthrough, I was roll-slashing, shield bashing, and ball-and-chain swinging more than ever before.

Twilight Princess has a solid story and cast of side characters to support its epic scope, but it aims more for mood than cohesion. And yet what a mood it is. Turns out I don’t still need to be 13 years old to enjoy the lite edginess the game runs with. Secondary characters like the capitalist baby boy Malo, the deluded insect “princess” Agitha, and those clowns dressed in drag all help build a world with just the right amount of fantastical offbeat energy. This is unfortunately an element of the series that Nintendo would start to sand down going forward in favor of the clean, Disney-like image they’ve been cultivating lately.

There’s a common discourse out there now that slams Twilight Princess’s more “realistic” art direction as misguided and roughly aged. Realism is a poor word for what’s going on here—something which should be immediately clear upon witnessing the playfully deformed character designs. Twilight Princess’ art direction achieves a fable-like quality colored with sharp earthy tones that Dusklight’s textures and reduced bloom make more palpable than ever.

It’s only the expansively empty Hyrule Field that can feel somewhat drab and underdeveloped, though that’s a natural limitation of creating vast spaces for GameCube hardware. While Wind Waker’s Great Sea may have been a more creative workaround for this limitation, Twilight Princess’s horse combat and many collectibles make the most out of the large overworld space.

A room in the forest temple with ruins, greenery, and a crack in the wall with light pouring out, visually enhanced with the Dusklight port.
Damn. Did the game always look this nice?

You know what most definitely hasn’t aged poorly? Twilight Princess’ substantial lineup of quality dungeons. The Forest Temple kicks things off even stronger than I remember with its effortful level design and dense atmosphere. No Zelda game has done a better job making its dungeons feel like part of its world rather than abstracted gameplay challenges.

The run from the abandoned prison of Arbiter’s Grounds, the yeti-inhabited Snowpeak Mansion, the Temple of Time, and City in the Sky may be the greatest in the series. At this point of the game, you’ve already unlocked most of the world map and wrapped up Wolf Link’s Twilight Realm segments, so you’re mainly zipping from high point to high point with only some brief exploration and story set pieces separating them.

On that note, I don’t think critics who target Twilight Princess’ “padding” consider how much these small breaks contribute to the game’s epic scope and help make each dungeon feel like a more special location and experience. You don’t have to love the execution of all of these interludes to appreciate the ambitious purpose they serve, and the amount of gameplay variety the developers try to throw in ultimately works to the game’s benefit.

In retrospect, these are the main design elements that meaningfully distinguish Twilight Princess from the 3D titles that came before and after. The “Ocarina of Time 2” moniker fans have stuck on the game (whether used favorably or disparagingly) doesn’t quite tell the full story. If we never get another Zelda game that iterates on it (or even a proper official port of Twilight Princess HD), Dusklight is here to preserve Twilight Princess as an epic worth returning to while offering ways to dispel some of its flaws.

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

About our grading scale

Review by · July 18, 2026 · 12:00 pm

Over two decades have passed since the humble (and somewhat dubious) beginnings of the Utawarerumono series as an adult visual novel/tactics RPG hybrid, and exactly twenty years since the subsequent console-friendly rehabilitation it received with its PlayStation 2 release. From here, the series evolved into a unique blend of fantasy and science fiction, drawing heavily on Ainu culture to craft a world unlike any other. Developer/publisher Aquaplus handled the storylines and visual identity, partnering with acclaimed strategy RPG aficionados Sting Entertainment to refine the tactical battle mechanics, resulting in a combination of visual novel storytelling and strategic gameplay that carved out a small but devoted fanbase worldwide. 

Between the remake of the original title (Prelude to the Fallen), the incredible Mask of Deception & Mask of Truth duology, and 2023’s foray into traditional, party-based RPGs, Monochrome Mobius, I’ve loved every second I’ve spent immersed in the world of Yamato. However, all good things must come to an end, and Utawarerumono: Past and Present Rediscovered serves as a fulfilling final capstone for one of the RPG genre’s most underappreciated series.

While it doesn’t deliver all the answers fans hoped for, Utawarerumono: Past and Present Rediscovered refines and improves upon the strong mechanical and narrative foundation of Monochrome Mobius, proving that Aquaplus (alongside support studio Design Act) possesses the skills to make a true classic in the traditional RPG genre, and whetting my appetite for their next project.

If you have yet to play Monochrome Mobius, the coming story explanation may be completely unintelligible and/or full of spoilers for that game, so reader beware. This title is a direct sequel and requires familiarity with the previous game to understand and enjoy, much like the connection between Trails in the Sky 1st Chapter and 2nd Chapter.

Utawarerumono: Past and Present Rediscovered picks up right where Monochrome Monobius left off, the initial cutscenes showing the aftermath of Arva Shulan’s invasion of Yamato’s capital, focusing on both our heroes and the leaders of Arva Shulan as they regroup and adjust to their newfound roles. Protagonist Oshtor and his friend and rival Mikazuchi are named Imperial Guards of the Right and Left and formally recognized as Akuturuka, wielders of the powerful masks (Akuruka) that grant immense power in exchange for the user’s lifeforce.

Their friend and ally Munechika returned to Izumo to assist her mother and resume vigil over the pillar that connects Yamato and Arva Shulan, wary of further incursions. Final party member Shunya is left catatonic after the traumatic events in the imperial capital and sleeps peacefully in Oshtor’s home village, Ennakamuy, under the glow of the small Akushana cultivated in Pashpakur’s (Oshtor’s biological and Shunya’s adoptive father) hideout. Once Shunya wakes up and the party reassembles, the Mikado tasks them with awakening the four Gaia Pillars spread across Yamato to prepare for further incursions by the enemy.

Screenshot of Utawarerumono Past and Present Rediscovered featuring Oshtor approaching a new town location.
Oshtor and company’s journey takes them to new locations, including lush jungles and snowy mountain peaks.

Monochrome Mobius largely stood on its own, with some concepts or story beats enhanced by familiarity with past Utawarerumono series titles, while remaining enjoyable as an entry point into the franchise. Past and Present Rediscovered, on the other hand, contains oblique references to events in Mask of Deception, as well as additional background on the science-fiction aspects of the lore and worldbuilding behind Yamato and its ruler, the Mikado.

The addition of a glossary players can reference during gameplay or story scenes for explanations of the various concepts, characters, and proper nouns thrown around is immensely helpful for new and returning players alike. The story is self-contained enough that someone who started with Monochrome Mobius could still understand most of the plot and character moments and would come away eager to see what comes next for Oshtor, Mikazuchi, and Munechika in Mask of Deception.  

Similarly, my attachment to Oshtor, Mikazuchi, and Munechika was only enhanced by experiencing their humble origins across these two titles. Watching their skills grow and their bonds develop proved immensely satisfying, cementing this trio as one of my favorite parties in any RPG. The game takes time to resolve the familial conflicts Mikazuchi and Munechika face, allowing them to overcome their personal traumas and, by the end of the journey, emerge with a more holistic, mature outlook on the nature of loss so that they may accept their roles in society with purpose and clarity.

The contrast between the inciting mentorship role Oshtor plays in Mask of Deception and the greenhorn finding his footing across these two titles is compelling, and this journey justifies itself on the strength of his character development, enhancing the impact of his role in that story. Mask of Deception tells you that Oshtor is a legendary warrior and selfless guardian of Yamato; Past and Present Rediscovered proves it.

Screenshot of Utawarerumono Past and Present Rediscovered showing Munechika at her aunt's deathbed
Explorations of Munechika and Mikazuchi’s familial struggles are diversions from the main quest, yet form the strongest parts of the narrative.

If there is any negative aspect of the game’s storytelling, it lies with Shunya and the game’s ending, relating to her origins and the resolution of the core conflict. Series fans had expressed some confusion at the existence of Arva Shulan in the previous game; this RPG duology is set only a few years before Mask of Deception, yet Arva Shulan and Shunya are never mentioned. While I won’t spoil the game’s conclusion here, Past and Present Rediscovered answers these questions with a controversial time travel element.

This narrative choice is a bit of a double-edged sword; it is consistent with the game’s science fiction elements (which are at the forefront in this game more than in any other Utawarerumono title) and allows for the game to explore the origins of the world in greater depth than past games in the series, but it also undercuts some of the narrative weight of the plight of Arva Shulan and Shunya’s character relationships with the rest of the cast.

I enjoyed watching Shunya connect with the rest of the party, and the ending resolution is heartbreakingly bittersweet. I can understand why many fans were unhappy with the direction the story took, but I ultimately came away feeling that the journey was more impactful than the destination. The narrative does not meaningfully advance the series’ plot (an impossibility for a prequel); nonetheless, it endeared me to these characters and fleshes out their origins enough to be worthwhile. 

A turn-based battle against an octopus and monkey in a field in Utawarerumono: Past and Present Rediscovered.
The battle UI received much-needed revisions, with a dynamic camera and clearer visual information.

Utawarerumono: Past and Present Rediscovered truly shines by refining the game mechanics of its predecessor. Monochrome Mobius provided a solid foundation: a strong battle system based around the three-tiered action ring, the ability to assign stat points to build out characters, and adaptations from past titles like Zeal (allowing for extra turns or ascension on the action ring when full) and Morale (a stat shared between friends and foes that strikes a careful balance between offense and defense). Where Monochrome Mobius suffered was in the execution of some of these elements, with many of them remaining invisible to the player, poorly explained, or lacking in balance.

Stat allocation was a strong mechanic to encourage player agency, yet the game balance and skill acquisition system tied to stats encouraged simply dumping all your points into offensive stats. Morale was a novel idea, but there was no way to quickly reference the morale levels of your party members mid-battle, so characters would lose morale without warning and disrupt your entire strategy. The presentation was also two generations behind, with laughably poor character models for NPCs, copious environmental asset reuse, and stiff animations, all culminating in an overall cheap, low-budget experience. 

Past and Present Rediscovered addresses all these complaints and further elevates the gameplay mechanics. For starters, the presentation is a significant step up from Monochrome Mobius. The character models and environments are more detailed, there is a wider variety of monster designs, and every character & enemy model has more visually impressive, bespoke animations for their skills. The user interface received a necessary overhaul, with more detailed and intelligible area maps & mini map that the player can reference at any time, a world map that accurately shows the connections between various areas, and battle menus that accurately track Zeal, Morale, and other player conditions through easily readable bars and icons.

The game even features numerous in-engine cutscenes with impressive animation and battle choreography, akin to the coolest fights from your favorite anime series. All these elements strengthen the presentation and seamlessly convey the game mechanics, getting out of the way so as not to disrupt the player’s focus on storytelling and combat strategy. 

Screenshot of Utawarerumono Past and Present Rediscovered screenshot showing a battle scr
Oshtor and Mikazuchi’s Keshin forms add an interesting wrinkle to battle strategy.

Furthermore, Past and Present Rediscovered adds excellent new mechanics that elevate the game design far above its predecessor. First among these are the Keshin forms for Oshtor and Mikazuchi. As Mikazuchi and Oshtor are now recognized as Akurutaka, they can draw upon the power of the Akuruka at will. However, doing so fully will drain their lifeforce and drive them to an early grave. Thus, the Keshin technique is introduced, a method of partially drawing on the power of the Akurutaka without harming the user (with a visual effect similar to the Susanoo from Naruto).

This provides a diegetic reason why the party has their strength reduced and needs to retrain their skills, and also allows for additional tactical decision-making in combat. When the Zeal gauge is full and the character enters Overzeal, you have the choice between ascending a level on the action ring, using a powerful Okugi skill, or engaging the Keshin form to gain access to powerful attacks for multiple turns. Munechika also receives her own Akuruka later on, which enhances her own similar transformation she acquired in the previous game, making it equivalent to these Keshin forms. 

Utawarerumono: Past and Present Rediscovered further alters exploration and progression through the new Conquering system. When entering a new area, the region will need to be “conquered” by fighting a certain number of battles, after which a powerful individual enemy or enemy group known as a “Ruler” will emerge. Defeating this Ruler enables the player to defeat all other enemies in that region instantly on the field with a simple sword swipe.

At first, I was mixed on this change, as it throws out the typical focus on resource management and combat efficiency across numerous battles, the balance that a traditional turn-based RPG relies on. However, I quickly realized that this system serves a dual purpose: it eliminates the monotony of repeated, low-engagement battles with the same enemy groups in a particular area, while increasing the frequency and variety of high-engagement battles against strong foes. Some of the Rulers end up being a stiffer challenge than the story bosses, so this system keeps the player on their toes and ensures that there is always another interesting fight around the corner.

There are fewer distinct dungeons compared to Monochrome Mobius, but each field area essentially becomes its own dungeon with its own miniboss. The few dungeons that do exist treat each floor as a new area, so they are jam-packed with engaging fights. This overhaul strikes a perfect balance between demanding mastery of the mechanics and avoiding time-consuming, low-engagement battles that plague many other RPGs. 

This dovetails with the changes to game balance, as enemies tend to hit much harder than they did in Monochrome Mobius, and skill acquisition is tied to character level rather than stat allocation. Instead of dumping every stat point into Strength or Intelligence and rocking a glass cannon build on every character, I had to prioritize defensive stats and ensure a healthy mix of stat spread among my party to survive encounters.

This increase in difficulty and refinement of game balance also made consumable items integral to combat strategy, particularly the use of Zeal and Morale-boosting items. Monochrome Mobius introduced a bevy of interesting but underutilized ideas; Utawarerumono: Past and Present Rediscovered realizes the potential of those mechanics to deliver a high watermark for traditional, turn-based, party-focused RPG combat and progression design.

Utawarerumono: Past and Present Rediscovered is a fitting sendoff for one of my favorite RPG franchises. I have my reservations about the narrative direction, the introduction of time travel elements, and how this title fits into the larger tapestry of the series’ narrative ambitions. However, I cannot deny that the journey to that resolution had me invested from start to finish. I love these characters and the world they inhabit, and any sadness I have about closing this chapter is buoyed by the promise this title shows for Aquaplus’s future.

I cannot wait to see the next world and cast of characters they create, and I hope they continue their work in the RPG genre. They’ve more than proven they have what it takes to create the next great narrative-focused RPG series. 

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

About our grading scale

Review by · July 16, 2026 · 12:00 am

Some of my fondest childhood memories are with my family, gathered around the table after dinner, playing Monopoly. The push and pull of buying up properties, hoarding money, and trading between each other to stake out your claim on the board was endlessly engaging to me. Another of my childhood favorites was the TCG Yu-Gi-Oh, from the menagerie of intimidating and grotesque monsters to the devious traps and powerful spells, building decks and trying out different combos was always satisfying to me, even if I didn’t have someone else to play with.

It’s no wonder I hold the Culdcept series so dear: the digital board game/collectible card game hybrid marries the game board and property-acquiring mechanics of Monopoly with the strategic deck building of games like Yu-Gi-Oh or Magic: The Gathering. While this may at first seem like an odd pairing, the resulting concoction is impressively dynamic and hopelessly addicting, with the randomness and unpredictability of the board game providing a solid foundation for strategic planning when building out decks and playing cards moment to moment. Culdcept Begins is a reboot of the series, putting a new coat of paint onto a time-tested formula that proves why this turn-based strategy series deserves to live on for the next generation.

Culdcept Begins is set in the kingdom of Bavrashka, where King Dagar has united the four elemental kingdoms (Water, Fire, Air, and Earth) under one banner, posed against the threat of the denizens of the murky, undersea Abyss. His famed general, Rutra, led the charge to bring the kingdoms together and erect a magic barrier to protect the land from incursions by the Abyss, who seek to free their god Baltias from his prison deep below the ground. However, Rutra subsequently disappeared, leaving his son, protagonist Kamru, all alone to follow in his footsteps.

Kamru is a Cepter just like his father, able to wield the powerful magical artifacts known as Culd (the in-game cards) in battle. He hones these skills at the Royal Cepter Academy, alongside his friend Ishara (the princess of the kingdom) and his rival Tarhunt. Kamru advances through the Academy, eventually being appointed to the Royal Cepter Guard, and he and the princess become embroiled in a new conflict with the Abyss while he hunts down the whereabouts of his father.

Culdcept Begins‘ narrative starts out in a rather typical school setting, though quickly morphs into a more interesting, epic tale as the conflict grows in scale and Kamru discovers more about his father. While the characters are mostly one-note, the cosmology of the world is intriguing and provides sufficient motivation to see the storyline through to its end. There are a handful of standout characters, like Kamru’s rival at the academy, Tarhunt, who has his own mysterious connection with Rutra, or Tindalos, the Air Tribe Chieftain, who lords over the Arena and delights in combat above all else, swooping in at the worst possible time to complicate matters for Kamru and Ishara.

The localization is functional, but lacking in personality; while the descriptions of cards and mechanics are clear and concise, the characterization leaves a lot to be desired, and outside a handful of characters, most lack a unique presence or voice in their dialogue. For a game where mechanics are at the forefront, it’s plenty serviceable, but I found myself missing the more inventive narrative premises of past series titles (like the journey from slave to becoming a god in Culdcept Saga, or joining a group of rebels fighting against a tyrant in Culdcept Revolt).

Battling a humanoid polar bear encouraging the player to come at them in Culdcept Begins.
The Academy provides an appropriate setting for lengthy (and necessary) tutorials, but lacks intrigue.

The visual presentation in Culdcept Begins is strong, though a massive departure from past titles. Previous games in the series used different key artists, who all settled on more mature, fantasy-anime influenced designs. The cards themselves have had their designs iterated on throughout the years by many artists with varying styles akin to a physical TCG. Furthermore, Kenji Ito has been the series composer since Culdcept Second, establishing a distinct auditory identity that Ito himself regards as some of his best work.

Culdcept Begins does away with all this, instead opting for a more cartoony, colorful, super-deformed style for character designs, and similarly saturated, cave painting/mural style designs for the monster Culd (which are now represented as stone tablets rather than cards). The item and spell Culd vary a little more, with items being heavily detailed and realistic in style, and spells possessing more conceptual, impressionistic designs. 

I missed some of the old visual stylings from past titles, yet I have to admit the new art direction ends up feeling a lot more cohesive than in previous games. In the older titles, the contrast between the detailed card art and the simple monster sprite or polygonal model that actually showed up on the board was rather stark. In Culdcept Begins, the representation of the monster on the card and the sprite that appears when it occupies a territory are nearly identical, which ultimately provides a more visually immersive experience.

Similarly, Culdcept Begins‘ UI is the best the series has seen, providing the player with all the complicated information on the board at once yet maintaining readability. Video game music company NoisyCroak handled the music composition, and while it isn’t quite to the level of Ito’s past work, the tracks are still appropriately moody at the start of a match, becoming bombastic as the action heats up, and fitting for the various elemental level themes.

Culdcept Begins Screenshot of a card- and grid-based battle.
The impeccably designed UI clearly communicates the player’s hand and state of the board at a glance.

The real meat of any Culdcept title lies within the gameplay mechanics, and Culdcept Begins is no slouch in this department either. The core foundation of traveling along the board, acquiring property/lands, and then developing those lands to charge tolls/rents from opponents and raise your funds while wiping out your opponents adheres pretty closely to the Monopoly format. What makes the series so strategic and interesting across hundreds of matches is the introduction of collectible card game mechanics: to acquire lands, you have to deploy a monster card on that tile with its own stats and abilities.

When you land on an opponent’s land (or they land on yours), you can do battle using one of the monster cards in your hand, supplementing that monster’s power with item cards, in the hopes of both avoiding paying the toll and swiping the land from your opponent if victorious. Spell cards can be played once per turn before you roll the dice to move, and have a wide variety of effects to boost your own parameters or hinder your opponent. 

Monsters and tiles all have elemental affinities, and matching up these elements gives your creatures a bigger boost during combat. Own enough lands of a particular element and you can chain their effects together, multiplying the tolls you can charge opponents when they have the misfortune of landing on your spaces. Your ultimate goal in Culdcept Begins is to reach an arbitrary funds goal (your gold/magic) and reach the starting castle.

Every lap you take around the board increases the money you earn when you reach the castle, encouraging you to keep a steady pace lest your enemies amass more wealth and power faster than you can. Matches become a dynamic battle between acquiring and losing properties, praying your dice roll takes you just beyond one of your opponent’s upgraded lands, and devising ways to force them into landing on your own. 

Screenshot of Culdcept Begins showcasing the deck building screen
Building decks and acquiring new cards from random packs form an addictive progression layer between matches.

Further complicating this core tension between board game randomness and card-based strategy are the boards themselves. Unlike the square board of Monopoly, the boards in Culdcept Begins can vary in shape and elemental tile composition, and even have unique structures that alter the game flow. Some of these structures are simple, like bridges connecting different lanes of tiles or warp tiles that send you off to another side of the map. Others, like shops or fortune tellers, reward you with temporary cards that can give you a boost during the match.

Culdcept Begins‘ most interesting structures are the shrines, which provide a random boon or handicap that can impact the entire board, or the sanctuaries, which sell elemental tokens that will rise and fall in value depending upon the level of property development on tiles of that element. If your deck’s strategy revolves around fire monsters and tiles, you can head to the sanctuary early to buy up fire tokens when they are cheap, then return later in the match and sell them off at five or ten times their original value. Your opponents can also use these facilities, turning each match and each unique board into a careful dance of planning and luck that stays compelling for many hours.

Culdcept is a series that, despite providing a robust single-player campaign and satisfying card pack progression, shines brightest in multiplayer. The AI opponents are quite adept and employ unique strategies of their own, but the real test of skill is against other human players. Unfortunately, I was unable to test Culdcept Begins‘ online multiplayer, which is where most players will spend their time after completing the 20-hour main story and side content.

However, Culdcept Begins takes advantage of Nintendo’s GameShare feature, allowing you to play local multiplayer with anyone who owns a Switch or Switch 2 even if they don’t own their own copy of the game. This worked marvelously, eliminating the awkward controller passing of past titles’ hotseat local multiplayer as each player can have their own screen. The mechanics are a little too complex to pull out for a bunch of newbies at a party, but a dedicated group could get a lot of mileage out of this digital board game, particularly since they can use any decks created by the host. I just hope the online multiplayer community has longevity beyond the first month after release.

Culdcept Begins is a triumphant return for a series that’s been dormant for a decade. The new presentation style may not be to everyone’s taste, but it’s the most cohesive visual design in the franchise, with special attention paid to clarity and consistency in its UI befitting such complex mechanics. The narrative is not the most ambitious in the series, yet it does an admirable job of providing context to the board game matches and the cards you play during them. I’m just glad that such a niche franchise has survived so long, and that I have so many fun & frustrating online matches to look forward to in the future.

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

About our grading scale

Review by · July 15, 2026 · 12:00 pm

The skies are vast, full of infinite wonder and, dare I say it, endless adventure for those willing to take the first leap into the great unknown. Granblue Fantasy: Relink – Endless Ragnarok, a DLC expansion port of the action RPG Granblue Fantasy: Relink, once again tasks players with exploring the skies. Does it merely maintain the splendor Des Miller found in the game’s original release, or are there enough new features to warrant a double dip? Thankfully, Both newcomers and returning players will find a hefty amount of content to get lost in, as well as a hopeful promise of what might next be in store for Granblue Fantasy.

In terms of its overall narrative, Granblue Fantasy: Relink is a quintessential JRPG. Plot-wise, there really isn’t anything here that you haven’t seen in other games, but it manages to pull you in. I became invested the more I delved into the main story, and the party characters in particular made a lasting impression. There’s a way to tell a story and showcase character growth that, when done well, makes it stand out brightly. The sense of found family and adventure throughout Granblue Fantasy: Relink’s tale is a treasure that motivates you to keep going all the way to the game’s still quite loaded endgame. It’s a rare game that can so succinctly pull off that feat.

A Granblue Fantasy: Relink - Endless Ragnarok screenshot of several party members slicing at a black dragon with their swords.
The combat is fast, fluid, and downright phenomenal.

To top off its ultimately compelling and entertaining narrative, Granblue Fantasy: Relink’s gameplay is even more resplendent. The ARPG gameplay mechanics are fine-tuned and polished to a near-blinding sheen by co-developer PlatinumGames (NieR: Automata); whether against waves of enemies or simply one massive foe, combat is beautifully orchestrated.

The party AI is phenomenal and deeply intuitive (and, at least on the Steam Deck, you can opt to play the game solo or with multiplayer co-op rather easily depending on your preferences, with both gameplay options being well-implemented), and any button combo shortcuts work quickly and just as intended. Dodging and positioning during attacks are key, evoking heavyweight combat systems in games like Final Fantasy XIV, Harvestella, or Ys.

Even if you opt to go into Assist or Full Assist Mode to make fights more intuitive and easier to pull off, there’s a beauty and strategy to finding out the inherent rhythms in combat. There’s a wealth of things to do outside of simply fighting enemies too in Granblue Fantasy: Relink. I was delighted whenever the opportunity to race through a dungeon area collecting shiny stones occurred, or when the game allowed me to run and jump and slide from platform-to-platform as if my life depended on it (I suppose it did!) during frenetic chase scenes.

The larger-than-life summon battles brought to mind the Eikon fights in Final Fantasy XVI or the mech battles in The Legend of Heroes: Trails of Cold Steel, but pulls them off in such a way that they feel both more cinematic and fluidly interactive all at once. The quests you can undertake while in towns feature varied objectives and increasing difficulty, letting you truly test your mettle in exciting ways.

Eustace takes to the field in Granblue Fantasy: Relink - Endless Ragnarok.
Eustace can become a powerhouse fighter.

Endless Ragnarok takes an already stellar game and brings it to even grander heights. For new players like me, that includes seamlessly incorporating expansion elements into the main story campaign early on. New characters are available to recruit right from the get-go. One of them, a long-range shooter named Eustace, instantly became a mainstay in my party the minute I recruited him. There’s also an added gameplay mode called the Conflux that opens up later on. An optional roguelite area, the Conflux helps you level characters and gather the necessary materials for easier crafting, which, in turn, helps you progress through the main story and the Endless Ragnarok content even quicker.

For those who are already finished with Chapter 0 of the main story, the Endless Ragnarok content provides even more difficult challenges and quests to overcome alongside a new and rather entertaining summoning mechanic, plus a new way to upgrade weapons to make them all the stronger. Considering that the Endless Ragnarok endgame content adds nearly double the amount of content as the main story, though the narrative components are more directly tied to the quest counter and its new difficulty tiers than as presented in the base game’s story route, it’s definitely enticing for returning players while granting newcomers even more incentive to play through the game in its entirety.

A screenshot detailing Master Traits in Granblue Fantasy: Relink - Endless Ragnarok.
Master Traits are powerful endgame abilities to further customize characters with in Endless Ragnarok.

Visually, Granblue Fantasy: Relink has a grand, cinematic feel throughout its cutscenes, and its beautiful gameplay sequences rely on anime visuals and aesthetics. I love the character designs and the artwork throughout. The UI is gorgeous and easy to read and navigate, with the Endless Ragnarok content playing seamlessly on the Steam Deck without any performance issues.

The English voice acting is enjoyable to listen to, with major kudos going to the voice actors for Id, Rosetta, Eustace, Rolan, and Djeeta. The phenomenal soundtrack stirs the soul, serving as the perfect motivation during intense fights and action sequences. Given the sheer amount of text both in the main story and endgame content, alongside the more visual novel-esque presentations of the optional character-centric Fate Episodes, there’s nary a typographical error to be found.

Since I wasn’t a returning player to Granblue Fantasy: Relink, I can’t say how Endless Ragnarok stands on its own; however, I feel it’s implemented in such a way that its additions intermix well with the base game, including new characters and the Conflux. Like with Chapter 0 before it, the majority of Endless Ragnarok’s quest content feels like a welcome extension to what’s already an extremely mechanically well-designed ARPG.

I greatly enjoyed my time with Granblue Fantasy: Relink, and I’m fortunate to finally have gotten the chance to try what’s a truly delightful adventure with Endless Ragnarok. This is definitely an expansion I’d wholeheartedly recommend both returning players and newcomers to try out. If what exists here in Granblue Fantasy: Relink – Endless Ragnarok is any indication, then I truly believe there’s endless potential for future Granblue Fantasy games of this ilk.

  • Graphics: 95
  • Sound: 91
  • Gameplay: 95
  • Control: 92
  • Story: 90
93
Overall Score
(not an average)

About our grading scale

Review by · July 11, 2026 · 12:00 pm

Can one’s ideals and convictions stand tall even in the face of a devastating battle for control of a nonrenewable yet vital resource? Such is the main narrative conceit of the Square Enix turn-based SRPG Triangle Strategy, a game set in a fantasy realm where three different countries are at constant odds with one another over control of its vital resource, salt.

A tentative peace lingers over the land as the kingdom of Glenbrook’s young lord Serenoa of the noble region House Wolffort prepares to meet Lady Frederica, his politically arranged betrothed. As Lady Frederica begins to feel at ease in her new surroundings, war once again plunges the realm into chaos. Can House Wolffort survive the coming conflicts unscathed, or is it doomed to fall as the flames of conflict burn?

To say that Triangle Strategy sets up an intriguing story is something of an understatement, as the game’s lore and world-building are among its largest strengths. It spends a great amount of time fleshing out the minutiae of narrative events that make up the plot, both in the past and present. Characters are fully realized, with believable strengths and all-too-human flaws that come into play during Triangle Strategy’s many different branching story points.

You not only see how the main party reacts to their situations, but you can also deep dive into the machinations of the NPCs around them. Those characters who join the party who aren’t officially part of the Wolffort entourage are also given their own character stories for players to potentially explore at certain points, too.

Trying to persuade Geela to a course of action in Triangle Strategy.
Persuading characters during group votes can depend greatly on the strengths of your convictions.

The “strength of one’s ideals and convictions” is a theme throughout Triangle Strategy‘s story campaign. Serenoa exists as something of a blank slate in the narrative’s earlier portions, with the player largely responsible for shaping his viewpoints. The actions taken during battle or while exploring during investigation phases, or even what optional story scenes you choose to view or how you respond in a dialogue choice, all have lasting effects on Serenoa’s convictions. Those, in turn, often affect the outcome of when House Wolffort has a group vote to determine their next important course of action.

Depending on how strong Serenoa’s convictions are and the dialogue options unlocked, he can potentially influence the way some of his entourage votes, though it isn’t always guaranteed that things will go the way you want them to during a vote, particularly during your first playthrough. It becomes easier to gauge thanks to the added information in New Game Plus.

Your actions have both direct and indirect influence on the paths the story takes, and the narrative evolution is rather believable regardless of those paths. As a result, replayability is high given the different branching points throughout a playthrough. While three endings are easier to ultimately uncover, the path to the “golden” ending will likely require a guide of some sort, given how you must make specific decisions happen at certain points to achieve it. I should note that I missed the mark by just one decision on my first playthrough, though I ultimately landed on a very satisfying and bittersweetly hopeful result all the same.

Cordelia talks to a gathered crowd in Triangle Strategy.
Political machinations drive a large portion of the plot.

The very obvious narrative strengths that lie at the core of Triangle Strategy also help to belie what is perhaps its biggest weakness: a decidedly poor balancing act between gameplay and story. I’ll never begrudge a game for spinning a thoroughly compelling yarn: indeed, RPGs remain my favorite video game genre because of how strong their storytelling and character writing can be. The plot for Triangle Strategy is detailed and incredibly nuanced. I enjoyed uncovering its many twists and turns and becoming emotionally invested in the plights of several characters as I played. Yet Triangle Strategy is an SRPG, and strategic gameplay is expected under that moniker.

The gameplay in Triangle Strategy is by no means broken or terrible. Far from it, actually. It’s a solid SRPG where you move your party over tiled squares towards enemy units or other objectives during their turn. It can be fun setting up tactical situations where two characters can simultaneously attack an enemy target, or deciding whether an AoE move would be helpful for dealing with multiple enemies or affecting swaths of terrain.

Some job classes are rather ingenious to experiment with, such as the shaman who can alter the map’s weather conditions to either get rid of hazardous effects like fire or make it harder for archers to target accurately, or the medic who can throw items over long distances and use two of them at a time, or the tactician swordsman who can supply allies with more TP to use on their special attacks or limit how much the enemy has.

Certain battle objectives, like riding mine carts through an underground map to reach bombs and defuse them before they go off, are inspired. I genuinely enjoyed both the story battles and the mock mental battles you could unlock to further level up characters and strengthen convictions.

Screenshot From Triangle Strategy showing how grid-based combat works.
Combat can be quite fun and engaging, albeit oddly paced within the game itself.

No, the worst part about the SRPG mechanics in Triangle Strategy is simply that the game doesn’t provide as much time to really experiment and delve into them as one might expect. Instead, you’ll see extremely lengthy dialogue and story scenes before being able to play one or two battles per chapter. I feel the game would’ve been all the stronger as an SRPG had the gameplay and plot been better balanced.

Visually, Triangle Strategy has a  distinct visual style with a simplistic UI that brings to mind SRPG classics like Final Fantasy Tactics or Tactics Ogre: Let Us Cling Together. The pixel sprite work and HD-2D graphics are extremely detailed and expressive. I adore the artwork used for character portraits and visuals during important narrative scenes, though I wish it’d been incorporated into the dialogue scenes as well.

The game’s PS5 version runs smoothly from a graphical performance stance and has quick loading times, though I still noticed a bit of “buffering” when it came to certain higher-tier AoE spells and effects on battle maps where there were a lot of units and activity. During battle, you can freely swivel the camera angles around as you see fit, which can be both helpful and somewhat frustrating if getting to a good spot for one character’s turn in particular takes some finagling.

Serenoa walking around a town in Triangle Strategy.
Exploring towns during investigation sequences can help strengthen convictions as well.

Triangle Strategy’s soundtrack is impressive throughout, with several tracks that perfectly capture the intense moments of a fight or the emotional range of story scenes. I played the game with the serviceable English dub, with special kudos to Frederica’s English voice actor, Emma Ballantine, for her powerful delivery. However, I did find it odd that the script retained more fantasy/medieval vernacular at times, which made some lines read awkwardly. The English script localization is top-notch and error-free, which is especially impressive given the various permutations the story can take.

Overall, I enjoyed playing Triangle Strategy. It’s a game that homages the classics of the SRPG genre while bringing a strong, standout narrative and some interesting gameplay mechanics to the table. It isn’t so much a reinvention of the subgenre as it is another entertaining installment. The care and quality put into the game are plain to see, even if its more story-forward approach might be off-putting to those wanting more strategic turn-based battles or a more equal narrative/gameplay balance overall.

Team Asano is definitely a development team to keep an eye on, and I hope to see them continue Triangle Strategy in some form one day. Convictions and ideals weave an SRPG tale in Triangle Strategy that’s definitely worth a look at on any platform, especially if a strong, choice-heavy, and morally complex narrative lying at a game’s heart is something that appeals to you.

  • Graphics: 82
  • Sound: 90
  • Gameplay: 83
  • Control: 86
  • Story: 93
87
Overall Score
(not an average)

About our grading scale

Review by · July 8, 2026 · 12:00 pm

Did you ever enjoy the PS3 era of RPGs? I used to think I did, until Echoes of Aincrad reminded me what those games were actually like.

There is something morbidly poetic about the idea of climbing Aincrad. One hundred floors suspended above the clouds, each one promising a new world and the hope of escape. The setting is steeped in adversity, with every floor conquered bringing you one step closer to the summit. Echoes of Aincrad understands that premise, but it never knows what to do with it.

This feels like a game that should have been obvious in hindsight. If someone had shown me this back in the early 2010s alongside the first season of the anime it’s based on, Sword Art Online, where a virtual reality MMORPG becomes a prison and death in the game means death in real life, it would’ve made a lot more sense at the time. Over a decade later, however, I can’t shake the feeling that Echoes of Aincrad missed its original release window.

The game arrives years too late, carrying the DNA of that era without the clarity or restraint that made those design choices work back then. It is an action RPG filled with repetition and no real progression to speak of. There is some ambition here, but it lacks the discipline to shape it.

You play as your own character rather than series protagonist Kirito, and initially, this seemed promising. Sadly, Echoes of Aincrad never takes advantage of that flexibility. The game funnels you into a rigid loop, where you effectively serve as a placeholder. Begin a mission, defeat monsters, gather materials, return to town, improve your equipment, allocate stat points, and repeat. The cycle never changes, and the further you go, the more stale it gets. The RPG systems are doing most of the work to convince you that progress is happening at all, and even that facade falls apart.

Echoes of Aincrad image of background with tower in the sky Sword Art Online
Welcome to the world of Aincrad!

Character progression is perhaps the best example of this issue. Initially, it appears quite flexible. Stat allocation is unrestricted, weapon upgrades and materials are frequent, and your companions level alongside you, which gives the illusion of a stronger party. You soon realize it is little more than incremental stat increases. There is always another weapon to craft or another stat point to assign, though very little of it changes how the game actually plays. The EX-MOD system is a great example of this. You can technically enhance weapons with different traits, but none of it really amounts to anything. There is almost no sense of horizontal progression here, only vertical growth.

Even the setting tries to reinforce this sense of progression, but it quickly feels static. Aincrad’s MMORPG logic is used to justify everything from enemies dropping crafting materials to NPCs constantly giving the same type of quests. A boar dropping a greatsword makes sense within this framework. However, when you’re fighting the same boar a thousand times as it keeps reappearing across locations, it never really becomes fun. This commitment to MMORPG structure without the benefits of an MMO ecosystem or single-player pacing leaves the world feeling completely hollow. This is made worse by party members who have almost no personality and remain largely one-note throughout.

The quest design isn’t any better, and plays like a relic of the PS3 era. Most objectives boil down to familiar patterns, such as collecting items, clearing enemies, moving to a marker, or defeating the boss. There is no diversity in how these quests are presented, and even less evolution as the game progresses. Enemies suffer from the same issue. Their designs are so limited that you will recognize them as templates. A boar. A wolf. Another boar with slightly higher stats. The differences are numerical, and there is almost no variation in their attack patterns. By the time I finished the game, I could barely remember most of the quests I completed, despite spending dozens of hours with it.

I would describe the combat as a fairly standard action RPG. Sword Skills and Partner Skills provide most of your offensive options, while dodging, guarding, and stamina management take some inspiration from Souls-likes. Beyond that, there is very little to distinguish it, and it certainly isn’t enough to overcome the game’s lack of variety. The labyrinths offer brief relief from this monotony. Their winding corridors and maze-like layouts give them more depth than the overworld areas. They are also the only parts of the game that hint at a more thoughtful interpretation of Aincrad’s vertical structure.

Then the game undercuts even that.

Despite being built around the idea of climbing Aincrad, Echoes of Aincrad only covers the first two floors of the floating castle. Aincrad is supposed to feel endless, but here, it feels constrained almost immediately. Even when new areas appear, they never add anything important. There is never any altitude in your ascent. To be fair, the environments do become larger over time, particularly on the second floor. Unfortunately, none of this makes them any more interesting to explore, and it still feels like it is slowly finding direction too late in development.

Echoes of Aincrad mission quest heading to the next town
Objective: Head to the next town, as usual.

I’d call the story functional in the most basic sense. It’s always clear about what you are meant to do, but consistently uninterested in making those actions feel important. There is no payoff whatsoever. Because you are playing as your own character, there is also no backstory to rely on. This would not be an issue if your character actually mattered in the world, but it doesn’t feel like you serve any real purpose. For most of the game, the plot is effectively a series of random objectives, with minimal character development even for the main cast. In fact, most of the story is just moving from town to town to get stronger.

It is also disappointing how little the Death Game premise actually matters. Aincrad is, at its core, an interesting setup. It is a world where death is permanent, and you must complete the game by climbing through 100 floors. It is a bit jarring that characters speak about danger, but almost never behave as though it exists. The most interesting part of the story is when, much like the anime, you realize you are trapped in Aincrad. There is so much potential in that premise, and you would expect it to shape how characters behave, but instead everyone simply continues as if nothing has changed.

The graphics in Echoes of Aincrad are fine for what the game is trying to do. The presentation is reminiscent of a late PS3-era RPG, albeit with more detail and a much higher resolution. Character models and environments are clean enough to support the anime aesthetic, and the world of Aincrad can be beautiful at times. There is even a certain charm to how closely it adheres to the source material. My main issue here is the lack of variety in environments, to the point where you can almost predict what the next mission or town is going to look like. 

The soundtrack is similarly fine, if a bit generic. Nothing stands out particularly, but nothing feels out of place either. Over time, however, the lack of variety makes it increasingly repetitive. I also ran into a few glitches throughout my playthrough. Your companions can become stuck on the terrain, and I encountered a serious bug where a boss clipped through the entrance and broke the encounter entirely, forcing me to restart from the checkpoint. Fortunately, this was an isolated incident.

Echoes of Aincrad end of the beta and beginning of the Death Game cutscene
Let the Death Game begin!

Echoes of Aincrad is what happens when a concept is mistaken for a game. Nothing changes, nothing matters, nothing holds the game together. Even fans of Sword Art Online will see the novelty of Aincrad collapse within hours, while everyone else will likely recognize the problem immediately. From the moment it begins, it is already circling the drain, repeating itself until there is nothing left.

The best thing I can say about Echoes of Aincrad is I no longer feel nostalgic for the PS3 generation. Whatever goodwill I had going in is completely drained. I came in thinking that era deserved another chance. I left reminded exactly why we moved on.

  • Graphics: 75
  • Sound: 70
  • Gameplay: 45
  • Control: 70
  • Story: 40
52
Overall Score
(not an average)

About our grading scale

Review by · July 7, 2026 · 12:00 pm

Plenty of games have made me cry. It’s usually near the end. Depending on when the “big sad event” happens, it might be somewhat earlier. But it’s never within the first five minutes—until I played and Roger. The game’s promotional materials describe how players assume the role of a young girl who wakes up to find her dad isn’t home. Instead, she’s alone with a man she doesn’t know. The game addresses what could possibly be going on silently and swiftly, as players respond to simple prompts like “How did you learn of this game?” with options such as “User Agreement.” When the girl wakes up and sees a clock with three hands and the wrong numbers. When trying to input her name causes the game to glitch out with visual and audio static.

All inputs and navigation in and Roger work through buttons. Buttons you can click, buttons you can drag. Press the button at the right time to put an object into focus. Drag the button across the screen to move from point A to point B. Hold the button to tiptoe past the scary man guarding the door. It’s as intuitive as walking, as easy as washing your hands. There’s no need for any tutorials because buttons are simple. Except when they aren’t. Buttons that aren’t marked. Buttons that move around. Buttons that don’t do anything. Something as simple as eating is exceedingly frustrating when the buttons aren’t labeled and you have to perform each step—pick up the fork, scoop the food, bring it to your mouth—in the correct order over and over. But in the protagonist’s world, these tasks are aggravating.

An and Roger screenshot of the protagonist's reflection in a mirror. She is crying. Countless buttons that can be pressed float around the screen.
Sometimes you don’t understand what’s going on or how to proceed.

Buttons are how players navigate the world, and line art visuals with flat colors are how the world gets conveyed. Spine-chilling scenes are created with hectic scribbles and dark colors overlaid with visual noise. Cutesy, sweet moments, such as the protagonist meeting her sweetheart Roger as a young adult, are formed with confident lines and delicate hues. A limited color palette of light blues and oranges helps attach concepts to each character. When the protagonist speaks (by dragging the button across the screen in lighthearted swoops and swirls), a blue line remains. Roger speaks in a warm, comforting orange. It isn’t clear exactly how the protagonist’s dad speaks. What he looks like also isn’t clear; the game’s line art style simplifies a lot of character facial details, making it hard to tell the protagonist’s dad apart from Roger. What seems like an oversight turns out to be an intentional design choice, just like simple tasks being challenging to complete.

The purposeful integration of frustration and ease, and of gameplay and storytelling, is at its brightest when the protagonist prepares soup with her dad while waiting for Roger to return home. At first, there’s no way to succeed at any of the steps. The oven doesn’t stay on; there’s no place to set the tableware. In a touching sequence of collaboration between the visuals and the interface, her dad fills in the necessary spaces with a pencil as the player navigates the tasks. This particular scene is an especially powerful display of how and Roger effortlessly weaves its simple point-and-click gameplay into its narrative of visuals and character dialogue.

An and Roger screenshot of a hand drawing in outlines of objects to place on a dinner table.
Completing tasks is easier when there’s someone who can help with patience and compassion.

The characters aren’t voiced. Instead, blips of different pitches accompany the game’s written dialogue. The sounds blend in with the overall experience, just like the game’s atmospheric music, so it’s easy to forget it’s even there. Until the sounds of labored breathing are thrown into the mix, ripping you out of the moment to remind you that these parts of and Roger are stressful by design. After the lightness of the soup-preparation scene is darkness similar to the start of the game, with tension-drenched audio tracks and actions that should be simple but aren’t. The protagonist wants to leave a room but can’t open the door. This should take mere moments to complete. But the buttons aren’t marked, and they’re moving around. Only one makes the doorknob appear, and if you don’t turn the knob immediately, it disappears again. Some of the buttons don’t even do anything, adding to the chaos.

The difference between succeeding at inputs when the protagonist is young and when she is older is stark. Walking, putting on different outfits, making decisions, communicating—all of these actions are effortless during and Roger’s flashback chapter. In the game’s present, the difficulty intensifies, resulting in moments that linger for far too long. After cooking the soup, the protagonist sweeps a blanket off of a mirror and sees her aged, wrinkled face. She starts crying. You have to drag a button into the marked space for her to stop, and it should be easy. Countless buttons overwhelm the screen at this point. You’re spoiled for choice. But they all disappear when you click on them. You have to sit for what feels like hours, sit with the grief and discomfort, until finally you find the right button, until Roger arrives to comfort Sofia and try to get her to take her daily medicine.

An and Roger screenshot of two hands coming together. Around and on top of the hands are squares of different sizes.
Some obstacles are clearly visible, but others are invisible.

For as long as it can feel to progress through certain segments, I finished playing the entirety of and Roger in less than an hour: less than the time it takes to prepare a simple soup. The game length itself is another boon, offering a steady pacing and the potential to finish the title in one sitting, further reinforcing its impact. Although I completed and Roger in under an hour, I couldn’t stop thinking about it for days. Almost a week after rolling the credits, it still creeps up at the fringes of my memory, making my eyes water. They grow damp even as I write these words.

and Roger captures the sum and substance of dementia by centering on the perspective of a character with the condition, unveiling a point of view that is often avoided. Seeing the world through Sofia’s eyes leaves a lasting impact, communicating the symptoms of dementia in an understandable language that doesn’t lose nuance in the translation process from idea to game. In much the same way, moments of hope still peek through all the uncertainty and sorrow: Sofia and Roger speaking in different lines—Roger’s wobbly, Sofia’s blocky—but still managing to connect together after some trial and error. For a game so short, and Roger contains countless instances that resonate, that challenge, that linger, that add together to form one of the strongest showings of video games’ outstanding storytelling capabilities.

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

About our grading scale

Review by · July 4, 2026 · 8:00 am

This review for Deltarune Chapter 5 builds on ones I previously wrote for Chapters 1+2 and Chapters 3+4.

With Deltarune now apparently past its halfway mark and Toby Fox bestowing chapters on what will hopefully continue to be an annual schedule, each drop feels like a monumental event: a consistent and carefully plotted buildup of new mysteries and revelations for a voracious community of fans to devour and overanalyze until most of them are proven wrong by the next piece of the puzzle. There’s no denying at this point that I am one of those fans, and my wholehearted investment in Undertale’s successor has brought me on board with a release style that I don’t think I could get behind to the same extent for any other game.

The most validating aspect of this gradual rollout is how each of Deltarune’s chapters thus far has managed to simultaneously work as contained adventures and essential pieces of a greater whole. However, that’s not to say I haven’t had some lingering reservations about how the episodic releases could impact Deltarune’s overarching sense of cohesion or balancing.

My biggest worry coming out of Chapter 4 was that the game could settle into a more predictable gameplay loop that wouldn’t keep pace with everyone’s sky-high expectations for unwavering creativity. The scale of narrative surprise and gameplay variety has been Deltarune’s strongest aspect thus far, and you’d think the longer the game gets, the more difficult that would be to maintain. Each new chapter must offer something substantially novel—or straight up better—to not be a disappointment that risks undermining the episodic format and breaking the game’s aura.

But what reason has Toby Fox given, really, for us to doubt his capability? None. And I confidently say that Deltarune Chapter 5 is the game’s most fully realized and intricate piece yet. With Chapter 4’s coverage of the lore around The Prophecy checked off, Deltarune Chapter 5 continues to flesh out some important central character relationships. Namely, Susie’s charming yet appropriately awkward budding romance with Noelle, and Kris’s tumultuous yet thus far vaguely told family history.

A special screen in Deltarune Chapter 5 where the player can select pieces of an outfit for Susie's date. Each item has stat increases tied to it, such as "Cool" or "Cute."
Help Susie dress for her date! Whether she welcomes it or not…

After a bit of the usual housekeeping and shenanigans in Castle Town, the chapter’s first main event is a much-anticipated festival held in the Light World Hometown. Susie has Kris accompany her and Noelle as third wheel on what is supposed to be their first date. It’s a charming little sequence with plenty of character dialogue and fun interactions to discover. I couldn’t help but think of Chrono Trigger’s Millennial Fair, though the happenings here were more personal. 

The chapter’s Dark World opens in Asgore’s flower shop this time around. While Asgore, Kris’s dad, has always appeared unshakably cheery in prior encounters, it’s hard not to suspect there is a darkness brewing underneath his fluffy dad-bod exterior. You don’t come out of a messy divorce, loss of child custody, ruined political career, and failing small business without some serious emotional baggage. Chapter 5 decides to air that out.

It’s easily the beefiest chapter with the largest and most ambitious level design. There are three sub-regions here, each with its own challenges and visual flair. In the second region, the Cliffs, a gorgeous perpetual sunset lingers on the horizon with painterly attention to detail in the hues colouring the sky around it. In general, the pixel art and sprite work has taken another notable step up in quality. Deltarune never looked bad. Now it looks truly remarkable.

Out of the first four chapters, the third left the strongest impression on me due to its unique game show-oriented structure and all the minigames built around it. A lot of Chapter 3’s creativity was possible because its premise is largely a side story within the larger plot, and it had the benefit of releasing alongside the more conventional fourth chapter. Meanwhile, Chapter 4 had strong level design but comparatively dragged a bit due to a lack of development around the turn-based gameplay and small enemy variety for its length.

Deltarune Chapter 5 manages to instill levity in a narrative premise that feels integral to our characters—a final peak before the anticipated big drop—while also making some wild and successful swings in terms of gameplay.

A screenshot of Deltarune Chapter 5 in its new sidescrolling mode. You can pause and select actions for your party members.
Deltarune is an action-platformer now, because why not?

While there’s no “Legend of Tenna” here, Deltarune Chapter 5 introduces a feature that works as a similarly jaw-dropping secondary gameplay mode. After obtaining a special accessory early on, the party is able to interact with statues scattered throughout the level. These will rotate the world perspective from a top-down to a sidescrolling view and, suddenly, you’re playing an action-RPG platformer. The action/cancel buttons now allow Kris to jump and swing their sword in real-time, while another button pauses the action to assign actions to Susie and Ralsei for combat and platforming purposes.

Is it the best action-platformer I ever played? Well, of course not. But the fact that it feels as good as it does is nuts. A lot of it is thanks to the audiovisual flair and smooth controls. Susie and Ralsei glide elegantly behind Kris. Kris’s sword swings have a tasty cronch behind them that, together with the quick menu SFX, feels reminiscent of 16-bit Mana games, which is of course a compliment. Meanwhile, the platforming segments themselves must have drawn inspiration from Hollow Knight. Expect to do plenty of aerial pogoing on small circular nodes.

The transition between the two modes is seamless and helps keep either one from getting stale. Combine this with a bunch of character-driven setpieces, and I felt utterly spoiled throughout the experience. I also appreciated how standard turn-based encounters felt easier to avoid this time around. My party was already swimming in gold going in, so I was able to fight most enemy types only as much as it took to recruit them and enjoy all their unique creative mechanics without ever becoming bored by them.

In a certain battle screen, the UI allows the player to select from a list of "evidence" items to defend their characters in a trial.
Defend your honor in a trial-based mini-boss battle!

At the same time, the chapter also introduces two new forms of currency that encourage rewarding exploration and secret-searching, particularly in the novel sidescrolling segments. Perfect. On a very leisurely playthrough where I tried to exhaust every possible character interaction and bit of content, Deltarune Chapter 5 took me almost 10 hours to complete.  

A big part of Chapter 5’s setting centers around the seven uniquely colored flowers in Asgore’s shop, who become fully realized animated beings in this Dark World. Without saying too much, this focus on anthropomorphized Flowers and the power of their dreams is sure to make Undertale fans draw even clearer (if still speculative) connections between the two games’ stories. If you know you know.

Each chapter’s Dark World features a main antagonist who is usually too charming to see as a full-blown villain. Chapter 5’s is Flowery, a handsome otome-coded dude trying to pull Asgore’s attention away from his troubled personal and family life. His dialogue is often accompanied by amusing, highly compressed vocal lines, the likes of which you may have heard as commentary in a 16-bit sports game. It’s another case of Toby Fox not only borrowing from the design of retro games but leaning into aesthetics that came from their hardware’s technical limitations. It’s innovative nostalgia.

Flowery tells Asgore not to worry since he's with "the boys" in Deltarune Chapter 5.
“The boys” in question are the most fully realized cast of sub-characters in a Deltarune chapter yet.

The cast of humanoid flowers is the heart of Deltarune Chapter 5. Each one has a distinct and charismatic personality, and the rivalry your party develops with them makes for plenty of hilarious and dramatic encounters. This includes some of the best mini-bosses Deltarune has offered. My favorite of the bunch culminates in an amusingly ridiculous detective sequence where your party must defend themselves in a trial during the battle.

It’s this meticulous balance of silliness, sincerity, and creativity that might make Chapter 5 go down as the quintessential Deltarune release. Especially when what’s still to come feels like it’s finally going to have to raise the stakes to less certain and darker places lingering underneath this all.

I suppose the score below is a reflection of this single chapter, but how can it not also be another reassessment of the greater whole? As an individual release, Chapter 5 is a new peak for Deltarune. As a follow-up to Chapters 3+4, it offers more in a way that maintains overwhelming expectations for what’s to come. And that’s all this chapter had to do. Once again, Toby Fox has spent more time opening worm-loaded cans than closing them. If there are indeed only two chapters remaining, they have a fascinating yet intimidating onus. Though, again, what reason have we to doubt Fox and his team’s capability?

  • Graphics: 95
  • Sound: 95
  • Gameplay: 100
  • Control: 100
  • Story: 95
96
Overall Score
(not an average)

About our grading scale

Review by · July 2, 2026 · 2:00 pm

Some of the best and least appreciated games in all of RPGs are what could be called “Eurojank“: Gothic 1 and Gothic 2, STALKER, Greedfall, Arx Fatalis, Kingdom Come: Deliverance, E.Y.E Divine Cybermancy. Many would call these games “so bad they’re good,” while others hold sincere and unironic admiration for them. I’m one of the latter; in fact, I got more joy out of Two Worlds—yes, the first one—than I did out of Skyrim. Keep that in mind for everything I’m about to say about Crimson Desert, a phenomenal game with one significant flaw that it more than earns the right to have.

To my glee, Crimson Desert, the latest open-world RPG by Korean developer Pearl Abyss, carries a lot of that Eurojank DNA with it, and by that I mean the emergent problem-solving within a systems-driven sandbox, something Eurojank games have historically provided uniquely within RPGs.

Kliff standing in a medieval village as guards walk down the road in Crimson Desert.
The cities in Crimson Desert are massive and filled with NPCs going on about believable schedules. They all feel like they’re living their own lives outside of your adventures.

While many games, RPGs increasingly so, are designed around “intended play” where combat is tuned, encounter design is very deliberate, and the AI is behaviorally scripted, Eurojank games are often more loosely designed because small teams were working at the edge of their technical capacity, shouldering massive ambitions.

For example, I love how in Two Worlds many of the encounters would crush you, especially early on. However, because AI pathfinding is genuinely limited in that game, I can find gaps in the simulation, such as exploiting topography or line of sight to whittle down enemies that are far more powerful than I am.

This is not an intended design. While some would call it cheesing the game, I feel as if it just correctly approaches the game on a layer the developers didn’t actually “intend” for. I learned to read the game, and I got massive satisfaction from problem-solving. Crimson Desert is filled with these kinds of interactions, but it often feels like it’s been designed with that philosophy in mind, all backed by an immense roster of connecting and interworking systems.

More than anything else, Crimson Desert made me feel the way Gothic did. That specific sensation of being genuinely small in a world that doesn’t care about you, and then slowly learning to read that world well enough to punch above your weight in ways nobody explicitly taught you.

Kliff battling the Devil of the Reed Field, one of the first major bosses in Crimson Desert.
Battling one of the first major bosses, the Devil of the Reed Field.

The game starts you weak and keeps you that way longer than most modern RPGs would dare. There’s no scaling, which means wandering too far from the starting area will get you killed quickly and without apology. But the same systems that make you vulnerable also give you tools, and figuring out how those tools interact with the environment and the enemies is where Crimson Desert lives.

Early on, I found I could use Nature’s Grasp to pick up a tree and slam it into a boss, dealing damage I had no business doing at that point in the game. Nobody told me to do that. There was no tutorial prompt, no environmental storytelling nudging me toward the solution. I just understood that the world had physics, that the ability worked on objects, and that a tree is a very large object. That’s the purest expression of player-driven problem-solving, but this time it feels done in a way that bridges that gap between emergence and intention.

That’s what Crimson Desert gets fundamentally right, and why the rougher edges never stopped me from wanting to keep playing. But like many of those other games, Crimson Desert eventually allows you to become extremely powerful. The world is littered with armor, weapons and artifacts that will completely alter your combat abilities and more. Eventually, you’ll be able to mow through hordes of enemies like a musou without needing to resort to the emergent systems, with its massively satisfying power curve.

The world in Crimson Desert is nothing short of staggering. The game started out as an MMORPG before Pearl Abyss shifted it to a single-player experience, but you can absolutely still see that scope. The map is segmented into distinct biomes, including your plains area, the swamp/jungle area, the snowy area, a steampunk world, and the titular Crimson Desert and the wastes beyond it. It’s structured just like an MMO in the sense that biomes have specific enemy levels that will usually signpost to a player where they should be relative to their own level.

Normally, “single-player MMO” is a pejorative for a bloated map stuffed with inane busywork. And while Crimson Desert absolutely has checklist objectives for that particular kind of psychopath, a lot of what’s actually on offer is remarkably bespoke and robust. Systems like camp management, cooking, fishing, gathering, and dispatch missions don’t exist in isolation. They feed into each other in ways that make the experience of Crimson Desert greater than the sum of its parts.

During my first few dozen hours with the game, I spent five straight hours of those fishing, and then another chunk of time I can’t fully account for hunting down ingredients and recipes to cook with what I’d caught. Not because a quest guided me towards that, not because I was grinding toward a specific reward I’d identified, but because one thread kept pulling me toward the next. I’d catch something, realize I didn’t know what to do with it, go looking for a recipe, find an ingredient I needed somewhere out in the world, start gathering that, then stumble onto something else entirely.

The fish fed into cooking, the cooking fed into combat survivability, since there are no healing potions in this game, and food is your only source of recovery, the ingredients pushed me into corners of the map I might not have visited otherwise, and everything fed back into the camp.

Crimson Desert screenshot of Kliff sitting on rocks near a forest stream in Crimson Desert.
Crimson Desert has many serene locales where you can just relax and soak in the world.

None of that loop was explained to me (at least not at first). I assembled it myself through play, the same way you figure out that a tree can be a weapon or that a rock can save your life against an enemy that should destroy you. That’s what separates Crimson Desert from the MMO busywork people are rightfully skeptical of. It doesn’t feel like a checklist. The open-world RPG scaffolding is almost incidental to what Crimson Desert actually is, which is closer to a life sim with delusions of grandeur, and I mean that as the highest possible compliment.

The world of Pywel is stunningly detailed and dense for its scope. Vines curl around abandoned roadside houses. Muddy trails bear wagon tracks worn into the dirt. Wildflowers scatter through lush rolling meadows while boulders sit with the kind of natural erosion that suggests they’ve been there for centuries. Dozens of farmhands work visible crop rows with functioning windmills turning behind them. Stone fencing crumbles at the edges. The continuity across the landscape creates the sensation of a world that wasn’t built merely for the player, despite how much freedom it offers and the power fantasies you can experience within it.

In many of these ways, Crimson Desert often feels as if Pirhanha Bytes received a massive budget and made their own Breath of the Wild. It even kind of looks like a maximalist 7th-gen title, like the theoretical ceiling of what a 360 or PS3 open-world was aiming for but never had the hardware to reach. It looks expensive without looking sterile.

The exceptional sound design earns equal credit here, grounding the world in a layer of environmental audio that feels genuinely ambient rather than decorative. Wind moves through reeds, distant metal clashes from skirmishes happening without your involvement, and birds shift in the canopy overhead.

It was baffling to me that so many people were talking about how boring Crimson Desert’s opening hours were; even those praising the game would often say something to the tune of “it gets good after a dozen hours.” It made no sense to me because the opening of the game is very concise and thrusts you into the world very quickly. I was having a blast and sucked into this world for around 50 hours before ever touching the main quest.

Kliff riding his horse at night, enjoying a beautiful view of one of Crimson Desert's skyboxes.
Crimson Desert’s draw distance and detailed skyboxes often result in drop-dead gorgeous views.

And then I started progressing the main quest and realized why people were saying this. Crimson Desert‘s biggest problem is, and I cannot stress this enough, just how terrible the structure of the main scenario and the narrative itself are. On paper, the premise is fine: Kliff, leader of a mercenary company called the Greymanes, is betrayed and scattered after an attack by a rival faction, the Black Bears. The story follows him as he rebuilds his company, reunites his comrades, and eventually confronts the people responsible.

It’s a workable setup. The execution is where it completely falls apart. In ways not dissimilar from something like Red Dead Redemption 2, Crimson Desert‘s main quests are often completely at odds with the life-sim freedom RPG that you’ll experience in the open world. Instead, you’ll be sitting through long, and I mean long, bouts of some of the most banal, if well-voiced, dialogue I’ve seen in some time, for missions that are often nothing more than getting on your horse and following some guy.

Kliff is little more than John Videogame, with about as much personality as a cornstarch pie, and it was impossible to connect to him, his plight, or anything in the game’s scripted narrative, despite how desperate the game is for you to. Granted, the story does have some insanely good cresendos, such as massive battles where you are given complete freedom as a field general of how to advance through a battlefield and what targets to prioritize before seizing a city and fighting the boss, but those moments are few and far between and the narrative feels like the writers had some cool ideas for set pieces but no clue how to develop the connective tissue between those moments.

This wouldn’t be as bad if I could simply start skipping cutscenes to get through the narrative, since the game does admittedly hide some of its best features behind story progression. But the game unironically insists upon itself, forcing you to experience every second because no scenes are skippable. You can, however, use a 2x speed button to speed through them (they later added a 4x option as well, which is honestly a pretty funny way to troll their audience) and that can often result in some hilarious moments that undercut what is supposed to be a serious narrative.

Given how much of the early to mid-game plot focuses on Kliff bringing the Greymanes back together, it spends shockingly little effort in endearing you to the moments of your gang and creating a bond between Kliff and them or really anyone else.

Despite this significant issue, I still loved Crimson Desert because of the stories it allowed me to create for myself. Like the time I was doing one of the laser puzzles in the environment, and while moving one of the mirrors, the laser was cast over a nearby camp, setting all of its inhabitants on fire.

Kliff attempting to complete one of the sky ruin puzzles in Crimson Desert.
The “Aerial Abyss” above the land of Pywell, as Pearl Abyss’s take on the Sky Ruins in The Legend of Zelda: Tears of the Kingdom, includes dozens of creative puzzles with plenty of rewards.

Or when I was in the middle of fighting a boss and fell through the ground, only to discover a massive cavern that led me to a weapon I would use for a decent chunk of time. Or the time I was hunting a bear and was running up to skin it when I thought I had killed it, only to see the game prompting me to hold the A button to “ride” it, and then taking that bear on a spree through some of the Black Bear encampments, watching the grunts run in fear at their rapidly approaching ursine apocalypse.

I spent hundreds of hours in the world of Pywell, dozens of which came after finishing the game, something I find myself unable to do anymore, and it still felt like I had scratched the surface of it. Content Demons? You’ve got a forever game here, and Pearl Abyss has already added loads of free content with a commitment to continue supporting the game for years.

It’s such a dense game that there’s way more than I can realistically fit into a review, but I want anyone reading this to come away knowing that Crimson Desert is a massive game with loads of handcrafted content and systems that will allow you to organically craft a narrative truly unique to you.

The subgenre that gave me some of my favorite RPG experiences has quietly been losing the studios that built it. Just in the last two years, we’ve lost Piranha Bytes and Spiders. The kind of game they made, patient, systemic, built for a specific kind of player willing to meet it on its own terms, has felt increasingly endangered. Crimson Desert, even if it isn’t perfect, carries that torch. And it carries it with a budget that finally matches the ambition.

Just please, for the love of god Pearl Abyss, add the option to skip dialog.

  • Graphics: 90
  • Sound: 90
  • Gameplay: 100
  • Control: 70
  • Story: 20
80
Overall Score
(not an average)

About our grading scale

Review by · June 30, 2026 · 12:00 pm

Video games can be a lot of things. They can be funny, they can be fantastical, they can be sad, and they can be thoughtful. I have read, watched, and heard many a story about the inevitability of death, but Schrödinger’s Call has me feeling a certain way that other video games have rarely accomplished.

Schrödinger’s Call came out of nowhere for me. In it, you control a girl named Mary, the world’s last Confidant, though what that means she does not know, and her cat companion, an enigmatic figure named Hamlet, seems unwilling or unable to explain. While you may not know a lot of what’s going on, Hamlet at least tells you what you’re meant to do: make contact with the souls of humanity in the last moment of their life. But what is it that cost them their lives? Well…

The moon struck the Earth, killing everyone.

Schrödinger’s Call takes place during the last 21 nanoseconds of human consciousness, a tragedy so sudden that hardly anyone could have hoped to come to terms with their deaths or regrets before the impact. As the last Confidant, you are uniquely equipped to help them cope and help them regain their memories while attempting to regain your own.

Schrodinger's Call screenshot featuring a cat next to a phone, informing Mary of her status as the world's last Confidant.
This cat puts a lot of responsibility on your shoulders!

The despair of one’s final moments is something that resonates with me and something that I have been forced to think about more as I grow older and more of my loved ones pass away. I’m still young, but it’s a humbling thing to consider how everyone at one point thinks the same thing, and that someday, I too will feel this way. There’s no amount of time, money, power, or knowledge that can change that. Playing through Schrödinger’s Call and talking to the tortured souls made me feel a lot of empathy, a testament to the game’s high-quality writing.

An early soul we meet is Lucy, a woman estranged from her young son, William, and desperate to speak to him as mother and son. The story did an excellent job of keeping me guessing, wondering why they were estranged and what horrible thing she could have done to him. You are certainly given hints as to what’s going on, but it takes time for her narrative to unravel.

At first, I didn’t know whether Lucy had lost contact because she was a bad mother, but as I learned more about her story, I realized there was far more to it than that. I won’t give away too much, beyond telling you that their conclusion is as touching as it is melancholic.

Schrodinger's Call screenshot showing the notebook of the protagonist, Mary, including handwritten text and drawings of her, Lucy, and a phone box
Mary’s notebook develops as she learns about the souls.

Schrodinger’s Call, for better or worse, is a linear narrative, its gameplay amounting to progressing through dialogue, consulting Mary’s notebook, and making choices. Unlike something like Ace Attorney, however, there are no consequences to being wrong.

Any choices we make are largely for flavor, as we cannot dictate how the story progress. As “the world’s last Confidant” conveys, our role is to listen to people’s woes and provide support. Much like Mary, we are here to follow these souls’ stories, not make our own. Even the breakdown scenes where a traumatic moment causes a soul to collapse in on themselves are fairly linear, though they are still adequately tense.

Some players may be disappointed by the game’s linear narrative, but I frankly relish it. Given how many games are built around player freedom and choice in how the narrative develops, a game that lets us sit back and enjoy the story as written is a breath of fresh air.

Schrodinger's Call screenshot, depicting the protagonist, Mary, talking down a soul named Lucy during a desperate moment
The breakdown moments in Schrödinger’s Call are deeply affecting.

Schrödinger’s Call has some of the best visual effects and artistry I have seen in the visual novel genre, going above and beyond the standard. Rarely does the game fail to be eye-catching. Whether it’s the unusual setting, the fading of character portraits, or the effects from the chaotic moments, these all contribute to making Schrödinger’s Call a game that is never visually dull. The character designs are just as fantastic, the artistry and creativity behind them evident. Mary’s design is cute, and the anthropomorphic animal designs of side characters are lovely.

The music is well composed, creating a haunting atmosphere even when the mood is at its lightest. Whether you’re just chatting with the various souls you encounter or are in triage to keep a soul from losing themselves, the tension is palpable, capturing the feeling of being uncomfortably on the brink of life and death.

Schrondingers Call Screenshot 004
Schrödinger’s Call is nothing if not visually bold

Meanwhile, the sound effects are primarily through the “voice acting,” handled similarly to games like The Sims and Animal Crossing, where characters speak a “babble” language that serves as a facsimile of a spoken language. The effects of the voice acting lend it a haunting quality, and the execution honestly made me question whether it was fake voice acting or not at first.

Schrödinger’s Call is a transcendent experience, one that I had to take multiple breaks from due to how heavy and emotional it was. It stands as one of the most thoughtfully designed and written video games I have ever played, and I would recommend just about anyone who is looking to feel something to try it out. If I can ensure you leave this review with one thing in mind: we are only on this planet for so long, so make sure it’s a good time.

  • Graphics: 100
  • Sound: 90
  • Gameplay: 85
  • Control: 85
  • Story: 100
95
Overall Score
(not an average)

About our grading scale

Review by · June 26, 2026 · 12:00 pm

Growing up, one of my favorite video game series was The Legend of Zelda, and one of my favorites in the series was The Legend of Zelda: Link’s Awakening. The idea of having two item slots was incredibly novel, and while swapping your sword out was tedious, it gave us item combinations we never had before and made dungeons much more interesting.

While Link’s Awakening on Switch helps reduce this item swapping tedium, I still prefer to play the Game Boy Color original. Thankfully, skilled modders have created the best of both worlds with Link’s Awakening DX HD, giving us amazing quality of life features and the classic Link’s Awakening DX experience.

I learned about this version thanks to fellow RPGFan writer Jonathan Logan and was immediately impressed by how it seamlessly transitions the world from a grid-based map to a fully interconnected world. The way Link’s Awakening DX HD flows is surprisingly strong, as if Link’s Awakening was originally designed with this in mind.

The Legend of Zelda Links Awakening DX HD Screenshot 001
Being able to see so much of dungeons makes them feel like a brand new experience.

An interesting outcome of this design change is that, much like with the 3D The Legend of Zelda games, Link’s Awakening DX HD teases you with areas that you cannot quite get to. For someone who’s already played Link’s Awakening, it’s quaint, but if this were my first time playing it, I imagine I’d have found it exciting. This map structure is also used in dungeons, which makes the dungeons a wildly different experience, with only a few The Legend of Zelda games having such open dungeons.

For those who started with the original Game Boy Color game, Link’s Awakening DX HD feels more or less the same mechanically. You still progress through the game as normal, fighting enemies, solving puzzles, and clearing dungeons. Yet, veterans will notice that there are key design changes evident from the very beginning.

Once you get Link’s sword back, the first thing you will likely notice is that the sword slash properties have changed, allowing for greater reach and a wider hitbox. Despite loving Link’s Awakening, I cannot deny that this is a welcome change, improving flow and pacing.

While the sword change is interesting, it does not compare to how much of a difference the additional item slots make in Link’s Awakening DX HD. Even adding two slots is a massive pacing improvement, meaning you rarely have to pause. Throughout most of my journey, I had the Power Bracelet, Sword, Pegasus Boots, and Roc’s Feather equipped, allowing me to always have my most important movement items and sword at all times. Even better is when I discovered that I could expand it to six, and thus almost never had to swap items outside of specific use cases. It’s such a strong feature that I’m shocked the Link’s Awakening Switch remake didn’t go half as far!

One of the settings menus for Link's Awakening DX HD
The settings in Link’s Awakening DX HD allow you to personalize it to your tastes.

Going into Link’s Awakening DX HD, I knew that it had a lot of customization features, but I never realized just how extensive they were. While many things have changed with this remaster, such as the sword properties and additional item slots, these can be set back to how they worked in the original game.

The customization is highly granular, allowing you to modify numerous aspects, big and small, to tweak Link’s Awakening DX HD to your preferences. Do you want to get rid of the message for picking up a Guardian Acorn? Do you want to increase how much damage you take? Heck, do you want to give yourself a veritable Assist Mode, a la Celeste? This game has settings for all that and more. And if you don’t know what something means, the game includes a handy tool tip for every setting. They even made sure people who hate fiddling with settings are satisfied, including a classic preset and a modern preset!

What I found with the more modern customization features is just how quickly you can beat Link’s Awakening with the right settings. The updated sword, the interconnected world, the reduced menuing required, all this genuinely surprised me by how quickly I beat the game. Granted, it doesn’t hurt that I’m pretty familiar with the game, but you would be shocked by how much time is spent in the original game’s menu!

Link is in the Mysterious Woods in Link's Awakening DX HD, with the camera zoomed out enough to see other areas, like Mabe Village (below) and a gravestone (right)
Link’s Awakening DX HD adds visual effects like fog to help improve the atmosphere.

The graphics in Link’s Awakening DX HD remain true to the original, though with plenty of added effects to help things stand out, most notably the lighting. When Link awakens in Marin’s house, the global lighting is immediately obvious, while the Mysterious Woods adds a fun fog effect. Like all changes made to Link’s Awakening DX HD, both of these can be disabled if you want to keep your visual experience pure!

The music in Link’s Awakening DX HD, meanwhile, is identical to the original, which is a huge plus for me as someone who usually does not love remakes doing new compositions. The Link’s Awakening Switch soundtrack is still strong, but for as much as I enjoy it, I far prefer the original.

One minor issue I experienced with Link’s Awakening DX HD, perhaps the only actual issue I took with this game, is how it handles transitions between areas with different music. The first area this comes up in is the Mysterious Woods, and it really irks me when the one song instantly jumps to the other. It’s nothing that affects my feelings about the game, just something I wish could be fixed by having a beat of silence between songs that the original game has.

Link finds his sword on a sprawling beach in Link's Awakening DX HD
I’m never not excited to find Link’s sword washed up on the beach!

As a big fan of fan games and hacks, I believe Link’s Awakening DX HD stands as one of the best that anyone has made for The Legend of Zelda series. You can tell that the people involved have a lot of love for Link’s Awakening and for game development in general! The only real misgiving I had was it was confusing to figure out how to set it up at first, but once I figured it out, it was smooth sailing.

I strongly recommend anyone interested in replaying Link’s Awakening try this. Those who want to try it for the first time may be well served by this version, though honestly, I think half of what makes me like it so much is having already played the original. Whichever version you end up playing, I’m sure it’ll be a great time!

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

About our grading scale

Review by · June 23, 2026 · 9:00 am

Echo Generation 2 is a prequel to the original Echo Generation, released in 2024. The original led with heart and humor beautifully matched by its charming voxel visuals. Echo Generation 2 attempts to further develop the world and vibe as we primarily follow Jack, the missing father from the first game. I praise the developers for taking a chance by changing the tone to a more serious story while building on a world people fell in love with.

Unfortunately, that’s where the praise ends. Sometimes writers are good at a certain kind of storytelling, and a world is best set in its original intent. This isn’t “I wish this were more like Echo Generation” commentary, but rather a critique of the writing itself. We get to dabble in a couple other stories featuring characters from other dimensions, but the game focuses on Jack. I typically love this style of storytelling because we can experience a universe from multiple perspectives rather than hearing about it through one lens.

In Echo Generation 2‘s 9-hour jaunt, though, we get attempted depth shoehorned in through exposition and forced relationships. Expect to encounter a lot of “Ah, yes, I knew you from so long ago when you were once an agent at such-and-such during that time when you etc.” Developers have a few avenues to take in lieu of this delivery, such as a flashback. Instead, we get the kind of prolonged dialogue that’s all tell and no show in a fashion sometimes joked about in old comic books.

Standard ability use in combat in Echo Generation 2.
Could we, uh…not shatter the ground? Kinda need that.

The plot itself piggybacks hard on Stranger Things, but I don’t mind that, as we don’t often see this sort of sci-fi approach in video games. Some of the places the story goes are fascinating in their potential, but the writing doesn’t stick the landing. Even by the end of the game, I could tell the developers wanted the converging storylines to blossom into a deep bond between all the otherworldly characters, but that’s hard to accomplish in nine hours when coupled with the aforementioned critiques.

I enjoyed the variety of characters, such as the animalistic companions with their quirks, but these charming asides only stand out due to the otherwise lackluster storytelling. Simply including these types of characters diversifies the storytelling and contributes to the worldbuilding, but does little to bolster the prose. At the very least, the characters mostly boast unique combat styles to diversify gameplay… somewhat.

Sometimes, combat can accentuate the storytelling in games, though the combat in Echo Generation 2 almost feels tacked on. Expect to run around a map in 2.5D in order to click on objects, fulfill fetch quests, and run into enemies that typically can’t be avoided. Combat involves a turn-based, card-based design that we’ve all seen before at this point. Gaining action points over time with levels, players begin by using one card from their hand to usually hit the enemy, shield themselves, or buff themselves. Then, the enemy goes, and so on.

Separate character chapter fight with cards in Echo Generation 2.
Kinda more artsy-fartsy than the other character chapters.

Again, some fresh, fun ideas are here, but they lack depth or sophisticated execution. Perhaps the aim of the game was to be lighthearted and short, so the design doesn’t demand complexity, but that stands in the face of the attempted serious plot. The cards include standard mechanics like attacking, blocking, healing, debuffs, and buffs; however, cards also include colored symbols which can synergize in some characters. More importantly, they can stagger the enemy who has a random set of symbols over their heads. Knock out all the symbols by selecting matching attacks, and the enemy’s stance is broken.

Now, Echo Generation 2 suggests the stagger system has some magnificent impact on combat so that you can really lay the hammer down, but I never found this to have a momentous influence. I never noticed damage increases, I never gained an extra turn, my character didn’t buff—nothing.

Like a deflating balloon, all excitement petered out. Most fights devolve into attack, attack, attack, and heal when you get a bit too low. Defeating singular foes in multi-enemy combat doesn’t even significantly change combat, because the enemies still take only one turn. The only incentive to knock an enemy out is to avoid them healing from a lifeleech attack. Bleeding, poisoning, and so on don’t have enough of an impact to significantly change the way fights play out, meaning I just used the card with the biggest number. To make matters worse, the branching skill trees across level-ups are just small percent or number increases in various stats.

Walking around a fun, children-friendly lab in Echo Generation 2.
I’ve seen way too many shows like this.

Echo Generation 2’s visuals stand out above everything else. I’m not typically one for voxel artwork, but it works here, and probably worked especially well in the first game given the light-hearted delivery. The characters have a Minecrafty vibe to them, and the world is reasonably well-detailed across all dimensions presented. Combat animations remain lacking, though, and the skill special effects don’t ignite the imagination. Similarly, the music seems to try to emulate the Stranger Things vibe, which I didn’t mind at all, but the music in no way matches the big emotions or mood of Stranger Things. Like everything else, it feels flat.

I don’t often comment on controls in games because I feel like most games have gotten to the point where the controls are always smooth, but Echo Generation 2 falters here as well. Selecting cards can be a bit of a struggle at times as a card will sort of “stick” and be hard to de-select, which meant that I was playing a card I had not intended. Not the end of the world as the combat’s pretty simple, but this is a needless frustration.

Writing these reviews feels gross, because I know this is a small studio that worked hard on Echo Generation 2, but I have to be honest—I did not enjoy myself much at all. Playing felt akin to biting into a chunky voxel burger that had no flavor whatsoever. Just mushy, cubey goop hanging down the sides of my mouth. I see good ideas here that needed fleshing out, and maybe that the developers were trying to do too many things at once—including taking a chance with the tone shift. I’m hopeful they keep at it and find their stride.

  • Graphics: 65
  • Sound: 65
  • Gameplay: 50
  • Control: 70
  • Story: 50
55
Overall Score
(not an average)

About our grading scale

Review by · June 20, 2026 · 9:00 am

“The Surrealistic Adventure That Will Become Your World.” That was the promise of the original Myst in 1993. I’ve long been enamoured with the zeitgeist-piercing mystique of Myst, and its legacy of slow-paced, first-person adventure-puzzlers includes some of my favourite games. Still, Cyan Worlds’ PS5 rerelease of the 2021 Unreal Engine/VR version, simply titled Myst, was my first time setting foot on the eponymous shores of the monolithic classic.

When I say I came into Myst blind, I mean I nearly jumped off my sofa when I entered the island’s library and the blue and red books began talking to me. Two feuding and totally sane-sounding brothers, Sirrus and Achenar, are trapped in either book and demand the player gather red and blue pages to ultimately free one of them, while both insist the other brother deserves eternal imprisonment.

Things get more complicated should you stumble upon a hologram message left by their father, Atrus, one of the architects of Myst and the creator of magic books that teleport you to adjacent “ages” (read: worlds) surrounding the island. It’s up to you to uncover the remaining magic books, travel to their puzzle-filled worlds, and retrieve the red and blue pages scattered about them.

The main island library and tower in the Myst remake.
Take a look, it’s in a book…

All of this may have taken me an hour or so to clue into. I swore off hints as I took my first walk about the island of Myst, which was surprisingly small but seemed to fit the adage of “an inch long, a mile deep.” Like finding a young photo of a grandparent with a face resembling your own, I could already see how Myst’s genes had passed down over the past three decades.

As in The Witness, I traced the lay of the land, the countless doohickeys, and the wires connecting it all; like with Blue Prince, I jotted important-looking numbers and diagrams in a real notebook and took photos of my TV with my phone’s camera.

So invested was I in looking up at the odd blend of magic and science, low- and high-tech, that it took me forever to notice the scrap of paper affixed to a rock at my feet—my first major clue to uncovering the secret of the island’s tower. Thankfully, Myst’s fully 3D environments look gorgeous, especially with their dynamic lighting, rolling waves, and foliage, so I was very immersed in exploration. It’s not as colourful as the Unity engine-driven realMyst: Masterpiece Edition (2014), but, ironically, this Unreal engine version looks far, uh, realer than realMyst. Really.

There’s no inventory in Myst, no enemies, nor a health bar. Rather, you walk or jog briskly around, interacting with the environment via flip switches, buttons, levers, elevators, turntables, and the like. Clicking on an interactable element of the environment may shift the camera closer, at which point you use face buttons, arrows, triggers, or the right analog to manipulate the puzzle. A diagram for the controls in these situations always hovers in the corner helpfully, but I was annoyed how inconsistent the controls were; nudging the left stick or pushing any of half the buttons on my controller often took me out of the puzzle.

The sun low in the sky over the Stoneship Age in Myst for PS5.
So pretty, it’ll make you mysty-eyed.

The best news is that all these years after release, Myst’s puzzles don’t feel dated compared to those of Myst’s many descendants and imitators. Puzzles vary richly, weaving logic with environmental observation. There is a fair share of “aha!” breakthrough moments, particularly concerning your ability to interact with the environment. Myst also employs sound in its puzzles in ways you still don’t see often in games.

The 2021 PC release had a built-in “Notebook” for screenshots, though on the PS5, you’re meant to rely on the console’s built-in screen capturing, ostensibly viewing your shots on the XMB. This was a bit cumbersome, so I used my phone in such cases. The opening island’s library contains many enigmatic hints, diagrams, and mysterious numbers you need later. I did think that many of the puzzles in the individual “ages,” cut off from the interwoven puzzles of the main island, were sometimes too easy, relatively.

The Channelwood Age, a murky swamp and suspended village of treehouses, was the shortest and simplest of the four main side-worlds. I imagine navigating the Age in the original Myst’s node-based “slideshow” movement (or as I call it, Google Maps Streetview movement) was part of the original challenge, with players mapping out their location on paper. Here in vivid 3D and with generous draw distance, such effort is needless. There is a submarine/minecart maze exploration puzzle in another Age that relies on a similar physical mapping. It goes on far too long, and I found it to be the only frustrating, dated puzzle in a game that otherwise kept me enraptured for a crisp five or six hours.

What makes Myst so hypnotic is the promised surrealism it fully delivers. Isolated and in near silence, you walk about the remains of small worlds in turns idyllic and ominous, but always enigmatic. While exploring a tightly designed Age, you’re likely to stumble upon scraps of environmental storytelling, often via concealed bedchambers belonging to one of the trapped brothers, Sirrus and Achenar.

The Mechanical Age in the Myst remake.
Not a bad place to live with your psychopathic adult sons!

These moments of discovery and progression are usually accompanied by a rare appearance from the soundtrack composed by Robyn Miller. The music in the modern Myst (and the sound effects and voice acting) is remastered but otherwise unchanged from the original, lending to the surrealism. It strikes a chord between elegance and inelegance, ambient and moody in one area and playful and grandiose in the next.

The compositions themselves are rather amateurish, but this lends to the melded aesthetics of the collective islands of Myst. It’s clear to see how the music selectively rearing its head has influenced later sound design in games like Return of the Obra Dinn, What Remains of Edith Finch, and Blue Prince, with their music equating a goosebumps-inducing Pavlovian response in me.

Notably, many complaints from fans and critics during the initial release of the 2021 version of Myst are amended. The “epilogue” world of Rime, first introduced in the original realMyst (2000), is back as of a 2025 update, including some of the best puzzles in the game and the most prescient for where the genre would go. The somewhat ugly CG character models for the trapped brothers and their father, too, can be swapped for the original’s live-action FMVs. For returning fans, the “Randomizer” mode shuffles numbers, codes, melodies, and directions in puzzles to eliminate shortcuts. There is, of course, the VR option, which operates not unlike the original’s slideshow movement, though I can’t speak to its quality myself.

In many ways, this is the ideal way to play Myst, though it’s also worth trying other versions, like realMyst: Masterpiece Edition (2014), for the different visual interpretations. My main takeaway, however, was that aside from the graphical overhauls, Myst has never needed many quality-of-life upgrades to remain a great experience today. It remains a deliberately paced antidote to the modern game design principle of “more is more,” and an experience that I think anyone would benefit from being dropped blindly into.

I fully enjoyed the surrealistic adventure Myst pulled me into, and it did become my world for a blissful weekend. Myst epitomizes how artful, intentional design can make playing a classic fun rather than feeling like video game homework.

  • Graphics: 88
  • Sound: 80
  • Gameplay: 85
  • Control: 78
  • Story: 83
85
Overall Score
(not an average)

About our grading scale

Review by · June 19, 2026 · 9:00 am

The success of indie farming sims like Stardew Valley and the resurgence in popularity of long-running series like Story of Seasons and Rune Factory have ushered in a new era of farming sim/RPG hybrids seeking to capture the ever-growing community of Cozy Gamers. While most of these titles stick to the 2D pixel art visual style popularized by Stardew Valley, more developers are beginning to tap into the vibrant, polygonal worlds of the PlayStation 2 era.

One such title is Town of Zoz from Studio Pixanoh, a unique take on the farming sim/RPG genre that wears its visual (Radiata Stories, Dawn of Mana, Dark Cloud 2) and cultural (Central and South American traditions) inspirations on its sleeve. Town of Zoz nails the aesthetic presentation and is buoyed by an engaging premise and charming cast, but falters in its technical foibles and combat mechanics, offering an experience full of promise that doesn’t quite deliver. 

Town of Zoz’s narrative is initially promising, with our plucky young hero Ito returning to his hometown (the titular Zoz) after spending a significant period of time in the wilds accompanied only by his spirit companion, Zee. Upon arriving back home, it becomes immediately clear what motivated Ito’s change of scenery; his warm, good-natured mother Eeza is happy to see him, but his gruff, taciturn father Conki seems significantly less thrilled.

This core conflict between Ito and his dad provides the foundation for Ito’s character motivations, as he tries both to win his father’s approval and step out of his shadow. The cause of their rift seems to be Ito’s shamanistic abilities and his friendship with spirits like Zee. Conki is a warrior who previously fought to protect Zoz from unruly spirits and thus views all spirit creatures with distrust. Much of the storyline involves Conki begrudgingly teaching Ito the traditions of their people and the duties he must assume as father passes the mantle to son. Ito bristles beneath the weight of his father’s judgment and expectations, and seeks to find his own path.

While the story in Town of Zoz takes a while to get going initially, and meanders a bit in its later acts, the growth and development of the father-son relationship between the two (and Ito’s parallel relationship with Zee) provides a satisfying journey.

Screenshot of Town of Zoz with Ito standing in front of the town's convenience store.
Zoz is such a vibrant and well-realized setting.

The town of Zoz is a vibrant, lively place full of interesting characters to interact with. Ito has a chummy relationship with Boomi, a courier and athlete who repeatedly helps Ito in his journey (when she’s not getting herself into trouble). He nerds out with Zade, the town’s junk dealer who upgrades Ito’s abilities using soul carts (devices that contain spirit power and look suspiciously like Nintendo 64 cartridges). The local smith Osana acts as a sort of big sister to Ito, looking out for him despite shouldering many other burdens from the townsfolk.

Interacting with these characters was always a joy, and Town of Zoz understands how integral developing a sense of community is for a farming RPG set in a single location. As the story shifts into darker territory in the latter half, exploring the struggles of these characters through Ito’s eyes kept me going, even when other aspects of the game lost their luster. 

The strongest aspect of Town of Zoz is easily the visual design. The game’s cutscenes are impressively detailed hand-drawn animations full of expressive movements influenced in equal parts by anime and Saturday morning cartoons. The in-engine visuals are no slouch either, with the colorful, vibrant South American cultural setting establishing a unique identity while also evoking other low-poly, cell-shaded masterpieces like Mega Man Legends or Dark Cloud 2.

The music incorporates a mix of electronic and Latin American influences to deliver a robust soundscape unlike that of other games in the genre, lending the setting a sense of authenticity beyond mere set-dressing. The character designs incorporate traditional Central American indigenous fashion with modern sensibilities, conveying a social and cultural framework that feels familiar to Latin American culture, yet also suitably fantastical.

Unfortunately, for as polished and well-executed as the aesthetics and narrative elements are, the game stumbles repeatedly in its game design. Although I introduced Town of Zoz by comparing it to other popular farming RPG series like Rune Factory, the distribution between these core focuses is much more lopsided here. Whereas most of the most popular titles in the genre have a healthy mix of dungeon crawling combat and farming/social sim gameplay, the farming and social aspects are an overall minor portion of the overall gameplay experience in Town of Zoz.

Ito has a few small fields surrounding his family home where he can plant crops, but beyond watering them each day, there really isn’t much interaction required. There are a decent number of crops on offer, and you can sell them to raise cash or use them as cooking ingredients. However, they don’t have any use in a larger crafting system, nor are there seasonal shifts or a calendar system to manage. While Ito does have a stamina bar, it’s only relevant during combat, so the addictive day-by-day planning, preparation, and time management that defines the core gameplay loop in most farming RPGs is absent here.

Screenshot of Town of Zoz where Ito is farming in a field.
The farming is functional, yet overly simple and lacks variety.

Town of Zoz‘s farming feeds primarily into the cooking mechanics, and although this emphasis on cooking traditional Central American cuisine is thematically fitting, it lacks a meaningful purpose in gameplay. Cooking takes the form of a basic minigame where you must complete a series of simple quicktime event button presses under a set time limit (quite similar to the crafting lives in Fantasy Life i: The Girl Who Steals Time). All food you can cook comes with its own specific buff to Ito’s stats or abilities, but you can only obtain one buff from food per day. Any additional food you cook and consume will simply restore health until the first buff received fades away the next day. 

This could potentially lead to strategic planning around which foods to prepare and consume, but unfortunately, the recipes you have access to are heavily restricted by your progress in the story. For most of Town of Zoz‘s run time, you don’t have enough recipes where the choices between them feel meaningful, and most days begin with Eeza cooking and feeding Ito a specific meal according to the story, forcing you into particular buffs and eliminating any opportunity for player agency. I found the integration of the various dishes in the story to be thoughtfully done, but the overall implementation of cooking mechanics into the gameplay loop to be rather disappointing. 

The biggest sore spot for Town of Zoz lies with its combat mechanics. Combat takes place from a zoomed-out, fixed-angle camera perspective, and Ito has a basic three-hit combo he can perform with his machete as well as a heavy attack to end combos. You can also freely control his spirit companion, Zee, with the right stick to possess and weaken enemies, or leave him to his own devices to attack and hamper the enemies.

There is a dash Ito can use to dodge out of the way, but it’s rather slow and without invincibility frames (meaning you can still be hit while using it). Dashing out of the way of an attack often puts you right in the path of another aggressive enemy attack with no way to react. The general sluggishness of the controls affects all aspects of the combat, and you cannot cancel out of a combo or heavy attack once you’ve committed to it.

Enemies are comparatively quite agile and hit hard, leaving many situations where avoiding all damage is impossible, and soaking up large amounts of damage is inevitable. To mitigate this, Ito carries a lunchbox storing copious healing potions and food items to restore health. Other than a quick healing animation, there is no real downside to chugging down restorative consumables. These factors all combine to create a combat system that feels sluggish and unwieldy, but is also devoid of challenge in most encounters since it’s optimal to tank hits and heal repeatedly.  

Further exacerbating these combat system woes are the damage sponge enemies. At the beginning of Town of Zoz, it’s not so bad, but about halfway through the story, the nightmare sections are introduced. These locations feature corrupted versions of normal enemies that deal more damage and possess significantly more health. The underlying mechanical problems keep the challenge from becoming insurmountable in these areas, but the increased enemy health (and lack of a damage boost for Ito to compensate) turns battles against the nightmare-infused creatures into sluggish wars of attrition as you slowly whittle down their health while gulping down healing items. 

Screenshot of Town of Zoz showing some mushroom enemies.
A group of monsters should engender a sense of dread or excitement, but only elicits bored resignation.

Town of Zoz tries to incorporate a little more variety into the experience by introducing puzzles and short platforming challenges, but these sections are so simple (or so frustrating) that they do little to break up the monotony of the long, drawn-out combat encounters. Most puzzles are simple box carrying, switch slipping, torch lighting affairs you’ve seen in countless other games.

The platforming is poorly implemented, as Ito does not possess a dedicated jump command and can only jump if approaching a ledge at full sprint (similar to how jumping functions in The Legend of Zelda: Ocarina of Time). Since most platforming challenges are located in spaces that double as combat arenas, sprinting requires the use of Ito’s limited stamina, and running up to a ledge just to run out of stamina right before the edge and fall straight off is an all too common occurrence. 

Since the dungeons and combat encounters make up about 80-90% of the game’s runtime, particularly in the latter half of the game, these issues pile up and make the overall experience a chore to play rather than a joy like the vibrant visuals would suggest. Had the farming and cooking mechanics been more robust, or if there were more variety in the gameplay loop beyond the core combat and dungeons, I might look on my time spent in Town of Zoz more fondly.

As it stands, these core design problems, coupled with a host of technical issues (frequent crashes, bugs that softlock the game, textures loading improperly half the time, etc.), leave me unable to give a wholehearted recommendation. Perhaps if the developers tweak the combat system and iron out some of the technical problems, a trip to Zoz will become one worth taking. For now, it’s better to spend your summer vacation elsewhere.

  • Graphics: 90
  • Sound: 80
  • Gameplay: 50
  • Control: 40
  • Story: 80
60
Overall Score
(not an average)

About our grading scale

Review by · June 17, 2026 · 8:00 am

Square Enix created a minor revolution back in 2018 with the release of Octopath Traveler and the consequent introduction of the graphical style they dubbed “HD-2D,” the distinctive blending of pixel art onto 3D backgrounds. The Adventures of Elliot is the latest in a long line of projects that follow in Octopath’s footsteps. This time, we’re walking a very different road, as the new game discards the turn-based trappings of its predecessor in favour of the immediacy of action-based combat, as found in the Zelda games. This title is more than a Zelda clone wrapped in a pixelated package. 

The Adventures of Elliot starts in the Kingdom of Huther where King Hichard, Huther’s benevolent ruler, sends our hero, Elliot, on a mission beyond the city’s gates. This is more dangerous than one might think. The outside world is filled with peril, with hostile beast tribes roaming the wilds, making it virtually impossible for all but the most battle-hardened to survive out there for any length of time.

Within the walls, the citizens are protected by a safekeeping spell cast by Princess Heuria. She alone shoulders the burden of maintaining the Kingdom’s protective ward and can never leave, so Elliot agrees to stay in magical communication with the princess, giving her a taste of a life she has never been able to experience.

It’s fortunate the plot starts as relatively straightforward, because it’s easy to spend the first hour of the game constantly astounded by the beautiful art design in The Adventures of Elliot. Just like Octopath, the sprites are wonderfully realised, rivalling the best work from the 16-bit era in expressiveness. Elliot has something of the musketeer about him, with his scarlet cloak and wide-brimmed hat, and the charming way he doffs it at any opportunity provides a pleasing punctuation to the conversations you have with the people of the realm.

Team Asano uses such gestures effectively in The Adventures of Elliot, making the most of the limitations of the 2D elements. Large, full-body portraits of the characters complement the sprites and are almost universally appealing. Elliot himself is quite dashing, and Heuria exudes a youthful goodness and innocence. Something about the portraits reminded me of the Studio Ghibli films of the 90s, which increased the sense of nostalgia that generates appeal for titles like this. 

Elliot stands in an empty temple next to Faie in The Adventures of Elliot.
New ability? You can’t say fairy than that.

Then we have the background elements of The Adventures of Elliot, which elevate the sprite-work magnificently. For example, early in the game, the camera sweeps past a watercourse set at eye level, its glittering water depicted in exquisite detail, entrancing the viewer. 

It’s no more than we would expect by now from Team Asano, the Square Enix team behind these graphical marvels. Despite the initial familiarity, The Adventures of Elliot deviates so much from what has come before that you have to admire the bravery of this veteran group.

As you embark, you soon encounter hordes of enemies intent on ending your travels at the earliest opportunity. These creatures are humanoid animals: chicken-men with bows and two-legged elephants filled with enmity for the crimson hero. As Elliot, you use an arsenal of weaponry to dispatch them, starting with a simple sword, but progressing into an assortment of implements. You can map two weapons to your controller at once, experimenting with different combinations as they suit you. This is where the comparisons to Zelda start to emerge, and they’re not entirely unfair.

I found the combat frantic, surrounding you with enemies and encouraging you with attack bonuses to keep the action going, similar to Ys Origins. Combat is tactile and satisfying; Team Asano have clearly worked hard to ensure that these systems translate well into the HD-2D realm. Each weapon has its own strengths and weaknesses and suits different playstyles. This can be detrimental, as I found myself gravitating to the chain and sickle accompanied by a ranged weapon, switching only infrequently or when the game forced it. 

Elliot stands on a circular elevator in a magical city on The Adventures of Elliot.
Magical in every sense of the word.

Heuria, your disembodied companion depicted in a subtly different graphical style within an onscreen circular cutout, has the power to heal you at any point, which is a cooldown ability activated with the tap of a button. Heuria actually serves as a placeholder for your true companion, a childlike fairy descriptively named Faie. This kind of nominative determinism is rife in The Adventures of Elliot, but I found it endearing and similar in tone to the world-building of old fables.

Both Heuria and Faie converse frequently with Elliot, and occasionally offer hints, which could prove grating for some. The Adventures of Elliot thoughtfully offers you the option of making them less talkative. I kept my Faie bubbling over with commentary, as I’m fond of the little sprite’s banter. Faie’s presence adds to the experience during narrative scenes, as she reacts expressively to the situations Elliot encounters, although, as only Elliot can see her, she rarely gets to interact with anyone else directly.

You control Faie with the right stick, moving her around the screen, which damages enemies when you touch them. You soon unlock other abilities for her, which you can use to set opponents and other objects on fire, move Elliot into a swift run, warp him to Faie’s location, or even create duplicates, doubling your potential firepower.

All of these abilities are available in combat, easily utilized if you have the reflexes of a seasoned swordfighter like Elliot. Unfortunately, I am more akin to the villager who sells Elliot items; I found it difficult to concentrate on using my weaponry and piloting Faie around the screen at the same time, vainly hoping she might ignite something. I tended to put her on the back burner, so to speak. There is the option to have a second player take over fairy duties, and I suspect this might be a more effective way to play. 

Like Chrono Trigger and Dragon Quest VII before it, The Adventures of Elliot takes you on a time-twisting journey, backwards from the Age of Safekeeping through three other periods. Closest to Elliot’s era is the Age of Reconstruction, where humans struggle to recover from a cataclysm that has left them on the brink of destruction. Further back is the Age of Magic, a sparkling utopia of arcane invention, and earliest of all is the Age of Budding.

Each time you travel in The Adventures of Elliot, it is exciting to see the changes to the settlement that eventually becomes the Kingdom of Huther, and it’s especially poignant to see the advanced technology of one period left ruined and abandoned in another. The changes to the rest of the world are less obvious, and to a certain extent, the time-travel gimmick serves essentially as a way to reuse assets and have you go through the same dungeons several times over. This also applies to the beast tribe enemies, who, become repetitive after a while even though they sport a variety of forms.

Nevertheless, the dungeon design in The Adventures of Elliot is classically good, offering well-paced experiences that challenge, but never so severely as to slow the sense of progression prevalent throughout. I might have wished for more opportunities to fully use Faie’s range of abilities, but the game always made me want to keep going, to grab a few more chests, or seek another shard of life in the hope of increasing my health points.

Furthermore, the boss encounters (admittedly also subject to reuse) are entertaining set pieces that test your reflexes and pattern recognition, forcing you to dodge waves of projectiles and melee attacks as you search for your chance to return the favour. How you do this is highly customisable: you collect sorcerous gems called magicite, which alter the properties of your weapons in significant ways, such as making them hit harder, or even spit fireballs. It’s a system you can engage with as you prefer.

Elliot faces of against two mechanical creatures in a dungeon in The Adventures of Elliot.
The only thing better than fighting one boss…

So, magically endowed bludgeon in hand, you make your way to the end of the game, and here I found something of an issue. The Adventures of Elliot has multiple endings, but in truth, I found the first two unsatisfying. The “True Ending” locks huge amounts of the game’s content behind its requirements, which isn’t necessary. I would prefer to have a single ending, and I worry that some will give up after the first credits roll. I wouldn’t want anyone to miss the real resolution, which features the majority of the big reveals and, while being mildly predictable, provides the kind of emotional sendoff most of us crave.

The soundtrack deserves a special mention, as composers Tomohiro Nakamachi and Yuto Moritani deliver a score that captures the soul of each time period magnificently, from the despair of the Age of Reconstruction to the wonder of the Age of Magic, and most importantly, the heroic grandeur of Elliot’s travels overall. 

While a few flaws make The Adventures of Elliot fall slightly short of a perfect experience for me, it’s still a bold experiment. It is filled with characters that, although sometimes lacking in complexity, win you over with sheer heart, especially Casper and his companion Mao, a troubled woman from a feline beast tribe. It’s never less than a good time, and it doesn’t outstay its welcome. 

Plus, there are cats. So, so many cats. 

  • Graphics: 93
  • Sound: 90
  • Gameplay: 82
  • Control: 85
  • Story: 81
88
Overall Score
(not an average)

About our grading scale

Review by · June 16, 2026 · 12:00 pm

Pokémon’s pull on the monster-collecting genre is absolute. With every successive generation, a new wave of youth falls under its slick spell, constantly expanding the ranks of Pokémaniacs. Yet, as the years march on, some of us elder Pokémaniacs have begun to question the dogma, wondering if the foundation of the series is truly evolving, and asking what a more mature iteration of the genre might look like. Enter LumenTale: Memories of Trey.

Developed by Beehive Studios, the team behind the popular fan game Pokémon Xenoverse, LumenTale positions itself as a more refined, ambitious take on monster collecting. Boasting a deeper narrative, intricate battle mechanics, and more systems than any sane flowchart would dare to map out, LumenTale sounds like a great recipe on paper. But how does that ambition translate to practice? Do we elder Pokémaniacs truly know what we want?

Visually, the presentation is one of LumenTale’s strongest assets. Rather than confining itself to a single nostalgic era, LumenTale tastefully blends graphical histories together. Players are treated to classic pixel art that pays homage to the Game Boy/Game Boy Advance era, paired with a pseudo-3D camera perspective, battle displays, and character movements that evoke the Nintendo DS/3DS generations. Furthermore, clever camera tricks throughout both cutscenes and the overworld constantly manipulate perspective, greatly enhancing the overall visual charm.

A scene from the game LumenTale: Memories of Trey. This specific scene of an urban area demonstrates how the game's multiple art styles blend together to make a pleasing and coherent design.
The full suite of graphical styles on display here!

The catchable creatures in LumenTale are called animon, and their designs are, for the most part, interesting and visually striking. With over 120 animon in total, of course there were several standouts, but not many made the leap to “I want that on a t-shirt or bath towel” in my opinion. My personal favorites are Anizord, Fulgaze, Obsidedge, Tamboal.

Once you step into combat, LumenTale branches off into a completely new evolutionary path from its source material. The game hybridizes the DNA of Pokémon, Final Fantasy X, and Shin Megami Tensei to create a dense, demanding combat system that heavily punishes intellectual inattention. You will not get far by over-leveling a single starter creature and trying to mindlessly smash your way through every encounter.

While wild and boss encounters are satisfying, the real meat of the game lies within the animon trainer matches. These operate on a tactical 4v4 system, with up to two animons held in reserve. Animon also come with fully customizable base stats (attack, agility, etc.) for extra tactical tinkering. The sheer volume of choices and stat allocations can be intimidating at first, but once the mechanics click, you feel like the greatest armchair general that ever lived. My only minor critique is that the RNG modifier feels noticeably “aggressive” in the current build; critical hits and missed attacks seem to swing the tide of battle a little more often than this armchair general would like.

A scene from the game LumenTale: Memories of Trey. This scene is an example of what a battle scene looks like.
My main crew doin’ what they do best!

Unfortunately, the depth and nuance found in the battle system don’t quite carry over into the narrative. Without wading into spoilers, the story centers on a philosophical divide between two distinct factions: Mythos, which stubbornly clings to tradition, and Lumos, which relies entirely on technology to solve its woes. While a handful of key characters articulate this conflict well, the broader world fails to meaningfully support it.

Given how deeply our own modern world is currently grappling with tradition and technology, the lack of narrative depth feels like a missed opportunity to tell a truly resonant story. On the flip side, sometimes a simplistic tale is exactly what the doctor ordered for a bit of mental downtime. Or is it the ultimate nod to the simpler Pokémon tales of old?!

Another stumbling block is in LumenTale’s overwhelming mechanical clutter. LumenTale is packed with too many systems, including but not limited to item crafting, cooking, interior housing design, traversal powers, and catching mini-games. Regrettably, the game provides almost no explanation for how these systems work, what they achieve, or why you should care about them. This frustration is compounded by in-game tutorials that excel at obscuring actual instructions.

It is a shame, because underneath the lack of direction lie some genuinely brilliant ideas. The evolution system features wonderfully novel and quirky pre-conditions, and the catching mini-game never loses its charm. But for every mechanical success, there is a half-baked counterpart like cooking or interior decorating that sits largely ignored. Ultimately, LumenTale suffers from a classic case of feature creep; there is simply too much to do, and not enough time asking why?

A scene from the game LumenTale: Memories of Trey. This scene shows Trey and another character discussing a plot point.
Yeah, you tell ’em, Trey!

The music is a major triumph, with nearly all of the town and battle themes establishing themselves as instant classics. It is genuinely difficult to find a track that doesn’t delight, but the evolution theme deserves special praise as the finest song in the game. It has been living rent-free in my head for a week.

That stellar soundtrack is a welcome companion, because LumenTale is a massive commitment. My play time clocked in at around 67 hours, which includes the main quest alongside a handful of side quests and off-the-beaten-path expeditions. The journey wasn’t entirely smooth, as I ran into several visual glitches and a bugged main quest that initially delayed this review. While Beehive Studios has already fixed quite a few bugs, my best advice remains the gaming golden rule—say it with me, gang: “Save often and utilize multiple save slots!” On the performance front, the game maintains a stable framerate with only a few drops in specific zones, though the loading times linger just long enough to test your patience.

Ultimately, LumenTale: Memories of Trey is a fascinating and occasionally frustrating experiment. It represents a bold new evolutionary branch for monster-collecting RPGs. Time will tell whether this specific branch can survive the harsh ecosystem of the genre, but its successful mutations give it some strong fitness factors. A highly commendable first outing for Beehive Studios.

  • Graphics: 95
  • Sound: 95
  • Gameplay: 80
  • Control: 75
  • Story: 55
80
Overall Score
(not an average)

About our grading scale

Review by · June 15, 2026 · 9:00 am

For decades, Irem’s R-Type series has stood the test of time thanks to its well-established shoot-’em-up credentials, complex bosses, and diverse weapon upgrades. In 2007’s R-Type Tactics, the franchise flipped this legacy on its head, swapping fast-paced action for a turn-based strategy RPG packed with Earth technology and vicious Bydo adversaries, alongside a fiendish difficulty curve. While 2009 brought a sequel, R-Type Tactics II: Operation Bitter Chocolate, it was never localized and remained exclusive to Japan. Now, developer Granzella (formed by former Item staff) has remastered these entries for modern platforms, including a new series of encounters, as R-Type Tactics I • II Cosmos. This collection’s new graphical sheen and interlocking strategic systems make it easier than ever to enjoy the demanding and evocative strategy. However, a lack of onboarding, slow pace, and a barebones story sour this call to arms.

In R-Type Tactics I • II Cosmos, you command the Earth Space Corps during a desperate interstellar crusade to eradicate the Bydo Empire—a terrifying, ever-evolving biomechanical alien armada. As the fleet pushes deeper into hostile space, victory demands a heavy toll. Without giving too much away, the second half of this campaign shifts to the Bydo perspective, forcing you to wage war against humans. The sequel expands the narrative scope by introducing human factionalism. A brutal civil war erupts between the Earth Allied Armed Forces and the Granzella Revolutionary Army, a faction fighting for independence and weaponized Bydo technology. This more complex political strife is further explored through branching paths and shifting moral alliances.

It all looks fantastic: the upgraded scenario cutscenes, R-Type unit rosters, and Bydo adversaries stay true to the original designs while delivering modern visual pop. It’s easy to identify brooding Striders, deploy distinct Force designs, and navigate massive, complex Bydo platforms. Capital ships and towering bosses dominate the screen with lethal, finely animated details and limbs. Sumptuous background and level designs showcase a mix of biomaterials, floating Bydo structures, as well as eye-popping dimension effects. Sharp colors and shading enhance the ship models, which shine during the animated 3D combat vignettes. While you’ll likely skip these cutscenes during longer encounters, they add immersion to the turn-based actions. Voiceovers and a driving, tense soundtrack complete the strong visual and auditory experience of R-Type Tactics I • II Cosmos.

A scene of Bydo fighters about to unleash a cinematic attack.
Green, mean fighting machines.

Overall, control and selection work fine, and either controllers or keyboard/mouse can navigate the menu-driven action. However, the gameplay loop frequently slows to a crawl. Even at maximum animation speeds, managing a large army is a chore; clicking through dozens of individual units to move them and assign actions reveals the clumsy, dated bones of the 2007 original. While the developers spruced up the user interface and added helpful tooltips for various units, onboarding remains one of the game’s glaring weaknesses. The title completely lacks an interactive tutorial. Instead, it expects you to wade through a dense, dry, lore dump of text. Compounding this issue, the game fails to explain critical combat keywords and unit statistics well, leaving you to learn their actual battlefield impact through trial and error.

During the tactical combat phase, you command your entire army before handing the turn over to the enemy. Each unit can move once and execute a command—such as launching a direct assault, deploying a defensive decoy, or utilizing specialized support skills. Tactically, R-Type Tactics I • II Cosmos relies on familiar genre staples, yet it deploys mechanics that delightfully resonate with its shoot-’em-up roots. For instance, fighters can attach deployed Force modules. This homage to the original shooters demands forward-thinking, as docking a module consumes an action but unlocks broader attack and defense configurations on the following turn, depending on the Force configuration. There’s more: your fleet always advances from left to right, with unit models maintaining this rigid orientation. It’s more than just a visual nuance, too: charged shots are only generated to the right of your units, and vice versa for enemies.

R-Type Tactics I • II Cosmos’ tactical innovation lies in these franchise-specific mechanics. Balancing long-range artillery units, support craft that resupply ammo and repair hull damage, and multi-attack dreadnoughts transforms the battlefield into an engaging, high-stakes puzzle of positioning and resource management.

The combat tactics layout in R-Type Tactics I • II Cosmos, showing an Earth force encountering a Bydo force in a narrow chamber.
Getting a little crowded in here.

As these unit options expand, the true depth of the game’s positioning and tactical tricks comes to the forefront. Success requires mastering specific battlefield counters, such as using weak, harrying attacks to disrupt and cancel an enemy’s devastating charged strikes. Formation management is equally critical; you’d do well to scatter fighter wings to prevent a single enemy line attack from wiping out entire squadrons. Larger ships take more deployment space, often in odd shapes, so there’s further consideration as to whether a large, bulky cruiser will be as effective as several fighter craft. These fundamental principles manifest early in the campaign. Ultimately, Granzella deserves immense credit for how perfectly this strategic dance mirrors the rhythm of the original arcade games: you must constantly calculate when to push forward, when to withdraw, and whether to unleash a devastating strike or defensively deny the enemy their own.

Later levels demand sensible resource management, forcing you to deploy mobile bases to establish vital supply posts deep within enemy territory. The introduction of “desync” craft and phasing abilities radically expands tactical options, allowing ships to pass through solid terrain. This promotes plans to bypass lethal bottlenecks and ambush unsuspecting foes, though it demands a tight supply chain since phasing consumes fuel more rapidly.

Further variations soon mix up even these expectations. Fog of war, water-based levels that significantly reduce movement, and even vertically-aligned levels to render charged shots less useful are just some of the challenges R-Type Tactics I • II Cosmos throws at you and your fledgling fleet. When combined with strict turn limits, these mechanics create an incredibly demanding experience.

The earth forces make their way into a lava-filled cavern, discovering some Bydo enemies in R-Type Tactics I • II Cosmos.
Things are heating up. And it looks gorgeous.

Like its arcade inspiration, failure in R-Type Tactics I • II Cosmos is part of the progression loop; losing a mission but retaining mined resources to reinvest in your fleet is the order of the day. Defeated leaders also slowly accumulate experience, earning minor boosts to health and evasion. Consequently, the game requires far more grinding than it initially lets on. Because the UI provides little direction, you can easily waste precious materials upgrading the wrong ships or unlocking dead-end tech trees. In many ways, the game hearkens back to a punishing, old-school era of design where you’d fail a level just to learn the required loadout and strategy. While not an outright dealbreaker, this trial-by-fire approach becomes tedious as the battles grow longer and more involved.

There’s plenty to sink your teeth into across both games included in R-Type Tactics I • II Cosmos, and the three campaigns themselves are dozens of hours long, with an almost endless variety of approaches possible, assuming you have the time and inclination to collect resources and develop new ship designs. Given that part of the campaign involves playing as the Bydo, the options here literally double the possibilities. The sequel includes more visual novel elements, branching mission paths, and dialogue choices during briefings that alter your campaign trajectory, though the narrative is not on a Fire Emblem or Final Fantasy Tactics level.

Like a swarm of Bydo filling the screen, R-Type Tactics I • II Cosmos is beautiful and compelling, but difficult and overwhelming at times. It’s evidently a huge labour of love, and long-time fans who know their Arrowhead from their Cerberus will have a lot of fun with the game’s clever nuances. For the standard strategy RPG enthusiast, it will require a significant time investment and a willingness to overlook clunkiness in the UI, as well as a rather threadbare story, even in the sequel, where the branching plot points and enhanced characterization are welcome. All those years ago, R-Type initially challenged gamers with, “the fate of two races depends on you. Blast off and strike the evil Bydo Empire!” You’ll have to decide if that fate truly compels you to the far reaches of space and back again. Buckle up: you’re in for a hard fight.

  • Graphics: 88
  • Sound: 87
  • Gameplay: 78
  • Control: 75
  • Story: 78
79
Overall Score
(not an average)

About our grading scale

Review by · June 13, 2026 · 12:00 pm

Birushana: Winds of Fate follows the otome visual novel Birushana: Rising Flower of Genpei, a title highly regarded by our very own Niki Fakhoori. Winds of Fate begins by delivering epilogues for the original’s five character routes and introducing four new story routes set in the same period. Does it honor its predecessor or tarnish its legacy? For the most part, Winds of Fate is a worthy successor.

The four new character routes of Birushana: Winds of Fate are set in the same post-Heiji Rebellion time period as the original game. Players take on the role of Shanao, the youngest surviving heir to the once-powerful Genji clan, raised as a man by her temple caretaker to both strengthen and protect the bloodline. Initially hidden from the now quickly stirring embers of conflict threatening to engulf the country, it isn’t long before Shanao is embroiled in the spreading turmoil. Wanting to assist her brother by walking the path of a samurai, she goes to battle with a loyal and colorful contingent of vassals, but what awaits Shanao in the turbulent times of war to come?

Shigehira and Shanao share a tense moment together in Birushana: Winds of Fate.
I’m actually surprised by how much I ended up enjoying Shigehira’s route.

The original Birushana explores themes of gender and identity in a nuanced way, alongside its stories of duty, conflict, and love. I’m happy to say Birushana: Winds of Fate‘s four main routes continue that trend, perhaps even more strongly than its predecessor. I won’t go into specific differences here to avoid spoilers. I greatly enjoyed all four routes for different reasons. My personal favorite is Shigehira Taira’s, for the realistic progression from enemies to friends to lovers and the associated character development. The routes for the two Sato brothers, Tsugunobu and Tadanobu, as well as for Takatsuna, are also heartfelt delights. While I enjoyed much of the original game’s storytelling, I didn’t get much out of certain character routes, so it’s impressive that I enjoyed all of the main story routes here!

When playing Winds of Fate for the first time, you arrive at a route selection screen. It’s divided between the epilogue content and the main story routes. From here, you pick which one you want to experience first. I won’t go into the epilogue content because it would spoil the first game’s individual routes. Ultimately, each epilogue offers a heartfelt, sweet look at life for Shanao and the other characters after the first game ends. Fans of the original game’s routes will likely be satisfied with the epilogues as well-written conclusions. However, the lack of player choice in these continuation routes might disappoint those hoping for more interactivity.

Takatsuna and Shanao have a rather tense encounter in Birushana: Winds of Fate.
Takatsuna catches you by surprise early on in his route!

It’s the four new story routes where Birushana: Winds of Fate truly blooms. Not only are all lengthy affairs in their own right once you select one, but you also have an affection meter and dialogue choices to consider. Throughout each of the significantly chunked five-story chapters in the main story route, you come across a trio of dialogue choices/responses at certain points. One of these choices has no impact on the affection meter, but two of them will raise the affection gauge, depicted visually as a flower blossom blooming. The larger/fuller the bloom, the more affection gained. How high or low your affection meter is by a route’s end significantly impacts the type of ending you unlock. Again, I won’t say much about the route endings, but if you’re a fan of the four new character arcs, there are satisfactory conclusions awaiting you depending on your choices.

That said, the affection meter is more streamlined than Birushana: Rising Flower of Genpei’s, which may disappoint returning players who liked its complexity. Still, it serves its purpose. The main routes remain the highlight of Winds of Fate—they’re strong and well-written. However, returning players are best able to appreciate the narrative ties. The epilogues may seem out of place if you’re not already familiar with the original game’s routes.

Birushana: Winds of Fate is a gorgeous VN in regard to its important character designs and the CG illustrations sprinkled throughout its many routes. I love how colorful the character designs are, as well as how the character art moves across the screen during fight scenes to cleverly denote animated movement. The UI is equally striking, and I appreciate how Shanao’s artwork features prominently compared to other otome protagonists. She has a great design and is wonderfully expressive. The only real issue I have with the artwork is regarding tertiary characters: either they weren’t provided any character designs, or several repeat designs were used onscreen for them. Be prepared for a lot of identical triplets and quadruplets of random villagers and soldiers! It just makes that visual aspect feel less budgeted, especially since the backgrounds are sparse yet artistically impressive in their design, coloring, and lighting.

Shanao and Tsugunobu share a tender moment together in Birushana: Winds of Fate.
The romance CG illustrations are quite heartfelt and earnest.

I have to give the voice actors major props. Their performances are excellent and wonderfully emotive throughout, or even pointedly devoid of emotion in several scenes, as befitting one character in particular. Honestly, I think the worst thing about the voice acting is that Shanao doesn’t have one; I could imagine several different voice actresses who could do a fantastic job with her versatile range in the story, depending on what’s going on in a given situation, but this situation seems more the norm for the genre than anything else. The music is excellent, too. Not only do the vocal tracks (such as the opening) get easily stuck in your head, but the BGMs throughout the routes are phenomenal and really set the stage for the narrative when they play. Sound effects are used to great effect, whether it’s the sound of a falling tree or the chaotic clanging of blades during the frenzied heat of battle. The script localization is incredible, too, with hardly an error to be found.

Birushana: Winds of Fate is a strong visual novel follow-up to an excellent otome. Its strength lies in letting returning players see what happened after the credits rolled in the first title through five epilogue stories. Players can also experience the main story again from four wholly different, yet fully fleshed out, new character arcs. All are immensely enjoyable in their own ways. Shanao is a nuanced main character with a captivating personal quest, and her tale features many interesting and memorable characters. Revisiting them is wonderful, making Birushana: Winds of Fate a follow-up with quite the strong wind behind its sails. It’s a must-buy for established fans, and even newcomers might find charm in the new story routes.

  • Graphics: 90
  • Sound: 90
  • Gameplay: 82
  • Control: 80
  • Story: 94
87
Overall Score
(not an average)

About our grading scale

Review by · June 12, 2026 · 12:00 pm

Return to Azure City following a terrible fire as paper clerk and part-time rookie sleuth Justina Smith gets caught up in a mystery that’s far more than it seems. Justina is aided by jovial yet jaded and experienced robbery detective Ernest Hunt, cheerful speed-addicted rookie homicide detective (as well as Justina’s current crush) Sophie Swift, and newcomer arson detective Johnny Fineman. Can this colorful group help Justina solve her latest case? You can discover the mystery’s answer for yourself in the Ace Attorney-inspired visual novel Paper Perjury‘s free DLC expansion, Case 6: Regrets & Perjury.

Paper Perjury‘s Case 6 begins with Justina following up on the paperwork regarding an investigation into a home fire that claimed the life of the exceedingly wealthy socialite Joules Wattson, noticing a discrepancy that indicates the tragedy might not have been an accident. Justina’s no-nonsense, by-the-book boss, Sue P. Earl, gives permission for Justina to go to the crime scene for a follow-up investigation, hoping to confirm her plausible theory.

This soon balloons into a full-fledged murder investigation as hard truths, incongruities, and newly uncovered evidence come to light. Justina and Sophie need to figure out what happened on the night Joules Wattson died by gathering clues and reviewing statements, but they’re going to have to do it while an experienced criminal defense attorney with a stellar win rate breathes down their necks.

Kelvin, Raiden, and Donner Wattson prepare to make their statements in Paper Perjury Case 6: Regrets & Perjury.
The three Wattson brothers play pivotal roles in the case’s mysteries.

Aside from the returning faces of Paper Perjury’s first five cases, Case 6 introduces several new-but-equally memorable and colorful characters. Fineman brings a Detective Gumshoe-esque character trope into the fold, as he sincerely means well but takes most things at face value. The three Wattson brothers, Kelvin, Raiden, and Donner, each have a distinct personality, and their individual storylines go in surprising directions by the time the case runs its course.

Real estate attorney Miriam Corbin and her raven partner Nyx bring a fun sense of the macabre, and I sincerely hope they get expanded roles in future Paper Perjury outings. Kelvin’s partner, Amber Bahn, is an aspiring baker, and her earnest demeanor makes her quite endearing, too. That being said, the most important of the new characters is no doubt defense attorney Wolfhard Huntsman, aka The Bloodhound, replacing on-and-off again rival Ferris Eubank at the interrogation table opposite Justina. He’s given surprising depth and insight later on in the narrative, and is made all the more memorable by his loyal dachshund companion, Krampus.

While the case’s mystery reveals and cast are equally compelling, it should be noted that the gameplay is largely unchanged from Paper Perjury’s first five cases. You, as Justina, go over paperwork during “Clerk Time” segments to figure out discrepancies, which opens up the investigation’s talk and travel segment, in which you get statements and acquire clues. You can also dispute claims made during character statements to amend evidence and intel as needed. Eventually, you’re brought to the interrogation room where you must directly question a witness’s statements either by disputing them or asking questions that lead to amended statements. You can then press on these statements using evidence to show the contrary.

Johnny Fineman goes over his initial investigation findings in Paper Perjury Case 6: Regrets & Perjury.
Disputing statements often allows you to get amended intel and sometimes even new evidence.

The gameplay loop is solid, and while it’s still sometimes difficult to figure out which lines of dialogue exactly may need to be pressed on or disputed, the system is quite forgiving of mistakes. Anyone who’s played the base game will be able to easily navigate its VN and point-and-click elements. The game also offers a helpful rewind option should you need to go back to a previous text box, and you can manually save at almost any point.

Visually, Paper Perjury‘s pixel-sprite work is a joy to behold, featuring several unique and expressive character animations. Justina’s exasperated eye roll during interrogation sequences never fails to amuse me. While the UI is simple, it does the trick well enough with easy-to-read text. I played on a laptop and found the controls are perfectly suited to either keyboard or game controller layouts. The sound effects and soundtrack also continue to delight, reminding me that I love how the background music speeds up and really captures the sense of the high-speed back-and-forth of interrogation questioning. The script is also quite well-written, with nary a grammatical or typographical error.

A screenshot of what Amber's Statement looks like in the Evidence menu tab in Paper Perjury Case 6: Regrets & Perjury.
Evidence and information are helpfully inventoried for easy access when needed.

Paper Perjury Case 6: Regrets & Perjury is a delightful DLC expansion to a fun, Ace Attorney-inspired mystery VN. I loved seeing Justina, Sophie, and the other returning characters again, as well as meeting new Azure City residents. The case is pretty much a standalone story add-on after the events of the first five cases, but it also throws in some interesting lore and character bits that could potentially hint at things to come in Paper Perjury‘s future.

To top it off, it’s a longer case in four parts total and takes about 3 to 4 hours to reach a conclusion. Plus, it’s entirely free to those who’ve already purchased the base game! Paper Perjury is a lovely indie title, and Case 6 is definitely a return sure to leave fans feeling satisfied and, dare I say it, perhaps even giddy.

  • Graphics: 80
  • Sound: 82
  • Gameplay: 82
  • Control: 81
  • Story: 84
82
Overall Score
(not an average)

About our grading scale