Review by · February 11, 2026 · 1:00 pm

The horror-adventure genre has to be one of the hardest to create within. Unlike horror movies, which can be humongous cash cows thanks to low budgets and cheap thrills, horror-adventure games require a delicate balance between strong game design and immersion. Rely too heavily on gamification, and players get taken out of the experience just to find some hidden goodies. Instead of being terrified of walking down that hallway, players stare at the walls for secrets so that they can unlock all of the game art. That’s antithetical to the whole point of playing a scary game. REANIMAL straddles this line with expertise.

Travel through hell as a boy and a girl in search of lost friends. At least that’s what the press release says. REANIMAL says a lot with few words, though what it’s saying isn’t always clear. Instead of plot-delivery and characterization, we receive haunting, creepy vibes and tension. Being unclear for mystery’s sake isn’t necessarily art or clever storytelling. Thankfully, the incredible production value, combined with this opacity, leads us to believe that metaphors and analogies reign supreme. By the end, I urgently wanted to know what was going on and had a few theories. This is some good ol’ fashioned mind-chew.

What literally happens on the screen is that a boy and girl venture into an extremely gray, wartorn city in search of friends. In single- or two-player, the boy and girl navigate ruined buildings, eerie forests, and murky waters to find ways past gates, monsters, and an assortment of other obstacles. The words exchanged often relate to a desire to go home and an urgency for the way things were, but nothing is ever expressed concretely. Deranged humans and deformed animals chase the children down hallways, awkwardly arranged communal living spaces, and tunnels. The duo flit about to-and-fro until some unclear goal is achieved by the end of REANIMAL.

Faceless kids at a bus stop in Reanimal.
That big raccoon thing is late.

While only about four hours at a $40 price point, REANIMAL screams (or bleats) quality. Your physical time with the game may be brief—with promised DLC on the way—but REANIMAL will remain with you for at least a little while post-credits. The clincher with titles like these is that the developers need to give you just enough to want to theorize meaning and revisit the world during idle hours in bed or on the commute. If you’re looking for quantity for your dollar, steer clear, but if you want immersive storytelling that delivers a story like no other game, this may be what you need.

The beautiful quality of storytelling in video games is that players are thrust into the driver’s seat, and while we’re on rails in books or movies, we get to interact with the world in real-time as fast or as slow as we want in this medium, which transports us into worlds—no matter how linear. As the boy and girl, we navigate in third-person, pushing objects, pulling levers, and attaching wheels; REANIMAL does not revolutionize the adventure landscape whatsoever, and some of the gameplay tropes feel tired.

Despite these regurgitated mechanics, the physical world will set players at unease. In tandem with outstanding sound design in a mostly silent world, creepy tunes reminiscent of strings- and percussion-dependent horror movies, and chilling animations, this is a world where pressing forward has more oomph to it than other titles.

Getting ready to engage in cooperative trainplay in Reanimal.
Get ready to whimsically press up-and-down with a friend.

I’ve been playing games since the 80s, and you’d think by now I’d be done with holding a direction to run away from a giant enemy with a crumbling ceiling. You’d normally be right, but REANIMAL throws together such cinematic storytelling that these adrenaline-infused breaks from the quiet sprang me to life with urgency. Slithering flesh-folds and amorphous animals kept me from exhaustively exploring environments, and I instead took in the world with blurred periphery. The only real downside to navigating this world lies in fending off foes with a crowbar, which is an awkward and unsatisfying affair when sneaking or using the environment to survive may have served as creepier alternatives.

That’s all quibbling, though. I realized by REANIMAL‘s end that I could have more meticulously explored several environments, but in an uncharacteristic few hours of restraint, I pushed on with fleeting moments of exploration. The forced camera does most of the goodies-hiding, too. Pushing on the edges of the screen may reveal secrets hidden by the foreground, which feels like a cheap trick, but still offers that dopamine hit. Still, players may be better served taking the game in rapidly rather than slowing down to engage with the developer-driven hide-and-seek affair; save that for the second playthrough, because the unlocked concept art is some of the best I’ve seen in any game.

Running from an...that's an animal, right? in Reanimal.
Red is the universal sign for bad. Magenta means GTFO.

In an age when our culture admonishes developers for using AI to create art, REANIMAL displays just how important hand-crafted creation is. Again, after decades of playing video games, I’ve rarely cared about unlocking artwork; in truth, I’ve always found it to be a lazy way of giving something back to the player. Here, I found the artwork stunning and enjoyed seeing what inspired these macabre environments. Every time I found a flailing piece of parchment hanging from a wall, I almost wanted to close out to the main menu just to see what the artists had created. Other hidden collectibles include masks that the children can put on, though these add little to the drab, dark, and grim atmosphere.

Players will undoubtedly judge REANIMAL for its price versus gameplay hours, but the quality of storytelling, visuals, and sound design cannot be argued. The promise of DLC suggests to me that some degree of story clarity will be offered, which I’m not sure how I feel about, but I’m eager for more. Some will call this arthouse schlock, but I remain firm that there’s something here, and even if your last impressions of REANIMAL are slightly less enigmatic days and weeks later, the journey is worthwhile if you don’t fuss over the almighty Dollar.

  • Graphics: 90
  • Sound: 85
  • Gameplay: 70
  • Control: 75
  • Story: 80
80
Overall Score
(not an average)

About our grading scale

Review by · February 10, 2026 · 8:00 am

Have you ever seen Gus Van Sant’s Psycho?

In the late ’90s, director Gus Van Sant embarked on a cinematic experiment: He would remake Alfred Hitchcock’s 1960 horror masterpiece Psycho. However, unlike most remakes that reimagine the story, his Psycho would be a shot-for-shot copy, only in colour with new actors playing the main roles. A fascinating experiment, yes, but also a complete disaster. There was something missing from the remake, an undefinable quality that made Psycho so infinitely watchable and timeless.

The Psycho remake kept coming to mind while I was playing Yakuza Kiwami 3. Though it is technically a more polished and modern game than Yakuza 3, I walked away shocked at just how badly Ryu Ga Gotoku Studio fumbled this remake.

The Tojo Clan is in extreme crisis! The Dragon of Dojima, Kazuma Kiryu, has fully retired from the yakuza world to run an orphanage in Okinawa, the southernmost island of Japan. Unfortunately, a billion-yen land deal has put his orphanage in the middle of a Tojo civil war. Fighting to protect the children in his care, Kiryu must return to Kamurocho to save his orphanage and, in doing so, reshape the future of the Tojo Clan forever.

Mine dragging a thug across the pavement with his Dark Awakening moves in Yakuza Kiwami 3 & Dark Ties.
An accurate depiction of what RGG Studio did to Yakuza 3.

For the most part, Ryu Ga Gotoku Studio kept Yakuza 3‘s story intact. Kiryu is still everyone’s favourite Yakuza Dad, trying his best to raise the orphans in his care. And the Tojo Clan is, as ever, trying their best to pull him back into their yakuza bullshit.

In my Yakuza 3 Remastered review, I singled out the Morning Glory orphanage sections as easily my least favourite part of the game. Although the connection between Kiryu and his orphans was emotionally compelling, the gameplay and side stories featuring them were a massive grind. I wanted to head into Kamurocho and tiger drop some hoodlums, not spend a dozen hours raising children, growing potatoes, and training a low-poly puppy. In Kiwami 3, however, growing potatoes and hanging out with the kids (not to mention the puppy) are actually engaging and fun!

One of the smartest things RGG did was to recycle some of the best minigames from future titles and repackage them in ways that make sense for the story. For example, they reworked the Vocational School exams in Yakuza: Like a Dragon into a minigame where you help your kids with their homework. They also imported the delightful cooking minigame from Pirate Yakuza in Hawaii, so you can learn to make the favourite dishes of all the orphans. Plus, there are some new minigames, including a fun, if super challenging, racing/sewing game and a bug-catching game where you challenge your kids to see who can capture the most insects. On the whole, the revamped gameplay at the orphanage improved the Yakuza Dad sections immeasurably.

Kiryu and his family sit down for dinner.
The kids are alright.

Another way RGG significantly improved the overall experience is by removing the mind-numbing cabaret club minigame and replacing it with the much more entertaining management sim Bad Boy Dragon, where Kiryu becomes the chairman of an all-girls biker gang (because of course he does). While this minigame features some new gameplay, specifically riding motorcycles into battle, there really isn’t too much new overall for Yakuza fans. It’s fun and full of interesting characters, but it’s pretty typical Like a Dragon management sim fare.

Unfortunately, that is where most of the big improvements come to an end.

What should be the most obvious place to improve in a remake is the graphics. Though impressive for a PS3 game, Yakuza 3 suffered from many of the limitations of that console generation: low-resolution textures and low polygon counts for characters (especially NPCs’ faces). In Kiwami 3, they’ve rebuilt the game in the Dragon Engine, but something must have gone wrong, because this is easily the worst-looking modern Yakuza game ever made. There are still weird texture issues, blurry filters in the backgrounds, and bafflingly, low-poly NPC facial models, leaving half of the yakuza in Kamurocho looking like they’ve escaped from the PS3 era. Maybe these low-poly faces were an homage to Yakuza 3‘s visuals, but surely there are better ways to honour the source material.

Speaking of honouring, or more accurately dishonouring, what has come before, let’s talk about RGG Studio’s decision to recast some beloved characters with popular Japanese actors. The biggest controversy is recasting the character of Goh Hamazaki as Teruyuki Kagawa. For those who are unaware, Kagawa has admitted to repeated sexual assault and misconduct. And despite the justified outcry from Yakuza fans about the casting, RGG declined to recast the actor, as they did for Judgment when one of the actors was accused of using cocaine. I guess RGG feels that confirmed sexual assault isn’t nearly as serious a crime as alleged drug use.

To those who are understandably angry about a sexual predator being cast in Kiwami 3, let me put your mind at ease: He’s terrible in the role. Ignoring everything else (as difficult as that might be), the actor is horribly miscast. Goh Hamazaki in Yakuza 3 is a six-foot-four, violent brute of a man with a malevolent intelligence and ambition simmering just below the surface. Goh Hamazaki in Kiwami 3 is a five-foot-seven, generic, middle-aged yakuza slimeball who looks and acts more like a downtrodden salaryman than the patriarch of a prominent family in the Tojo Clan. At no point does he feel like a genuine threat to Kiryu, completely undercutting the character’s role in the story.

Hamazaki isn’t the only recast character in Kiwami 3. Beloved wingman Rikiya Shimabukuro and his gruff but affable boss Shigeru Nakahara also have new actors. Ryo Ishibashi takes the role of Nakahara, and while he doesn’t quite look the part of the over-the-hill, overweight, rural yakuza boss (in fact, he looks more like a super-fit yakuza dream daddy), he does a wonderful job in the part, imbuing the new Nakahara with as much heart as his predecessor.

Unfortunately, the same cannot be said for Sho Kasamatsu’s interpretation of Rikiya. Gone is our lovable doofus, only to be replaced with a bland performance that lacks Rikiya’s signature charm and warmth. Everyone who has played Yakuza 3 remembers Rikiya, but I guarantee you’ll forget Kiwami 3’s Rikiya five minutes after his last scene. I wish that RGG Studio would stop with the stunt casting and instead rely on the talented voice actors who have brought these roles to life over the last 20 years.

The updated combat in Yakuza Kiwami 3 is typical of modern games in the series. Unlike the single combat style in Yakuza 3, you now have Kiryu’s Dragon of Dojima style and a weapon-based Ryukyu Style that utilizes a sword and shield to block enemy attacks. Though arguably, the last thing we needed in this game was more blocking. In the original, every enemy, from boss to generic street tough, would block incessantly. Fighting them was such a chore that some called the game Blockuza 3. Thankfully, the remake somewhat mitigates this issue, though enemies still block a lot more than in other Dragon Engine games. It’s better, but if you end up with a group of five block-happy punks on the streets of Kamurocho, you might be in for a tedious fight.

Kiryu comforts a crying little girl at sunset in Yakuza Kiwami 3
An accurate depiction of how I felt playing this remake.

When RGG announced Kiwami 3, they also revealed the brand-new side game Dark Ties starring Yoshitaka Mine, easily one of the most compelling characters in Yakuza history. With his unmatched level of threat, malice, and complexity, it only made sense to give him his own DLC-style game, just like Majima got with the Majima Saga in Yakuza Kiwami 2.

Yoshitaka Mine is in crisis. During a drunken bender in the Champion District, Mine happens to stumble upon a yakuza gang war where he watches several Tojo foot soldiers sacrifice themselves to save the Tojo chairman, Daigo Dojima. Inspired by this sight, Mine sets out to join the Tojo Clan and discover if there is more to life than just earning money. But how? By allying himself with a low-level Tojo grunt and sex offender, Tsuyoshi Kanda. Together, they start to build the Nishikiyama Family into one of the most powerful factions in the Tojo Clan, making countless enemies along the way. The choices he makes and the allies he chooses will reshape his future forever.

Right from the start, Dark Ties instantly put me off by having one of the protagonists be an unapologetic rapist. In fact, Kanda’s very first scene involves him attempting to rape a random woman in an alleyway. Mine stops him, not to save the woman, but to bribe Kanda into letting him into the Nishikiyama Family. And as the game progresses, so does the friendship between Mine and Kanda. He genuinely becomes Kanda’s friend and brother, forming close bonds of affection and loyalty that are tested (and obviously broken) on their way to the events of Kiwami 3. He is the Majima to Mine’s Kiryu; you can even sing karaoke with him. But there is one big difference: Kanda is, and I realize I keep repeating this, a violent rapist!

This leads me into Dark Ties’ big management sim, where you set about to rehabilitate a rapist’s image. As Mine, you go out and perform good deeds to boost Kanda’s standing in Kamurocho, eventually raising him to be seen as a paragon of virtue. The second I realized I would spend the majority of my playtime doing public relations work for a sex offender, I stopped playing for a few days. I eventually finished it out of a sense of obligation, but this entire scenario made me feel angry and disgusted. Who at RGG Studio thought that a management minigame where you rehabilitate a rapist’s image would be an engaging and fun activity in 2026? It would have been a spectacularly bad idea at any point in time, but especially now for obvious reasons. Rehabilitating a rapist’s image so he can gain a position of power? No unintentional parallels there, I’m sure.

The Kanda Damage Control menu in Dark Ties.
“Damage Control” is what I hope RGG has to do after people play this gaiden.

I suppose the underlying intent of Dark Ties is to make you feel criminally complicit with the yakuza in a way that the main games never have. Kiryu and his friends tend to be yakuza paragons of virtue, while in Dark Ties, you are with the grunts who are in it for money, power, and to inflict as much pain on others as possible. And yes, there can be something fun about playing as the bad guy and engaging in fictional violence, racketeering, and gang warfare. But being complicit in rape? In a game that has already cast a sex offender in a leading role? I left Dark Ties feeling disgusted with the game, with what has been revealed about the character of Mine, and most of all, with RGG Studio.

Yakuza Kiwami 3 and Dark Ties left me deeply concerned about the future direction of the Like a Dragon franchise. Since the very first time I played Yakuza Kiwami, this series held a special place in my heart. But if there is one thing that Kiwami 3 lacks, it’s heart. If you’re craving some modern Yakuza action, play any of the recent Dragon Engine brawlers. But if you really want to play Yakuza 3, my suggestion is to go play Yakuza 3 and leave Yakuza Kiwami 3 alone.

Oh, and remember when I mentioned Psycho off the top? One of the only things Gus Van Sant did right was not mess with one of the most iconic endings in cinema history.

RGG Studio should have taken notes.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 60
  • Control: 75
  • Story: 20
59
Overall Score
(not an average)

About our grading scale

Review by · February 7, 2026 · 12:00 pm

Nearly a year ago, when Nintendo announced the impending release of the Nintendo Switch 2, one of the big announcements was the arrival of GameCube titles to the Nintendo Classics online service. Eagle-eyed RPG enthusiasts may have noticed that during the trailer, a handful of boxarts were shown for upcoming titles, including Fire Emblem: Path of Radiance. This was a big deal for Fire Emblem series fans and RPG aficionados alike; up until now, Path of Radiance had not been re-released in any form, and commands notoriously high prices on the secondary market.

As a lifelong fan of the series in general, and a huge fan of Path of Radiance in particular, I was ecstatic for the game to be available to so many new players and jumped at the chance to review what I consider to be a high watermark for the Fire Emblem series.

Path of Radiance is set in a new continent called Tellius, populated by two major races: the Beorc (humans) and Laguz (shapeshifters who can transform between human and beast forms). The game follows the story of Ike, a young man who belongs to a mercenary troop led by his father, Greil. The Greil Mercenaries reside in the countryside of the nation of Crimea, doing odd jobs for local villages and magistrates. The early game consists of simple jobs, clearing bandits and fending off pirates, where Ike (and the player) learns the basics of combat and mercenary work.

Things take a dark turn when the neighboring kingdom of Daein invades. Daein is ruled by the ruthless, warmongering King Ashnard, who believes in strength and, above all, advocates for Beorc supremacy over Laguz. This hatred of Laguz is what (supposedly) drove Daein to invade, as Crimea’s King Ramon allied with the Beast Laguz nation of Gallia. The Greil Mercenaries end up caught in the middle after they stumble upon the secret Crimean Princess Elincia in her flight from Daein’s armies. Greil decides to safeguard the princess, and his company agrees to escort her behind enemy lines to refuge in Gallia.

Fans of previous Fire Emblem titles will notice that this plot differs significantly from other games in the series. Typically, the main characters are members of the nobility, not common mercenaries forced into extraordinary circumstances. This shift in perspective helps differentiate Path of Radiance and provides a strong foundation for the narrative and characters. Ike is not your typical protagonist; he is blunt, straightforward, and unaccustomed to the stuffy rituals and concealed motives of the ruling class.

His company is staffed by a ragtag group of orphans, former knights, and outsiders joined by circumstance and mutual respect. This found family vibe is in stark contrast to the chivalry and duty that normally dictate character motivations in the series; many scenes show characters disagreeing on how to proceed or even certain characters leaving the company altogether based on decisions made by the majority. 

Screenshot of Fire Emblem: Path of Radiance of a conversation between Soren and Ike
Soren’s frank, calculated assessments often bare harsh truths.

This shift in focus gives each of the various characters more time in the spotlight, and as a result, each member of Ike’s growing company feels more fully realized than characters in prior games. Path of Radiance introduces some of the franchise’s most memorable characters, from Ike’s sardonic and calculating staff officer Soren to his dutiful yet firm-handed mentor Titania. While one or two traits like this used to define a character entirely in prior Fire Emblem games, this cast is given ample opportunity to showcase depth and complexity, such as the way Titania plays a surrogate mother role to Ike and his sister Mist, or how Soren’s loyalty to Ike clashes with his own cold cynicism.

Characters have room to grow, and Ike’s responsibility to his company leads to more chances to illustrate character development. The Greil Mercenaries’ journey sees them travel across Tellius to the powerful Begnion Empire, and eventually take the fight into Daein. Ike seeks out characters like Marcia, a former Pegasus Knight of Begnion, and Jill, a Wyvern Rider from Daein, and explores their feelings on returning home under adverse circumstances.

These conversations flesh out the world and the characters, making Tellius the most well-realized setting the series would see until Three Houses’ Fodlan. The fact that it manages to do this while maintaining the linear chapter structure and tight pacing of a classic Fire Emblem title (no laborious, repetitive Garreg Mach school tasks found here) illustrates that brevity is the soul of wit. Path of Radiance’s writing is economical yet purposeful, with not a line of dialogue wasted nor a plot detail introduced without payoff. 

Mechanically, the game is a return to form, reintroducing classic staples to the series and introducing some innovations of its own to the Fire Emblem formula. Chief among these reintroductions is the return of the skill system seen in Genealogy of the Holy War and Thracia 776 that was sorely missing from the Game Boy Advance titles. Each character can equip skills carrying point values roughly in line with their relative power, with a cap of 25 points.

Some skills, such as Canto or Shove, allow modifications to a character’s movement potential, allowing for hit-and-run tactics or to manipulate the positions of allies or foes. Others, like Wrath or Vantage, give additional critical hit chance or can turn the tables in battle by letting the unit attack first when engaged by the enemy.

Some characters join with skills already equipped, and some skills can be taught through scrolls looted as treasure or dropped by enemies on certain maps. These skills bring a lot of variety to your units and allow for significant customization and potential strategies with your army. Such variety is what makes the game so replayable, and I find that every time I revisit the game, I’m able to employ new strategies and skill combinations to take characters in novel and interesting directions. 

Screenshot of Fire Emblem: Path of Radiance showing the Base menu screen
The base is a convenient place to prepare for battle and nurture support between units.

Contributing to this additional complexity are the map designs and the bonus experience system. Maps take influence from the varied win conditions of Blazing Blade and Sacred Stones, offering alternatives to simply defeating a boss or seizing a throne, such as defense, escort, and escape missions. Most chapters have additional objectives (safeguarding allied units, leaving certain enemies alive, or completing the chapter in a certain number of turns) that, upon completion, grant bonus experience at the conclusion of a chapter. This bonus experience can be spent on your units at the base, allowing additional freedom in how you train or raise your units.

Having multiple, oftentimes competing, objectives ensures each map challenges your wits, and the late game maps often employ gimmicks (a bridge full of siege weapons that crumbles beneath your feet, a mountainous ascent where the enemy rains boulders down atop you, etc.) to keep even an experienced player on their toes. The game’s difficulty never approaches insurmountable, even on the hardest difficulty, but the varied objectives and clever design elements keep each chapter engaging throughout the 30-hour journey. 

The base I mentioned above is probably the most impactful innovation Path of Radiance brings to the franchise. In previous entries, chapters proceeded linearly with little respite. You’d have a chance to resupply during the preparation phase before the next battle, but that was it. Any shopping or support conversations between units had to take place on the battlefield. Path of Radiance introduced the base between chapters, giving the player room to breathe and prepare, and giving characters a bit of downtime between conflicts.

Instead of support conversations taking place in the heat of battle (and wasting precious turns), they are accessed through the base, where it makes much more sense for characters to be pouring their hearts out to one another or delving into their backstories. There is an additional Info tab, which offers hints about the upcoming chapter or unique base conversations with characters or NPCs specific to your progress in the narrative. Oftentimes, these conversations reward you with items or even recruitable characters, so it pays off to view them.

Furthermore, you eventually unlock the ability to forge specialized weapons with custom parameters. You can only forge one weapon per base visit, and they are quite expensive, but forged weapons are a handy way to give a favored unit a boost in combat.

While I’ve mostly been heaping well-earned praise upon the game, Path of Radiance is not without its flaws. Intelligent Systems previously set a high aesthetic standard, as past titles were visually spectacular games on their respective platforms. Even the most casual Fire Emblem fan has seen clips of the impressive sprite animations from Blazing Blade. Path of Radiance, on the other hand, has a lackluster visual presentation. The character designs and 2D portraits (contributed by veteran SNK character artist Senri Kita) are some of the best in the series, but the 3D models for characters, maps, and animations leave a lot to be desired.

Textures are muddy, on-field character models are blocky and simple, and the transition to 3D in the battle scenes is rough. In fact, the battle scenes are so interminably slow and unimpressive that I tend to turn them off and stick with the snappier on-field animations, which aren’t flashy but get the job done. Some newly introduced mechanics disappoint, like the Biorhythm system. The idea sounds good on paper, featuring fluctuating character moods influenced by fatigue from repeated deployments affecting battle performance. In practice, the actual impact is negligible ( measly +/- 5 to avoid and hit), and you can safely ignore it entirely.

Screenshot of Path of Radiance showing characters on the map during a battle.
The on-field battle animations are serviceable, but pale in comparison to the 2D spritework of past titles.


Despite these minor flaws, revisiting Fire Emblem: Path of Radiance on Switch 2 made me fall in love with it all over again. As a longtime fan of the series, I think Ike’s journey from humble mercenary to leader of the Crimean Liberation Army strikes the perfect balance between compelling narrative and engaging mechanics. Each member of the cast is incredibly memorable, and the game establishes the world of Tellius perfectly, setting the stage for the world-shattering climax in Radiant Dawn. If you enjoy the Fire Emblem series, or just strategy RPGs in general, you owe it to yourself to play Path of Radiance.

  • Graphics: 80
  • Sound: 90
  • Gameplay: 100
  • Control: 90
  • Story: 100
95
Overall Score
(not an average)

About our grading scale

Review by · February 6, 2026 · 9:00 am

Edmund McMillen became a name synonymous with indie developers “making it” after he met overwhelming success with Super Meat Boy, originally a Flash game in 2008. Then along came The Binding of Isaac, which McMillen couldn’t seem to get away from for a time due to its popularity. Aside from outstanding game design and unique premises, he might be most known for his brand of humor, which is starkly irreverent and profane in as intelligent a way as possible. Mewgenics is no exception.

You are a cat hoarder. In the game, I mean. You meet a nice, crazy scientist who insists on experimenting on cats. He hooks you up with a house whose squalor serves as a glorified breeding ground for a criminally irresponsible number of cats. In addition to the mad scientist, you meet a few other loons who are just as depraved and offensive.

I find Mewgenics‘ writing and characters to be an edgier version of South Park with a similar attempt at knocking people off their high horses. Not everyone’s going to like the writing or commentary here, though I enjoy the poking and prodding at the most sanctimonious among us. This doesn’t matter, though, because like most roguelikes, the story takes a backseat to raw gameplay.

An NPC sharing a bit of gossip in Mewgenics.
That’s us. He means us.

At its core, Mewgenics is a strategy RPG with roguelite elements. Four kitties will head into the wild to battle McMillen’s nightmare-fuel armed with a small set of special abilities. You get a move action, a basic attack action, and mana-dependent skills to scratch, claw, punch, headbutt, and laser whatever comes your way. Then, move in an isometric view on square tiles, interact with the environment to accrue money or equipment, and take turns with pustules (i.e., enemies).

Each of Mewgenics‘ kitties have five equipment slots that increase stats, offer new abilities, interact with a whole assortment of effects throughout the game, and sometimes produce unusual and unclear effects. Fun! The short battles, encountered in a highly predictable fashion on a clearly laid out trail, offer money, food, and equipment upon victory.

Between battles, players may find a treasure chest with a random item and encounter a random event thrust upon one of the party members. Each event requires a skill test in one of the stats, and the potential for winning is clearly marked with shades of green or red, right alongside the character’s stat sheet. After reaching the map’s boss, players can continue on to one or two more maps to meet the finale of that run or return home early to secure goods.

A character dying on the field doesn’t wipe them from the game, though. They accrue an injury, which is almost always a blow to a random stat. If the corpse is hit too many times on the field, the kitty will actually die and disappear from the party. This may not be the worst outcome, because that means more level-ups for the other party members. Unlike most RPGs, every battle in Mewgenics results in a guaranteed level-up for one of the kitties, typically keeping each one at around the same level. When a party member dies, that means more levels for the others.

Level up screen in Mewgenics.
Let the rogueliting begin!

After a run, prepare to embrace birth defects and disfiguring injuries as you squint at sheet after sheet of stats and try to decide who gets donated to one of the creeps begging for cats and who gets to stay to fight whatever monstrosities lurk in the depths of a junk yard, desert, graveyard, and so on. Cats who’ve completed a run get a retirement crown and can’t go back into the field. This means every run in Mewgenics starts with a fresh new set of cats, so don’t get too attached.

Worry not, these cats will likely be stronger than the last, because breeding happens at the end of most days, and that means passing stats and abilities along to the children. Maybe. In order to increase the likelihood of this occurring and to help players grind stats to tackle new challenges, furniture can be bought for your hovel that increases the house’s stats.

McMillen and his co-developer, Tyler Glaiel, have mastered the art of steadily introducing new side quests, challenges, and locations. This is critically important because, as fun and involved as the stats and abilities are in Mewgenics, the game can feel repetitive at around the fifteen-hour mark. Make no mistake, Mewgenics is a grind. A fun grind, but definitely a grind. What has kept me going is finding whatever bizarre new monster the developers have around the corner and what unique game effects a revealed area may thrust upon me.

The most grueling part of Mewgenics is the return home. Having to manage my cats is a bummer. Some folks who are a little more carefree may find this to be an easier, more joyful responsibility, but if you’re like me and compulsively min-max in games like this, you’re going to have a bad time. At first, picking who lives and who dies is fun, but meticulously trying to craft the strongest kittens quickly feels like a chore.

Isometric SRPG boss battle goodness in Mewgenics.
I’d suggest not staring at this thing too long.

On the other hand, sending a new set of cats into the field and deciding what character class to give them is always exciting. Having to decide what items to take with them and what abilities they might unlock is a bit of a dopamine hit. The game can be “broken” with the right level-ups, but even then, death is only a critical misstep away on the field. I’ve had my fair share of nailbiters, but even in the most dire circumstances with over forty hours of gameplay, I have yet to party wipe.

Speaking of wiping, there’s a lot of poop in Mewgenics, but if you’re a Binding of Isaac fan, that’s just good news. Visually, McMillen certainly has a style. The Frankensteinian monsters are rarely direct ports from Isaac, but the resemblance is uncanny. What’s shocking to me is just how many new monsters the team came up with, as I already thought Isaac had a substantial amount of imaginative foes.

Musically, expect simple, sometimes creepy tunes for routine battles and gallivanting around. The standouts in Mewgenics are the boss themes, which are lyrically outstanding, such as with the lounge singer describing the boss and their lives. As impressive as these songs are, the repetition sets in at a certain point, as well. 

Unfortunately, the controls are not to the level they need to be, though pointing and clicking almost always works as intended. In more than a few situations, the game shifted my cursor to a new square, causing me to misstep on the field. I’m not sure where the hiccup is here, but in a game that requires precision and careful planning, one square to the left might be a cat-astrophe.

Mewgenics is best enjoyed as a marathon, not a sprint. Due to the sheer volume of content—with no clear end in sight aside from “collect all the achievements” and unlock all the stuff—Mewgenics can feel overwhelming right out of the gate. Despite how incredible the game design, balance, and mechanics are, the lack of any real story makes getting attached to a team or battle impossible. This is a “wow, that’s so weird and cool” sort of game that you move on from every once in a while until you want to hop back in so that it all feels fresh and new.

Make no mistake: I love this game, and I’m almost definitely going to 100% it, but there’s no telling when that’s going to happen.

  • Graphics: 79
  • Sound: 79
  • Gameplay: 80
  • Control: 75
  • Story: 75
79
Overall Score
(not an average)

About our grading scale

Review by · February 5, 2026 · 9:00 am

There is no shortage of Earthbound-inspired games that seek to grab the attention of nostalgia-filled RPG fans. This only escalated with the release of Undertale in 2015, which is now so horrifyingly long ago that it apparently qualifies as retro itself. Console gamers have long been deprived of a key title in this movement, Jimmy and the Pulsating Mass, first released on PC in 2018. Now, Jimmy and the Pulsating Mass is free from its desktop slumber, and a whole new class has the opportunity to wander its colourful lands. 

Jimmy and the Pulsating Mass takes place in the dreamworld of an eight-year-old boy, which provides an apt framing for the game’s visual presentation. This is a world brought to us in full 16-bit glory, which sits well next to beloved classics of the 90s. The game begins as Jimmy wakes up in his mother Helga’s lap, and soon we’re racing home, encountering Jimmy’s extended family on the way.

We meet Andrew, Jimmy’s scientifically-minded father. Soon, we find Lars, Jimmy’s bearded bum of an uncle. We also have our first meeting with Buck, who is the archetypal mean older brother, dressed in black, with an attitude to match. This initial journey is striking in that it drops you immediately into the comfortingly familiarity of a grassy glade, but soon we are crossing cloud bridges, signalling that we aren’t in anything like the waking world. The walk ends in a recognisable house, which primes us for the cadences of this experience, where the everyday is constantly subverted by the strange directions that Jimmy’s mind takes us. 

Jimmy exploring the world of dreams in Jimmy and the Pulsating Mass.
Jimmy’s travels start pleasantly.

At its heart, Jimmy and the Pulsating Mass styles itself as a golden-era JRPG, complete with traditional, turn-based combat and all that entails. It’s your standard fight, magic, items affair, except that the “magic” abilities have thematically appropriate names, such as “Mothering” for Helga and “Nerd Bash” for Buck. Jimmy also requires that you stay alert at all times, as enemies display “tells,” which indicate that you better guard yourself quickly, or Jimmy and his family will suffer. Your foes are static images, completing the retro feel. 

Early on, we have to battle something sticky and icky that lurks within Buck’s room, and it is here that Jimmy and The Pulsating Mass introduces us to the reason Jimmy’s abilities are labeled as “Imagination.” Jimmy is an empathetic little boy, and by experiencing the world from the viewpoint of the creatures he defeats, he can shape himself into their form. On this occasion, that’s a “Revolting Blob.”

On the field, you can change instantaneously into any of these. You can still transform during combat, albeit at the cost of a cooldown period if you want to change again. Each form has a specific set of abilities, such as the Blob poisoning opponents with toxic sludge, or solidifying itself to raise its defence.

Jimmy and the Pulsating Mass starts small, with the initial objective of gathering honey from a beehive. The creatures you encounter are cute at first: fun designs that would not be out of place in a children’s cartoon. Things soon take a dark turn, though, and we find ourselves battling disturbing monstrosities that evoke as much sympathy as fear. It’s the first sign that not all is well in this dream kingdom, a feeling that only increases as the game proceeds. 

Jimmy using his empathy to imagine what it would be like to be a gross blob in Jimmy and the Pulsating Mass.
He learns how to adopt cool (and sometimes disgusting) new forms.

From here, the world of Jimmy and the Pulsating Mass expands exponentially, with each transition feeling natural despite the potentially jarring difference in settings. Along with Homeflower, you also visit medieval castles, blood-soaked marshes, a world made out of maths and equations, and futuristic cityscapes. None of it is ever as simple as it appears here, though. There is always a twist or some unique spin to the locale linked directly to how Jimmy interprets the world. 

The scope of this project is even more impressive when you consider that the entire thing (barring a few coding assists) is the work of one person, Kasey Ozymy, using RPGMaker. It almost beggars belief that such an ambitious project as Jimmy and the Pulsating Mass could be created with barely any help, when large studios would employ dozens of people for similar projects. Jack-of-all-trades is underselling it somewhat. While it must be a difficult approach to take, it resulted in the execution of Ozymy’s creative vision in a more coherent way than could otherwise have been possible. 

I must be clear, though; the gameplay is pretty brutal. This is no entry-level title. On the standard difficulty, Jimmy and the Pulsating Mass expects you to pay attention at all points, looking for enemy weaknesses and optimal strategies. You must change Jimmy’s form at just the right moment, hopefully not locking yourself into a downward spiral through one wrong decision—a frequent occurrence if you’re not careful. 

The high encounter rate matches this difficulty, in an equally old-school way. I’m no stranger to either, having started my own JRPG journey in the 90s, but even I found it grueling on occasion. This sort of decision is more tolerable in a short game, but Jimmy and the Pulsating Mass easily clears 30 hours, maybe more if you’re taking your time. The variety in the enemy types helps, but the balance is a bit off in my opinion. Additionally, new equipment, healing, and recovery items are often prohibitively expensive, so you cannot rely on frequent upgrades to help you out. 

Luckily, Ozymy includes the option of an easy difficulty mode, which doubles experience, lowers enemy stats, and, most importantly, lowers the encounter rate. There’s still a challenge here, and fights remain frequent, but this might be a more tolerable way of playing for some, offering a tighter, less drawn-out playthrough that can be beneficial. 

This is important, as Ozmy’s narrative is ambitious, with an interesting throughline up to the finale. The childish imagery belies a darker subtext, and we are aware at every moment that the events of the plot are informed by Jimmy’s own experiences. It is an open-ended story that does not give every answer, and this only serves to strengthen its impact. There are some rare but powerful moments when the game steps outside of its established style and format for dramatic impact. 

These are the thoughts of a child, though, and I don’t want to imply that Jimmy and the Pulsating Mass is unremittingly grim or serious. There is a lot of joy to be found in the places Jimmy visits and in the people he meets. The Petty Thugs, consisting of characters like Dee Dee and Johnny Knives, and led by the irrepressible Punch Tanaka, provide comic relief, acting as both antagonists and occasional aids to Jimmy.

The Princesses in Everchip are named Honeysuckle and Rasberry, as you might expect, but also Stinkweed, as you might not. Of course, there is also the ever-present influence of the Pulsating Mass itself, a villainous figure taking many forms, all explicitly hostile to Jimmy. However, even the Mass is not treated completely dourly, its many appearances often leveraged for humour as much as threat. 

Jimmy next to a disturbing mouth mound, near a giant skull in Jimmy and the Pulsating Mass.
Jimmy will go to some dark places before it’s all done.

The true heart of the game resides in the depictions of Jimmy’s family. The choice to make Jimmy’s family members form the majority of the playable characters in the game is well-made and serves to emphasise the personal nature of the story, as we explore how Jimmy views his kindred. This includes serious analysis of Buck’s casual disregard for Jimmy, which masks his true feelings. It also includes finding out the hilarious truth behind Helga and Andrew’s “Adult Fun Time.” 

An exceptional soundtrack supports Jimmy and the Pulsating Mass‘ framework. The sound has a 16-bit chip tune aesthetic, but Ozymy uses modern technology to subvert this, with occasional use of vocal samples and other effects that would have been more difficult to achieve on original technology. The end result is an adventurous ensemble with great variety, supporting Jimmy’s hopeful moments with upbeat tunes, but also delivering melancholic themes with equal skill.

Moments where synthetic notes simulate the lyrics of songs are orchestrated impeccably, especially the tracks “I Won’t Come Back,” which has more meaning than is immediately obvious, and “Jonathan Bear’s Theme.” Some pieces that accompany the most disconcerting areas are actively oppressive and difficult to listen to, in a way that is entirely deliberate. 

Jimmy and the Pulsating Mass‘ release onto consoles allows new players access to Jimmy’s dream, which I would recommend most do, with the caveat that this is not for everyone. Those who like the sub-genre will have a blast, but others may find some aspects of the gameplay offputting, so keep that in mind before getting yourself tucked into this nocturnal novelty. Existing fans are promised the most complete version of the game available to date. Either way, you’re unlikely to find a more distinctive digital journey this year. 

  • Graphics: 80
  • Sound: 88
  • Gameplay: 76
  • Control: 78
  • Story: 85
80
Overall Score
(not an average)

About our grading scale

Review by · February 4, 2026 · 9:00 am

Nioh is my favorite Soulslike series of all time. Few games have ever rewarded mastery the way the series’ previous entries did, and even now, I struggle to think of another action RPG that offers the same sense of control once everything clicks. So, going into Nioh 3, my expectations were personal. This is a series I know inside and out. For the most part, Nioh 3 manages to move the series forward, yet its scope often trips over itself.

The most immediate change is structural. Nioh 3 shifts away from strictly mission-based stages and toward an open-world framework, though “open world” is something of a misnomer. Instead, the game is best described as a collection of linear zones stitched together through shortcuts, side objectives, and optional encounters. This approach strikes an interesting balance; it preserves the tight level design the series is known for while allowing more freedom in how players approach each region.

Supporting this is the new exploration-based map system, where completing activities gradually reveals more points of interest within a region. The more you engage with the space, the more it opens up. It’s a subtle incentive loop, and one that feels well-suited to Nioh’s combat-first design. Exploration never overwhelms the core experience, but it meaningfully complements it.

With that said, this checklist-style open world will not appeal to everyone. While the system does a good job of surfacing content, the activities themselves grow repetitive over time. After completing the game twice, once solo and once in co-op, I quickly grew tired of repeating the exact same objectives across each region. The world never quite breathes as a whole, as each region feels like a collection of side quests rather than a sprawling landscape. At times, I questioned whether an open world was necessary, and I expect this will be a divisive point among the community.

Nioh 3 protagonist samurai standing on a cliff looking out at the open world
Somewhere, a boss is watching.

Combat, thankfully, remains the foundation everything else is built on. Weapons feel excellent across the board, with smooth gameplay and satisfying impact. Nioh 3 retains the series’ trademark speed, but it also feels slightly more deliberate, especially in how enemies pressure positioning and timing. When the systems align, the flow is familiar and deeply rewarding.

Unfortunately, not every addition lands cleanly. Burst Breaks, a new skill that allows you to repel powerful attacks, rarely feels as impactful as it should. In theory, it’s meant to be a rewarding defensive option, but in practice, it often fails to deliver meaningful ki (stamina) damage or consistent stagger windows. When compared to the visceral feedback of perfect Ki Pulses or well-timed dodges, Burst Breaks feel underpowered and oddly unsatisfying. This becomes particularly noticeable in the later areas. 

The new split between Samurai and Ninja is another design choice that will likely divide players. Certain weapons from the previous games are now exclusive to Ninja, and Ninja gameplay does not use a stance system at all. This gives each path a strong identity, yet it also limits flexibility in ways the series previously celebrated. The Ninja playstyle can be extremely effective thanks to bonuses for back attacks, but the loss of stances removes a layer of expression that longtime fans may miss, depending on their preferred weapon. 

Personally, I found myself primarily playing as Ninja, even though my go-to weapon from the previous games is now locked to Samurai. Nioh 3’s level design just feels more fluid on Ninja, and I quickly grew accustomed to its skillset. 

Nioh 3 ice zone with a menacing red crucible in the distance
Curiosity leads straight into the crucible.

Co-op is one of Nioh 3’s strongest features. Being able to drop into another world and play through the vast majority of missions with another player is an incredible experience, and it fundamentally changes how the game can be approached. Coordinated play opens up new options, and certain builds clearly shine in an online setting. It’s a shame that technical issues hold this back from being truly seamless. Network instability crops up more often than it should, sometimes requiring a full restart to resolve. It’s rarely game-breaking, but frequent enough to be frustrating.

Of course, not all encounters are suited for co-op. Human bosses, in particular, are satisfying when you face them alone, but become trivial with another player. The game is aware of this and syncs your stats down according to the region; however, it’s still not enough to account for the imbalance. If you want the full Nioh 3 experience, I recommend trying both modes. I enjoyed both my solo and co-op playthrough equally, for different reasons.

Visually, Nioh 3 is an improvement over its predecessors, though not a dramatic one. Character models and environments are more detailed, and the overall presentation is greatly improved, but visual issues remain. The frame rate, in particular, is a serious problem in some regions. Combined with inconsistent platforming and environmental hazards, this leads to one of the game’s more persistent pitfalls: terrain that’s often more dangerous than the fights themselves. For example, it’s often unclear whether water is deep or shallow, and I even ran into a few bugs where I clipped through solid ground.

Enemy variety is another weak point. While familiar foes return with new behaviors, there aren’t enough truly fresh encounters to sustain the game’s length. In fact, I noticed more recycled bosses from the first two games than new ones, including almost all bosses in the open world. The repetitive music makes it even more noticeable, much of it fading into the background rather than elevating key moments. It’s functional, but forgettable; I could only remember a single track from the entire game.

Nioh has never been known for its story, and Nioh 3 gives you one that’s hard to follow and even harder to care about. You play as a sort of time traveler, sent to different eras for reasons that never quite become clear. Plot threads are thinly sketched, character motivations are murky, and events happen with no real cohesion. I found the story mostly something to endure between combat encounters. Truthfully, if I weren’t trying to follow along for this review, I would have skipped the cutscenes entirely.

Nioh 3 protagonist sneak attacking two human enemies on ninja
Initiative is half the fight.

I expect the menus and systems will remain a debated aspect of the game. Most of the core systems from Nioh 1 and 2 return, with Nioh 3 building on top of that framework. For example, both Samurai and Ninja use a Sphere Grid-style upgrade system (first introduced in Nioh 2) for learning new skills. Longtime fans will likely enjoy digging through these menus, while others may find the structure overly convoluted. Builds are still present and viable, but they feel less fluid overall, an issue that will probably matter more to theorycrafters than to casual players.

Despite all of this, Nioh 3 is still a stellar action RPG. When it works, it works because the core design is strong. Combat is smooth, and both Samurai and Ninja feel satisfying to master, with moment-to-moment gameplay that retains the series’ unmistakable identity. Even with its flaws, it offers an experience few games in the genre can replicate.

Nioh 3 may not be the peak of the series, but it remains a strong title that understands what makes Nioh special. For fans, it’s an experience worth diving into. For newcomers, it’s a deeply rewarding introduction. And for me, it’s another reminder of why this series still stands above most Soulslikes chasing the same crown.

  • Graphics: 78
  • Sound: 75
  • Gameplay: 99
  • Control: 86
  • Story: 65
81
Overall Score
(not an average)

About our grading scale

Review by · February 2, 2026 · 10:00 am

Sometimes I think I played a different game when people talk about the original Dragon Quest VII. What do you mean it’s too long? You want fewer islands? Okay, sure, I could do with things going a little faster in the beginning, but that’s part of the beauty of Dragon Quest VII—it takes its time.

It delights in the small moments where you help the fallen leader of a town, where you protect a child from a Slime, where you discover yet another piece that lets you (literally) put the puzzle together. It’s still pure in its storytelling without shying away from darkness. Put simply, in the words of my friend Mike Sollosi, it’s the most Dragon Quest game, both thematically and in hours of content, and that’s why I love it so much. 

Needless to say, I don’t think Dragon Quest VII needed to be fixed, or even Reimagined. And when I heard Square Enix was cutting islands, the very best part of Dragon Quest VII? Oh no. I want more, not less. Even with the promise of new additions, I was trepidatious that Dragon Quest VII Reimagined might just lose all the, well, imagination.

Luckily, it turned out even better than I imagined. Not only is this my favorite version of Dragon Quest VII, but it’s also one of the best in the series. 

So, let’s get one thing out of the way: the islands. For those unfamiliar, Dragon Quest VII has a unique structure. You spend most of your time traveling back in time to restore islands to the current world that you previously believed only had one, and help each island’s people fix their problems, which range from a town where a monster won’t leave a priest’s old home to another where all humans have become animals. Eventually, you return to the present, with the island restored in the current timeline that you can then explore again.

A screenshot of three characters standing over a shining stone in Dragon Quest VII Reimagined.
Ohhh shiny!

The overarching story takes time to come into focus, but even when it does, it doesn’t overshadow the small, intricate tales on the islands. This really is a game about helping people, about the importance and ramifications of the small things we can do for others.

So, cutting even a few of the islands in Dragon Quest VII Reimagined feels antithetical to the whole point. Granted, four once-required islands are now optional, and you bet your bottom dollar I did them as soon as they were available. Three others are cut entirely (along with some other content, like the casino). But, if I’m being honest, I didn’t miss anything.

There are still almost 20 islands, and the game’s spirit is still here. I’m still helping people, and it still takes up the bulk of the run time. Giving me the option to restore almost every island, but making the game take about 55 hours to clear instead of 80 on the 3DS and 100 or so on the PSX original is a fair trade in my view, but if they added those three islands as DLC, I’d be there faster than you can say Yuji Horii.

In terms of other storytelling changes, they’re mostly for the better. There’s less backtracking in general, and a couple of island vignettes got a few small adjustments to tighten up the story or give you more options. There aren’t many additions, though a favorite character does indeed rejoin you very late in an extended sequence that almost feels like another island. It feels tacked on and like fan service, but luckily I’m a fan so I don’t mind so much. Honestly, this version of Dragon Quest VII is much more true to the previous versions than the recently-released Dragon Quest I & II HD Remake; it still feels like you’re playing the same game.

Do I wish Square Enix had given us the whole package? Maybe a little. Still, everything else the developers have done here more than makes up for it. Especially the combat and the vocation system.

On the mechanics’ surface, things look pretty similar, and I won’t go too in-depth because Scott already did in his excellent preview. To be clear, this is still Dragon Quest through and through. It’s turn-based, and Dragon Quest VII’s vocation system still allows you to be a Pirate or a Dancer while you build up points to unlock more abilities. 

A screenshot of Maribel casting a spell against multiple enemies in Dragon Quest VII Reimagined.
Druids are still a must-have.

But the adjustments here are key. First, the Moonlighting system allows you to equip two vocations at a time. This is especially nice when you’re trying to level a new vocation and don’t want to feel underpowered. More important is the second adjustment: new “Let Loose” abilities that build up throughout the fight, similar to “Pep-Up” from Dragon Quest XI. Each vocation has a unique one, and I found myself combining a more powerful vocation with another simply for its particularly useful Let Loose attack. 

All this, combined with choosing moves as they come up instead of just at the beginning of each shared turn, makes this easily the best Dragon Quest combat system, requiring choice and strategy at every turn. The only major flaw is that even on the hardest difficulty on every setting, Reimagined is a total joke if you know what you’re doing, because yes, Hero and Champion still rule the day.

I don’t mind so much, though. Figuring out the right combinations and firing moves in the right order has never been more fun in this series, and that’s saying something almost 40 years in. Plus, there are some real challenges hanging out in the post-game, and that was enough to sate my need for punishment.

You know where I have absolutely no criticisms? The look. If nothing else, it’s a lesson in “art design is more important than big flashy graphics.” From start to finish, Dragon Quest VII Reimagined is a marvel to behold, combining dioramas in each town and vista, where you can adjust the camera as you search every nook and cranny for that next Mini Medal, with doll-inspired character models that look straight out of a pop-up story book. 

This isn’t the first time a game has used dioramas, since Fantasian did it a few years ago, but this looks so much better than that. Add in the always-fantastic monster designs of Akira Toriyama, plus the ability to see character animations in battle, and we’ve got something special here. Sure, the doll-like look mitigates some of the melancholy tone from the original, but it’s no contest for me—this is the way I want Dragon Quest to look.

That even extends to the sound design, which is saying something considering the usually mediocre Sugiyama compositions. But something about the darker mood of the game matches his tone, and it’s brought to life beautifully, similarly to the recent Remasters, with re-recordings of the Tokyo Symphonic Suite versions. The voice acting is also fantastic, combining the British flavors we’ve come to know and love in Dragon Quest with the varied accents and wonderful localization. Simply, Dragon Quest VII Reimagined is a treat to listen to.

A screenshot of a man with blond hair and his eyes closed with his head down in Dragon quest vii reimagined
Did they make Kiefer hot?

Maybe the only major sore spots for me with Dragon Quest VII Reimagined are the quality-of-life features, which is strange to say because I love them. Not only do you get additional difficulty modifiers, but treasures are marked on maps, there are almost always markers to show you where to go, and Party Chat is always there to remind you what to do next if you’re particularly stuck. There’s even a list of locations for your missing Mini Medals and items (an absolutely godsend). Admittedly, it can be a little weird sometimes to have a marker when you have no idea why you might go there, and the Party Chat is mostly just annoying. 

But the problem is quite simple: you can’t turn any of them off. Personally, especially when I’m playing a game for review, I’ll take all the handholding you give me. This game, though, takes it a little far. It’s a little maddening because the HD-2D Remakes of the original trilogy got this part right by allowing you to turn the guideposts off. I’m hopeful they patch it in time, yet if there’s one thing that isn’t true to the spirit of the series, it’s this.

Even so, with Reimagined, it’s time for everyone to finally stand up and agree that Dragon Quest VII is one of the best games in the series. Dragon Quest VII Reimagined cements this by smoothing out some of the rough edges, keeping things moving, and giving us a look and a combat system that are the series’ absolute peak. 

Just please, give me all my islands! 

  • Graphics: 98
  • Sound: 90
  • Gameplay: 95
  • Control: 100
  • Story: 90
95
Overall Score
(not an average)

About our grading scale

Review by · February 2, 2026 · 8:00 am

Much of the joy I derive from playing indie RPGs comes from seeing how independent developers remix familiar mechanics and classic presentation towards a singular purpose that a larger studio or publisher would never touch. Many big productions are so focused on appealing to everyone that they lack a cohesive vision or clear thematic message supported by strong mechanics that reinforce that goal. Hermit and Pig is what I’ve searched for: an adorable, quirky RPG that takes mechanics popularized by Earthbound, Paper Mario, and Mario & Luigi titles and intertwines them with a delightfully funny and incredibly insightful narrative. Hermit and Pig achieves what few games can, particularly in such a short run time. It made me laugh, it made me smile, and it made me consider its message.

Hermit and Pig follows the titular duo during yet another day in their sylvan, solitary existence. That is, except for the strange dreams plaguing Hermit’s nights, eerily glowing blue mushrooms haunting even his waking thoughts. Their mundane task of foraging for mushrooms is rudely interrupted by a young girl, Mary, who explains that she’s ventured deep into the woods in search of a mushroom big enough to feed everyone in town, the mythical Jumbo Fungo.

The local factory, run by weapons manufacturer DefenseTek, abruptly closed and left most of the residents out of work and unable to procure food. Meanwhile, the animals of the forest have gone rabid, aggressively attacking anyone who crosses their path. Hermit reasons he can’t let Mary return home on her own and sets out to get to the bottom of these strange happenings that have so rudely dislodged him from his solitude, using the duo’s foraging skills to find the fabled fungi. It’s a simple premise, but one that evolves significantly over the seven-hour journey as more of the mysteries behind Hermit’s dreams and the company that runs the factory become clear.

Screenshot of Hermit and Pig showing Hermit and Pig walking through the forest.
The Game Boy Advance’s influence on the bright, cartoony visuals really pays off.

The gameplay borrows heavily from timing-and-input-based combat systems, but Hermit and Pig does not simply replicate its inspirations. After all, Hermit and Pig are just an average old man and his porcine pet, and their options in combat fall within the bounds of possibility for such an unlikely duo, at least initially. Hermit can slap, punch, kick, stomp, swat critters away with his cane, and let off a well-aimed projectile from his slingshot. Combat takes place in first-person, and choosing the best attack requires careful examination of enemy characteristics. A prickly caterpillar? Skin-to-skin contact is a no-go, so the cane or slingshot is your best option. Does the animal have a hard shell? Your weapons of choice might glance off, but a firm kick or stomp will do the trick. Enemies will often change position during combat, requiring Hermit to alter his approach. For example, a snake may retreat into the reeds to heal each turn, leaving it out of reach of melee attacks but vulnerable to a rock from your slingshot. 

Furthermore, actually pulling off the chosen attack requires a precise combination of face buttons. Hermit’s handy wilderness survival manual contains the correct combinations, yet each turn is limited by a timer that ticks down, even when referencing the manual or digging through the inventory. This elevates what might otherwise be a simple combat system into an engaging test of reflexes, memory, and time management. If these limitations prove too restrictive or cumbersome, there is a bevy of accessibility options to make combos easier, shift to selecting attacks from a menu, and modify or eliminate the timer. Such options go that extra step to ensure anyone can enjoy the game, but I enjoyed the challenge on offer.

Hermit and Pig Screenshot showing a battle where Hermit punches an enemy.
The presentation in battle borrows a lot from Earthbound, but the combat mechanics are unique.

Pig’s abilities, on the other hoof, are support-oriented. He can attack, but his strikes are relatively weak during the opening hours. His real strengths lie in his ability to sniff out enemy weaknesses and forage for mushrooms. Mushrooms are a way of life for Hermit and Pig, and serve as both combat items and currency in the game. Pig can dig up valuable truffles hidden in the environment outside battle, and even forage for fungi mid-battle to aid Hermit. These mushrooms can restore hit points, recover status effects, inflict status ailments or debuffs on enemies, and buff Hermit and Pig if used correctly. 

Giving the pair their own defined roles keeps battle strategic, as combat scenarios involve a careful balance of dealing and tanking damage with Hermit while Pig aids his buddy and hinders the opponent. As the game progresses, Hermit and Pig stumble upon additional glowing mushrooms that grant new special abilities for battle. Hermit’s focus on damage dealing, while Pig’s new skills buff the entire party and grant him the ability to speak and negotiate with enemies. They also grow more adept at combat and can take multiple turns, though they remain limited to the same time window for executing attacks or abilities. This keeps combat from growing stale and allows the battle system to layer complexity without getting bogged down by higher stat totals.

Progression is similarly simple yet clever, as leveling up does not grant raw stat increases like a typical RPG. Instead, Hermit gains a single trinket point every time he levels up. Trinkets function like badges in Paper Mario, granting stat upgrades or altering character parameters when equipped. These trinkets are the only way to improve Hermit’s base stats, but the passive upgrade trinkets stand alongside trinkets that add status effects to attacks, increase exp gain, or various other alterations to the game’s systems. This variety enables many different character builds, and trinkets provide a nice reward for exploration and sidequest completion. 

Screenshot of Hermit and Pig showing a conversation between Hermit and a friendly NPC.
Hermit shouldn’t be so nervous. The locals are just as weird as he is!

This careful consideration of mechanics applies equally to the game’s narrative. Hermit lives a life of isolation because he suffers from crippling social anxiety. The game represents this by sweat bubbles that radiate from his sprite whenever a human NPC is near. Conversations are presented like battles, with the typical moveset replaced by dialogue options. Selecting the wrong dialogue option during conversations makes Hermit visibly cringe and take damage; successfully making it through small talk with another person rewards Hermit with experience points. For Hermit, every social interaction with another person is as fraught and dangerous as his physical confrontations, and the way the game remixes the battle mechanics for dialogue to reinforce Hermit’s personal difficulties is incredibly clever and empathetic. 


These conversations with the cast of quirky, off-beat human characters are the foundation of the game’s humor, and some of the “wrong” dialogue options are so funny I couldn’t help but choose them just to see the other character’s reaction. Hermit and Pig’s journey takes them all across their forest home, into a fishing village poisoned by radiation from a crashed truck, and into the local town where economic strife has everyone at each other’s throats. Hermit and Pig are unlikely heroes, but they end up helping the locals deal with the fallout of the factory closure and resulting environmental damage to the ecosystem despite themselves.

Hermit is repeatedly forced into uncomfortable social situations, like giving a pep talk to a gruff fisherman or inspiring a group of unemployed factory workers, each interaction building his confidence and forming connections with others in the community. This pays off in Hermit and Pig’s penultimate chapter, as Pig is kidnapped by DefenseTek goons, leaving Hermit to continue on truly alone. However, the various people Hermit helped along the way (Mary, Big Zug the fisherman, Thilaxia the mycologist, and Wren the survival guide) come to his aid, tagging along behind Hermit out of battle and joining him in combat. It’s a heartwarming and powerful moment that illustrates just how far Hermit has come in conquering his social anxiety.

Screenshot of Hermit and Pig showing Hermit petting Pig.
Since I know you were wondering this throughout the review: yes, you can pet Pig!

Hermit and Pig isn’t content to rest on this effective tale of personal growth, offering a surprisingly insightful and poignant societal critique through biting satire. The developers at Heavy Lunch Studios take aim at everything from the environmental impacts of industry and the pursuit of corporate profit at the expense of social cohesion, to calling out the boot-licking absurdity of pop country music and the power of collective solidarity over corporate greed. The game’s core message really comes across in the final climax. Without spoiling the final revelations, I’ll say that the mushroom theme is more than quirky set dressing, and the developers use the concept of a mycelial network as a metaphor for solidarity in the face of labor exploitation and the environmental impact of resource extraction and warmongering. Heavy topics, to be sure, but Hermit and Pig navigates these concepts deftly without sacrificing the humor and lighthearted tone that defines the game’s early hours.  


I came to Hermit and Pig expecting a cute, humorous take on timing-based combat, and I got that, but I also got so much more. It’s truly rare for a game to have such thematic cohesion in both storytelling and mechanics, but Hermit and Pig delivers on that promise without coming off as pretentious or preachy. Heavy Lunch has something deeply important to say about our current moment, but they say it with a smile and laugh, enough to make the herbal remedy for humanity’s worst excesses go down easy. It’s clear that the developers understand and love human beings, despite all our flaws, and believe in our potential to create a better world than the one we have now, if only we could focus less on the “I,” and more on the “We.”

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

About our grading scale

Review by · January 28, 2026 · 12:00 pm

One of my favorite things about smaller games is their willingness to embrace off-the-wall mechanics and take quirky concepts as far as they will go. While big and even mid-budget games are so focused on appealing to the largest number of players possible by iterating on proven ideas, small development teams embrace experimentation and creativity to stand out. One such game that caught my eye is Cassette Boy, made by developer Wonderland Kazakiri inc. Utilizing a decidedly retro, Game Boy-influenced aesthetic, Cassette Boy is all about playing with perspective. Taking inspiration from handheld classics like Link’s Awakening and indie darlings like Fez, Cassette Boy gives the player the keys to the third dimension in an otherwise 2D world.

The basic premise of Cassette Boy is simple: the moon has disappeared, and fragments of it have been spread across the game world. It’s your job to collect the fragments and reassemble the moon to prevent the world from collapsing, and to do this, you are given all the conventional action RPG tools (a sword, bow and arrow, bombs, etc.) alongside some decidedly unconventional ones I won’t spoil.

Early on, a small pixel fairy gives you a pair of headphones that transform your previously 2D world into 3D, allowing you to rotate the camera left or right. This core mechanic is the foundation of the game’s many devious puzzles. As Cassette Boy‘s tagline states, “What you can’t see… doesn’t exist.” In practice, this means you’ll need to rotate the camera to obscure obstacles blocking your path, shorten distances between yourself and platforms, or even hide enemies so you can slip by unharmed. 

Screenshot of Cassette Boy of a large slime blocking the player's path
Rotate the camera, and this big ole slime blocking your way disappears.

It’s an ingenious concept that the game explores in some clever and unexpected ways. While at first you are only using the change in perspective to pass by spikes or barriers, the game quickly begins to layer on additional mechanics.

In a traditional Zelda title, you might need to push blocks onto pressure tiles to hold open a door; in Cassette Boy, you can step on the tile yourself, then swing the camera around to hide it, keeping it pressed and the door unlocked. Need to hit a switch with an arrow, but can’t get into position to aim and hold down a switch at the same time? Fire the arrow behind a wall to store your projectile in liminal space until you are in position on the pressure plate, then rotate the camera to free your loosed arrow in the cleared path.

None of the required puzzles for progression are too difficult, but the world is dotted with shrines that contain optional puzzle rooms that seek to put your understanding of the puzzle mechanics to the ultimate test. The most fun to be had in the game lies within these optional areas, though I was a little disappointed there weren’t more of them and that the main dungeons never reached the same level of complexity. 

About midway through your journey, you receive the titular Cassette of Truth. This device complements the perspective-shifting gameplay nicely, as playing the tape reveals hidden elements in the environment until the tape runs out. Suddenly, it’s not just about manipulating your perspective, but also paying close attention to environmental details to find puzzle solutions. Although the puzzle design never really reaches the peak of its potential, there are enough head-scratchers here to keep the game compelling throughout Cassette Boy‘s short, five-hour adventure.

Screenshot of Cassette Boy showing the player acquiring the sword.
Alas, had the boy not grabbed the sword at all, we could’ve had a much better game.

Unfortunately, the game suffers from a lack of polish and refinement in its RPG elements and combat. The combat is akin to top-down Zelda titles, but with none of the responsiveness or tight control one would expect from a classic isometric action RPG. Swinging your sword feels sluggish, the hitboxes for both yourself and enemies are wonky, and character movement is so loose that it feels as though you are sliding around the surface of the ground.

Cassette Boy attempts to paper over these shortcomings with a simple progression system. Defeated enemies drop XP orbs, and leveling up raises a handful of character stats (Attack, Defense, HP) that increase endurance and damage-dealing. Getting a few levels enables you to easily walk over most enemies, which reduces frustration from fighting against stiff combat mechanics. However, enemy behavior is rarely interesting or varied enough to make encounters remotely engaging. 

This rather unrefined, simplistic design stings most in the boss fights that cap off each dungeon. Every boss in Cassette Boy serves as nothing more than a large damage sponge, and most are underdesigned. For example, an early flower boss can have its entire first phase thwarted simply by standing a few feet away and peppering it with arrows; it won’t even begin to attack until the second phase, where it becomes easily dispatched with a few sword slashes.

Some bosses attempt to use the perspective gimmick, though the results are generally lackluster. A robot boss dons a force field in its second phase, powered by pylons in each of the four corners of the arena. Thwarting the device is as simple as kiting the boss in front of one of the pylons to obscure it, then lazily swinging away with your sword until it falls defeated.

Screenshot of Cassette Boy showing the player fighting a large robot boss.
This robot boss fight is the best of the bunch, and it’s nothing special.

Such issues render even the final boss anticlimactic, inexplicably moving into bullet hell territory with its projectile spam that you must awkwardly weave between while slowly shooting arrows at its mouth. None of Cassette Boy‘s encounters are hard, but they fail to meaningfully engage with the puzzle mechanics and thus feel out of place with the rest of the game.

In fact, the combat is so ho-hum, the RPG progression mechanics so superfluous, that I would’ve much rather the game done away with combat entirely. Many of the most acclaimed indie puzzle games of the last few years (Animal Well, Blue Prince, and Isles of Sea and Sky come to mind) rejected combat mechanics entirely and were better for it. I wish Cassette Boy had done the same and focused that energy on expanding the inventive puzzle mechanics to their fullest potential.


There are flashes of brilliance in Cassette Boy; the perspective gimmick applied to a top-down Zelda framework is delightfully novel. The game has a cozy retro aesthetic and a breezy, lo-fi soundtrack. If only the game had not been so slavish to its inspirations, ditched the lackluster combat & levelling system, and leaned into the complexity the shrine puzzles hint at underneath the surface. Instead, I’m left with a game brimming with promise that goes frustratingly unrealized.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 60
  • Control: 50
  • Story: 70
65
Overall Score
(not an average)

About our grading scale

Review by · January 27, 2026 · 10:00 am

I love indies because they can do almost anything, any way. Triple-A titles can break from the pack, but most of their qualities are time-tested and safe; after all, there is investors’ money on the line. Indies come with dreams, vision, and minimal worries about risk. That’s how we get titles like Steel Century Groove, which, while rough around the edges, introduces some fascinating ideas about storytelling and attempts to build on the small rhythm RPG subgenre.

Steel Century Groove’s speechless protagonist grows up in a peaceful world obsessed with Tenzerk dance battles and official competitions. Tenzerk are giant, piloted mechs capable of sick dance moves. Our hero, joined by childhood friend Seny, goes from a hand-me-down, damaged Tenzerk to a world-class model early on with help from a neighborhood shut-in professor. Modest beginnings gradually escalate to high-stakes dancing as winning a tournament becomes more a matter of access to world-defining decisions rather than bragging rights.

Bragging rights still take center stage, though, as Rhymerie—this world’s social media app—demands our constant attention. After every single battle, our hero must post a picture and caption to earn cred from the masses—likes and comments. This is where Steel Century Groove’s narrative spiders out all over the place.

Your rival taunting you in Steel Century Groove.
Well, mother knows best. I guess.

We navigate small maps and locations, running into opponents Pokémon-style as they run into us when we cross their paths. The dialogue ranges from shallow to existential. A few simultaneous yet distinct talking points and themes weave together. Comments about social media’s necessity despite its vapid qualities constantly draw our attention, yet we also get comments about capitalism, work-life balance, war, history, and the mega-rich, all while the script teeters between childish banter or deep, relatable notes about adulthood.

Steel Century Groove is all over the place. Several famous characters enter our circle as we gain prominence in the Tenzerk world, all with their own drama, history, and squabbles. I was repeatedly drawn into their issues while trying to save the world, gain fame, and learn about the millennia of human civilization’s history. The writing’s as wanton as the mechs, and while I appreciated several of the themes discussed, I wish it had been more focused, or at least had a more uniform tone. Is this meant for kids or adults?

For those concerned about social justice, Steel Century Groove prominently and constantly draws attention to who’s gay, bi, cisgender, or transgender. Characters change identity over time, and most of the core cast seem to be queer. What I appreciate about this aspect of the game is that it never overtly talks the need to accept people for who they are, but comments on the topic almost passively without coming off as preachy. Granted, several of the characters speak about who they’re attracted to or who they were in a relationship with so frequently that it can feel a little forced.

Talking to shoppers at the mall in Steel Century Groove.
I…uh…do people actually do this?

This is a rhythm game with level-ups, skills to learn, items to spec Tenzerk with, and surprisingly diverse playstyles across mechs. At Steel Century Groove‘s heart, we are timing button presses when the circle overlaps the other circle on the squiggly line. Nothing new there. What changes up the formula are the Tenzerk abilities.

When selecting one of three starting Tenzerks—and you’ll accrue about five throughout Steel Century Groove—the summary clearly indicates what players can expect, and the complexity levels, ranging from low to high, are accurate. Low complexity isn’t necessarily worse, but it may rely on more skillfully timed presses and careful customization to earn victory depending on the difficulty level. High-complexity Tenzerks boast immense power and leave more room for error, but you have to invest the time in learning the more involved design that borders on convoluted.

For example, a low-complexity Tenzerk might build up electricity over time with one key press, and then other key presses will expend the battery. Players will have to alternate button presses, but all you have to do is keep the battery up to use the powerful abilities allotted to the other three buttons. Conversely, a high-complexity Tenzerk spawns two floppy disks during each eight to twelve beat leg of the song (about eight to twelve beats), which are low-level to start.

Careful planning allows players to upgrade the disks over time, generate new ones, and decide which ones to delete from the deck for that song. In this way, the complex Tenzerk starts slow and allows the enemy to get a strong start, but careful planning will slingshot the player rapidly ahead of the opponent, making for some dramatic battles.

Each Tenzerk can be customized with unique mods. Initially, they have only one mod slot, but over time, they gain a mod slot after defeating each of the four gym leaders. The mods are genuinely interesting, and one is not necessarily better than another. Steel Century Groove once again proves that it can be taken more seriously with authentically difficult choices and high-demand gameplay if that’s what a player wants. This makes the uneven storytelling even harder to accept, because I felt like I was playing a children’s game at times. The visuals don’t help.

A typical dance battle in Steel Century Groove.
Nothing screams “robot dance battle” like watering plants.

At first, I think most people will dismiss Steel Century Groove for the visuals alone. This is by no means a high-end title, but like most things, you get used to it eventually. Steel Century Groove looks like a kids’ game, and maybe that’s what they’re going for.

What I will say is that despite its blocky, plainly colored exterior, the style is unmistakable. If I weren’t so focused on winning battles and watching the circle move on the line on my screen, I’d probably love watching the robots battle. What I always get a kick out of is how when the battles start, the robots land, decimating the environment around them—trees, buildings, or whatever else is in the way.

What’s a rhythm game without a stellar soundtrack? Good question! Steel Century Groove doesn’t have bad music, but I’m in no way ever going to listen to any of these songs outside of this game. At first, I thought the soundtrack was vast and varied, but at a certain point it all runs together and nothing stands out. A couple tracks caught my attention, like a heavy metal song, but most of what’s here is poppy, saccharine nonsense that sounds like Top 40 stuff. Not my thing, maybe it’s yours, but even then—nothing stands out. Don’t expect Crypt of the NecroDancer or Metronomicon.

Steel Century Groove is classic indie game fare: new ideas all over the place. I applaud the unique storytelling and incredible design behind the Tenzerks in terms of the rhythm game, but there’s simply nothing here to make me fall in love.

I don’t think any of the themes really landed, because there were just too many to tackle in a twelve-hour jaunt, and the song selection made the best part of the game a chore to embrace. The Tenzerk have bold, imaginative design, but after learning a Tenzerk, timing notes and falling into a pattern happens too quickly. For its novelty, I can recommend Steel Century Groove, but as a lasting, packaged deal, I am not sure I would suggest anyone grab this.

  • Graphics: 60
  • Sound: 65
  • Gameplay: 70
  • Control: 100
  • Story: 65
65
Overall Score
(not an average)

About our grading scale

Review by · January 21, 2026 · 6:00 am

Hey there, sports fans. I have played a sports videogame before; my first was Baseball for the Nintendo Game Boy, a remarkable game for its time because it let you simulate playing baseball outside, you know, where they play baseball and stuff. But this isn’t a review of Baseball on the Nintendo Game Boy. This is a review of Final Fantasy VII Remake Intergrade for the Nintendo Switch 2. Though Baseball on the Nintendo Game Boy is relevant here, for precisely two reasons.

First, because of dissonances: just as I worked out the cognitive dissonance of playing outdoor sports videogames in the outdoors on a handheld game console circa 1997, FFVII Remake now affords me an opportunity to resolve a different, longstanding dissonance I have with 1997’s Final Fantasy VII (the OG). Namely, based on the game’s jewel case, little me once thought it would be set in a snowy locale.

However, to my great disappointment, Final Fantasy VII is almost exclusively not snowy; the cover is just hella washed out, like me after I peaked in life as a high school Baseball star—the videogame for the Nintendo Game Boy, not the famous outdoor sport (I mean, who are we kidding, I am a writer for RPGFan, I can’t hit the broad side of a barn with a baseball bat).

But now, thanks to the impeccable timing of winter storms in the northeast United States and the portability of the Nintendo Switch 2, I can finally live my dream of a snowy Final Fantasy VII playing experience by once again going outside to play erstwhile inside videogames. That is, until my fingers get frostbite or my Switch 2 short circuits.

Cloud and Sephiroth lock swords in combat in Final Fantasy VII Remake Intergrade, one of the RPGs coming this week
Cloud and Sephiroth is a rivalry time immemorial.

The second/real reason I bring up sports games is because I am going to give ya’ll some inside baseball: I got this review code a week ago. Now, that is plenty of time to review something like, say, Baseball on the Nintendo Game Boy, but Final Fantasy VII Remake is a downright chonky role-playing videogame. So, at first I cursed the Squenix gods for this—why have you forsaken me!—but then it dawned on me.

This was quite suitable, in fact, as this is no mere port of Final Fantasy VII Remake to a portable console. This new version appropriates the ideas of 2015’s FFVII (OG) PS4 console rerelease: you can fast-forward through dialogue, apply handy “cheats,” equip difficulty-modifying items, and experience the story of Final Fantasy VII Remake much quicker this time around.

Or, if this is to be your first time around Midgar, it may come as a relief that you are no longer shackled to the time constraints of a humongous, sprawling, operatic, and unabridged role-playing videogame. In fact, I’d wager the time-to-completion of this new version of the game is roughly half what it was for a casual/story run in the past, which may be welcome news for folks who want to crush the former two thirds of the Remake trilogy in time for Final Fantasy VII 3 & Knuckles, or whatever they end up calling it. This version, especially with its portability, is ideal for anyone looking to catch up in time for the trilogy’s conclusion.

But it is not just because the game can now go Sonic the Hedgehog superspeed mode that it is an ideal way to play. The Switch 2 version is ostensibly Final Fantasy VII Remake. It looks, sounds, and plays at least as well as the original PS4 version, and it is even better in things like loadtimes, sidequest dialogue (fast-forward is a godsend, and it is surprisingly performant on Switch 2), and content—Intergrade, with its various PS5 retoolings and Yuffie side-episode, is included. Yeah, textures are less consistent, polygons are choppier, and the resolution is lower, but honestly I am almost nostalgic for those artifacts from the 1997 original, so I was unbothered by this.

The framerate is 30fps on Switch 2, but it is stable at that framerate. Of course, 30fps is tough for high-octane action games, and this is an action RPG, technically. But the motion blur of full-HD 30fps did not bother me while I was playing—even in handheld mode on the Switch 2’s already blurry LCD screen—because Final Fantasy VII Remake is still oriented to story and strategy. Now, if you are sensitive to that sort of thing, I will note that black frame insertion, if your tv has it, helps quite a bit with this.

Cloud, Barrett, and Tifa stand on a platform overlooking Shinra HQ in Final Fantasy VII Remake Intergrade.
The game is still gorgeous, especially the lighting, though some models aren’t quite as clean.

I am not a tech genius, but I imagine the Switch 2 version performs so well and looks so good due to a combination of DLSS technology, like we saw with Cyberpunk 2077, and the sheer willpower of Square Enix’s QA department. Their devotion and commitment to the game is clear in how solid this port is, and there is real synergy with Nintendo’s new hardware. Square Enix likely could have ported the original Final Fantasy VII Remake on PS4 to Switch 2 with lower fidelity for a $40 cash grab, but they went the extra mile to make this version worth it by adding all the PS5 Intergrade content, a heap of graphical trickery, and those new accessibility options.

And, all told, this is exactly the Final Fantasy VII Remake I remember. It sees Sephiroth traverse the space-time continuum to rewrite history—not just that of FFVII‘s world of Gaia, but of our world as well, the real world with snow and baseball (and, of course, Baseball). Remake somewhat tinkers with the original’s vision to suit the trials and foibles of the 2020s, which are similar but still different to those of the 1990s.

Remake sees the vision of FFVII’s spectacle on life, death, and change realized under new, more focused lenses of propaganda, fate, and control. Shinra is bigger and badder, and more determined to do said bad. The world has more visual heft to reflect its underlying lore. And, most importantly, the game’s characters are more fleshed out, and rather than experiencing character growth based on world events, they primarily grow in relation to each other.

The characters and story are thus more rhizomatic in Final Fantasy VII Remake, meaning there is a persistent interconnectedness to the game’s storytelling elements. And its thematic mycelia expand into every aspect of the game, from gameplay (particularly Materia and other weapon upgrades) to story via dialogue, side quest missions, and background noise such as TV broadcasts, NPC pitter-patter, and even unlockable music themes. There are more dialogue choices to be made here, more character interactions and backstory, and even main quests devoted to side characters. My favorite quest in the game, for example, centers around the peppy and sweet Jessie, a character who was sparsely developed in the original (see ‘fridging’) but is pivotal to Remake’s core narrative.

Jessie, backgrounded by Wedge, Biggs, and Cloud, holds an ID card that is crucial to her story mission in Final Fantasy VII Remake Intergrade.
“Mad Dash” (Chapter 4) is one of the best chapters in Remake.

With Final Fantasy VII Remake, Square Enix weaves together a richer tapestry of Midgar, softening the edges of the PlayStation original while also stiffening the impact of Shinra’s destructive fatalism. I tell ya, that damn pizza in the sky hit me like a freight train when I saw its overwhelming vastitude overhead for the first time, and it continues to hit hard over five years later. Square Enix managed to take what is perhaps the best linear story this genre has to offer, and crafted a grand slam trilogy (er, two thirds of a trilogy so far) out of it, one which integrates the present technical and phenomenal moment gracefully.

Which is why the Switch 2 version is so on-theme. It fills in the gaps that half-blank page jewel case cover represented in 1997, now using the technology and perceptive affordances of the present. It richly treats its inspiring material, both generally speaking and with this well-optimized—hell, frankly impressive—portable version. And, most importantly, it affords me the opportunity to frolic in the snowy Midgar I perceived from that half-blank page jewel case, as I carry it outside into the snow (for, like, two seconds—brrr!).

The stories of art and media shift over time, but when treated with care their impact remains the same. Final Fantasy VII Remake is a stunning example of this, and this portable, more accessible version reflects that same level of care. Which is good news for all you sports fans RPG fans out there.

the original cover for Final Fantasy VII on PS1.
Come on, you’re telling me that isn’t a snowy landscape?
  • Graphics: 85
  • Sound: 95
  • Gameplay: 85
  • Control: 85
  • Story: 100
90
Overall Score
(not an average)

About our grading scale

Review by · January 21, 2026 · 12:01 am

“But how can a novel…be fake?” my friend astutely pointed out as I was trying to explain the premise behind inkle’s TR-49. Because the authors never existed? No, there are plenty of instances of pen names and disputed authorship. Because there were no records of these books outside one instance buried deep within an attic? That seems closer to accurate. Add that these titles were likely created by British Intelligence during World War II, and these questions and the books themselves become much more intriguing.

These real-life objects and events set up an incredibly effective frame for the game itself. In fact, most of the promotional material for TR-49 aside from the trailers center around this inspiration, with a detailed letter from the Narrative Director (who was also a mathematician consultant for the Imitation Game film) describing why he believes his relative worked at Bletchley Park specifically, and even an interactive pinboard connecting the novel covers with internal pages. Right away, I became curious how this would fit with inkle’s tendency to play with genre and willingness to experiment with different structures and gameplay mechanics. How do these two things mesh?

One common thread among inkle games is that they encourage you to explore, try different actions and responses and—especially in my experiences with Overboard! and Expelled!—fail in order to learn. They also strive for open-ended, interactive storytelling. Otherwise, their works differ widely in tone, narrative delivery and structure, and gameplay mechanics that intersect with the storytelling. My first impression from trailers and TR-49‘s opening was that it’s intentionally limited in some important ways, like a single setting at the machine and limited direct character interactions, in order to focus the narrative and balance the expansive, association-based puzzle solving. 

A green notebook cover with updated objectives and a gold design in TR-49.
Many titles left to find and confirm!

The act of playing TR-49 is another aspect that feels intentionally constrained. There’s a first-person view, seemingly from Abbi’s perspective, looking at the machine’s interface while operating it. The entirety of the game occurs at this interface, with an intercom as your only link to the external world. It’s also a tight loop of examining entries, reading notes, talking to your “handler” Liam every so often, and repeating. This could be very monotonous, but it does not feel that way because the game encourages you to freely imagine associations between entries and figure out codes for new books. A simple example: you read an entry and notice a reference to another work the author wrote “two years later.” You could try adding two to your existing code, as the numbers often reference years or dates. This process feels conducive to a flow state until you hit the next dead end, though I never was stuck for long and was able to quickly find new leads to follow, especially after leaving the game and coming back.

This flexibility in finding codes to identify the machine’s entries and command processes absolutely leads to trial and error, and sometimes even stumbling unintentionally into new information. There was even a time when a typo I made actually connected to an entry. I know some would see this as a flaw—lack of clear direction. I would argue that your direction is always very clear: Explore. Find connections between entries and identify book titles so you can find one specific book that influenced current events. It’s up to the player what that process looks like, and I understand that may not be enough direction for some players to enjoy the game. You’re making associations using every resource at your disposal, and that includes random good luck. I also felt this was good for immersion, because it’s an organic way to solve a problem or puzzle.

A retro-styled machine with a circular display displaying cryptic messages in TR-49
Is…the machine self-referencing with Lady of Shalott?

Several unique story threads accomplish the heavy narrative lifting in TR-49. It goes far beyond Abbi and Liam’s story, which has some truly effective tense moments. While they are working to understand how the machine works 50 years after its creation, they uncover the story of the family that created the machine and how it became capable of changing reality. It’s also the story of the authors and texts that were loaded into the machine and reactions to these works from publishers and academic journals. By the time I finished the game, the frame story of the developers uncovering mysterious, direct ties to the setting served as yet another thread to incorporate into the experience. I love how TR-49 incorporates inkle’s love of stories by emphasizing the critical role that feeding literature and important cultural texts has in the code-breaking machine’s amazing reality-bending abilities. (Side note: please forgive me for deleting the Bible entry. I only did it because it is so significant! I had to find the right thing to delete to save the world.)

And this is the perfect point to bring up just how atmospheric TR-49 is. The presentation is fantastic, from sketches of characters and symbols in your notes to the haunting glimpses of portraits you occasionally see in the background of the machine’s display. The muted, lived-in tones of TR-49‘s color palette cries out, “It’s nostalgic, but there’s something off,” while the machine itself instantly evokes photos of code-breaking apparatuses from the time, like the Bombe or Colossus machines used by the British in World War II. Many female cast members, especially the ones directly working with the machine, made TR-49 feel true to the historical role of women in intelligence, and specifically Bletchley Park.

A file labeled "CC" with notes on the machine's creator in TR-49
Oh. Good to know I’m not the only one destroying things.

The one mechanic that broke my immersion slightly was the intercom where Abbi and Liam can supposedly interact at any time. It looked like the game was prompting me to use it at times, yet there were also stretches where it was quiet when I tried to use it. I’ll also admit to flailing a bit when I saw the intercom button light up while I was in the middle of typing a code for an entry. The sound design and voice acting were consistently good and not part of this issue at all. Seeing Laurence Chapman (A Highland Song, Heaven’s Vault) return for music was also exciting news, and this time, he delivers a more sparse score with memorable stings at just the right moments, rather similar to Myst or Riven.

On the whole, I felt very invested and excited when I made progress, and that only increased as I reached the end of the story. I realized I had a very specific trajectory and sequence to my game that was most likely unique to me, which very few games accomplish. I wanted to confirm this, so I even had an RPGFan colleague sit down and trial the game so I could observe. Unsurprisingly, his experience was noticeably different from mine as he focused on entries and information that caught his notice. This variety makes for a unique and compelling experience. Still, I would hesitate to recommend TR-49 unilaterally. It demands a specific mood and mindset, but if there’s a match there, it’s like cracking a code and your reward for meeting these demands is thoughtful, flow-like immersion to reveal an engaging story. One that decidedly does not feel fake when you experience it.

  • Graphics: 78
  • Sound: 82
  • Gameplay: 83
  • Control: 80
  • Story: 85
84
Overall Score
(not an average)

About our grading scale

Review by · January 20, 2026 · 2:43 pm

As a longtime fan of the Ys series, I’ve often wondered what Ys would look like had it kept the archaic yet charming bump-combat system that defined Ys Books I&II. This bump combat arose when games were more minimal in their presentation and limited in scope; in adapting to the changing times and advances in action RPG design and technology, it’s possible something integral was lost. Angeline Era seeks to answer this question by adapting and evolving the bump-slash style combat into three-dimensional space with scope and presentation more akin to the golden age PC Ys titles (Ark of Napishtim, Oath in Felghana, Ys Origin, etc.) in a non-linear world that borrows heavily from The Legend of Zelda. The result is not always successful, with the non-linearity and vague world-building impeding the normally impeccable storytelling from developer Analgesic Productions, but the veteran indie duo’s work is nonetheless immensely compelling in its combat system and level design. 

Angeline Era follows Tets Kinoshta, a former soldier who comes to the land of Era by boat (not unlike a certain red-haired adventurer), coaxed on his journey by repeated visits from an Angel in his dreams. That angel is named Arkas, and after Tets conveniently rescues him from the minions of the Fae Queen Niamh, he instructs Tets to find the missing Bicones, artifacts of great power necessary to quell the storm surrounding the crashed angel mothership called Throne. Era is a land where Humans, Angels, and Fae creatures coexist and fight amongst one another, and relationships between them (such as the one between Tets and Arkas) provide the foundation for world-building and narrative in Angelina Era

Screenshot of Angeline Era featuring Tets in town.
The low-poly visuals and 4:3 aspect ratio give Angeline Era a delightfully retro vibe.


This mix of magical creatures, biblical allusions, and ruminations on the nature of community and mortality is initially quite compelling, and many of the game’s side stories explore intriguing facets of each idea. Fae creatures steal a woman’s child and leave one of their own in its place, raising questions of nature vs. nurture when the human child finally returns home significantly changed. An angel becomes obsessed with his inability to procreate as humans do, leading to grotesque experiments in angel-human hybrids. Unfortunately, the game’s non-linear structure impedes the pacing and delivery of the narrative, leaving the player with many heady concepts to consider without a guiding narrative thread to weave them together in a satisfying way. 

I did become invested in the development of Tets and Arkas’s relationship throughout the journey. Still, the antagonists were so remote, and the stakes so unclear during much of my playtime, that reaching the end of the game and having unanswered questions felt unsatisfying. The freedom to go pretty much anywhere from the start and tackle each region and Bicone in whatever order you see fit benefits the gameplay experience, but the doubled-edged sword of that nonlinearity may cause key scenes to be missed or witnessed in an order that fails to benefit the pacing and narrative stakes. 

Thankfully, the moment-to-moment gameplay is engaging enough to carry the experience despite the lack of a strong narrative hook. In Angeline Era, you explore a world map similar to Hyrule in the first Legend of Zelda, complete with hidden areas and secrets to find. In fact, pretty much all the levels, dungeons, and towns are hidden from view, requiring Tets to use his “search” command liberally in any conspicuous spot. If you find a hidden area, Angeline Era thrusts you into short first-person segments that evoke early dungeon crawlers, where you have a limited amount of time to dodge obstacles and defeat enemies that bar your path. These segments heighten in complexity as the game progresses, sometimes containing traps, moving obstacles, and occasionally a quiz from an NPC. 

Once you get into one of the game’s many bite-sized levels, Angeline Era shines brilliantly. Equal parts action RPG and 3D platformer, each level sees you deftly navigating obstacles with your double jump and fighting off waves of enemies in confined arenas using the bump-slash system. While at its core, the combat consists of simply running into enemies and automatically slashing them with your sword, there is a great deal of strategy and depth to combat encounters. Positioning is critical, as the direction you approach from and the location you make contact with an enemy determine how much damage you do (if any at all) and whether or not you take damage in return.

Screenshot of a combat encounter in Angeline Era
The game loves to lock you into a confined space with a crowd of enemies, demanding caution and precision.

You can dodge or parry enemy attacks, and the game approaches bullet-hell levels of projectiles on screen at times, expecting you to weave between enemies and projectiles deftly. The added third dimension is vital, as jumping avoids many attacks, and several enemy weak spots are elevated or constantly moving. The enemy and encounter design is particularly ingenious, with every enemy having its own attributes and behaviors to counter. Each combat arena has perfectly devilish enemy combinations that keep you on your toes without being insurmountable. The environment itself is equally important to combat, as moving to higher ground or kiting enemies around barriers is often necessary for survival. Hitting an enemy into a wall with your bump-slash causes a critical hit and stuns them, and many scenarios almost require making use of this tactic.

A wide array of artifacts lies tucked away in the dungeons of Era: mysterious items with combat and traversal applications. Some are conventional weaponry, like a gun, grenades, or landmines; others are esoteric and more useful for navigating the environment, like a device that can summon blocks to serve as platforms, or a bubble that limits your maneuverability but enables you to travel across bodies of water for a limited time. These items inject variety into the traversal, and the level design builds upon them well, ensuring there is always some new challenge or obstacle to navigate when you enter a new area.

Tets’ core equipment has a plethora of upgrades that significantly alter their attributes, although typically in a lateral fashion. Each relic or item is powerful, yet also has drawbacks. For example, the gun can hit enemies rapidly from a distance, but can only shoot in one direction (up towards the top of the screen) and must have its ammo replenished through melee attacks. This careful balance prevents Tets from feeling overpowered, while ensuring that victory is always within your grasp. The progression system is similarly balanced, as each level awards you with a scale to level up Tets. After reaching level 11, further character levels have diminishing returns, preventing you from grinding enough to brute force your way through the game. There are a variety of difficulty levels suited to every skill level, and I found normal to be a significant challenge. The higher difficulty levels come with additional modifiers, and a boss rush mode becomes available after completing the game for those who really want to master the combat system.

Screenshot of Angeline Era showing Tets on the world map
The detailed world map is full of secrets and treasures to uncover.

Perhaps the biggest highlight of Angeline Era is the boss design. Boss fights range from standard duels against an enemy with a similar skillset to massive beasts that require specialized tactics to defeat. Some bosses even make heavy use of the environment, such as a gun-wielding Fae whose arena doubles as a game of Pong. This fight sees you dodging attacks from the boss and returning fire, all while dealing with the minions he summons and bumping into a paddle to bounce bombs back and forth to ensure they explode on his end and not yours. There is immense creativity on display in the boss fights, and my excitement to see the next area and its boss kept me wanting to forge ahead even when the vague story, lack of direction, and occasional bug or glitch stymied my progress.

Overall, Angeline Era is a triumph for Analgesic Productions. It’s by far the biggest game they’ve made, and every inch is packed with secrets and good level design. The combat system reinvents the bump-slash combat of classic Ys for the third dimension expertly, illustrating just how much depth there still is to mine from that style of combat. The narrative is hampered by the non-linear structure and heady concepts that are not fully explored, yet the core gameplay loop of exploring the overworld and uncovering new levels full of inventive platforming and fun combat was enough to keep me forging on through the world of Era.

  • Graphics: 90
  • Sound: 85
  • Gameplay: 90
  • Control: 80
  • Story: 70
85
Overall Score
(not an average)

About our grading scale

Review by · January 14, 2026 · 12:00 pm

Those valiantly keeping up with The Legend of Heroes: Trails series have long been anticipating the finale of the multi-faceted, interconnected grand saga that’s arguably Falcom’s magnum opus. As the Republic of Calvard begins preparations to journey into space (the final frontier) for the first time in Zemurian history, divergent paths intersect, and hidden truths involving reality itself come to light, setting the stage to end a saga that’s already twelve games deep. Can three different parties seeking answers come together in time to save Zemuria, or will the necessary sacrifices prove too much for them to bear? What happened in the past, what almost came to be, and what might occur in the future all come to a world-altering head in The Legend of Heroes: Trails beyond the Horizon.

Trails beyond the Horizon is a meaty RPG, clocking in at around 100 hours of playtime to accomplish everything the game offers. The completionist in me is loath to admit it, but due to time constraints, I missed out on Act III’s optional fishing quest. Even then, I still ended up slightly over 100 hours by completing all the other side quests and “optional” dungeon runs whenever available. It’s a massive time commitment, one that banks on prior knowledge from throughout the Trails series. Take heed: the game’s tagline, “the beginning of the end,” is intentional. It connects the differing Trails story arcs with the promise of a grand conclusion.

Shizuna demonstrates the new Awakening skill in The Legend of Heroes: Trails beyond the Horizon.
The Awakening ability is a powerful new tool in regards to the action-oriented combat.

As such, the double-edged sword of all Trails games once more rears its head. Trails beyond the Horizon relies heavily on players understanding lore and the character moments that precede it. Playing the two Trails through Daybreak games, at least, is necessary given the story’s central emphasis on Arkride Solutions. Given the overall plot setup, one could argue that Trails beyond the Horizon is essentially the third Daybreak title. With the focus on Kevin and Rean as central protagonists, knowledge of the original Trails in the Sky trilogy and the Trails of Cold Steel games is also beneficial to players. Throw in important characters and lore from Trails into Reverie and the Crossbell duology, and you truly connect all of the differing Trails story arcs into one interconnected tale, resulting in a game that’s definitely not newcomer-friendly.

Trails beyond the Horizon splits its story into three different routes that you can choose between: Rean and his Thors Military Academy friends represent the international perspective of the situation outside of Calvard, Kevin and the Trails into Reverie gang showcase the Septian Church’s mysterious motives, and Van and the rest of the Arkride Solutions crew represent the Calvardians more personally affected by the goings on surrounding the space program. A lot of plot gets unpacked along the way, and seeing it all come together from differing perspectives is a true narrative-building delight.

Mare takes part in a hacking minigame challenge in The Legend of Heroes: Trails beyond the Horizon.
The hacking challenge is one of the more entertaining minigames to uncover.

That said, I found that not all routes are created equal. Everyone will have their own personal preferences for which ones are their favorites. I’m a sucker for the Daybreak games, and I love seeing those characters’ storylines in particular continue, so I was pretty biased towards Van’s route. I also find Kevin and the Trails into Reverie characters to be nuanced and memorable, so I enjoyed playing their route quite a bit, too. Sadly, this meant poor Rean was something of a third wheel by comparison. I didn’t hate his route by any means, and I adored the appearances of some of my favorite Trails of Cold Steel characters (Crow, Altina, and even clumsy engineer Mint), but I always picked his route first when available just to get it done. In Rean’s defense, I felt burnt out from him getting the lion’s share of five games’ worth of lore already. Still, perhaps getting a narrative break from Rean before his return here might have been beneficial. Truth be told, certain plot reveals involving him and how he interacts with others in the cast are even particularly well-done. But the route preferences are very much more geared towards personal tastes than anything else, so others might have very different opinions. The routes aren’t all given the same amount of playtime, with Van’s route being noticeably longer than Rean’s and Kevin’s, despite all three having significant plot reveals.

The story relies so heavily on plot twists and surprise revelations that I’d probably have to make this entire review one giant spoiler warning if I went into any more detail. Be prepared for some shocking and emotional events throughout, though! I love the main antagonist twist and how Agnes is arguably the tale’s “main hero,” given how the story develops, which I found to be quite a powerful choice on Falcom’s part. As a result, many of her story scenes are truly well-done. Despite the truly massive main party, everyone has a chance to shine during main story scenes or connection events, too. I’ll also give the game credit for handling some LGBT+ story beats with more care and sensitivity than previous games in the series. Even the twin assassin characters Jorda and Ixs, originally introduced in The Legend of Heroes: Trails through Daybreak II, receive much-needed depth and narrative purpose here compared to the last time we saw them, with Jorda in particular becoming a standout.

Various long-running NPC storylines built up over the Calvard games get resolved here, such as the young artist Kisara finding purpose and a place to belong, or the continuing journeys of the three Old Town flatmates as they try to figure out their own paths while holding on to their connection. While not every single Trails character makes an appearance despite the massive cast, I do love all the name drops and references to other characters. It just helps make the world feel more alive. Given just how many interesting and heartfelt narrative moments there are, I continue to be floored by the attention to detail Falcom gives everyone in this game.

An example of the turn-based battle system at play in The Legend of Heroes: Trails beyond the Horizon.
Combat is fun, but the UI can get a tad busy.

Gameplay for The Legend of Heroes: Trails beyond the Horizon is pretty easy to pick up if you’ve played the first two Daybreak games in particular. Action RPG mechanics initiate combat out on the field when you first spot an enemy, though you can seamlessly switch to a more turn-based, strategy-oriented combat with the mere push of a controller button. Moving characters close to one another to link their attacks helps increase the damage during a turn. When an enemy is stunned, you can even wallop them further by using a shard boost when linking up character attacks for a devastating combo move. An addition for this entry is that not only can you perform a “Quick Art” magic attack to damage enemies, but also activate puzzle pieces in dungeons. Certain characters can even use a move called “Awakening” that gives them potent damage output for a short time when in action RPG mode, and you can also slow down time to give yourself an upper hand.  Honestly, if anything, both turn-based and action RPG combat might play a little too smoothly or easily now, given how many varying options you can choose from, but you can still alter difficulty as needed.

Beyond the game’s main story component and the various side quests you can participate in, the optional dungeon known as the Grim Garten awaits those who want to experience more combat while also providing a key opportunity to level grind as desired. It’s relatively easy to navigate if you’ve any familiarity with the Marchen Garten of Daybreak II or the Reverie Corridor of Trails into Reverie, with further domains opening up as you progress in the main story. I refer to it as “optional” because the game does so after a certain point, but in reality, the domains that you initially clear still provide much added insight into the main plot. You also acquire memento orbs that let you further explore series lore and worldbuilding while traversing the Grim Garten domains.

You can even collect points that you can then use to witness connection events you missed out on, given the limited number you can actually see during the main story progression. You can also gather tokens to receive various outfits and items, as well as open up a hub for characters to mingle. Given the separation of party members throughout the main story routes, the Grim Garten is also one of the few times where you get to use an assembled “dream team” of party members. My personal fave combo was Shizuna, Swin, Quatre, and Elaine, with characters like Agnes, Altina, Kevin, and Renne providing reserve support, but even in the Grim Garten, character availability varies depending on story events. It’s odd that the Grim Garten’s so important, though, given that it’s technically considered optional, especially because it comes across as anything but.

Ulrika shows off the Ouroboros Channel in The Legend of Heroes: Trails beyond the Horizon.
Ulrika is a surprisingly memorable new addition to the immense cast.

Beyond a ton of sidequests and main story quests to accomplish, there’s also a variety of minigames to participate in, too.  A lot of them are hit-or-miss, though. Personally, I could’ve done without the stealth one. Still, others, such as fishing or using conversation topics to draw out story reveals, are pretty entertaining. I found the hacking maze puzzle minigame particularly fun! The law, gray, and chaos alignment system from Daybreak also returns, adding an interesting layer to decision-making regarding how to resolve 4SPGs.

Graphically, Trails beyond the Horizon is easily the best-looking Trails game to date. However, a day-one patch is planned to fix some graphical hiccups. There are still cases of some NPCs clearly being triplets separated at birth or hair going through things like pillowcases, and a bizarre graphical glitch when focusing on certain female character “assets” in scenes that I just roll my eyes over, but otherwise, it’s quite a good-looking game. I love how colorful and vibrant it can be and how expressive the character models are. However, I should note that the UI can be small and busy, particularly in combat. In regard to glitches, I did run into a particularly unpleasant one in the game’s Finale, where it actually froze during a voiced story cutscene. Luckily, I was able to use the backlog to “force” the game forward, as I was already 30 minutes into a massive narrative exposition, so it wasn’t game-breaking. It was still anxiety-inducing for a few minutes before I figured out the workaround. I don’t know if that particular glitch will be addressed in the aforementioned day-one patch, so I think it is worth noting here.

Swin showing off the power of an S-Craft in The Legend of Heroes: Trails beyond the Horizon.
Swin is just one of several amazing returning characters.

This Trails entry features some phenomenal English voice acting. Quatre’s voice actor, John Patneaude, does a phenomenal job in certain scenes, and both Agnes and Jorda’s voice actors, AmaLee and Madeline Dorroh, respectively, emote incredibly throughout standout scenes. Aaron, Rean, Kevin, Van, and Lapis are other characters with standout English voice work, but everyone does a great job with their respective roles. The game’s OST is memorable and does a great job providing emotional support and nuance to pivotal moments and action sequences. I personally love the opening theme too. I also didn’t notice many script or localization errors while playing either, which is extremely impressive given the sheer amount of text in this game.

I can imagine that the ending to Trails beyond the Horizon could be divisive given what occurs, but the setup leading to it is absolutely incredible and, while it might be somewhat wishful thinking on my part, I have faith in Falcom’s potential to bring this massive saga to a satisfying conclusion. Trails beyond the Horizon is truly a massive game with an impressive amount of content and a thought-provoking storyline replete with memorable characters and powerful moments. It’s a true delight to play so long as you’re not a series newcomer. As a Trails fan, The Legend of Heroes: Trails beyond the Horizon has me eager to see just where this concluding story arc goes next!

  • Graphics: 88
  • Sound: 90
  • Gameplay: 88
  • Control: 89
  • Story: 93
90
Overall Score
(not an average)

About our grading scale

Review by · January 6, 2026 · 12:00 pm

I first played Riviera: The Promised Land when it was released on Game Boy Advance. The character artwork and music immediately grabbed my attention, and I was excited to try the command-based exploration — an idea that was completely new to me in 2005. Riviera quickly became one of my favorite Game Boy Advance games, and I recommended it to many friends who also enjoyed it.

For the last few years, I strongly considered playing the PlayStation Portable version to replay the game for the first time. I even bought a brand-new copy more than a decade after its release! Even so, the game languished on my backlog since then — until now. In 2023, the announcement of Riveria: The Promised Land Remastered reignited my excitement over the game. More than a year later, I finally began playing the remaster on Nintendo Switch.

Honestly, I kind of wish I hadn’t.

Riviera: The Promised Land is the story of Ein, an angel tasked with beginning “the Retribution,” an ancient power that can destroy the demons that threaten the world. Ein quickly learns that not everything is as simple as he thought and rebels against his former allies to seek the truth and save his new friends from the demons.

It’s a simple story, unlikely to surprise anyone familiar with JRPGs. There are a few twists along the way, but nothing unheard of.

The characters are also predictable and generally follow familiar tropes. Ein is a somewhat shy protagonist who is unsure of himself in the beginning and finds his strength later. You meet a powerful witch who is also a bit clumsy and a pair of sisters who seem like complete opposites (the serious and competent one and the silly, energetic one). You begin the game with an angel companion who takes his job very seriously and remains focused on the mission, and there’s a village elder who seems to know everything about everything and can always tell you where to go next.

A surprised RPG party with Lina, an archer, exlclaiming "Huh!? What's going on!?" in Riviera: The Promised Land Remastered.
The character artwork and still cutscenes bring the game to life perfectly.

What Riviera‘s story lacks in substance, it makes up in style. Both the spritework and character art are superb. The main cast all have artwork for a variety of emotions, and even common enemies have in-game artwork for dialog and when unleashing their super moves during battle. The spritework was some of the best on the Game Boy Advance, and the remaster has done a great job of keeping the game looking its best. There is a new option, enabled by default, to use a sprite blurring filter. I think it looks fine, but you can turn it off and on in the menu if you prefer the original look.

Exploration and combat are what set Riviera apart from other games of the time, and some parts are still unique more than 20 years later. Field exploration and movement work through a command system; you never have full control over the characters. When you enter a new room, you find a few options for objects to investigate and other rooms to enter. Sometimes, you cannot proceed until after investigating a specific object to trigger an event or until after a battle is won, but you are often presented with choices that lead to different paths through dungeons, trigger different dialogue options, and change the score you receive at the end of each dungeon.

The exploration and event system feels similar to a game of Dungeons & Dragons, but I would not have understood that comparison as a kid. Instead of dice rolls to determine outcomes, each investigation can trigger a quicktime event. This feature feels dated nowadays, and I was not happy to be dealing with them. I can’t mash the A button as quickly as I used to.

An example of a quicktime event in Riviera: The Promised Land Remastered. The instructions ask you to enter a sequence of directional button inputs to perform a dodge.
A variety of quicktime events make many interactions annoying.

Event choices also tie into a light dating sim feature. All the party members are women except for Ein, and Ein’s friendship with each one changes the ending you receive. Agreeing or disagreeing with each character during dialog options changes your friendship level, but this feature feels largely unimportant. It mostly serves to change the cutscene at the end of the game and encourage replayability to see each one.

The battle system is still unique, but after replaying Riviera, I am glad that no one ever copied it. I rarely found it to be fun. When each battle begins, you can choose three of your five party members and four items to take with you. The four items include all your weapons, armor, spells, and healing items. Everyone participating in the battle shares the same four items, but not everyone can use them all properly.

Battles are turn-based, and turn order is determined primarily by a speed stat. Your only combat option is to use one of the four items or the special attacks associated with them. There is no “defend” option and no option to skip a turn. You are expected to strategically choose who to take into battle and which items to bring, but that usually means making sure you have a weapon for every character (which could be two or three item slots) and some kind of defensive item. Every item has limited uses, and you waste some of those uses just because you must take a turn.

Enemies have a rage meter that builds as you attack them and decreases when you do not. When it passes a threshold, enemies begin attacking with stronger moves. When the meter is full, the enemy will use a super attack.

Screenshot of Riviera: The Promised Land Remaster, of a character in battle selecting a weapon called "Einherjar"
The four-item limit in battles leads to wasted items and nearly unavoidable super attacks.

The core concept is to manage enemy rage by not attacking too many times in a row, but the limited item selection makes that very difficult, or even impossible. There were very few fights (mostly bosses and a few unique enemies) where I felt like I was engaging with the system and strategically managing rage to avoid a defeat. Most battles seemed determined entirely by the items I brought with me. For example, if the enemy was weak to fire (something the game tells you before the fight begins), then bringing fire weapons would end the fight quickly, and not bringing them would usually result in a defeat.

Character leveling and stat progression are also unique in a bad way. There are no random encounters or repeatable field encounters. Leveling characters happens when you repeatedly battle past enemies by selecting them from a menu. Characters gain stats when they master different items (by using them a set number of times).

I remember this being a tedious grind in the original game, and I initially began doing the same grind in the remaster. About halfway through the game, I had enough of the grind and instead turned on one of the new quality-of-life features that increased experience gains enough that stat increases came after using a new item only once.

Each dungeon, or “stage”, ends by giving you a final score and ranking. The lure of seeing alternate paths and achieving different scores encourages multiple runs, but I would never recommend it. Each stage felt twice as long as necessary. Playing through the game one time was enough for me.

Riviera: The Promised Land Remastered is not a bad game, but my taste in games has moved on. It’s probably the perfect game for someone, but I suspect its appeal is limited. Things that were new and exciting to me 20 years ago are now mind-numbingly boring or just annoying. It has taken me almost a full year to finish replaying the game because I quickly grew bored every time I resumed playing. Unfortunately, this is one game I think should have stayed in the past, and it’s a shame that my fond memories of it have been so broken.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 60
  • Control: 75
  • Story: 60
65
Overall Score
(not an average)

About our grading scale

Review by · January 3, 2026 · 12:00 pm

I was almost hesitant to dive into Tears of the Kingdom.

I’ll be quite honest: I hold Breath of the Wild on a bit of a pedestal. As a long-time Zelda fan, it switched up the formula in a way I didn’t know I wanted, and I absolutely adored it. Its release was a formative moment in my life as a Nintendo fan and an impossible to replicate experience. The game’s opening sequence still lives rent-free in my head, and the feeling of exploration that followed has yet to be matched.

Consequently, I knew I’d be inherently biased towards its predecessor in a way that would unfairly colour my opinion of Tears of the Kingdom. And so, silly as it sounds, Tears of the Kingdom remained unplayed on my Switch for two whole years. 

With the release of the Switch 2 and the title’s enticing new update pack, I decided it was finally time to change that. I’d feared that Nintendo had given itself an impossible challenge with this one. How could they possibly improve upon what I already felt was one of the greatest games of all time? Well, I was wrong. 

Tears of the Kingdom takes place a few years following the events of Breath of the Wild, and it’s clear the kingdom of Hyrule is quickly bouncing back to life. The game’s overworld feels far more lively than its predecessor, with far more NPCs, enemy variety and, most notably, landmasses to interact with and explore. 

Locations such as towns, villages and stables feel far more important to the core experience this time around. No longer do they serve mainly as shop locations but feature an expanse of side quests, making Hyrule feel lived in and bustling with the excitement of a civilisation intent on reclaiming what was previously taken from them. This provides a distinctly welcoming overworld—one which encourages you to explore what the world has to offer and aid its citizens in Hyrule’s return to glory. 

The introduction of the Zonai tribe and their sky islands, alongside the depths nestled below Hyrule’s grassy plains, provides players with one of the most expansive maps I’ve ever encountered. To some, this may sound daunting and overwhelming, and I’ll admit I felt the same at first. Open-world fatigue is real, and sometimes you can have too much of a good thing. That said, Nintendo have once again done a fantastic job at ensuring that’s not the case. A perfect balance of shrines, overworld puzzles, enemy encampments, treasure-ridden caves, korok seed encounters, and more ensures continued engagement. You constantly experience those aha moments we all know and love, and it’s always exciting to see what’s over the horizon. The world feels completely focused on putting player exploration at the forefront. 

The Legend of Zelda Tears of the Kingdom Sky Islands, with Link looking down over the edge.

Similar to its predecessor, Tears of the Kingdom starts the player off in a tutorial section of the map on the sky islands high above the kingdom of Hyrule. It cleverly guides the player through new abilities without it feeling overbearing. This allows Nintendo to show off what’s new about Tears of the Kingdom all in one go: a whole new set of abilities (we’ll get back to them later) and a stunning new area to explore. 

Just like the overworld below, these islands are teeming with puzzles and shrines to keep the player occupied. Interestingly, however, the world above has a very different feeling from the rest of Hyrule. These islands give off a far more tranquil, isolated vibe that is more akin to Breath of the Wild. It’s a contrast that I adore and makes the different levels of the kingdom feel unique. 

Switching focus to what lies below Hyrule, the depths themselves feel somewhat underwhelming in comparison to the rest of the map. They play an important role in the main quest, but outside of that, I found them to be uninviting and a little uninspired. One area felt like another, and next to the overworld and sky islands, the depths felt lacking in content and far larger than necessary. 

To go alongside its vastly expanded map, Tears of the Kingdom features a whole host of new enemies, breathing fresh air into the world and bringing a bit more excitement to everyday encounters. I wouldn’t say it’s game-changing, but it’s a welcome touch that helps to make the world feel more natural and less like a Bokoblin factory. Oh, and no matter how many times you do it, you’ll never not feel like a badass when you shoot an Aerocuda out of the sky.

Tears of the Kingdom brings a brand new set of abilities to the Zelda universe: the four you obtain in the tutorial section—Recall, Fuse, Ascend and Ultrahand—alongside the camera and one other, which I’ll avoid talking about for spoilers’ sake. Recall essentially allows players to rewind time, Ultrahand acts rather like Breath of the Wild’s telekinesis, and Ascend allows players to travel upwards through obstacles and land mass, making traversal much easier. Fuse is where the excitement lies, however. 

The Fuse ability is core to the game’s very identity, allowing you to combine pretty much any item with your weapons and shields, increasing their power and durability and completely changing how they function, their effects, and even their elemental affinities. It’s not quite on the level of Borderlands, for example, but if you think you can fuse it, you probably can. 

Ultrahand is essentially an iterative version of telekinesis, allowing players to manipulate the environment, similar to how Fuse lets you manipulate items. For the average player (myself included), this will amount to building towers and sailboats; however, the more creative among us will find fun in this ability. From basic cars to Gundams, there’s a lot of flexibility and potential.

Link running through a field in Tears of the Kingdom.

Shrines make a welcome return, totalling 152 across both the mainland and sky islands. These bite-sized puzzles are still an absolute highlight of the game for me and seemingly offer a bit more challenge than their predecessors. I certainly found myself scratching my head more often, and I always enjoyed the process of trial and error when a difficult puzzle arose. 

One complaint many long-term Zelda fans had with BotW was its lack of traditional-style dungeons. Nintendo clearly took these concerns to heart, and I’m pleased to say that you can find a total of four uniquely themed dungeons within TotK. While they won’t set records for being the series’ most difficult or extravagant, they’re still an enjoyable experience that only adds to the vast amount of content on offer. They certainly feel like a step up from the Divine Beasts and are an equally core component of the story. Where these dungeons really excel, however, is their boss fights. Particularly with the Switch 2’s additional power, each one felt like a real spectacle and has me particularly excited for future Zelda titles on the system.

To keep this review as spoiler-free as possible, I’m not going to go into any details regarding the story. I can say that Tears of the Kingdom has what I believe is the best narrative in the franchise’s history. It’s a huge step up from anything we’ve seen before and delivers a compelling tale that had me genuinely intrigued throughout. The only downside is that the game once again uses a series of non-linear flashbacks activated by interacting with different geoglyphs across the map. This makes you likely to experience plot points out of order, which can be somewhat confusing. This was less of an issue in Breath of the Wild, where the narrative took a back seat, but this time around, I think the story would’ve been better told linearly.

Once you’ve collected all the memories, my advice is to go back and watch them all in order. Otherwise, you’re missing out on something quite special. The final boss battle against Ganondorf (Spoiler! Who’d have guessed you fight Ganon in a Zelda game?) is truly a sight to behold. It perfectly encapsulates the magic of the Zelda franchise and looks absolutely jaw-dropping on Nintendo’s latest hardware.

Link attempting to catch a falling Zelda in Tears of the Kingdom.

When it comes to music, Nintendo never phones it in, and Tears of the Kingdom is certainly no exception. From traversing the fields of Hyrule to the dungeons and set pieces, every track feels tailored to perfection. Zelda wouldn’t be Zelda without its music, and you can rest assured that Tears of the Kingdom achieves the high bar all its predecessors have set.

Rather like its soundtrack, Tears of the Kingdom is no slouch when it comes to graphical fidelity. The Switch 2 turns this game into what can only be described as a Ghibli-like experience. Traversing the world in 4K at 60fps is an experience like nothing else, with the sky islands as a particular highlight. Load times are also considerably better on the new hardware, with instantaneous transitions between the different planes of Hyrule.

For comparison’s sake, I played through part of the game on the original Switch, and the difference in textures, framerates, and load times is night and day. The experience on the Switch 2 is on an entirely different level from the original hardware. Even as someone who transitioned from an OLED model, I still think the colours are more vibrant on the new console, thanks to the HDR implementation. It really feels like you’re experiencing the pinnacle of Nintendo’s development expertise when you play this title in all its glory.

The Legend of Zelda: Tears of the Kingdom sets a new standard for the open-world Zelda formula. It’s a truly unforgettable experience that manages to encapsulate everything good about its predecessor while setting itself apart from what came before. When combined with the power of the newly released Switch 2, it truly comes into its own and exemplifies exactly why Zelda is so revered within the gaming landscape.

  • Graphics: 99
  • Sound: 95
  • Gameplay: 98
  • Control: 95
  • Story: 92
96
Overall Score
(not an average)

About our grading scale

Review by · December 24, 2025 · 12:12 pm

The Fallout TV series is currently working its way through its second season, and as a longtime Fallout fan and wintertime couch potato, the show has been a delightful escape for me lately.

The trouble is, the show’s rich themes, worldbuilding, and aesthetic trigger a dark, uncontrollable urge in me to play the Fallout game series. So, after last year’s inaugural season, I played Fallout New Vegas, experimented with Fallout 3 and Fallout 4 mods, tried Fallout London, and even played a couple hours of Fallout 2. But none of these things, it turns out, are quite as saccharine as the sweetroll of a truly new Fallout game.

“What about Fallout 76?” cries the little devil on my shoulder. Yeah, pfft, when flying bananas talk!

No, I can’t; I couldn’t. I wouldn’t. I mean, what would Three Dog do in a moment like this?

Well, I did. I really did. I crushed Fallout 76 like a radroach under the great foot of a towering Super Mutant. I played hundreds of hours across five months and three major title updates: Gone Fission, C.A.M.P. Revamp, and Burning Springs.

The first of these brought fishing to Fallout 76, and it’s surprisingly solid — I’m not sure I appreciate paywalling the better fish behind premium bait, but there have been treasure events, plenty of free season rewards for the premium fish, and, mechanically-speaking, the fishing is awesome (check out my updated fishing feature to see where it falls for me against other RPGs). The second update let players build settlements with much greater freedom of placement and an improved menu, taking camp-building creativity to a whole new level. And the most recent update brings us to gen-α’s favorite state, Ohio, in a much-anticipated collaboration with the TV show’s Walton Goggins as the Ghoul.

Burning Springs is arguably the most compelling update the game has seen since its rocky launch in 2018. It centers around the Ghoul, who is visiting the ruins of east Ohio with a stack of bounties in hand. These bounties work similarly to public events, where any of the 20-25 players on a given server may join the hunt from the map menu, and they activate through Wanted posters earned from short missions called “grunt hunts.” The posters don’t stack in players’ inventories, but multiple can be stored in stash boxes. When stacked back-to-back in this way, players can run full bounties (“head hunts”) in succession, quickly racking up XP, legendary weapons and armor, and rare items like modules and treasury notes. The new Ohio region is also enormous, similar in look/feel to the desert wastes of New Vegas, and packed with new story missions and side quests. It is a raider’s paradise, and a fun callback for fans of the older Fallout games.

Two players stand by the sign welcome people into Athens, Ohio; one player is looking into the distance while the other flashes a peace sign.
It’s not too late to turn back!

This year’s updates have their fair share of issues, to note: controversial weapon rebalancing, server issues, a continued push of Atomic Shop schlock, raid reward nerfs, and, of course, various bugs and crashes — both new and persistent! There’s plenty of familiar Bethesda jank to go around, mind you.

In spite of this, however, the game is more stable now than it’s ever been, and Bethesda has seemingly grown more generous in its old age. Of course, Fallout 76 presents the classic symptoms of the SaaS disorder, with grindy late-game mechanics, paid level upgrades, and a compulsory premium subscription, but it also has freeform C.A.M.P. building, generous and frequent leveling/XP bonuses, easy free Atomic Shop points earned through standard play, and dozens of compelling single-player and multiplayer quests to satisfy longtime fans of the series — just avoid the pre-Wastelanders quests (i.e. pre-NPCs), as they are tiresome and monotonous.

The C.A.M.P. building in particular sets Fallout 76 apart from nearly all others in the live service category. Where most MMOs lock homebuilding behind a paywall, Fallout 76 gives players multiple slots for building bases nearly anywhere on the map, even offering extra slots for free or super cheap (100-200 Atomic Shop points). Players’ builds are creative, interesting, varied, often themed, and players can sell or give away items in the game to other players through their shops — as an early player, I received hundreds of free plans, crafting materials, meds, and ammunition from players at their bases, during events/quests, out in the world, and at the game’s various donation boxes. And that generosity starts with good design; Bethesda has clearly chosen to foster community building in its open-ended and protected (i.e., difficult to grief) C.A.M.P. building.

The community focus is interesting for Fallout 76, though, as the game originally started as a PvP-minded post-apocalyptic survival game. Systems were closed off, resources were scarce, and the wasteland of West Virginia felt empty, even when you saw other players. However, after community feedback, Bethesda moved toward more Golden Rule (do unto others, etc.) designs, a far cry from both its former self and other grief-happy MMORPGs and survival multiplayer games. Players can now lock items at C.A.M.P.s, proxy chat is off by default, nukes are easy to spot on the map, pacifist mode is easier to find, stimpacks are more common, and Charisma perks and mutations provide major incentives to play nice.

And the community has taken this and run with it. Nearly everyone on the game’s standard online servers (there are Survival servers for PvP fans) plays with pacifist mode on. Folks mostly stand up for their fellow players, killing bountied gankers and thumbs-down-emoting griefers — for instance, if you mistakenly pick up someone’s dropped junk on death, which I have accidentally done (sorry), you will get the business from your server mates. And people are always ready to help other players, reviving them when they’re down, giving away helpful items, running Daily Ops and quests with them, and so on. As a player of other games in the survival MMO genre, this is a delightful departure from the norm.

They say if the bones are good, the rest doesn’t matter. Well, Fallout 76’s bones are… weird. Like, yeah man, real-time VATS is janky, even if I miss it when I transition to playing other shooter games; The game’s 1200-pound stash cap is ridiculous at this point, whether or not you have premium junk, ammo, and med storage boxes; Shooting does feel better than in previous Fallout games, but a quarter of your shots still won’t register for whatever reason; And yes, there are a million stupid currencies, practically one for every NPC in the land, and some are definitely more valuable than others. Worst of all, though, and this game’s greatest offense: you can not turn off that god awful music in the Whitespring Mall without cutting the game’s sound entirely. Ugh!

But then there’s the majesty and enormity of West Virginia, the charm of Fallout 76’s wacky NPCs, the compelling lore dumps on power armor and folk creatures, and the awesome creativity of the game’s C.A.M.P.s. There are consistent free updates, excellent seasonal rewards, and a bountiful pile of customization options, weapon and armor loadouts, builds, and literal nukes available to players. I could go on, but my point is that, in spite of its issues, Fallout 76 has become a really compelling package for series fans — finally. (Just don’t tell longtime fans of the game I said “finally,” as Fallout 76 has some of gaming’s most devoted holdouts: players like MrWestTek and MrsBlobby who have stuck with the game through thick and thin.) As surprising as it is, people from all walks of life enjoy Fallout 76 at the end of the day, and I am part of that growing community.

Two Fallout 76 players stand in front of a vat of goo, where a super mutant looks like he may be flailing his arms asking for help; one of the players appears to be throwing a grenade at him.
Threedog forgive me, I genuinely like this hamfisted, wacky live service game.

As it turns out, there is something for everyone here. For series fans and migrants from the Fallout show, this is a polished-enough Fallout game to quell any dark, uncontrollable urges folks may have to play around in the series’ extended universe. RPG fans looking for a good singleplayer experience can easily play this game that way as well — at the end of 2025, there are practically enough quests for three full Fallout games, though you’ll need a “best Fallout 76 quests” guide handy to find them. Live service, survival multiplayer, and co-op fans will find that Fallout 76 is something respectfully different in those arenas as well, thanks to C.A.M.P.s and a polished focus on PvE content and story missions. Even if Fallout 76 still has the pitfalls of most live service games, there’s so much to chew on for fans of that genre, from frequent, entertaining public events to bounties, raids, daily operations, and expeditions. I believe that practically anyone who likes Fallout can enjoy this game, in theory.

But I can only speak for myself, and after 400 levels and a couple hundred hours of gameplay, Fallout 76 is probably my new favorite Fallout game. Strange as it is, part of me might even rather get more Fallout content in this formula than a full-fledged new single-player game. That said, if you’re reading this, Todd, get back to work on Elder Scrolls VI. And I will readily admit: perhaps the Machine Zone has enraptured me. But somewhere amongst the fog of live service distractions, Fallout 76 still contains some of the best stories in the whole series: from memorable player interactions—like generous early-game gifts, nuke launches, special C.A.M.P. builds, and precarious raid victories—to stimulating story moments like rising through the ranks of the Enclave and Brotherhood factions, braving the trials of the DC DMV, and running bounty hunts with the Ghoul himself, Fallout 76 has proven itself to me. In fact, it kinda rules now.

A fallout 76 player dressed as a clown attends a wedding-themed event.
Let’s keep this party going.
  • Graphics: 90
  • Sound: 80
  • Gameplay: 85
  • Control: 75
  • Story: 80
85
Overall Score
(not an average)

About our grading scale

Review by · December 23, 2025 · 12:00 pm

It’s time to return to the world of monster-taming RPG Digimon Story: Time Stranger with the first of three planned DLC story episodes! Appropriately titled “Alternate Dimension,” this DLC foray blends multiple times and realities together in a fight for the fate of all dimensions, but is Alternate Dimension’s extra story content and new Digimon worth the price of admission? I’d say yes if you’re already a fan of the base game; however, I don’t think Alternate Dimension alone is an outing that would convince a newcomer to shell out for the game proper and its season pass.

The protagonist gets a plot rundown from Mirei in the Alternate Dimension DLC episode of Digimon Story: Time Stranger.
That sums up the plot very succinctly!

Alternate Dimension‘s battles and difficulty are comparable to late game in base Time Stranger, and you can even access them using a Clear Save file if preferred. Upon installing the DLC and starting a save file, a message from the In-Between Theater staff alerts you that the theater’s elevators are now working, though something might be amiss with them. Agent hurries to the scene only to be informed that a very powerful Digimon entity known as Parallelmon found a way through the Akashic Backdoor, wreaking havoc on different realities and time periods and threatening the very fabric of all existence. Shortly after agreeing to help, Agent and their Digimon party members meet a teenager named Kyoko Kuremi. This leads to the discovery that Parallelmon is kidnapping the human partners of Digimon from around the multiverse to serve as living batteries for their reality-ending plans. Together with some new Digimon allies, along with the always helpful assistance of Inori and Aegiomon, can Agent and Kyoko set things right for the multiverse?

The protagonist, Kyoko, Inori, and Aegiomon are eager to get down to business in the Alternate Dimension DLC episode of Digimon Story: Time Stranger.
Go, team, go!

I was fairly impressed with the overall plot for Digimon Story: Time Stranger, and I appreciate how Alternate Dimension builds upon it. The episode’s narrative is still surprisingly mature, dealing with issues such as Kyoko’s initial struggle with intense hatred for the digital lifeforms she encounters due to past trauma. The loose plot thread of Kodai Kuremi’s fate from the base game also comes full circle here, with his resolve to do the right thing and the repairing of the familial bond between himself and Kyoko as narrative highlights of the episode. There’s also some nostalgic fanfare in the fusion digivolution of two of the new Digimon allies for fans of the anime adaptations! Overall, I quite liked the entertaining diversion this DLC episode provides in its significantly shorter time frame.

Alternate Dimension takes roughly three to five hours to complete, and five hours is only if you try to explore every nook and cranny or get into a lot of field battles. I give the DLC credit for making the whole episode feel very streamlined and not padded with needless filler. You-as-Agent traverse with your allies through each new area that opens up, seeing story scenes and encountering boss battles along the way. The turn-based fights function the same way as the base game’s fights, exploiting your strengths and enemy weaknesses during your Digimon party’s turns. You acquire skill points and can even digivolve your Digimon to more potent forms should you raise their stats high enough. The ability and skill-slinging action can get frenetic and heated in the longer boss battles in particular.

The party is ready to fight and defend the fate of all dimensions in the Alternate Dimension DLC episode of Digimon Story: Time Stranger.
The whole party’s ready to rumble now!

Nothing has significantly changed graphically from the base game to Alternate Dimension. Occasionally, some of the white-lettered subtitles are difficult to see depending on the background color, which was also an issue with the UI in the base game. To the DLC’s credit, I feel as though some of the Digimon animation, in particular, is slightly more expressive than it was when Digimon Story: Time Stranger was initially released. The locales you traverse, save for the mysterious and near-paranormal White Room and its seemingly never-ending circular corridors, are all from the base game, with some subtle differences as far as item placements and the like. It’s a clever way for the DLC to reuse assets that also makes sense from a story context.

Alternate Dimension’s soundscape is just as good as the base game’s. For the purposes of this review, I went with the English audio, as I did in my base game review, but note that you can play the game with the Japanese voice cast. Kodai’s English voice actor, Brad Davidorf, gets more of a chance to show off his excellent range, given his character’s expanded and more emotional role here. Kyoko’s actor, Erica Mendez, brings a dynamic flair to her performance. The scriptwork is pretty much flawless, too, with nary an error to be found! You can also replay the episode after finishing it, giving you some needed replayability options if you want them for experience grinding and item collecting.

I had a lot of fun playing Alternate Dimension. It reminded me of what I enjoyed about the base game and feels as if you’re in an interactive mini-story arc of a Digimon anime. The DLC’s short playtime means it isn’t a major selling point for newcomers to Digimon Story: Time Stranger. I’d say it’d be better to buy the base game first if you’re curious and then put money down on the season pass if you happen to enjoy the game, but it certainly is an enjoyable outing in an entertaining story-verse. Hopefully, Digimon Story: Time Stranger’s Alternate Dimension shows just how much promise and potential the next two planned DLC episodes have. I’m definitely eager to try those out now after having given this episode a chance.

  • Graphics: 79
  • Sound: 85
  • Gameplay: 86
  • Control: 86
  • Story: 87
85
Overall Score
(not an average)

About our grading scale

Review by · December 20, 2025 · 12:00 pm

Tales of Xillia was first released on PlayStation 3 in 2011 in Japan and 2013 internationally as the series’s 15th anniversary title. Tales of Xillia Remastered adds quality-of-life features to make the experience as seamless as possible for both newcomers and veterans. While some remaining quirks expose the original’s age, it’s still a solid entry in the ongoing Tales of remastered projects.

In the world of Rieze Maxia, humans call forth magic, called Artes, by channeling spirits with mana from their minds’ mana lobe. Powered by this mana, spirits live symbiotically with humans and enrich Rieze Maxia’s diverse biomes. But political tensions rise as two nations vie for a weapon that can utterly annihilate the other at the cost of the lives of the spirits it’s powered by. Tales of Xillia follows the group that hopes to destroy the weapon and protect the lives of both humans and spirits alike.

The party is led by dual protagonists Jude and Milla. Tales of Xillia Remastered’s most defining feature is that players get to choose one of the two protagonists at the start of each playthrough. While most of the game remains unchanged, whenever the group splits up, the story will follow the chosen character. This doesn’t occur so frequently for it to feel like multiple playthroughs are required to get the “full experience,” but when it does, it helps Xillia feel distinct in the Tales of oeuvre.

A Tales of Xillia Remastered screenshot of Milla and Jude speaking to each other. The dialogue reads, 'In other words, you'll need that spyrix to save the Four Great Spirits.'
No matter which protagonist is chosen, the end goal (and terminology overload) is the same.

Those who want to try to tackle both “storylines” may be intimidated by Tales of Xillia Remastered’s length (approximately 35 hours) and the fact that Tales of games tend to drag on as they near their ends. Remastered alleviates replay agonies with the Grade Shop, a store players access at the start of each new game. Here, they spend points on upgrades that make the game easier or more convenient, such as multiplying experience gain, running faster than usual on the overworld, and increasing the maximum number of most held items to 99. As a bonus, some of these features can be toggled on and off freely during the game, adding extra flexibility. In the original, grade points are awarded based on achievements earned in previous playthroughs, but in Tales of Xillia Remastered, all players start with 5000 points even the first time around. These 5000 points are exactly enough to buy each upgrade, so players are free to customize their experience however they please, whether it’s to align with a particular playstyle or to make repeat playthroughs simpler.

Beyond the Grade Shop, there’s a tab in the item menu dedicated to bonus content. In addition to the original game’s costume DLC, there are also extra items to further alter the game experience. This includes multiple bundles of cash and sets of permanent stat-raising items. Players can ignore these bonuses or use them freely, further customizing their game as they see fit.

The game itself is a solid Tales of experience. Players control one of the six party members in real-time battles, stringing together basic moves and interweaving special Artes when possible. There are four characters in battle at a time, and they can link with one other character to utilize exclusive special Artes based on the combo. The six main characters each play differently enough from each other that it’s easy to find a personal favorite playstyle. At certain points in the story, characters come and go, so it’s best to get acquainted with the chosen protagonist as a backup. Thankfully, they’re straightforward to learn yet satisfying to master.

Players battle through Tales of Xillia Remastered’s many dungeons that, thanks to their bright and distinct visuals, elevate the world’s uniqueness. Mechanically, however, they aren’t much to write home about. They’re incredibly linear, and the few locations with any sort of “gimmick,” such as mining or climbing branches, aren’t much different. The linearity makes the dungeons feel streamlined; they aren’t insultingly mindless, but they aren’t particularly engaging, either. What’s more egregious is the way the game’s map handles different floors of each dungeon. Instead of flipping from floor to floor, players use a sliding scale to adjust the shown elevation. This process gets tedious over time, and becomes worse when incorporating the map’s icons.

The map helpfully marks treasure chests and even hidden items. Optional story events and the location of the next required story event are also marked, but with a little too much consideration. Their icons appear across all elevations, helping prevent players from accidentally missing them. However, as the game progresses, more and more locations have overlapping floors, making it unclear exactly where these events are located. There are also occasional instances of event icons appearing before the event in question can be accessed, which can cause confusion. In very rare cases, the markers for accessible events won’t appear on the map until the player enters the very room where the event takes place. This can be especially frustrating when the event in question is time-sensitive, leading to accidental mission failures.

Players can check the status of their ongoing missions in the main menu. But, like the map, sometimes the mission information is written in a way that makes it seem like the quest can be progressed, when in reality, the player isn’t far enough along in the story for it to happen. Skits are a much more trustworthy way to determine when a mission is ready to be completed. In addition to traditional Tales of skits, in which the party members chat with each other about a particular topic, Xillia includes extra skits in which the characters proclaim when a mission is ready to be completed, or a story quest can be continued, and where the player should go to progress.

Besides in skits, characters will also make quips during and outside of battle based on choices the player makes. If the party doesn’t have a passive buff from eating food, a character may complain about being hungry. A character who hasn’t participated in battle for a while may make a remark about wanting to join the fray. It’s nice to get extra examples of the characters’ personalities, but sometimes the same remark gets repeated multiple times within a few minutes, which is annoying rather than charming.

Other Tales of traditions have been altered in Xillia to questionable outcomes. While party members will ask to have food prepared, there’s no cooking mechanic. Players instead buy prepared food from vendors, removing one of the series’s original collectibles. There are no hidden foods to add to the feel of filling out a cookbook, either, only the ones that are available from vendors.

Vendors are unique in Tales of Xillia Remastered. Instead of each location having its own inventory, the available items are the same everywhere, and change only after the player increases the shop’s level. To increase shop levels, players can donate gald or materials, which are found all over the world. This encourages players to pick up everything they come across and travel by foot to each location rather than always fast traveling. But this comes at the cost of shopping being too streamlined. The enjoyment of perusing the wares of a new location’s stores to see what’s available is gone. If a player doesn’t have the materials or gald to donate, they have no reason to even check the stores when arriving somewhere new.

A Tales of Xillia Remastered screenshot of Milla about to be dragged away by other characters. Her dialogue reads, "Ah, very well. You two carry on with your consumerism."
Milla is a genuinely funny and capable team leader.

Tales of Xillia Remastered also alters titles. They act more like achievements, with no way to equip them to characters. This change makes them feel incredibly generic compared to the titles of past Tales of games, which felt more meaningfully relevant to each character. The titles that exemplify this the most are the “[Person 1] <3 [Person 2]” titles, which all share the description “[Person 1] and [Person 2] have spent so much time linked together that people are beginning to gossip.” This feels strange for duos such as Jude and Leia, where Leia has an admitted unrequited crush on Jude, and downright inappropriate for any combo including Elize, who is a child. Instead of personalizing the titles, such as “Childhood Friends” for Jude and Leia and “Grandfather Figure” for the elderly Rowen and Elize, they all feel sterile and uninspired, adding nothing to the world of Xillia and its characters.

Xillia’s characters, rather than its overarching narrative, are the most interesting part of the game. The six party members are all likable, with their own internal conflicts to explore, and their differences play off each other well throughout the story and in optional skits. Getting to know the group and seeing them through their trials and tribulations helps make up for the game’s rougher aspects that weren’t tweaked in Remastered.

Anyone who already played Xillia when it first released can access Remastered’s quality-of-life features to make replays as convenient as they’d like. For first-time players, Tales of Xillia Remastered is still a great way to experience this Tales of classic, as there’s currently no other official way to play it on current-generation consoles, and no system is backward-compatible with PS3. While the original may not be the absolute brightest in the series, Tales of Xillia Remastered is a solid way to play a solid Tales of title that hasn’t had a chance to shine in a while.

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

About our grading scale

Review by · December 16, 2025 · 12:00 pm

From the ashes of Telltale Games and their bevy of beloved narrative adventure classics such as The Wolf Among Us, The Walking Dead, and Tales from the Borderlands, comes Dispatch, a superhero workplace comedy from AdHoc Studio, built by many of the former Telltalers behind those same classics. Can Dispatch match up, or have the Telltale talents gone from hero to zero in the time since they sadly closed down?

Thankfully, it’s the former, and Dispatch is very much a heroic return to prime form for both the team and the narrative adventure genre itself. Impressively so, since Dispatch has seen a meteoric rise in popularity over the course of its episodic rollout and after the full release.

You play as Robert Robertson III, better known as Mecha Man, a superhero who pilots a giant mech suit to fight crime. Well, it’d be more accurate to call him an (extra)ordinary citizen, since Robert doesn’t actually have any powers of his own besides his deft engineering skills and technological know-how. His power-less nature makes him a bit of a black sheep in the superhero world, so when a battle with his archnemesis Shroud goes awry, Robert is put out of commission from hero work and forced into early retirement.

That is until fellow hero Blonde Blazer arrives to offer him a unique and lucrative opportunity to work at SDN—the Superhero Dispatch Network—where he’ll be put to work dispatching local superheroes to crime around the greater Los Angeles area. Robert soon finds, however, that he’s been specifically chosen to lead the Z-Team, a new initiative that takes recently reformed supervillains and turns them into productive members of super-society.

Screenshot from Dispatch, showing the Z-Team sitting around a meeting table.
You’ve heard of the dream team? Well, they’re the mean team!

It’s from here that Dispatch‘s story begins in earnest, with Robert getting acquainted with his Z-Team and all of them building up a rapport and learning to trust each other in sticky situations. It’s a great zero-to-hero narrative, with Robert’s arc in particular demonstrating that, despite his lack of powers, he really is the best person to be leading this team.

Robert and the Z-Team are easy to fall in love with thanks to Dispatch‘s bouncy, genuinely funny writing and its stellar voice cast. Leading the pack is Aaron Paul as Robert, who plays him perfectly despite this only being his third-ever voiced role and first-ever video game appearance. He deftly conveys Rob’s sardonic wit and snarky attitude in tandem with his genuinely good nature, while bringing gravitas and depth when the occasion calls for it. All in all, it’s an impressive, nuanced performance. Naturally, he’s no stranger to those kinds of roles, but Robert truly feels like his own person, rather than a player avatar with Aaron Paul’s voice attached to him.

The rest of the cast of Dispatch is similarly excellent, with nary a weak pick amongst them, which is kinda surprising given that the reveal trailer had me very skeptical of some of the choices of actors. There are proven talents like Aaron Paul, Jeffrey Wright, Laura Bailey and Erin Yvette, alongside YouTubers MoistCr1tikal and JackSepticEye, rappers THOT SQUAD and Yung Gravy and games writer/journalist Alanah Pearce (though in fairness she has done a fair bit of acting over the years).

No disrespect to their individual talents or previous works at all, since I was already a fan of some of them, Alanah especially, but it seemed like some of the names on the cast had been picked from a hat for recognition mainly.

I’m very happy to say that my cynical skepticism of those particular casting choices was unfounded, and they all turn in at the very least decent performances all around. By the end of the season, it felt as if the characters were written and designed for the actors specifically, rather than the other way around. Their voices, cadence and overall performances fit each of their characters wonderfully.

Screenshot from Dispatch, showing the character roster and their attributes.
Each crime requires a certain set of skills to solve. Be sure to pick the right heroes for the job at hand!

Of course, like Telltale games of old, Dispatch involves making dialogue choices and story decisions that affect character relationships and future episodes. However, that’s not all you’ll be doing. You’ll also have to handle the actual superhero dispatching itself. This isn’t just some arbitrary minigame to hold your attention either. This is a fully fledged system with mechanics and perks and upgrades. Each member of the Z-Team comes with their own proficiencies and passive skills. Some are better at stealthy situations, others you can rely on for brawls.

Whenever an active crime shows up on your map, you select it and receive the scenario, along with a list of requirements for that particular job, with certain words bolded to clue you into what skills are required for that mission.

Using the above image as an example, you can see that the mission is a bank robbery, requiring a swift, cautious hero to rescue the bank manager and block the robbers from getting away. For this particular mission, you might want to send Invisigal (played by Laura Bailey). As her name suggests, she can turn invisible at will (as long as her breath is held) and she happens to be quite agile and decent enough in a fight too, making her a perfect fit for such a scenario.

Once your chosen hero is selected, the game generates a success rate. The better your hero is, or the more heroes you send out on a single job, the better your chance of success. Frankly, as XCOM fans, or fans of any strategy-based game where a success rate is factored into play will readily tell you, the RNG can sometimes be a source of frustration. Your roster for a particular call may have a 95% success rate, but it can still be failed. In fairness, though, the consequences for failure in Dispatch are not quite as daunting as in a game like XCOM.

Indeed, while dispatching itself may not be a superfluous minigame, the same can’t be said of a few other facets of Dispatch‘s gameplay.

For one, there’re the quick time events. In fairness, this game, unlike the other Telltale series, has a setting that gets rid of all the QTEs and just lets the scenes play out as normal. However, this solution speaks to how completely needless those QTEs are. Almost none of them actually affect how the scene plays out if you fail them, and the ones that do are incredibly minor changes to animations. It’s up to you of course, but I would genuinely recommend you play without them enabled (“Cinematic Mode” as this game calls it), since you’re not really missing out on anything spectacular by not engaging with them.

Another superfluous minigame comes in the form of hacking, something that Robert, as a genius engineer, is particularly proficient at. These segments are at least somewhat interesting, especially during later episodes where they actually play into the dispatching gameplay in some instances. To hack, you control a small cube rolling around a set path (occasionally with some deviations), completing button-mashing sections along the way to unlock new sections. They’re cute distractions now and then, but not exactly fulfilling for the palate. Compared to the QTEs, hacking isn’t too egregious on the scale of superfluity, but you might be wanting more depth out of it than Dispatch is willing to give you.

Screenshot from Dispatch, showing off hacking.
Those long nights spent putting in cheat codes back in the day were secretly training you for Dispatch‘s hacking sections.

The fact that Dispatch is so compelling despite conversations in the cultural zeitgeist around “superhero fatigue” is why it’s a shame that doesn’t quite stick the landing with the first season’s finale, Episode 8. Don’t get me wrong, it’s still a good story overall, but there are certain decisions that the writers (not necessarily the player) make with the events of this episode in particular that don’t quite click with the rest of the story. Although I’ll delve into some spoilers with this review, I still want to be delicate with the details since, due to the nature of this game, the story might not be exactly the same for one person than it is for another.

Mainly, my issues with this particular episode are due to two characters: Invisigal and Shroud, the illusive main villain (played by the wonderful Matt Mercer). Invisigal is pitched as the most problematic member of the Z-Team and is frequently on the cusp of being kicked out of the program. You basically take her under your wing and form a rapport and even a relationship with her over the course of the season (whether platonic or romantic is up to you).

Through Episode 8, her true motivations for joining SDN are revealed, and she distances herself from the others as a result. Through these motivations, and her actions both before and after she reveals them to you, she oscillates between helpful and hurtful towards Robert, regardless of the type of relationship you try to pursue with her.

To be honest, it felt less like her just being a complicated, nuanced character with a lot of baggage and more as if the writers weren’t entirely sure what to do with her. She’s kind of all over the place. One moment she’s reverting back to her villainous ways, another she’s wanting to reform herself—and so it goes throughout the season and particularly the last episode.

My Robert did romance her, which made her overall softer towards him, but her character arc was still unclear. I did really like her overall, much of that thanks to the ever-reliable talents of Laura Bailey, which is why these issues with her writing were all the more frustrating at times.

As for Shroud, he’s unfortunately just a generic villain through and through. With the way the game builds up his aura as this enemy of Robert’s family who murdered his father and seeks to take his suit’s power core away for nefarious purposes, it seems as though they’re going for a subversive, nuanced kind of villain with a few narrative twists along the way. But no, turns out he really is just a generic evil man.

Still, it’s clear that AdHoc plans to continue telling stories in this universe, and the end of this game sets up a potential future season or two, so despite the occasional questionable narrative choices, when and where it counts, Dispatch does not disappoint, standing proudly amongst Telltale’s titans with good storytelling, an excellent cast of characters (propped up by equally excellent performances from the cast) and a truly fantastic soundtrack, both from the licensed songs in-between each episode, as well as the original score by Andrew Arcadi & Skyler Barto.

  • Graphics: 90
  • Sound: 95
  • Gameplay: 84
  • Control: 80
  • Story: 87
85
Overall Score
(not an average)

About our grading scale

Review by · December 13, 2025 · 12:00 pm

Disco Elysium took the gaming world by storm all the way back in 2019 with its unconventional storytelling, grim world, and unique gameplay that almost emphasizes failure over success to drive the narrative. Rue Valley has been endorsed by some of the team behind Disco Elysium, and has been frequently compared to it. Make no mistake, this is not Disco Elysium. Far from it.

Right out of the gate, we get to create our very own Eugene Harrow, the protagonist of this interactive novella. Similar to the character building in Disco Elysium, we get to decide just how neurotic Eugene is. Is he so extroverted that he’s a giant pain in the ass to everyone, or is he so calculated that he’s a paranoid mess? You get to decide! Unfortunately, these stats do little to shape the narrative or gameplay, but more on that later. At the very least, this primes the story and gets us settled in for what kind of game Rue Valley hopes to be.

Out in the desert at 8PM, we end our first therapy session with Dr. Finck. We get to our motel room, unpack our bag, wander around the motel, and eventually witness a space launch or some explosion off in the distance that blinds us. And then—wait, are we back in Dr. Finck’s office? Did we space out an entire day and start our second therapy session? No. Quite the opposite.

A glowy motel at night in Rue Valley.
Home sweet home.

Rue Valley is a time loop game in which we relive the same 47 minutes in perpetuity, like a miniature version of Groundhog Day. What unfolds is a dive into Eugene’s psyche—and potentially every human being’s—as he battles his way out of the time loop. He gets to know the denizens of this remote area, discovers clues to what the hell’s going on, and enjoys a healthy dose of madness.

Part of Rue Valley’s charm is that it goes places, diving into the psychology of a hamster in a wheel. As you may have predicted, the fun lies in the storytelling. Some of the time. Parts of Rue Valley are absolutely captivating with rich language and vocabulary reminiscent of Disco Elysium, albeit with far less wild banter. Rue Valley plays it straight almost the entire time, aside from occasional dialogue options in which Eugene can speak as one of his neurotic characteristics.

Much of Rue Valley can feel like a walking simulator in isometric view. Initially, expectations lead us to believe we’ll be on a series of multiple quests occurring simultaneously as we explore a world full of intricate details that unfold based on our decision-making. Not so. Unfortunately, Rue Valley authentically feels this way only in the first few hours, then quickly becomes a linear jaunt through a small world that we must repeatedly explore over and over and over again.

Eug exhausted on his bed in Rue Valley.
This image speaks volumes. We’ve all been there.

Perhaps the goal was to make us feel like Eugene—the repetitive nature of it all driving us mad, just like him. His experience becomes our experience. I’ve dabbled in games like this that are less about “fun” and more about making a statement. If that’s your bag, then there may be something here, but I imagine most of us want to spend a 20-hour game enjoying ourselves, or at the very least have our time respected. Navigating the world becomes easier with time, but expect to see a lot of the same transition scenes (like walking or driving) as Eugene goes from point A to point B to hopefully unlock one more clue.

In this way, Rue Valley can feel cumbersome and clunky. Walking feels stiff, and Eugene trots around with little urgency, no matter what’s going on. In one particular area, I kept getting caught on the corners of objects in the field, which made an already laborious experience more excruciating. As this is a time loop in which examining differences across the 47-minute hell Eugene resides in is core to the experience, on more than one occasion I felt as if I were spinning my wheels for crumbs that ultimately went nowhere.

That isn’t to say all of Rue Valley is a chore. When new experiences arise, we make a significant discovery, or Eugene has some sort of psychological epiphany, Rue Valley is at its best. The writing is so descriptive and rich that I felt like a starved man sitting in front of a succulent meal about to dig in. Unfortunately, the pace and flow of this 20-hour game is one in which we feel like we’re dragging our feet rather than sprinting ahead, which makes those juicy bits feel less and less appealing as we anticipate the promise of another dry spell.

Failing a social skill check in Rue Valley.
“FAILURE. TOO INTROVERTED”—Man, too real.

Which is a shame, because Rue Valley goes to some truly fascinating places. The writers have a lot to say about life, the human condition, and rural America. As eloquent as the writing can be throughout, prepare to learn a good deal about family histories and local politics that may (or may not) have substantive relevance to the plot. After getting a fact dump, I frequently wondered: why?

The art style can feel like watching an interactive painting, and if you look close enough, you may even notice some fascinating methods in the lining and coloring Rue Valley’s world. While not the most attractive art in a traditional sense, it is uniquely Rue Valley, and that’s worthy of praise. Unfortunately, the desolate world in Rue Valley won’t inspire awe, and much of the most noteworthy visual effects occur in the sky, which we never get to see on account of the isometric viewpoint. Here, I’m reminded of Final Fantasy VII Remake; Midgar’s detail is incredible, but the slums aren’t the most eye-catching environment.

Musically, much of Rue Valley’s light, ambient instrumentation recedes into the background, though the most somber moments are tastefully coupled with heart-rending tunes that opt for a softer touch over sorrowful horns and strings. Much of Rue Valley’s voice acting falls between capable and excellent. Expect rural accents, lines delivered straight with little emotion, and words that don’t match what’s printed on the screen. While Rue Valley has much to say about this and that, much of the script lacks drama. Most folks here are beaten down by monotony, a disappearing community overtaken and abused by corporations, and meeting an outsider they don’t really care to know (that’s you).

Rue Valley has something to say; in fact, it has some things to say. Unfortunately, philosophical intrigue is mired in inconsequential tongue wagging and book reading, as well as gameplay mechanics that feel left at the side of the road close at the start. While I love the vision and ideas, Rue Valley misfires on the launchpad and never makes it into the stratosphere.

  • Graphics: 78
  • Sound: 78
  • Gameplay: 65
  • Control: 65
  • Story: 68
68
Overall Score
(not an average)

About our grading scale

Review by · December 11, 2025 · 2:00 pm

Some trips are more memorable than others, especially if you’re soul searching while trying to solve several mysteries at the same time. This sentiment is certainly true in the visual novel adventure game Detective Instinct: Farewell, My Beloved, as two American college students at the tail end of a research trip to a fictional European country find themselves entangled in events with repercussions they can’t fathom. The result is an indie graphic adventure that tells a complete and satisfying story without overstaying its welcome.

Detective Instinct: Farewell, My Beloved is inspired in part by games such as Hotel Dusk: Room 215 as well as the Ace Attorney and Famicom Detective Club series, which comes through in its overall visual and gameplay presentation. There’s something fundamentally nostalgic about its graphics and UI, yet the title manages to hold its own even against the prestigious inspirations it heavily leans on. I was pretty impressed by the overall mystery narrative and how the game presents the solution process.

Getting the chance to talk to Veda and Monty during an investigation in Detective Instinct: Farewell, My Beloved.
Veda and Monty are just two of the colorful characters you’ll meet.

Players take on the role of a young man on a college research trip, an unnamed protagonist you can name early on in your playthrough. We’ll call him Scholar for this review and introduce his companions: upperclassman Emma and their literary professor, Martin. A tragic murder occurs at their hotel the night before the trio embarks on a train to London to begin their return voyage to America. The crime scene gives Scholar, alongside Emma, the opportunity to test his investigative skills, though the night ends without their receiving answers about what really happened.

That should’ve been the end of their amateur sleuthing. Still, as they board the train to London, thoughtful Emma quickly stumbles upon a strange occurrence. After trying to console a distraught woman she encounters onboard the train, the stranger mysteriously vanishes. Even more bizarre, no one but Emma seems to remember the unknown woman being on the train at all. Wanting to help his friend out and maybe delay a looming term paper, Scholar offers to help Emma find where the mystery woman disappeared to. But as they delve deeper into the mystery, several harsh truths come to light, hinting at a vast conspiracy.

Reading up on the notes about Daltrey in Detective Instinct: Farewell, My Beloved.
Your notes will update as you gain new information.

I can’t delve any further into the plot, since untangling the mystery is central to the game. I was honestly surprised by how well-crafted the actual whodunit is, as well as the purposeful resolution. The core story’s small cast of characters is also memorable and written believably. I love Emma’s inquisitive yet sensitive nature, as well as how the bond between her and Scholar evolves. Likewise, I initially feared Scholar would be something of a blank slate character, but his search for purpose and overall character arc develop in surprising ways. Other characters have their moments too, such as the creepy bartender, the ritzy married couple, Veda and Monty, and the detective Daltrey with his complex morality. They’re a colorful cast without being over-the-top.

Progress in Detective Instinct: Farewell, My Beloved occurs with Scholar, and often with Emma, as they go to a location and subsequently examine the area through a point-and-click segment or by talking to a person of interest at the scene. You either continue your questioning until you exhaust all dialogue options or move through all the actions you can take before an action clicks and triggers the next plot reveal. You then go to another area, continuing the process and collecting helpful information in your notes or possibly even solving simple puzzles along the way that often require entering in text or numbers when prompted. At the end of a game chapter, a character will help you “review” your findings for the day in a question-and-answer format. The gameplay is simple but well-polished and engaging for the five or so hours of playtime.

Emma meets a mysterious woman onboard the train to London in Detective Instinct: Farewell, My Beloved.
This particular encounter is crucial to the game’s plot.

The only real complaint I can think of is that the game may hold a player’s hand to encourage them to take the correct course of action to advance the plot, making it feel more casual than other titles of the same ilk. Because of that and the lack of divergent paths or alternate endings, replayability isn’t exactly high either. Once you play the game and uncover its mysteries, that’s about it. Given the game’s shorter length, you can pretty much finish it in a day. That isn’t to say the Detective Instinct: Farewell, My Beloved doesn’t reach a satisfying conclusion, just that the short length and relaxed pace may influence your experience.

I love the game’s aesthetic, which deftly blends detailed pixel spritework with 3D backgrounds in eye-catching visuals. The illustrated cinematics and character designs are detailed and memorable, alongside a UI that’s clear and concise, with easy-to-read fonts. This game is a narrative adventure with both visual and gameplay polish in spades. The score is also quite lovely to listen to, with a wide range of BGM tracks depending on the scenario and reveals at hand, such as “Bartender.” The English script is lengthy yet has only minimal errors, which is an impressive feat.

Detective Instinct: Farewell, My Beloved is a fantastic indie visual novel-mystery-adventure with a lot of depth and heart. Its polished presentation stands out, and its overall gameplay is solid and engaging. I honestly wished it had been a longer game, not because the title itself was too short or lacking in some way, but because I enjoyed my time with it so much that I would’ve been over the moon to have the opportunity to continue playing in the game’s universe. That’s a strong testament to how enjoyable Detective Instinct: Farewell, My Beloved is. Overall, this is one detective train trip worth taking.

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

About our grading scale

Review by · December 11, 2025 · 8:00 am

As a 17-year-old, abandonware website-obsessed kid, I played X-Com: UFO Defense while HBO’s Band of Brothers was on the TV in the same room. X-Com‘s early game was all I made it through, since the base-building phase was impossible to wrap my head around, but as I leap-frogged and watched over my little guys across a stretch of farmland in search of aliens, I was mirroring the fix-and-move paratrooper tactics I saw on the TV. Later, XCOM: Enemy Unknown not only revived the dual strategy/turn-based tactics genre I learned to love through its predecessor, but it streamlined and introduced the concept to a wide range of players. Many such great games have been released since, but I can’t think of one as singularly inspiring as developer Trese Brothers’ Cyber Knights: Flashpoint.

In the 23rd century, under the rotting New Boston environmental dome, mega corporations, military security companies, and street gangs are the animating forces of society. A rare type of entrepreneur known as Cyber Knights are the most sought-after couriers, assassins, and saboteurs under the dome. Their unique spinal-implant supercomputers offer them unparalleled tactical advantages and flexibility in any violent situation. They’re also illegal, so their services fetch high prices.

You’re a street-level operator who’s managed to obtain a significant loan from a shadowy syndicate to go under the knife for the highly dangerous and potentially deadly Cyber Knight surgery. The first mission sees your colleagues posted up on the rooftop helipad of a hospital as the unethical surgeon wraps up the operation. The subsequent extraction shines a bright light on how strong the tactical systems are in Cyber Knights: Flashpoint.

A heavily guarded loading area with many security systems active in Cyber Knights: Flashpoint.
Good luck sneaking through that.

First, stealth. The few guards on the rooftop are unaware of your squad’s activities. Therefore, you may command them to move out of sight, avoiding unwanted attention for as long as possible. The game’s missions usually offer this silent option. The stealth system and enemy behavior model mean that stealth takes on a much more granular and robust role in how you may choose to approach a mission in its entirety. Say you take out a guard while the poor soul’s co-workers are none the wiser. After a couple of turns, the in-game SecAI will alert all guards that one of their vitals handshakes didn’t check in. In this event, the level’s guards will gradually become suspicious and begin to look for their fallen comrade, even if they aren’t necessarily aware of your presence at this point.

On the other hand, an unsilenced weapon (or silenced weapon still within earshot of a guard) or a careless step will cause the guards to begin hunting in the area. In this event, a clever tactician can still silently dispatch all alert parties without other enemies knowing about it right away, though this would be a remarkable achievement. Even in the event of such a successful maneuver, if the tactician then doesn’t move fast to complete their objective, the rest of the guards will eventually notice the absence of their brothers-in-arms. This granularity at once rewards outstanding planning and improvisation, and the depth of features that play into the stealth aspect of Cyber Knights alone make it one of the most dynamic turn-based games I’ve ever encountered.

Second, combat. The first thing I noticed about moving my squad around the map is how scrupulous Cyber Knights: Flashpoint‘s movement and cover systems are. The map is gridless, so you can slide up to any pixel on the floor, with a surprising amount of clutter and environmental detail you can use for full or partial cover. The desk chair in an office? Crouch behind it for some truly pathetic cover. A piece of piping conduit running across the wall? Squeeze up to it and hope the plumbing stops a bullet or two. The downsides are that it lacks the fancy dynamism of the destructible environments in other contemporary (and even older) games of its type, and that finding the spot you want to move your unit to can be a little bit finicky. Still, it’s neat that one pixel could mean having a target in your line of sight or not.

A combatant shooting at an enemy in a cyberpunk setting.
Going loud.

The weapons, weapon mods, cyberware, and skills available to the various operative classes also greatly impact the combat. The class skill trees are vast, and each individual skill can be upgraded several times to reduce cooldown or increase effectiveness. Multiclassing offers some very impressive flexibility in how you build your squad. The skill trees and managing your mercenaries with all their aspects can be daunting, but playing the game is so fun and rewarding that you will eventually learn its intricacies and parse the mountain of information it throws at you.

Third, the objectives. In the middle of this hospital extraction, an enforcer squad touches down on the helipad and begins hunting for you. You then have to quickly run across the map, hack an elevator, and extract while an overwhelming force descends upon you. The stealth and combat systems provide a canvas upon which you paint your successes, but time is almost always of the essence, even as the missions feature a decent variety of objective types. Balancing speed and stealth is one of the most intriguing promises Cyber Knights: Flashpoint makes, and it completely pays off. What pressures you to move has more to do with the awareness of individual guards and the accompanying threat of reinforcements, and nearly never to do with hard “complete x objective in y number of turns” arbitrariness. This design choice alone goes a very long way to allowing the player to buy into the world and short-term stakes of your mission.

Naturally, as a cyberpunk-themed game, there are opportunities to hack terminals. The hacking minigame is like a turn-based version of those in the recent Deus Ex games, with nodes on a web representing different system components all with varying degrees of security you must defeat with programs bought on the marketplace. This hacking minigame could almost be its own game as it provides a tense, deep puzzle which can trap and impede you in surprising ways. When hacking a terminal in a mission, you may find security nodes giving access to locked doors or security systems, or you may find file sets of sensitive (and sellable!) information. Strategic thinkers will consider which of their contacts gets the most valuable data, increasing their influence.

The interface of a hacking minigame in Cyber Knights: Flashpoint.
“I’m spiking the mainframe!”

The Wire Ghost character class can hack systems through cameras, laser systems, motion detectors and other such security items to disable other components on the security network. They cannot, however, render systems completely under your control, so this class can take on a wholly different role as a sort of surface-level hacker.

After extracting your newly-minted Cyber Knight, who serves as more or less the player character, the next phase of the game reveals itself: base building, business management, and personnel management. Like many other tactics games, you are tasked with building facilities that may be used for crafting equipment and items, manipulating aspects of your operation like hacking boosts or stress reduction, and other necessities. Here you can also train and outfit your squad members, all of whom have deep backstories and faction relationships you can read about, but rarely pay off in the game itself aside from some cool instances of rescuing a family member and allowing them to join your squad, or a squad member being blacklisted by a faction, blocking you from deploying them in jobs offered by said faction. However, at the time of writing this, Trese Brothers has announced that they will be implementing Mass Effect-style personal missions tied to individuals under your employ. Time will tell if these missions live up to their promise.

One very successful aspect of character building is how you network with various players in the many factions of the New Boston dome. For instance, the exorbitant loan given to your team for Cyber Knight surgery was offered by a syndicate looking to take more control of the dome. You are obligated to take jobs for the syndicate leader until you can pay off your ever-hanging loan. Eventually, a rival leader from within the same syndicate will contact you to offer a forgiveness of your loan if you kill the other leader, allowing him to take her place. You are free to choose to either abandon both of them, which invites hired assassins to potentially interrupt any mission you take, pay off the loan in good faith, or take the man up on his offer.

Two characters in Cyber Knights: Flashpoint speaking to each other about a business proposition.
Treat your associates right, and they could return the favor.

This is the tutorialized way Cyber Knights: Flashpoint introduces critical strategic considerations to the player. Though this first instance is scripted, much of your relationships to the various factions are actually procedural and systematic. As you take missions for individuals, they may rise in the ranks of their faction, be it a dealer of hacking drugs from a street gang, a corporate arms dealer, or a military security firm captain. Depending on the role of these characters, helping them rise in rank unlocks various perks for your team, including better items for sale or favors you can call in before or during a mission, such as cutting all the security cameras off. However, as faction characters rise in influence, they also gain exposure. Influence and exposure are opposing stats applied to characters in your rolodex that, when high enough, can impart positive or negative Limit Breaks. Managing these effects is one of the many considerations you may take into account, although you are not obligated to help anybody.

With so much depth to both phases of Cyber Knights: Flashpoint, the the result is a sprawling, dynamic set of factions and cast of characters that can interact with you and with each other in fascinating ways. This is a base building strategy game and a turn-based tactics game, but even as a role-playing game, there are few modern examples that showcase a similar depth and dynamism.

The cost, of course, is that it is at first a rather overwhelming experience, with lots of stats to consider and bits and bobs to manage, although I never found it as morose as managing the squads and bases in the MS-DOS X-Com games or the inventories of large parties in the most fiddly RPGs. The parts I did understand were so compelling that in time I learned to speak the language of the more mysterious parts, which opened my appreciation of them.

Trese Brothers is a small, boutique RPG studio that is known for their interconnected systems and for building worlds influence by its characters. They are also known as a studio that never seemed to have many resources for art. Most of their games are… charmingly rendered, so to speak. The predecessor to this game, the Android-only Cyber Knights RPG, is one of my favorite open-ended sandbox role playing games, but it is challenging to look at. Their previous game, Star Traders: Frontiers, showed some visual improvement, but Cyber Knights: Flashpoint marks a big jump in graphical quality and sophistication with fully 3D characters and environments that, while they won’t betray it as any AAA offering, are cohesive and attractive, even if some of the more colorful characters look silly. The music is ambient, synthy, and rock influenced. In a cool touch, it kicks up when stealth is broken, but it is little more than very serviceable background music.

Although there are many great examples of hybrid strategy/turn based tactical games out there, Cyber Knights: Flashpoint sets itself apart by offering both a uniquely dynamic and reactive strategic layer and a turn-based tactics layer with nail-bitingly satisfying stealth and great combat. This is one of the most rewarding games of its kind to come out in this generation. It is perhaps one of the best to come out since XCOM: Enemy Unknown revived the genre.

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

About our grading scale

Review by · December 9, 2025 · 12:00 pm

I used to avoid horror games. This may seem like a strange thing to admit at the start of a review for a spooky mystery game, but it’s true; I wasn’t a fan of the genre. And honestly, I couldn’t tell you when or why exactly that changed. Maybe my tastes matured as I got older, or maybe I just found that one game that scratched the right itch. Whatever the reason, I now thoroughly enjoy horror games, and, like many people, I like playing spooky games during spooky season. This year, I played Supermassive’s The Quarry, but I also found out about a little indie detective game called The Séance of Blake Manor that came seemingly out of nowhere, just in time for Halloween. So I decided to double up on my spooky quota for the season, and I’m glad I did. 

At its heart, The Séance of Blake Manor is a deductive mystery game. You play as Declan Ward, a detective anonymously hired to travel to an old manor-turned-hotel to find a guest who’s gone missing. What makes the game interesting (and spooky) is that it’s set during Halloween in late 19th-century Ireland. And the titular Blake Manor that Declan visits is coincidentally hosting a séance, attended by mystics, folk healers, and skeptics alike. Add in the manor’s own long history with the supernatural, and you’ve got the perfect recipe for a creepy, possibly even deadly, weekend.

This unique setup—both the time period and the location—immediately drew me in, and I found myself further intrigued by the heavy presence of Irish mythology and folk history. You meet several characters whose livelihoods revolve around local folk traditions, and there’s even a library in the game where you can research topics like the ominous bean-nighe spirit or the Tuatha Dé Danann. If you’re like me and have an interest in pantheistic folklore, I think The Séance of Blake Manor will definitely grab and keep your attention.

The Seance of Blake Manor screenshot of a large, open atrium, with wooden floors, a glass ceiling, artwork on the walls, and a woman wearing a shawl standing off to the right.
The first thing you’ll notice about The Séance of Blake Manor is its wonderful art style.

The other aspect of The Séance of Blake Manor that will pique your interest is the game’s distinctive art style. The simply shaded 3D environments, 2D character portraits, and cutscene art create a comic book feel that sets the game apart from other adventure-puzzle games, and indeed, other spooky games in general. It’s impressive that even with such a reserved and stylistic design, the game still manages to be delightfully atmospheric and foreboding as you explore the creaking hallways of the manor, accompanied by an understated, yet unsettling soundtrack.

From the moment you arrive on the manor grounds, your investigation into the disappearance of the guest—one Evelyn Deane—is in full swing, and the clock is literally ticking. As you explore environments, examine items, and talk to guests, each action you take spends a minute (or more) of in-game time. Keeping track of time spent investigating is important because guests move around the manor every hour and there are various optional events you may want to attend. You also quickly surmise that the seance everyone is here for serves as a deadline of sorts, and bad things may happen if you don’t solve the case by then.

On the one hand, The Séance of Blake Manor‘s ticking clock is a neat gameplay mechanic that makes you think about how much checking out a stack of papers or talking to a guest is worth. On the other hand, while it initially feels like you need to be super efficient to do everything, you will likely end up having more time than you need. The plus side of this, of course, is that if the time mechanic makes you nervous, you can rest assured that you probably won’t run out of it, and even if you do, the game generously lets you rewind time from the load menu.

The Seance of Blake Manor screenshot of the player analyzing Mr. Varley, learning three clues about him: his cracked glasses, unhappy expression, and a pocket watch he keeps a hand on.
Analyzing characters lets you note observations that may be relevant to your investigation.

In fact, The Séance of Blake Manor does a lot to help you with your investigation. Every mystery and person you encounter has a “Mindmap,” a visual representation of everything learned about that topic, including potential leads you might want to follow to learn more. When you’ve gathered enough clues about a mystery, the game prompts you to form a hypothesis, essentially in the form of a mad lib: a sentence has several words or phrases missing, and you need to select the right options from a list to sensibly complete the statement. It’s a fun concept, but the solution is rarely difficult to figure out, and the game sometimes even gives it away via Declan’s dialogue. 

Even if the game is maybe a little too helpful at times, I really did enjoy piecing together what everyone at the manor is up to and working out the mystery of what happened to Evelyn Deane. After forming a correct hypothesis, you need to confront characters with what you know, and that usually leads to resolving whatever issue brought them to the manor in the first place. Some of them have come to Ireland for dark reasons, while others’ baggage feels more mundane in comparison. But the way The Séance of Blake Manor ties things together in the end is delightfully twisted, and the game did a good job of keeping me guessing until the final reveal.

Outside of exploring the manor and solving mysteries, you’ll also encounter the occasional puzzle. The vast majority of these require you to either unlock a safe or use a sigil to reveal something by tracing a symbol. The latter can get a little tricky if you’re not good at these kinds of puzzles, but you’re not punished for failure, so all they really require is patience. I do wish there was a greater variety of puzzles, but then again, The Séance of Blake Manor is like one giant puzzle, so it evens out.

The Seance of Blake Manor screenshot of a red, ghostly woman pointing her finger a glowing blue sigil on the floor.
Get used to tracing sigils; you’ll be doing it a lot.

From a technical perspective, the game ran pretty smoothly. I played entirely on Steam Deck and never experienced a crash or game-breaking bug. I did notice a fair amount of typos, and there were numerous occasions where the spoken dialogue didn’t match the text, or characters’ mouths didn’t move while they were speaking. The voice acting is solid overall, which makes it disappointing that it’s used sparsely.

The only significant issues I encountered were that the D-pad didn’t really want to work in menus, meaning I had to rely on the left analog stick, and the numerous load screens got to be rather annoying by the end of the game. Considering how you’re running all over the manor, and every room makes you wait for a load screen, some sort of fast travel system would’ve been nice. But these are all relatively minor gripes in what is an otherwise satisfying mystery game.

All in all, The Séance of Blake Manor is a great little detective game that is perfect for players who want to use their deductive skills in a creepy, but not necessarily frightening, environment. Of course, spooky season has passed by this point, but I would argue that it’s never too late for a spooky game, especially one that you can comfortably get through in just a few days. So whether it’s now or next Samhain, fans of horror games and mysteries alike will find something to enjoy at Blake Manor.

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

About our grading scale

Review by · December 6, 2025 · 12:00 pm

Indie games can be difficult to review because they can ignite the imagination, get your head bobbin’, and make you fall in love with characters, but may also have a host of jarring problems. Do I love this game or do I hate it? Well, that depends on what part of the in-game week I’m in and how many bugs I run into. On its better days, Demonschool is easy to swoon over because of its sheer style and unique storytelling.

Faye is our bold, sincere, and intensely charming college student protagonist bound for Hemsk Island to study for the year. She meets a friend on the boat over, Namako, who is her foil, but also her platonic soulmate. The game pulls no punches as we almost immediately witness demons blowing students up into mists of blood. Gruesome though it may be, Demonschool celebrates the cheer of Italian gore horror, almost singularly accomplished through its artwork and music.

Studying isn’t in the syllabus as Faye realizes she and her growing group of friends were brought here to fend off a demon invasion. All is not so grim, though, because they still have a school, which means bonding over karaoke, cooking together, and going on dates. Classmates disintegrating before their very eyes will have to wait.

A combo attack animation in Demonschool.
Quick! Photograph them to death!

One might say, “Well, that’s macabre and inappropriate.” And that’s right! But Demonschool balances the urgency of the demon invasion with levity. Faye fascinates me because she is bizarrely and comically excited about murdering demons—and the artwork conveys this—yet cares deeply about innocent lives and standing up to authority. Flirty and occasionally unaware, Faye has so many layers that work phenomenally well together throughout the entire narrative, even as the tone gets a bit serious by the endgame.

Demonschool’s narrative flow begins on Mondays with three phases during each day: morning, evening, and night. Faye’s crew get an assignment or sniff out a mission early in the week, investigate it throughout the week, and have to nail the assignment or achieve the weekly MacGuffin by Friday. Then the weekend happens, and nothing bad ever happens on weekends. Rinse and repeat. Players explore various locations across Hemsk Island, typically clicking on people with white speech bubbles above their heads that turn grey after a brief exchange.

Eventually, the locations spider out into fifteen or so places, which can really slow down the experience, but I sorta didn’t mind because the NPCs almost always have something funny to say, especially in the first half of the game. The NPCs change up every week and sometimes have something new to say during the week, so if you’re like me and compulsively want to experience all of the content, be prepared to visit every location multiple times during the week to avoid missing this fantastic writing. Some quality-of-life features here would have been a real time save, but I’ll complain more substantively later.

A reference to an old indie sci-fi movie.
Cube spoilers. What a reference, too!

Key mission targets and side quest opportunities are clearly indicated on the location menu, so if you don’t care about the NPC dialogue, you can breezily get to the meat. I couldn’t help myself, though, because Demonschool’s quippy conversations are core to enjoying the game’s tone. Almost every time, the NPC will have some silly name like “Heights Enjoyer” on the roof and will have something witty to say about heights—and enjoying them. The whole affair is addicting because it’s so on-the-nose, yet cleverly written. I chuckled throughout.

In terms of the flow and pacing, Demonschool can be a bit of a slog as the mid-week can feel like filler; it’s as if the developers rigidly decided that all segments of the core storyline need to fit into this Monday-to-Friday mold, and had to find ways to fill in each of the three phases of the five weekdays. The result can feel sluggish and irrelevant at times, though the writing commendably obscures the wild goose chase. To make matters worse, the number of battles can feel just as much like filler.

Demonschool’s battles are simple yet excellent. When Faye and friends run into a demon, the screen will shake a little as Faye ravenously charges the team into battle, as if fighting demons is the most exciting act imaginable (I love her enthusiasm every time). Faye’s team is launched into a nether realm, somewhere between the human and demon world, and fights on a square-based grid. Players decide which allies will join the team, usually four out of several choices. Enemy positioning varies, which can feel gimmicky at times (e.g., all enemies lined up neatly in three columns).

Rude options to enhance storytelling.
Hungry thesaurus. Famished onomasticon. Ravenous synonym book. Am I doing it right?

This is where I interpret Demonschool more as a puzzle game than a strategy RPG. Players have finite action points with which to move the heroes, typically three spaces orthogonally or diagonally. If an enemy lies in wait, most characters will stop movement and hit the enemy, occasionally pushing demons into other demons for added damage. At other times, characters will have some other added effect, or even zip through the entire line of enemies. In this way, battles are almost singularly about positioning.

Expect damage numbers to range from 1 to 2, with special abilities potentially rising to an excessive 8, as almost all demons have four or less health. The mechanics of Demonschool are rich: some support characters can buff or heal allies, debuff enemies, move enemies around, place obstacles on the field, and so on. When characters earn enough mana points by acting on enemies or allies, they can activate a special ability, which is unique to each character. Fundamentally, these often involve elemental effects and unique attack formations, and can substantially change the course of battle.

Every battle has an expected turn limit—think of it like par in golf. If you meet this goal and no ally dies, you get bonus currency. The reason Demonschool can feel like a puzzle is that every battle can easily meet these conditions supposing you outfit your characters with the right abilities and choose a good composition for that battle. I was able to meet these conditions for nearly every battle, though I sometimes chose the “restart battle” option.

What’s more, every time players plan their turn, they can undo movement swiftly and choose a different option. This is especially helpful when learning how the mechanics work together in the beginning, and also towards the end of the game when battles and abilities can become complicated and multi-step. Pressing the confirm button triggers an extraordinarily satisfying visual as characters act out the planning phase in smooth, stylistic fashion. Enemies then take their turn and pounce on the good’uns.

Demonschool bleeds style. In this day and age, we expect bold animations when characters speak, not still images. Still, Demonschool absolutely excels in its character artwork. Almost every emotion matches the script well, and characters frequently change poses—coupled with a tasteful shake of the image. In fact, one of Demonschool’s many minigames to build relationship status with an ally involves guessing what emotion their silhouetted pose is. The artwork unquestionably breathes life and style into the large cast’s personalities and accentuates the dramatic story woven between them.

Poison covers the battlefield in Demonschool.
I wonder if Tom Savini would approve of using green to designate poison.

The landscapes are no slouch, either, as most locations boast incredible detail, yet have a blocky, polygonal simplicity to them. Demonschool’s rich style is so hard to describe because on its surface it appears basic and elementary by today’s standards, but the whole composition comes together with such vibrancy that I absolutely fell in love with it instantly and throughout the 45-hour trek. With a game like Demonschool that seems almost entirely about the vibes, a good soundtrack is a necessity.

Lucky for us, Kurt Feldman composed an outstanding soundtrack. Expect heavy reliance on synthy, bassy keyboard with frenetic percussion. Harmonicas, too! As is essential, the themes match every instance in the game, making no track feels jammed in inappropriately. Given Demonschool’s many hours of gameplay, some recurrence is noticeable, but it never feels repetitive, likely because of the sheer quality of almost every single work. “Weekend” is my personal favorite.

With so much to love about Demonschool, all is not immaculate. As referenced earlier, Demonschool has a significant pacing problem and can feel longer than it needs to be. Although I enjoy the battle system, the simplistic nature of combat—despite its various mechanics—doesn’t warrant as many needless battles as the developers throw at us. Since victory and failure can sometimes feel like they’re on a knife’s edge, precision reigns supreme, which can make each affair feel a bit daunting, especially when there’s little story relevance to several encounters.

Expect to do some mundane exploration on Tuesday to Thursday throughout each of the three phases, and expect the team to run into some demons in a bathroom, at the harbor, in the alley, and so on. Though Faye dramatically thrusts the team into combat, the demons appear randomly and without cause. While, yes, the demons are invading and the chance encounter makes sense conceptually, from a narrative perspective it all feels like filler. I want the good stuff, and the good stuff isn’t a random battle after the team encounters a dead end on a poor lead.

Demonschool's main cast hanging out in their hub room.
Home base comes with several different styles to outfit your very own rectangular box.

I started reviewing this game back in August, and it has met several delays since the start of its development. At the time in August, it was rough around the edges—crashes, quest markers never disappearing, visual issues, etc. The team delayed the game again, and I hopped back in a couple months later after several patches. While most of the pre-release issues have been hammered out, I continue to run into crashes and visual anomalies in the post-release, though far less frequently. Although Demonschool continues to receive patches, the technical issues are an unfortunate blemish on an otherwise stellar experience.

Demonschool’s hard to score, because most titles—including the AAA variety—don’t have the bold vision and intense style of Demonschool. We play indies to witness new ideas with a healthy degree of polish, though they also come with their issues. All in all a memorable and pleasurable experience, Demonschool is at times a slog, at others food for the soul. If you have the time to enjoy a novel jaunt through early adulthood, settle in for an otherworldly experience.

  • Graphics: 85
  • Sound: 90
  • Gameplay: 75
  • Control: 100
  • Story: 80
80
Overall Score
(not an average)

About our grading scale