Review by · November 5, 2025 · 12:00 pm

The modern CRPG revival shows no sign of slowing down, and Spiderweb Software’s latest remaster keeps the momentum going. To mark the 25th anniversary of Avernum 4, founder and lead developer Jeff Vogel is revisiting the classic with an updated edition packed with new features and a refreshed interface built for modern systems. Unlike the Geneforge remaster from a year or so back, Avernum 4: Greed and Glory tells a more traditional, party-based fantasy tale. Yet it still thrives on the rich worldbuilding, vast exploration, and sharp writing that have defined Vogel’s work from the start. Avernum 4: Greed and Glory stands as another strong entry in the CRPG pantheon and a fine entry point for newcomers, though it will likely resonate most with those who fondly remember CRT monitors, late-night pizza runs, and the shrill whine of dial-up connections.

Avernum 4: Greed and Glory takes place almost entirely in a vast underground realm of caverns and hidden settlements. This sunless world was once a prison for the Empire’s criminals and exiles, but it has since grown into a thriving civilization of its own—the titular Avernum. Your party of four adventurers descends into this underworld in search of freedom, fortune, or whatever drives you onward. But Avernum is in turmoil. Powerful factions clash, bandits roam the tunnels, and ancient magics stir once more, leaving the government struggling to maintain order. Travel has become dangerous, and forbidden for most. For a group of hardy adventurers, though, such chaos is the perfect opportunity. Before long, you’ll find yourself at the center of uncovering what’s truly happening below.

The story feels carefully crafted, clearly developed over many years in the developer’s mind, and takes advantage of additional plot elements added in this remaster. Like Geneforge, it blends pastoral fantasy with technological influences and themes that echo the world we live in today. Avernum 4: Greed and Glory boldly examines the rights of a new civilization and questions whether past actions can truly be rewritten into new friendships. As you progress, you can choose sides among different factions and shape the story’s direction. The game’s structure stays open throughout, with few areas locked behind story progression. By the mid-game, the paths you take and the quests you pursue depend entirely on how far you want to explore.

Undergrown cave covered with web-like walls, with an adventuring party exploring carefully in Avernum 4: Greed and Glory.
When every wall is a web, you know it’s time to prepare.

The graphical assets and artwork closely resemble Spiderweb’s previous remasters, adding or changing little from those earlier efforts. There are, however, some striking flashes of detail—intricate crystal formations, humanoid-sized mushrooms, and sprawling city homes—that stand out. Still, this is a game that relies heavily on the player’s suspension of disbelief, or rather, the extension of their imagination. And, across many hours of adventure, it can be difficult to associate specific characters with a distinct image or voice. Similarly, spell and ability effects are understated, and high-level combat doesn’t always look or feel as powerful as it should.

The music and sound design are quite minimal, relying on simple movement noises and basic interaction effects. Audio cues are sparse, and while this fits the game’s atmosphere of deep isolation, Avernum 4: Greed and Glory is the kind of experience where an external playlist becomes essential—perhaps something more uplifting or soul-enriching to balance the mood.

If you’ve played any Spiderweb Software game since 1994, the character and combat systems will feel instantly familiar. The core mechanics stay consistent across different settings and series, remaining solid and reliable. Combat and exploration both rely on a progression system divided into physical and magical skills, with a few technical ones like Tool Use or Cave Lore mixed in. You assign stat points at character creation and each time you level up, shaping your character’s strengths as you choose. Your initial class and ancestry choices add another layer of strategy, since each combination grants its own weight. The catlike Nephils excel as archers thanks to their natural bonuses with missile weapons, while humans’ ability to wear any robe or armor lets them adapt to many roles. Every class remains flexible, though—you can train a fragile mage in Pole Weapons just as easily as in Spellcraft if you want to defy expectations.

At certain levels, you can choose Traits that enhance your core stats—boosting strength, increasing critical hits, or adding extra damage against physically vulnerable enemies. As you progress into the late game, these Traits grow more powerful and diverse, turning build planning into a strategic system of its own.

Inventory screen for one of the reptilian party members in Avernum 4: Greed and Glory, showing a cowl being equipped and other items in the backpack.
Look good to feel good, baby.

Combat works in a straightforward, turn-based system that switches to a grid layout once you engage an enemy or mob on the world map. There’s no visible turn order, but each combatant acts according to their initiative. Abilities cover the familiar range, from melee and magical attacks to defensive buffs and debuffs. Enemies often arrive in waves once they detect you, so the game rewards clever use of area-of-effect spells and smart positioning in narrow passages or chambers. During battles, the AI proves capable, keeping ranged attackers at a safe distance while sending tougher melee foes to pin down your party.

Enemy variety remains fairly limited, consisting mainly of humanoids, underground vermin, and undead monstrosities. The game adds depth through resistances: even creatures that look similar may resist melee attacks but remain vulnerable to Poison or Curse damage. You don’t need to figure this out through trial and error, either—right-clicking an enemy in combat displays their vital statistics instantly.

Avernum 4: Greed and Glory has a vast story, sidequests, and environments that can easily consume dozens of hours to fully explore. Beyond the many hidden areas and secrets, the game features a deep crafting and trade system to keep players engaged. It doesn’t include mini-games or alternative side activities; instead, the focus remains on exploration and uncovering the world’s stories. The game’s attention to detail and devotion to its lore create a consistent, lived-in universe. Every structure and point of interest—from abandoned farmhouses to almighty castle keeps—has a purpose. While there is a critical path and marked key locations, it encourages players to deviate, explore, and spend time in its nooks and crannies. Visiting shops and interacting with the articulate inhabitants is part of the experience. Players who aren’t inclined to engage this way may find the game feels like a slow slog through verbose, similar-looking settlements.

Combat in an underground cavern, with a shield spell taking effect on a well-prepared party in Avernum 4: Greed and Glory.
I think I might have enough buffs.

There are a few minor frustrations. While the UI is much smoother than the original, zooming the map isn’t intuitive, and you can’t right-click to exit menus or dialogue options—so be ready to rely heavily on the keyboard and mouse. There is no gamepad support. Other niggles are common across the remaster series: combat still suffers fiddly target selection, often leading to misclicked targets or accidental movements. On the bright side, the game offers a very generous save/load system. Seamless world transitions and a fast-travel feature—which becomes available relatively early—help mitigate some of the quirks typical of classic CRPG design.

Avernum 4: Greed and Glory is akin to reading a good fantasy novel: it’s deeply engrossing at times, requiring a fair bit of imagination to bring the world to life, and likely not the most modern method of accessing such content. But in saying this, the subterranean stories of Avernum, and its many detailed factions and quests keep you moving forward and invested in what’s coming over the next hill cavern. The commitment to playing an open role and of exploring everything on your own terms and time is an element many modern games still cannot offer in the same way. For those with such a bent, and with a willingness to engage their imagination and forgive some older design elements, Avernum 4: Greed and Glory will suck you deep into its yawning, cavernous depths.

  • Graphics: 68
  • Sound: 65
  • Gameplay: 80
  • Control: 81
  • Story: 86
80
Overall Score
(not an average)

About our grading scale

Review by · November 4, 2025 · 12:00 pm

I can’t claim to have played them all, but out of those I played, there has yet to be a Falcom game I dislike. From excellent gameplay mechanics to likeable characters and heartfelt stories, there’s always some aspect of a Falcom game I enjoy. This hasn’t changed with my playthrough of Ys vs. Trails in the Sky: Alternative Saga, a crossover “fighting game” featuring Falcom heavyweights from the Ys series and the beginning portion of The Legend of Heroes: Trails series. Ys vs. Trails in the Sky: Alternative Saga is very much a nostalgic time capsule of the PSP era, but for Falcom fans who like those particular Ys and LoH: Trails titles, there’s enjoyment in its numerous modes of play.

To begin, I don’t exactly consider Ys vs. Trails in the Sky: Alternative Saga a fighting game in the truest sense of the genre. It takes several cues from the action RPG mechanics of games like the PSP Dissidia: Final Fantasy titles. In fact, LoH: Trails fans might be disappointed to learn that the gameplay derives more from Ys SEVEN than the traditional turn-based combat they’re accustomed to. You select a character and combat either CPU-controlled characters or other players, all while chaining together basic attacks and guarding, along with jumping and dashing until you gain enough SP to unleash a special skill. Eventually, you fill a unique gauge that allows you to unleash a devastating extra move on your opponent. This pattern repeats until someone emerges victorious.

Kloe and Elk take on a monster in Ys vs. Trails in the Sky: Alternative Saga.
Battles feature frenetic action RPG combat.

Going along with the action RPG-based mechanics, you earn experience points to level up and eventually strengthen your player character’s stats. You also accrue a separate currency called Mona Points following battles, allowing you to visit a shop that lets you upgrade your character’s armor and weapon, purchase and/or strengthen new special attack skills to assign and quickly access during fights, or buy accessories to help bolster stats or grant special bonuses. Mona’s Shop also offers select wallpapers, battle map stages, and music for perusal in other modes, too.

Aside from equipping armor, accessories, and skills to a given character, you can also select a support character to summon during battle with a quick button combo. These support characters give helpful boons during fights. For instance, Ries from The Legend of Heroes: Trails in the Sky the 3rd allows you to collect SP faster for a time in order to use special moves. Combat is fast and fluid and very reminiscent of Ys PSP games, so it’s definitely fun even if it might take those accustomed to LoH’s traditional turn-based combat some time to get used to it. Still, the LoH characters translate just as well to the action RPG combat as their Ys counterparts.

It’s time to go in-depth about the game’s Story Mode, as that is (no doubt) where many an RPGFan would want to spend some time when playing, and where the action RPG elements arguably work best. Ys vs. Trails in the Sky: Alternative Saga fits somewhat neatly into the “canon” of Ys and The Legend of Heroes: Trails, and even manages to tie both series to an older LoH story arc. The crossover is set sometime after the events of Ys SEVEN and after The Legend of Heroes: Trails in the Sky the 3rd. It also serves as an epilogue of sorts to Ys: The Oath in Felghana, given the inclusion of Chester to the Ys cast, while also being something of a prequel to The Legend of Heroes: Trails from Zero, given Lloyd’s inclusion. A surprise appearance by an important character from The Legend of Heroes: Gagharv Trilogy also ties the story to even earlier Falcom RPGs, making this seem like a Falcom Cinematic Universe of sorts.

The character select screen highlighting Geis in the Story Mode for Ys vs. Trails in the Sky: Alternative Saga.
The five central heroes of Story Mode!

While you ultimately unlock Dogi, Chester, Aisha, Elk, Cruxie, and Mishera from the Ys series and Joshua, Olivier, Agate, Renne, Loewe, and Lloyd from The Legend of Heroes: Trails, you only have access to five characters in Story Mode. This includes red-haired, ill-fated adventurer Adol and sharp-tongued mercenary Geis from the Ys series. The two of them join Trails’ Estelle, Kloe, and Tita. Selecting one of these five characters starts their individual story route where they encounter a mysterious talking monster named Lappy (a pikkard or pom depending on your chosen character’s series affiliation) after waking up in a strange realm called Xanadu, where they and other summoned warriors from various worlds are set to fight the dreaded Dragon King Galsis who has terrorized the realm since time immemorial. Together with Lappy, they go on a quest to bring the other warriors back to the proper side so they can defeat Galsis once and for all.

It isn’t the most original or creative plot. Still, I like seeing the various characters interacting with one another and how Story Mode references their differing character dynamics and personal motivations, such as Geis’ lingering thoughts on his brother or Tita wanting to prove herself as a friend to Renne, or how Dogi reacts to seeing Chester again. Truthfully, that’s really all you can expect from such a crossover tale. I especially love Adol and Tita’s routes: Adol’s because you actually get dialogue choices for him, which fits for the PSP-era Ys games, and Tita’s because she plays so strategically differently from the other four Story Mode characters. The mentions of Xanadu and the Dragonslayer are nice Falcom deep cuts, and I especially love how important Michel’s role in the Story Mode turns out, given that I adore The Legend of Heroes: Gagharv Trilogy despite horrible localizations on the PSP.

Michel introduces himself properly to Kloe and the others in Ys vs. Trails in the Sky: Alternative Saga.
That’s probably a good idea for everyone who hasn’t played earlier The Legend of Heroes games, Michel.

You see more RPG elements in Story Mode, as you battle not only other human characters but also “boss” monsters, the largest (of course) being Galsis. Once you beat Story Mode with a character, you have the option of going back and playing through their route again, adjusting enemy levels. Beyond Story Mode, you can fight through a series of computer-controlled opponents in Arcade Mode, face online players in Network Mode, and try your hand at Free Mode, where you and up to three other players can fight together. There’s also a ton of wallpapers, music, and movies to see from various Falcom titles. There is also a range of support characters from across Falcom’s storied line-up, the most recent addition of which is Elie from The Legend of Heroes: Trails’ Crossbell Duology.

The support character selection screen featuring Scherazard from Ys vs. Trails in the Sky: Alternative Saga.
Acquiring support characters is also nostalgic Falcom fun.

Visually, it’s evident that Ys vs. Trails in the Sky: Alternative Saga has remastered and updated graphics compared to its original PSP release, yet there’s still a dated quality to the visuals, given the original title’s age. The story scenes are simplistic, PSP visual novel level-caliber, with no lip or facial/body language movement. However, the art is lovely regardless, and I enjoy the character portraits for both the main cast and support characters. The battle stages are well-designed, with unique little touches like hidden items. Sound-wise, you can’t really complain about the music’s quality as it retreads truly memorable and standout tracks from Falcom’s musical history. I also loved hearing the English voice acting, with special mention going to Steve Blum‘s performance as Galsis. You can just tell he enjoyed hamming it up as the evil dragon overlord. The localization had a few typographical errors here and there, but it was generally spot-on and fitting.

Ys vs. Trails in the Sky: Alternative Saga is a nostalgic fanservice game for Falcom’s PSP era. I happen to love both Ys and The Legend of Heroes: Trails, so indulging in this missing localized title was a true delight. It might only appeal to diehard Falcom fans or those who enjoy earlier Ys and Trails games, but if you fall into those categories, it’s undoubtedly entertaining. When all else fails, I’d bet on the little girl with the orbal cannon any day of the week!

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

About our grading scale

Review by · October 29, 2025 · 11:00 am

“I’m going to try one more time, Bill,” my grandma says, undeterred by her bad RNG, walking into the dungeon once again and all the way to that chest that might have the Death Necklace.

As my grandpa flips back a page in his thick, well-loved Dragon Warrior GameFAQs printed walkthrough, he smiles back and says, “Remember to use the torch as you walk into the dungeon, Mom.”

Grandma looks back, huddled in her blanket. “Which way do I turn again? Zach, remember that the item you can get from this chest every once in a while is worth a lot of money.”

I glance over at my wife and give her a smirk before replying, “Oh, I remember, Grandma. Aren’t you a high enough level to just move on without it?” 

I already know her answer before she gives it.

“This is always the way I do it. I need that gold. Remember when I helped you find it? Which way do I go again?”

Patient as ever, Grandpa gently points and says, “Turn right after the stairs there, Mom.”

In so many ways, it’s appropriate that this is the last time I saw my grandma. She was always fiercely intransigent: she wanted to do things and play things her way. Even with other versions of Dragon Quest I available, she wanted to play the NES version. She wanted the familiar rhythms, the familiar RNG, and the familiar instructions my grandpa so lovingly gave her. Even as she was losing her memory, even as she couldn’t wrap her head around new games, even as she could barely see the screen, this is how she held on to a fundamental piece of who she was.  

Still, even with her stubborn love for how “things should be,” I am convinced my grandma would have loved last year’s Dragon Quest III HD-2D Remake, a game that is faithful in all the right ways to the original while also updating it for a modern audience.

Would she have liked Dragon Quest I & II HD-2D Remake? I’m less sure. These are ultimately very different games. They use the original iterations as a baseline, but have their own identity. This largely works with Dragon Quest II, turning it from an overly ambitious slog into something actually fun to play, but with Dragon Quest I, it’s sometimes an awkward fit, muddying something that has always been pure and simple.

A battle against slimes in Dragon Quest I HD
Now you can fight up to…well, more Slimes than this!

Don’t get me wrong: I understand why the original Dragon Quest in particular needed some adjustments. As revolutionary and genre-defining as it was (I mean, it was the first true JRPG), it’s not a pleasant experience in 2025. Being forced to use a torch in dungeons to get around, buying keys at the shop to get into certain doors, and only fighting one enemy at a time is pretty darn boring nowadays. The horrible balancing and broad aimlessness of Dragon Quest II isn’t exactly a blast either. These games needed more changes than the already excellent Dragon Quest III, but that doesn’t mean that they all work.

Take combat, for instance. In Dragon Quest I HD-2D, you still only control one character (something the NPCs comment on a lot, a fun little jab at the original), but he’s an absolute beast, replete with dozens of skills, some of which you find from exploring and grabbing “Scrolls,” far more than you had in previous versions. You can even superpower those moves by gathering the five Sigils that originally only appeared in Dragon Quest II. These Sigils might allow your moves to “crit” randomly, or you can choose to power them up if you’re at low HP. There are also multiple enemies in random encounters, and a lot more boss fights. Put simply, there’s just a lot more going on.

That all sounds more fun than the original, right? Early on, I agreed; it’s certainly more interesting to have multiple enemies in battles. But eventually, especially in the late game, fights turn into an RNG-fest. Far too many battles are determined by one thing going wrong, and with just one party member, there’s no way to recover from bad luck. I spent at least two hours on a boss fight, and I didn’t go grind because I knew if my Midheal recovery spell critted at the right time, I’d be perfectly fine. And lo and behold, when the turns came out right, when a couple of abilities randomly powered up at the right time, I breezed through. No amount of Dragon Quest knowledge or tinkering saved me, and frankly, I don’t think it could have. I don’t even want to imagine the profanity that would have poured out of my grandma if she had to deal with some of these boss fights. 

Most of those adjustments carry through to Dragon Quest II 2D-HD, but here they work. The Sigils still give you random buffs, and everyone, including enemies, has a lot more skills to work with than before. The difference, of course, is that this time you have four party members (with the delightful addition of the Princess of Cannock). Oh, and a huge change from the original DQII is that the whole party is actually useful. So, if something went wrong and killed one party member, instead of an inevitable wipe and retry, I managed with the other three. It plays fair because it knows how to play with all the tools in your box—the new Dragon Quest I doesn’t.

Walking across a wooden bridge over a scenic landscape on Dragon Quest II HD-2D's world map
The water effects still look amazing to me.

That goes for the story, too, which is greatly expanded in both games. The base narrative is still the same in each: you play as the descendant(s) of the legendary hero Erdrick, and you need to tackle the great evil that threatens the world. Both games’ NPCs get more dialogue, villains get a back story and understandable “motivations,” and there are a lot more things you need to do. The party members in Dragon Quest II each have distinct and vibrant personalities. Understandably, this makes both games significantly more linear, as many once optional tasks are required (yes, you have to save Princess Gwaelin in Dragon Quest I this time, but what monster would skip that?). 

But does Dragon Quest I really need all that? Sure, the additional dialogue and characterization is nice, especially for the aforementioned Princess, and I always enjoy reading more of the delightful localization, but what was once a quick, simple, clean 6 or 7 hour game now takes twice as long. A lot of the additional content feels like padding that is either meant to call back to the chronologically prior Dragon Quest III or set something up in Dragon Quest II. Dragon Quest I has always been a smaller game that doesn’t need railroading, and the additional pointers, roadblocks, and content detract from the simple magic of discovery.

For Dragon Quest II, however, this all makes sense and almost entirely works for me. It is a game that thirsts for complexity, a game that swung big back in 1987, and if you ask most people (me included), it whiffed. It wanted to give you the freedom to explore with your boat but didn’t give you enough direction. It wanted to be more story-driven, but it didn’t have the space on the cartridge to tell a compelling one. It wanted to add complexity to combat, but it only made one party member worth anything. They finally achieve all of their ambitions here, with just enough direction to go along with the exploration, a fully fleshed-out story with charming characters, and a combat system that is strategic and balanced without any major difficulty spikes (if you’ve played the original, you know what I’m talking about). It might take over 40 hours to complete now, but the additional time feels organic and essential. Put simply, Dragon Quest II is the crown jewel of the two games here, and finally worth playing as more than just a history lesson. 

That isn’t to say that every addition to Dragon Quest II is successful, but my complaints are mostly minor. The added underwater exploration is slow and awkward—and if you want to find all of the secrets this game has to offer, you’re going to be spending a lot of time down there. This issue is compounded by the number of important items randomly strewn throughout the different areas, or chests tucked into the very end of a dungeon that you can’t open until much later with a key. Even now, I still haven’t found a few items, and trust me, I have looked, but eventually I got tired of walking back and forth and hitting “X” until I located them. And don’t even get me started on the new dungeon required for the “true” ending—it’s an hours-and-hours-long exercise in tedium and despair, though the effort is absolutely worth it for long-time series fans.

Caradoc boisterously talking about meeting someone inside a boat house.
Caradoc is a buffoon and I love him for that.

I know I haven’t addressed this up to this point, but to be clear, both of these games still look and feel a lot like Dragon Quest III HD-2D Remake. Battles are still random and from a first-person perspective. The graphical style is entirely intact and, on occasion, improved, with even more verticality in the towns and dungeons in particular. There are secret spots and glittering item spots littered over the world map. The music still pulls from the Sugiyama-conducted “Symphonic Suites,” and while I prefer Dragon Quest III‘s OST to either of these, the Tokyo Metropolitan Symphony still does an amazing job of bringing the original classics to life in a way that fits the style and flavor of the remakes. 

All of those quality-of-life features of Dragon Quest III HD-2D are back, too, including quest markers, difficulty settings, and the ability to speed up battles. They’ve even added a few more that I happily imbibed in, including marking treasure chests and secret spots on the map. As always, you can turn off these features if you want a more pure experience, but especially in the still open-ended Dragon Quest II, I am delighted they are here, no matter what my grandma might have thought of them.

Part of me wonders if I’m a little like my grandma while playing Dragon Quest I & II HD-2D Remake. Maybe I’m too attached to what I love to want things to change. Maybe the only reason I love the changes to Dragon Quest II is because I never loved it to begin with. Maybe I only want Dragon Quest I to stay the same because it’s the last game I ever saw her play. Maybe I want the developers to cherish that moment, that simplicity, the same way I do. Maybe it’s just because I miss her.

You know what? My grandma was right. Some things don’t need to change. But I can always go back and recreate that moment any time I want with the original. Maybe this new version of Dragon Quest I isn’t for me, but the new Dragon Quest II sure is, and it’s glorious.

  • Graphics: 95
  • Sound: 85
  • Gameplay: 80
  • Control: 95
  • Story: 75
80
Overall Score
(not an average)

About our grading scale

Review by · October 28, 2025 · 12:00 pm

When a game opens with the statement, “Do not attempt to reenact extreme and/or depressing events or performances depicted,” you know you’re in for a conflicting experience. In good faith, this warning is entirely justified, but the choice of the word “depressing” as opposed to a word like “violent” or “horrific” lessens the intensity and confuses the message, even if depression is a factor at play. Type-NOISE: Shonen Shojo is a horror-mystery point-and-click adventure game that does feature violence, horror, and other disturbing imagery and storylines worthy of content warnings. But for its successes at treating trauma with warranted seriousness, a questionable localization dulls the impact of much of the otherwise sharp game.

The story of Type-NOISE follows six teens, each with their traumatic memories erased, trapped in a fake Shibuya called Noise Scramble City. To escape, they must each recall their pasts by unraveling puzzles based on their forgotten experiences. These puzzles operate fairly typically for horror-mystery point-and-click adventure games. You explore the environment to obtain clues and items, and you can use or combine certain items to interact with background props. To unlock the final door and escape each level, you need to solve all the riddles present.

The game’s puzzles are generally interesting and encompass a wide variety of tasks. Some standouts include a Street Fighter-inspired pattern memorization mini-game, a card-flipping game that requires paying attention to not just the cards but your surroundings, and a chess-like game where you control fighter jets against kaiju. There’s even an homage to Ace Attorney, complete with “blip” sound effects for the characters’ text boxes, moderato and allegro testimony music, and special behind-the-counsel table character sprites. The game’s penultimate puzzle incorporates especially unique effects, such as a computer recycle sign used to pick up trash, and reflecting a photo in a mirror to complete it.

A Type-NOISE: Shonen Shojo screenshot of a successful item combination. The resulting item is titled "Game Console."
Collecting and combining items helps lead the way forward.

If anything, more puzzles like these could have helped push Type-NOISE’s unique aspects. Instead, how the game primarily differentiates itself from others in its genre is its “Noise” mechanic. As you explore, you’ll find puzzle pieces called Noise Fragments. When you get all the Fragments of a particular Noise, you can put the pieces together and unlock a character’s repressed memory. These memories serve as backstory, revealing each character’s trauma—the thing they want to forget most of all, which brought them to the fake Shibuya to begin with.

The memories also include details that direct the investigation. After watching a memory, new related items may become available to interact with, such as a submerged cage after viewing a memory about fishing. This is a clever way to pace investigations, deliver storytelling, and justify interacting with certain objects at certain times.

Before or after unlocking a memory, it isn’t always obvious which objects you can interact with, but this isn’t a bad thing. Type-NOISE has a distinct visual flair, with crowded environments and dizzying colors that evoke great unease. There are plenty of surreal details, like blackboards with melting, dripping edges, messy rooms with faces in the wallpaper, curtains suspended mid-flutter, and doors that curve uncontrollably. The settings are also littered with thematic items, further adding to the overwhelm and chaos in each location.

The items you can interact with aren’t indicated with any sort of icon, unlike most point-and-click adventure games. This keeps the screen clean of most UI elements and allows the environments the freedom to truly shine and impose their chaos on you. Instead of an icon to display if you’ve already checked something, the game’s “Scan” feature keeps track of what you have and haven’t found yet. The Scan causes items with more information to glow. The only downside is that objects that lead to another scene, such as a safe that you can check inside, will always glow when using Scan, even if there’s nothing left in the subsequent scene to interact with.

A Type-NOISE: Shonen Shojo screenshot of Itsuki Hozuki speaking to the protagonist. His text box reads, "I can finally go home and get back to gaming. What're you gonna do?"
The characters are as compelling as they are colorful.

The same way the Scan function reveals the environment’s objects, playing Type-NOISE for even a single chapter reveals its obvious inspirations. Certain major plot points and twists may feel familiar to anyone who has experienced the Zero Escape and Danganronpa series. This isn’t necessarily an issue, since Type-NOISE has its own unique spin by focusing on the importance of remembering and confronting your past to grow as a person, and sometimes there’s comfort in recognizing such similarities. But when the game’s inspirations are known for mind-bending twists, it doesn’t do Type-NOISE any favors that it doesn’t have any of its own to make it stand out.

Its characters fare much better, however. Each main character has a sharp design with many popping colors that grant both distinctiveness and cohesiveness with the bright backgrounds. It’s also impressive how distinct everyone’s personality is. It’s usually clear whose dialogue is whose thanks to stark differences in dispositions, which feels especially successful since the game does not feature any voice acting. Even the “quiet” and “aloof” characters, Shimizu and Honoka, respectively, feel distinct even when reaching their lowest emotional points, which is impressive considering “quiet” and “aloof” can easily be treated as interchangeable under different circumstances.

Appropriate to Type-NOISE’s emphasis on memory, the cast’s personalities are formed in large part due to their past, including their traumas. Each character’s trauma is different, but none is dismissed as being “lesser” or “not really trauma,” even though certain characters endured especially heinous experiences. It’s a nice change of pace to have fleshed-out characters when games of this nature tend to relegate most of their cast members to tropes and game pieces to be manipulated by the story, ultimately eclipsed by one or two protagonists. This is a genuinely interesting group to get to know and solve the mysteries of their pasts.

A Type-NOISE: Shonen Shojo screenshot of Honoka Kirishima speaking to the protagonist. Her text box reads, "The people who say they're fine are often the ones who need the most help."
For all its clear inspirations, Type-NOISE forms its own identity through its cast and themes.

But this only makes it hurt all the more when Type-NOISE’s localization shatters that characterization with awkward, unfitting phrasing. One of the game’s most abhorrent characters describes the time he arrived in his victim’s life as “when [he] sashayed onto the scene.” Not only is “sashayed” a word that is very challenging to take seriously, but the character who says it doesn’t use similar language at any other point. It stands out like a sore thumb in a moment that’s meant to be incredibly serious with high stakes.

Another example of this kind of off-putting phrasing comes from the aforementioned chess game against kaiju. Except it isn’t actually against kaiju, but “primordial beasts,” or sometimes “primitive monsters.” It’s distracting to read such clunky descriptions, especially when kaiju has practically become a loan word that most English speakers understand.

Although Type-NOISE received an update to improve this unimpressive localization, these awkward phrases and typos still abound. “That” may be written as “taht” or “thta,” a character might be “series” instead of “serious,” and mannequins, the focal point of an early environment, are “hunging” instead of “hung” or “hanging”—although the neighboring chair is “hanging” around just fine.

A Type-NOISE: Shonen Shojo screenshot of the protagonist behind a counsel table, pointing in a clear homage to Ace Attorney. His text box reads, "I'll defend him!"
For each fun moment, there’s an equally egregious localization issue that detracts from the experience.

Characters can also have inconsistent names, like Zena being called “Xena” or Itsuki being called “Itzuki.” Another oddity is how background character names are displayed. Throughout Type-NOISE, you’ll encounter characters such as “Guitarist_of_Another_Band” and even “AKARI’s_friend_A” and “AKARI’s_friend_B.” While it’s understandable for their names to include some type of stylization since the main characters’ names are stylized as “FIRSTNAME-LASTNAME” in their text boxes, it still looks like placeholder text rather than an intentional decorative choice.

In a game full of clearly intentional choices, a sloppy localization is too egregious to overlook. In the same way you collect clues to piece together the mysteries of a point-and-click adventure game, typos and odd writing choices add up. Type-NOISE knows to remove items from your inventory once they can’t be used any more because keeping them around would only serve as clutter, yet the consistency of the poor localization is the equivalent of an inventory filled with items you’ll never use. As interesting as the characters may be, a villain “sashay[ing] onto the scene” is going to be much more memorable, and for the wrong reasons.

At the end of each character’s storyline is an “Inevitable Dialogue” between the character and someone involved in their traumatic past. As you select the right answers to the questions asked, the characters talk through their experiences and steel their newfound resolve to move forward. The importance placed here on communication only serves to drive the point home: it’s not just what you say but how you say it that determines if the message lands or not. Unfortunately, not all of Type-NOISE: Shonen Shojo‘s interesting ideas always land.

  • Graphics: 87
  • Sound: 70
  • Gameplay: 80
  • Control: 90
  • Story: 75
75
Overall Score
(not an average)

About our grading scale

Review by · October 25, 2025 · 12:00 pm

As a periodic PC player, I’ve always gravitated with great reverence toward the point-and-click adventure genre but felt that I’d missed the proverbial bus on them. Adventures from the likes of LucasArts and Sierra seized the hearts and desktops of fans and held them dearly from the late 80s through the entire 90s—no series more so than Monkey Island. This October marks the 35th anniversary of the 16-colour PC DOS EGA release of the series’ maiden voyage, The Secret of Monkey Island. To celebrate, I finally sat down to play through the 2009 rerelease, The Secret of Monkey Island: Special Edition, sticking primarily with the classic 256-colour aesthetic. It’s with great relief and confidence that I say this didn’t feel like video game homework. In fact, The Secret of Monkey Island is still smooth, fun, and more sharply written than almost any game written in the three and a half decades since.

In retrospect, The Secret of Monkey Island comes from a veritable adventure-gaming dream team of writers and designers at LucasArts: Ron Gilbert, creator of Maniac Mansion (1987) and its SCUMM engine (here again used); Dave Grossman, who would go on to write and design Day of the Tentacle (1993) and many TellTale Games in the late 2000s; and Tim Schafer, who headed Grim Fandango (1998) and later founded Double Fine Productions. Not only do they truly capture lightning in a bottle with The Secret of Monkey Island, but that lightning strikes again and again (if you’ll pardon the mixed metaphors) with subsequent LucasArts games in the 90s.

The design team has said The Secret of Monkey Island takes inspiration from Disney’s Pirates of the Caribbean ride, though many story beats felt analogous to Robert Louis Stevenson’s Treasure Island. Young protagonist Guybrush Threepwood wants to be a mighty pirate, and so he sets out on a series of trials across Mêlée IslandTM to prove himself. While honing the arts of thievery, sword fighting, and treasure huntery, Guybrush becomes enamored with the Governor of Mêlée IslandTM, Elaine Marley, who is spirited away by the wicked ghost pirate Captain LeChuck. Guybrush must acquire a (used but like-new!) ship and then crew that ship to pursue LeChuck to the mysterious Monkey IslandTM.

Danger is ever-present in such forms as piranha poodles and surprisingly health-conscious cannibals, though the way Guybrush goes about surmounting each obstacle is always lighthearted and subversive of what even adventure gamers might expect. To get into the Monkey Island mindset, it helps to think along the lines of Bugs Bunny and other cartoon characters. There’s logic to be found, but it’s silly, on-the-nose logic. Most impressive is the variety of puzzles. There’s a fair share of “verb + inventory” puzzles as you pick up everything from grog mugs to a rubber chicken with a pulley in the middle. My favourite puzzles, though, were through the dialogue, including haggling down the price of your ship, coercing friends and foes (“Pretty please with sugar on top?”), and the iconic insult sword-fighting scenes. Let me stress that this was one of the funniest games I’ve ever played, with silly yet charming humour falling somewhere between Airplane! and The Princess Bride.

One of the things I liked most about The Secret of Monkey Island, aside from finally getting in on the countless in-jokes and quotable lines, was how it winks at the golden era of adventure gaming around it. There are jokes and references to past titles (the SCUMM Bar or talk of selling “fine leather jackets” in reference to Indiana Jones) and then-contemporary titles (the “Ask me about LOOM” pirate), all while dialogue and puzzle solutions poke fun at the genre’s tropes. Now, I look forward to seeing how the gags established here continue in the sequels.

The Special Edition contains two versions of the game, instantly swappable with the push of a button. The “classic” version is the 1992 DOS VGA version, and the new version features hand-drawn graphics, full voice acting, a remastered soundtrack, and a handy hint system. I preferred playing the classic version for its evergreen pixel aesthetics, though I bounced between the two styles to see how the new areas looked and to quickload/relisten to the voice acting on certain scenes. The old music holds up well in places and is effective compositionally, though those old synthy trumpets are rather farty. The new sound design is richer and full of more ambience (and less dead silence) than the original, but the new UI is updated with console players in mind, and strangely hides the verb and item bar. I liked the new cartoony character designs in certain scenes, though during gameplay, characters look wooden and dead-eyed. I should have liked the ability to mix the old visuals with the new sound, or some combo thereof.

While playing in the classic version of The Secret of Monkey Island, you still have access to the progressive hint system (sans the big yellow arrow in the new version), and try as I might to avoid hints, there were places where I broke down and begged for clues. Strangely, putting a pot on my head was one of the things I solved intuitively with little pause for thinking, though I’m not sure I like what that says about me.

It’s worth noting that many scenes benefit from the old UI, like the rare instances requiring quick clicks (namely, transporting acidic grog and launching yourself with a cannon), and the off-screen fight with Sheriff Fester Shinetop, in which you read the ridiculous items Guybrush uses and adds to his inventory. At a five to seven hour runtime, the game’s well worth playing in both styles.

Among my few complaints are the RNG nature of collecting insults and their respective comebacks for the sword fighting—the uncreative pirates kept hitting me with the classic “You fight like a dairy farmer!” line—and the way some interactive elements in the environment were hard to see, such as that accursed hatch on the ship deck. Thankfully, switching freely between graphic styles helps mitigate this issue.

Knowing the reputation a lot of point-and-click adventures have for obtuse puzzles, I was a little worried going into The Secret of Monkey Island. However, new players of any age need not worry: this is not only one of the best point-and-click adventures of all time, but it’s also player-friendly and holds up in nearly every regard. Above all, its wry yet good-natured sense of humour thoroughly charmed me for the entire adventure. Like watching a great comedy, I see myself returning to Monkey IslandTM here and through the sequels.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 85
  • Control: 79
  • Story: 93
90
Overall Score
(not an average)

About our grading scale

Review by · October 23, 2025 · 9:00 am

I played The Outer Worlds 2 wanting to be surprised. I wanted the sequel to take the rough promise of the first game and turn it into something deeper, not bigger for the sake of being bigger. I followed developer interviews about the team leaning into classic RPG trade-offs and focusing on a denser opening world, and I understood the logic behind removing the ability to respec to make choices matter. After dozens of hours and too many half-baked quests, I can say those intentions are visible. I can also say they do not justify the way the game often collapses under its own ambitions.

From my first touchdown on the enlarged opening planet, I felt like I was being asked to do the heavy lifting for the game. The region is cluttered with errands disguised as quests. I cleared more than I should have, and by the time I finally left that world, I was exhausted rather than hungry to see more. That feeling stuck with me, as the promise of a varied galaxy turned out to be a slog through the same kinds of objectives. Twice the content, yes, but it too often comes across as twice the padding and not twice the imagination.

The game did have moments where it still grabbed me. The art direction and certain environmental set pieces are beautiful. Later planets that lean darker and more oppressive gave me the best moments in the playthrough; they felt thematically coherent and actually earned my attention. And companions mostly still work: banter in combat, consistent character beats, the one companion arc I genuinely enjoyed.

Unfortunately, those moments are islands in a sea of uneven design. Too many NPCs feel like set dressing. I found myself talking to townsfolk who had nothing interesting to say, who were clearly waiting for a quest marker to justify their existence. Characters appear when the plot needs them and vanish when it does not, with zero sense of introduction or stakes. I felt like I was being handed pieces of a story rather than invited to live inside one.

The Outer Worlds 2 one of the early planets where there are trees, mountains, and grass waiting for you to explore
The planet that promises adventure… and delivers busywork.

Quest design is the sequel’s biggest failure. Obsidian’s other titles had a knack for making even small quests reveal something meaningful about the world. Here, most side missions are busywork: fetch, return, repeat. I cannot overstate what a disappointment that was. In an RPG, the reward structure teaches the player what matters, and in this case the signals are broken. 

The Outer Worlds 2 caps you at level 30, which, in theory, is a good screen against becoming a one-person army of every skill. I get the reasoning. I even like the idea of permanence in choices. But I reached level 30 well before I finished many companion arcs. Once I hit the cap, the motivation to finish content evaporated. Why engage in combat if the experience no longer changes my build? Why grind repetitive tasks for rewards that feel cosmetic? I found myself skipping fights because the game had simply stopped rewarding me.

The point isn’t min-maxing, but preserving the loop of risk and reward. When the game removes the carrot, the loop becomes a treadmill. The skill design compounds the problem. Speech lets you bypass entire boss fights and defang tension. Lockpicking mostly gets you small amounts of bits (currency) and a sliver of experience. Both cost skill points, but they do not carry the same weight in play, which makes choices feel arbitrary or meta-driven rather than role-play driven. The inability to respec means it’s impossible to design an important locked door that requires lockpicking, because what if the player doesn’t have it? The philosophy might be noble, but the balance is sloppy.

And on that note, the writing is also sloppy in a way that feels shocking and uncharacteristic. I expected uneven satire, but I did not expect NPCs to be dropped into scenes with no introduction or explanation. More than once, I encountered someone who seemed critical to the plot and had no establishment or motive; they essentially showed up because a quest needed a face. That felt like being handed a script that had not been fully staged. A few lines of genuine satire still landed, though the humor is too patchy. While the commentary on society is interesting at times, it too often reads like an outline rather than a targeted critique.

The Outer Worlds 2 snowy planet with clear skies and a broken bridge
Snow joke: a planet worth exploring.

The antagonists are particularly weak; they exist to create friction rather than to be compelling figures in their own right, and they barely succeed even at that. I want villains who make me care, who push the narrative into deeper territory. Instead, I shrugged. It is a strange failing, because the game can create striking environments, yet it fails to craft believable characters who justify a player’s journey from planet to planet.

The Outer Worlds 2 also feels like it’s held together by duct tape. I hit a ton of annoying bugs: dialogue that failed to trigger, AI that idled in combat, odd UI behavior. One memorable example was when an elevator interaction told me I lacked authorization to enter, and then I rode the elevator up anyway. By the end of the game, my trust was completely eroded to the point that I expected every quest to have bugs.

This should be the part where I mention the soundtrack, except I couldn’t recall a single theme if I tried. The background music is so subdued and forgettable that it might as well not exist. The only note I wrote down was that NPCs occasionally bugged out and stopped talking altogether. Performances often sound like they’re being read straight off a script, though it’s hard to tell whether that comes from the acting or from the story giving them so little to work with.

There are design choices I appreciate even as they frustrate me. I liked the Spectrum Dance Saber, a rhythm-based melee weapon, more than I should have. Stealing adds a layer of emergent fun in certain pockets. Leveling feels rewarding when the systems actually work. The added verticality sometimes brings fresh possibilities. Those aspects kept me intrigued, but the positive flashes highlight the rest of the game’s inconsistencies.

Economy and reputation systems are undercooked. Bits feel useless because there are too few meaningful things to spend them on, and your standing with the factions never leads to interesting consequences. These are systems that, in a stronger game, would encourage experimentation. Here, they sit like empty scaffolding.

The Outer Worlds 2 The Best Choice building owned by Auntie's Choice
It’s Auntie’s Choice now!

What bothered me most was how rarely The Outer Worlds 2 ever answered the simple question of why. Why am I going to this planet? Why does this person matter? Why should I care about these antagonists? Story beats exist largely to create new tasks rather than to grow stakes. The stakes do get higher eventually, but it feels completely forced and inorganic. This is a creative philosophy that favors structure and size over narrative purpose.

I still believe in Obsidian. I want this team to succeed. I have watched them turn messy starts into classics before. The constellation of a great RPG is visible: the atmosphere, the occasional inspired companion quest, the delight of the right weapon in the right encounter. But here the stars never align.

Play this if you love the setting and are prepared to sift through repetition for what looks like a diamond. But I’ll warn you now: when you finally dig it up, you’ll realize it’s just a rock. That’s the feeling this game leaves you with. The Outer Worlds 2 is not Obsidian at their best; it might be the worst Obsidian game I’ve ever played. For now, it is a sprawling failure of focus and pacing, a game that is often interesting by accident rather than by design.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 50
  • Control: 70
  • Story: 50
62
Overall Score
(not an average)

About our grading scale

Review by · October 22, 2025 · 12:00 pm

A blend of turn-based combat and point-and-click adventure is something I hadn’t encountered; not until Deep Sleep: Labyrinth of the Forsaken filled that gap with a thoughtful story, solid puzzles, and a surprisingly robust combat system. It’s all wrapped in a pixel-art style, steeped in dread, and rich with tension. Deep Sleep may cast you as a dream traveler, but it often feels more like a nightmare—and that’s a very good thing.

Labyrinth of the Forsaken is scriptwelder’s latest game in the Deep Sleep series’ setting. Although its story stands alone from that trilogy, there are obvious points of comparison thematically and in the construction of the adventure systems. There’re shared art assets and ideas, tying the adventure further into its history.  If you enjoyed the trilogy, then this latest offering will feel comfortable, even with the additional combat options.

The story follows the young protagonist, Amy, as she journeys through a world of dreams in search of her lost brother. Using a mysterious electronic device, she taps into fragments of his dreams, opening paths to new areas and uncovering clues as to her brother’s fate. This shared subconscious hosts not only other dreamers and travelers but also malignant forces that fuel much of the horror and combat. The writing is strong, with dialogue shaped by careful diction and grammar that give the characters real conviction. As the mystery unfolds, it reveals both the nature of the dream world and Amy’s own circumstances. How did she obtain the device that grants her access to dreams? Why are these specifically her brother’s dreams?

Deep Sleep leans into a retro-pixel art style, using large blocky assets to pack detail into just a few splashes of color. The simplicity doesn’t lessen the atmosphere’s impact. If anything, it sharpens the unease at the heart of the story and setting. Lighting plays a major role (the torch mechanic makes every bump in the night count), while sound design and subtle background movement build a remarkable sense of suspense. The developers clearly have an eye for atmosphere. Mannequins, spiders rustling in the undergrowth, and shifting shadows at the edge of vision are all placed with precision. Each new area had me scanning the screen, bracing for what might emerge. Music is used sparingly, elevating the general suspense. When it does appear, the keyboard-led synth tones place the setting further into its retro inspirations.

Amelia explores the interior of the train station scene in Deep Sleep: Labyrinth of the Forsaken.
Nothing beats the tension of an empty waiting room in the dead of night.

The game makes smart use of classic point-and-click conventions. Finding and collecting quest items to unlock new areas and combining items to forge new solutions is satisfying. This is layered with an extra twist: players can rotate inventory objects in pseudo-3D to uncover hidden details or highlight hotspots. Some hotspots trigger reactions, like revealing a key inside a cardboard box or activating a puzzle. Altogether, it’s a sharp evolution of familiar mechanics that keeps item discovery engaging, avoiding the trial-and-error grind of combining everything in the hope of progression.

Environmental puzzles support the item system, with clues woven into the writing and visuals of each scene. Paying close attention always rewards you, and the solutions strike that sweet spot—never unfair, but encouraging you to explore more deeply or reconsider what you already know. A few quirks stand out: items appear in a semi-random fashion due to map randomization, which can sometimes cause you to discard something essential. Since discarded items can’t be recovered, this wrinkle can be frustrating, especially as key objects aren’t marked or distinguished from the rest.

After the first few dreams in Deep Sleep, Amy gains more freedom in where she travels, and repeated dream-walking lets her collect Focus. Focus anchors her to her real self, allowing her to manifest abilities and items within the dream world. As she accrues it, she can spend Focus to unlock powers, boost health, and gain practical perks like larger inventory space (a lifesaver) or faster movement. It’s not the sprawling ability tree of a full RPG, but every upgrade feels meaningful and has immediate impact. Some, like extending her health bar or increasing available Focus, are practically essential.

Beyond stats and abilities, Focus also enables Amy to imprint item blueprints onto her dream self, which she can then summon in dreams. This system enables her to research weapons, shields, or restorative items and prepare strategically for upcoming challenges by creating them in the dream. With enough Focus, you can stockpile items tailored to different encounters like multi-target attacks for swarms, or single-target gear for tougher, isolated foes.

Players can select items during combat to damage foes in Deep Sleep: Labyrinth of the Forsaken.
Get ready to be well and truly boned, burning dude!

This brings us to combat. When Amy confronts the Shadows of the dream world, confrontations play out in a straightforward turn-based system. Each participant acts in order, marked by numbers beside their sprites, with health clearly tracked. Players choose actions from a simple menu, many of which depend on items carried in the inventory. Tools like wrenches or screwdrivers serve double duty—solving puzzles outside combat and inflicting damage or status effects in battle. Defensive items, such as bin lids or mannequin parts, block attacks for a turn or so.

Every item has a durability rating tied to the strength of its dream imprint or the Focus that Amy invested to create it. While the tactical approaches aren’t vast, the essentials are all here: damage-over-time effects, area attacks, turn delays, and healing abilities. Combat is punishing, largely because of item fragility. The right tool is often in hand, only to crumble before the fight is over. Groups of enemies are especially tough unless you’ve prepared weapons that hit multiple targets, and the challenge spikes once foes start manifesting healing powers of their own. Deep Sleep‘s developers have recently added multiple difficulty options, so this is much less of an issue now than it was at launch.

The end of a dream run (whether you’ve completed it or not) is where you collect Focus to upgrade Amy. There are other options she can take when she is back at her brother’s apartment, and she can choose how to use her free time during the day. These include spending time in the nearby city to build her health levels, or she can read through his book collection to generate additional Focus outside of dream missions.

Amy wakes up from a dream in an apartment where she can upgrade her abilities.
She’s not kidding…

Deep Sleep nails its story, setting, and the unusual blend of turn-based combat with item-driven adventuring. But a few frustrations hold the experience back, mostly tied to level progression and controlling Amy’s. Each dream can be revisited, yet puzzles, items, and enemies all reset if Amy leaves early. This works fine for combat, where returning stronger or better equipped feels like part of the challenge, but it undermines the point-and-click puzzles. Abandoning a dream means re-entering the same codes, re-discovering the same clues, and re-collecting the same quest items. On one hand, this repetition reflects the cyclical, inescapable nature of dreams. On the other, it slows story momentum and can become frustrating. Controls add to the friction as item selection feels clunkier than it should be, and Amy’s movement isn’t always precise. A gamepad improves traversal over a mouse, but fares poorly in menus, leaving no perfect option.

We are such stuff as dreams are made on, and Deep Sleep: Labyrinth of the Forsaken builds a haunting world on that very idea. Its unsettling art direction, layered puzzles, and imaginative story capture both the wonder and confusion of Amy’s journey. The puzzles are smartly paced, and the turn-based combat adds more tactical depth than expected. My revels may now be ended, but this is a dream worth stepping into. Sleep well.

  • Graphics: 83
  • Sound: 83
  • Gameplay: 83
  • Control: 80
  • Story: 86
84
Overall Score
(not an average)

About our grading scale

Review by · October 18, 2025 · 12:00 pm

From screenshots and gameplay clips alone, Shuffle Tactics looks like an extremely sensible combination of Slay the Spire, Into the Breach, and Final Fantasy Tactics. The endless replayability of roguelite deckbuilding meshed with the added depth of turn-based combat on an isometric grid sounded like the easiest 200-hour time sink anyone could ask for. As a huge fan of both genres, Shuffle Tactics was too enticing a pitch for me to miss.

Unfortunately, Shuffle Tactics never manages to become a coherent sum of its parts. The story is little more than a vehicle for a single gameplay mechanic. The combat, while functionally fine, focuses more on paying homage to its inspirations than making those borrowed mechanics gel together in a way that makes sense. To say that I was disappointed would be an understatement.

Perhaps the most egregious flaw of Shuffle Tactics is its atrocious gameplay clarity past the first level. The camera is angled such that enemy sprites block tiles directly behind them. Combined with the sheer volume of enemy units potentially on the map at a given time, you spend as much time trying to click on the correct tile as you do planning out which cards to play. Some bosses occupy multiple tiles at once, making precise play around their oversized sprites impossible. The well-crafted pixel artwork is squandered on these overcrowded battlefields, leaving it difficult to even locate your character.

Compounding the issue is the lack of a functional enemy intent system. Enemy movement and attack overlays blur together into a confusing mess, made even harder to parse on the isometric grid where sprites block tiles and perspective hides crucial information. Only a handful of attacks are clearly telegraphed in bright red, but these rare moments of clarity are more an exception than the rule. What should be careful tactical planning devolves into fighting not only the enemies but also the interface itself while trying to get a grip on what’s happening.

The main player character is about to move to a new space on the board in Shuffle Tactics, Movement areas are highlighted in aqua.
What are the enemies going to do next turn? Your guess is just as good as mine.

What about the gameplay from the player side, though? Surely, if the cards feel fun to play, they can cover for some of the weaknesses in encounter design? Unfortunately, I can’t give a positive answer here, either. Shuffle Tactics copies mechanics verbatim from its inspirations without nearly as much consideration for how they fit into the loop as a whole.

Let me indulge in some comparison with Slay the Spire‘s game design: drawing five cards and discarding your hand at the end of your turn is a clever way of ensuring players always have options while forcing them to adapt. You can’t sit on cards for the “perfect play,” and instead must do the best with what you’re given. Even with this chaotic player agency, there are two consistent rocks to anchor strategies around: enemy intent is always clear, and attacks are always in range. These simple guarantees not only curb the frustrations of the occasional poor draw order but also provide a stable foundation for long-term strategy.

Shuffle Tactics misses both anchors, leaving its strategic gameplay adrift. You’re subjected to all the turbulence of only having a fraction of your moves available at any given turn, with none of the baseline guarantees to support outlining a game plan. It’s little surprise that the least frustrating path to victory I found was abusing cards that return to your hand at the start of every turn, not because it was clever or particularly compelling, but because it offers the only semblance of consistency in a game that promises strategy yet rarely delivers it.

A character in Shuffle Tactics prepares to take their turn by playing the cards in their hand.
Where’s my AoE spell when I need it?!

The sidekick system, meanwhile, only adds to this sense of imbalance. The recruitable sidekicks’ strength levels swing so wildly that some function as point-and-click powerhouses while others are barely worth picking up. You could argue that this variance is part of the roguelite or deckbuilding DNA, but this gulf in baseline usefulness feels less like intentional design and more like unfinished tuning. The scarcity of sidekick upgrades further affirms this feeling; picking a weak sidekick early can kill the pace of the game, turning what should be a meaningful addition to your arsenal into a predictably tedious babysitting sidequest.

Even when they are effective, sidekicks don’t necessarily improve the game’s flow. With a dozen or more enemies crowding the grid at once, their presence often seems like a stopgap solution to redirect aggro away from the player. As you can imagine, this only makes the already chaotic, overcrowded board state even harder to read.

The charm upgrading system remains stuck in a similar rut. Though the various effects provided by the charms are more interesting than generic stat boosts, a myriad of restrictions that make little sense in practice chain them down. Every debuff-inducing charm I found was locked to single-target applications only, and because charms apply their effects onto the tile that you select, any card that has you moving to the tile you selected has you debuffing your own unit. What should be a flexible, build-defining system instead feels like an oversight: a punishment for interacting with the game as intended, instead of the freeform experimentation charms are ostensibly designed to encourage.

Even charms with other effects that sound useful can become undermined by their implementation. With no restrictions on charm placement, it’s easy to attach one that interacts with game mechanics that have nothing to do with the card itself (i.e., movement-enhancing effects onto a card that has you standing in place to attack), resulting in a complete waste of an upgrade. While I don’t expect guardrails on most mechanics in a roguelite, this level of execution once again comes across less like intentional design and more like under-tested systems left for the player to sort out.

A spider-like non-player character in Shuffle Tactics offers some upgrades to the player.
Why do you collect charms?

However, I do want to commend the sheer volume of content available in the game. With multiple heroes, each starting with their own deck, and hundreds of additional cards to unlock, Shuffle Tactics certainly doesn’t lack the breadth of a full-priced release. If the dopamine hit of steadily expanding an armory is your kind of reward loop, Shuffle Tactics has you well covered.

Yet for all that content, the foundation Shuffle Tactics ultimately rests on is shaky. The isometric grid muddies the waters instead of providing meaningful depth, the companion and charm systems feel several iterations short of being finished, and the core deck mechanics lack the consistency and design work that make its inspirations so enduring. Shuffle Tactics is brimming with things to unlock but starved for meaningful ways to enjoy them, leaving it less a cohesive “greatest hits album” of roguelite elements and more of a confused compilation of good ideas played out of tune.

  • Graphics: 75
  • Sound: 50
  • Gameplay: 50
  • Control: 30
  • Story: 60
55
Overall Score
(not an average)

About our grading scale

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

One of my favorite book series growing up was E.W. Hildick’s McGurk mystery novels. Protagonist Jack McGurk and his friends were elementary school-aged detectives who solved kid-level crimes, such as kidnapped dolls or a missing baseball glove. Trifling matters that adults easily dismiss are big deals to kids, and McGurk took them seriously. Posh Cat Studio’s Little Problems: A Cozy Detective Game also acknowledges the drama in the mundane, albeit through the eyes of a first-year college student named Mary.

Little Problems follows Mary as she problem-solves an array of college kid hiccups through a series of vignettes referred to as cases. The first case shows Mary needing to recreate her portion of an overdue group presentation because her cat chewed up the USB drive it was on. A later case features Mary and her friends figuring out how to deal with the academic fallout of the botched presentation. Another one has Mary’s cat absconding from the vet’s office, and Mary needs to figure out where the critter ran off to.

I particularly liked the visual novel cutscene whose branching pathway influences Little Problems’ narrative aspects, including the final ending. Pity that was the only one. Little Problems is a brief weekend romp that left me wanting more story-influencing choices, more character development, and more extensive plotlines involving Mary and company.

Mary sleeping in Little Problems.
Ever have one of those days when you overslept and the cat ate your homework?

Little Problems’ vignettes are generally amusing, but have choppy narrative design. The time skips between story cutscenes and interactive cases are jarring; I felt like I missed a whole series of events between one and the other. Despite Little Problems requiring the literal gathering of plot-relevant context clues, some scenarios lacked context. I wanted more backstory into the setting and characters, smoother storytelling, and deeper motivation for why Mary does what she does.

For a game predicated on a detective theme, Mary feels more like a victim of circumstance than the problem-solving detective of her peer group. Speaking of peer groups, Little Problems also feels like being a new kid awkwardly trying to say hi to an already tight-knit friend circle. It’s as if I was thrust into the middle of a series where the characters and all their dynamics are already well established.

Everyone has problems in Little Problems.
Looks like Murphy’s Law hit everyone today.

Little Problems is a graphic adventure with similar gameplay to The Case of the Golden Idol,where searching environments for clues/clue words and using deductive reasoning solves puzzles more than inventory manipulation. There is no need to turn a pool floatie, clamp, and clothesline into a fishing apparatus (as in The Longest Journey). Keywords are just as important as visual clues and items, so it is a good idea to hunt for those as well as traditional graphic adventure hotspots. Putting the right words together to solve cases is just as challenging and satisfying as putting the right items together in more traditional graphic adventures.

Puzzles increase in difficulty as Little Problems progresses; the latter half has some doozies. Puzzles are generally fun, if occasionally repetitive, but a few fall into the common traps of requiring pinpoint pixel hunting and/or large leaps of logic. There were even a couple where I brute-forced solutions using trial and error, hoping something would work out. Cases do not require 100% completion to advance the story, but 100%ing cases and discovering secrets unlocks additional goodies and achievements.

Little Problems utilizes basic point-and-click controls: point and click on a hotspot to find clues. Then, point and click on parts of those clues to uncover more information. Once all the information is in the inventory, the puzzle case can be solved. Control is natural and intuitive, except for needing to hold down the right mouse button and drag the mouse to scroll up and down in the main menu. I instinctively kept going for the mouse wheel until I saw the icon reminding me to use the right mouse button to drag. I also would have liked an option to speed up text during cutscenes.

Solving lots of problems in Little Problems.
Little problems have a tendency to add up, creating complicated circumstances.

Bright, whimsical music complements the bright, whimsical visuals. The cutscenes and puzzle screens feel like a manga with painterly coloring. Character designs are appealing, but the animals (like Mary’s golden retriever, Ben) steal the show. Pity I could not pet Ben and all the other dogs and cats. The music adds atmosphere to each scene, and the compositions are nice to listen to without being obtrusive. In a game like Little Problems, I must be able to hear myself think, and the music never gets in the way of that.   

Slice-of-life games like Little Problems remind us that life’s little mysteries are story-worthy. I liked the brief snapshots of Little Problems’ setting and the characters in it. I just wish Little Problems were a longer game with a more cohesive storyline, a smoother narrative, deeper character development, less repetitive puzzles, and a stronger detective theme. McGurk, this is not. Hopefully, DLC or a sequel will expand on what Little Problems started.

  • Graphics: 72
  • Sound: 72
  • Gameplay: 65
  • Control: 70
  • Story: 65
69
Overall Score
(not an average)

About our grading scale

Review by · October 15, 2025 · 12:00 pm

Towa and the Guardians of the Sacred Tree feels as if playing an anime town builder with Hades-like combat on the side. While enjoying aesthetics, humor, and story beats similar to slice-of-life anime in parts, I find it difficult to know exactly where TGST’s central voice lands. That said, games don’t necessarily need a single gameplay mechanic, as we see with titles like Darkest Dungeon. At the same time, I’m not always sure what the core experience is supposed to be—or which I enjoy more.

TGST follows Towa and her guardians as they attempt to drive off a blight devastating their land. With little mana—the life force—left, civilization may be doomed. Worry not! This quirky entourage has the drive and extremely restrictive abilities to thwart the Magaori.

While that is the central plot, the way the town Towa and friends protect changes as Towa time leaps whenever her friends defeat Magatsu (boss Magaori) is even more compelling. It’s not a new concept, yet we get to witness townspeople grow old, have kids, people move in, people leave, die, and struggle to make their dreams a reality. Life happens, and this part of the storytelling has some genuinely emotional moments. Still, expect some silly anime-style humor and one-note characters with an intense interest often defining their entire personality.

Combat with painted red lines and a large frog enemy at 2/3 health in Towa and the Guardians of the Sacred Tree
Frogs and blight are basically synonymous in games.

Criticisms aside, the town is charming. I enjoyed seeing its expansion as I added buildings for customization and combat effects, watching stories unfold between and within characters, and taking in the beautiful artistry and detail of the mountain village. Strangely, the ever-encroaching Magaori threat doesn’t come up often in town and clearly spans generations. In this way, I never felt that the combat side of the game meshed well with the quasi-lifesim I witnessed in town because the threat never felt real, as if I was playing two different games.

As suggested, we customize the town by using one of several resources accrued on runs. The facelifts, while real, are subtle—not necessarily poor delivery, but don’t expect punchy changes. Those who enjoy seeing numbers go up and having a sense of progression may enjoy this aspect, but I always felt I was trying to keep my head above water as I maintained my strength and survivability against an ever-increasingly difficult foe. Improvements are safe in that they increase health by 10%, offer the opportunity to craft better swords, and sometimes add options for equippable spells on companions. Don’t expect a vast array of customization or fascinating skill trees to pore over.

Combat is styled as an isometric RPG; players dodge between enemy attacks forecasted with red lines or bars on the ground, and then counter with slashes determined by the character leading. Lead characters have two swords and their own style of attack; some blast enemies from afar, others dive in with spinning attacks, and most do standard slash attacks while standing in place. The twist, I suppose, is that players have a companion by their side that kinda follows them around and does one of two spells when the cooldown resets. Spells range from fireballs to spinning electrical barriers or a delayed smash attack. Enemy patterns aren’t anything to fawn over, either, as enemies offer ample opportunity to dodge ranged or melee attacks.

Towa and the Guardians of the Sacred Tree Screenshot featuring a desert landscape and characters performing spin attacks.
Can we please have some lore about the person who sailed that boat here? Was it the frog?

The most Hades-like element here is passive buffing by picking up different symbols. Unfortunately, the creativity remains lacking, as most offer passive number increases with little gameplay change. Backstabs may stun enemies now, have a higher chance to crit, or make enemies more susceptible to damage for a while. The same bonuses are available for spells and each sword stance. Similar buffs exist, but nothing that will excite players or change strategies meaningfully.

That said, TGST is addicting—for a short while. After about twenty hours, I lost interest in routine hacking and slashing. Without enemies that evolve tactically, gameplay changes, or surprises in general, TGST can feel repetitive after a while, depending on player tolerance. Aside from the passive buffs, players may pick up one of several different ores to use in town to construct buildings, smith better swords, equip passive buffs, etc. These upgrades top out fairly early, as if the developers ran out of steam. Simultaneously, TGST drags on too long and doesn’t end when it should. I get the sense that big ideas became too difficult to implement as the game got away from them, with many incompletely executed ideas.

Clearly, though, a great deal of effort went into the time-leaping aspect of the storytelling, as well as Towa and her friends’ interactions. Because players go into dungeons with two characters of their choosing, I was surprised to witness so much voice acting and unique dialogue, largely dependent on the one-note personalities of the characters. The flow of dialogue is, again, highly anime in that the two will sit beside a bonfire after fighting a boss and have a serious chat about a problem one has, while the other provides healthy perspective. Then one of them says something completely outrageous for humor’s sake, and the conversation ends. I was surprised how often the writers followed this formula, but I didn’t completely mind it. If I’m being honest, it’s because the voice acting and writing are decent.

Characters discussing goals. Goals that include ending the village's worries in a very final-sounding way.
That’s not how psychotherapy works.

TGST’s music largely falls into the background, though boss fight music complements the intensity of the clash well. Each voice actor does a commendable job reading from the significant script, and they never appear to fatigue, remaining consistent in quality throughout. The game’s aesthetic appears hand-drawn with no animation as characters speak, but the sketch-like quality is easy to appreciate. Watching the evolution of the town from beginning to end remains enjoyable, with the intricate detail suggesting significant care and effort in crafting the environment. If I’m being critical, though, nothing stands out as particularly awe-striking; rather, TGST maintains a practical, calming charm.

Towa and the Guardians of the Sacred Tree has some big ideas that never feel fully fleshed out. This game screams “potential,” but the only aspect that really sticks the landing is the town and inhabitants changing as time moves on. I enjoyed witnessing growth, stagnation, and death. The writers have poignant stories to tell and that is TGST’s best quality. Unfortunately, a commendable combat design that runs out of ideas and creativity quickly languishes the entire experience as I, unfortunately, was eager for the developers to wrap things up.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 65
  • Control: 90
  • Story: 70
68
Overall Score
(not an average)

About our grading scale

Review by · October 10, 2025 · 12:00 pm

I’m something of a newcomer to Fire Emblem, having heard of Nintendo’s flagship SRPG series but only discovering its tactical intricacies for myself with Fire Emblem Awakening on the Nintendo 3DS. Since then, I’ve been enamored with the franchise’s more recent titles, but hesitant to try out its earlier iterations. Yet I remained steadfastly curious all the same. Finally, I decided to put a recently acquired Nintendo Switch Online Expansion Pass through its paces with a playthrough of the Game Boy Advance title Fire Emblem: The Sacred Stones. Upon doing so, I found a surprisingly robust SRPG experience with a moderate degree of replayability that leans towards being newcomer-friendly. The Sacred Stones seems to be a divisive title due to its potential ease depending on your playstyle. Still, it can also potentially serve as a stepping stone for us latecomer FE fans who are curious about earlier entries in the series.

Fire Emblem: The Sacred Stones takes place in a fantasy realm where various kingdoms live together in relative peace after sealing away an evil Demon King through the power of the fabled Sacred Stones many years prior. This harmonious existence abruptly ends when the hostile empire of Grado invades the neighboring kingdom of Renais. Ephraim and Eirika, Renais’ twin prince and princess, must reach out to their allied kingdoms in the hope of one day reclaiming their homeland, Renais, and to prevent Grado’s nefarious plans of destroying the land’s Sacred Stones. Can the twins and their companions succeed with the odds stacked against them, all while a dear childhood friend leads the very empire they need to defeat?

Eirika travels by map in Fire Emblem: The Sacred Stones.
Travel by map!

There isn’t much else to say about the plot of Fire Emblem: The Sacred Stones—if you’ve played a lot of fantasy JRPGs or watched/read a lot of fantasy anime and manga series, you’ll discover familiar story beats and tropes. While not the most original fantasy tale, the story isn’t bad by any means, as it carries the game’s momentum and serves as the driving force for the battles you face. I’d argue The Sacred Stones has a better overall narrative to it than even some of the later FE games. The plot’s standout factor is easily the colorful and interesting characters that make up the units in your army. Eirika and Ephraim are likable, heroic figures to rally behind, with distinct personalities. At the same time, allied princess L’Arachel is an exuberant character who steals every scene she’s in without feeling too overbearing, and characters like Grado’s Knoll and Cormag showcase unique perspectives on the narrative conflict. I greatly enjoyed figuring out how to recruit everyone I could, given how detailed their backstories and personalities are. There were a few typos and grammatical errors at times regarding the script’s localization, but nothing too horrendous that it took away from the plot.

But let’s get to gameplay, shall we? After all, at the heart of every good FE game is a solid SRPG that should have you planning your tactics in each round of battle carefully if you want not only to succeed but also survive. Fire Emblem: The Sacred Stones provides well-thought-out battle maps and offers polished strategic turn-based combat, but there’s a caveat that could make the game seem too easy for some FE fans. 

Namely, two ruins open up in-game on the world map. These ruins supply you with optional battle maps you can return to as often as you like throughout a playthrough, and you can even get into random battles in some locales on the map, too. These provide you with easy means to level up units outside of regular use in story battles, beefing up their stats to ensure higher survivability in the regular story fights. Now, you always have the option not to grind if you want more of a challenge playing through the main story, since these battles aren’t mandatory. I only really fought in them myself because I wanted to have all of my character units reach an A Support (with that pesky completionist side of me rearing its ugly head again). Still, even that little bit of level-grinding was enough to get my units unintentionally overpowered for the final fight.

Eirika and her army prepares for battle in Fire Emblem: The Sacred Stones.
To battle!

In battles, you move your units across a gridded map while the AI does the same for enemy units. When opposing units come into contact or within range with one another, a “fight” plays out should one side choose to attack. Depending on weapon type and range, damage can be taken by one side or both. Arrows and magic can often strike some distance away, while melee weapons like swords or axes usually have to be in close contact. A weapon trinity and a magic trinity exist around the various types of weaponry and spells at your disposal, too. Certain weapon types, for instance, hit harder against one type while being weaker to another in a muted sort of rock-paper-scissors fashion. Hence, players need to keep in mind the best weapons to attack a particularly equipped enemy with. Flying units can cover more terrain when they move, but are also more vulnerable to archers and projectiles, so having them move too far ahead and get surrounded isn’t very sound tactically. Likewise, offensive magic users can strike from farther away and are especially potent against heavily armored units, but are inherently squishy when it comes to being on the wrong end of a sharp weapon. Healers are a boon on the battlefield, but need careful positioning for defense purposes. Because permadeath is a possibility, especially in the earlier stages and if you opt not to participate in level-grinding, you have to carefully consider where to best place units if you want them to survive a fight.

Resource management also plays a significant factor in battles, as your funds are limited, and most items, including weapons and those used for healing, have a finite number of uses. Cheaper but often less powerful weapons have more uses in combat, but aren’t as potent. You also have to raise a unit’s weapon rank for them to use the more powerful gear for their job class. Trying to use the optional leveling battle maps to keep all your characters evenly matched can be a resource drain, especially since the most potent and high-ranking weaponry at your disposal has limited usage. Take the unique unit Myrrh, for example. Her only weapon is the finite Dragonstone, and she can’t change job classes once the Dragonstone depletes. I kept her in the party until she reached an A Support, then put her in reserves to conserve her weapon usage until the final boss battles. I didn’t equip any of the “sacred twin” relic weapons onto characters until that point either, as I didn’t want to waste their uses on small fry. Ironically, it only took an attack from Myrrh and three strikes of the relic weapons to take down the two forms of the final boss, but I think that just proves how overpowered you can make your units. There’s also a limited number of items to raise character job classes to their more advanced versions, so you have to carefully pick and choose who to devote those resources to. Poor Tana remained a Level 20 Pegasus Knight for my entire story run because I found it more beneficial to use the aerial unit advancement seals on two other characters at the time. All of these factors need careful consideration, adding to the game’s strategy component.

Range plays an important factor during battle in Fire Emblem: The Sacred Stones.
Positioning units is key to victory.

Similar to resource management, the support feature in later FE games is also a bit different here. Each unit only has an allotment of five support points, so you can only raise a unit’s support level to their highest of A with just one character from their limited list of choices. Doing so not only presents you with interesting insights into the characters in question, thanks to the dialogues that unlock, but also grants stat bonuses to each character when they stand adjacent to one another on a battlefield that increase with every support level earned. It’s a helpful feature that can alter character endings somewhat and can also factor into strategic considerations. However, I did find it odd that support conversations take up a character’s turn on a battle map.

Fire Emblem: The Sacred Stones has colorful, eye-catching pixel graphics. Playing the game on the Nintendo Switch Online feature allows you to choose between a larger screen ratio or a smaller screen to capture better the more “classic” feel of a smaller GBA screen. I played the game on a docked console, so I preferred the look of the smaller screen myself, though I could imagine the larger screen ratio might look better on a Switch in handheld mode. Music-wise, I enjoyed the soundtrack and felt it fit the game’s ambiance rather well. I also like that you can listen to unlocked music tracks in the Extra game menu.

Forde and Kyle engage in a support conversation in Fire Emblem: The Sacred Stones.
That’s a pretty good meta-comment on support convos in this game!

After playing through the game once, you unlock further extras, the most prolific of which is undoubtedly Creature Campaign, as it lets you revisit the game map once more after seeing the epilogue to play through various battles and earn lucrative awards. I’m pretty impressed by the replayability of The Sacred Stones, not only thanks to its post-game content but also simply because of the possible permutations to the script that can happen depending on who lives, dies, or is even recruited to begin with, or who you have develop support bonds, or whether you chose to play as Eirika or Ephraim at certain branching points in the game. You can spend time just experimenting with things throughout a playthrough, which is even further encouraged while playing using Nintendo Switch Online because you can create separate suspend data save points at the beginning or middle of fights, allowing you to dive right back into the game instead of having to restart a chapter should you need to leave suddenly.

Fire Emblem: The Sacred Stones is an interesting FE game in that I can see why, out of earlier entries in the series, it is divisive. On one hand, you can very much make the argument that it can become too easy depending on how you play it. On the other hand, that selfsame “easiness” might make it a less intimidating starting point for curious newcomers to the older FE titles, easing them into the gameplay mechanics so that they feasibly branch out into other FE games. From that stance, I don’t think The Sacred Stones is a bad game. It’s an entertaining SRPG in its own right, one that I can safely say I enjoyed playing and that’s made me want to try my hand at more FE games down the road. In that regard, I’d say I successfully met my battle objective for playing Fire Emblem: The Sacred Stones.

  • Graphics: 89
  • Sound: 85
  • Gameplay: 83
  • Control: 83
  • Story: 82
84
Overall Score
(not an average)

About our grading scale

Review by · October 9, 2025 · 9:00 am

Dotemu, game developer and publisher of some repute, has proven its design acumen with Streets of Rage 4, a game that breathed life into a beloved series thought dead and the beat ’em up genre as a whole. Fast forward to today, and we are staring at what is assuredly another hit: Absolum. While not the best game I’ve ever played, it’s certainly one of the best beat ‘em ups, and blends a roguelite design seamlessly into slaps, slashes, and slings.

An evil ruler, Azra, has enslaved wizards and claimed territories in much of Absolum‘s known world. Talamh, once a lavish place whose species and races lived in harmony, has been thrown into tumult by this wizardry. Persecuted to no end, a band of rebels now fights Azra in secret. It’s undoubtedly an uphill battle, and only through the grace of a goddess named Uchawi can they hope to topple the tyrant—that and through dying a lot.

In true roguelite fashion, we get stronger by failing runs and spending hard-fought currency on any number of buffs, whether they be new skills for any of the four characters available, passive buffs, or opportunities to earn new elemental skills during a run. Could one theoretically beat the game without buffs? Yeah. Sure. But that’s not what Absolum is about.

Frog mage blasting lizard men in Absolum.
Got that Saturday morning cartoon vibe.

Uchawi herself celebrates our deaths, as this will make defeating Azra a near-certainty. How many deaths it takes depends on your fighting prowess, desire to preserve your pride, and ability to solve sidequests. Most side quests are sprinkled about over runs, making each adventure from home base to Azra a fresh experience. Routes fork and secret walls can be destroyed for goodies, but I imagine most players will fall into a habit of picking the same preferred path unless a sidequest draws their attention elsewhere.

For the most part, sidequests are pretty simple, with most simply requiring a return visit to a location. Each completion comes with dialogue from someone in town and exchanges with NPCs en route; nothing fancy, but enough to make one feel like they did something. Side quests are painstakingly obvious to find with the beautiful map and its nodes clearly identifying where to go, perhaps along with a subtle hint for how to solve them. On occasion, side quests come with some buff or opportunity for new treasures, making the extrinsic rewards just as exciting as the intrinsic.

Two characters getting ready to board a ship in Absolum.
Quit hailing each other and just get on the boat.

Each location has different enemy types, with some prioritizing ranged attacks, teleportation, buffs after being damaged, shields, and so on. Depending on your playstyle, you may avoid one type altogether; this was true for me. You can decide to avoid a boss entirely, but that involves avoiding certain routes as well. In this way, Absolum can begin to feel repetitive after a handful of runs, but the frenetic combat continues to titillate, regardless. Playing as different characters can also freshen up the experience, and unlocking new abilities that use accrued mana can diversify runs, as well.

In essence, Absolum is a beat ‘em up with bells and whistles that keep the initial stages thrilling yet taper off over time. Surprises still occur, but with greater infrequency. The game’s competent in solo or duos, so fans of the genre won’t be left wanting. Each character plays starkly unique from the others, with some relying on close-range melee, another speed and hooking into enemies, and another greatly emphasizing ranged combat with special abilities.

Perhaps Absolum’s greatest asset is its art, with vibrant colors, tasteful lighting, and animations that pop off the screen smoothly. Text illuminates, menus flow intuitively, and backgrounds accentuate foregrounds, providing a sense of place. In addition, the music complements combat just fine with intense, orchestral percussion and horns that steal the show. Sorrowful ballads and adrenaline-infused beats appropriately pair with each scene and location. While some of these tunes may be worth listening to on your favorite music streaming service, no stand-out bangers graced my ears, except for maybe the credits theme after toppling that dastardly Azra.

Skeleton boss blasting friends with fire in Absolum.
Shamelessly stealing combat strategies from Final Fantasy VII Remake. Sad.

Of particular note is the sound design. Beat ‘em ups are one of those genres—like first-person action games like Fight Knight—that greatly benefit from powerful thumps, crisp arrows, and sparkly spells. Hits have weight, foes go flying, and the whole acrobatic spectacle fuels a power fantasy. Unless, of course, you’re hitting enemies with shields. Hate those guys.

But wait, there’s more. After vanquishing the antagonist, prepare for more gameplay. Post-game content keeps the fingers tapping as players can venture into the world on new adventures, including encountering foes from all sorts of locations on seemingly any route. Skill trees max out at some point, as well, but currency can be spent on other niceties, like equipping a favorite trinket to enhance a preferred trait, though only for that run.

Absolum is what’s on the tin: a beat ‘em up with level progression, equipment, and spells. Runs can get samey, but Dotemu have done a commendable job of not overwhelming players, while adding just enough to runs to keep us from getting bored. Though not revolutionary, Absolum is worth any fan of the genre’s time.

  • Graphics: 80
  • Sound: 88
  • Gameplay: 80
  • Control: 100
  • Story: 72
82
Overall Score
(not an average)

About our grading scale

Review by · October 8, 2025 · 12:00 pm

An illusion is imagery that appears, for all intents and purposes, to be real. But what if, beneath the facade you’ve known your entire life, buried truths could fundamentally reshape and break all that you know and hold dear? Otome visual novel Illusion of Itehari explores its themes in an altogether compelling narrative about a supposed utopia floating in the sky above an imperfect world.

The airborne city of Itehari is a literal floating paradise, created for its citizens to escape the harsh reality of life on the unforgiving surface world below. Protagonist Hinagiku has lived her entire life amongst the clouds, always wondering what lies beneath but never voicing such prohibited thoughts aloud. That changes one day when she’s nearly the victim of a violent and unthinkable attack in the supposedly peaceful city. Her life becomes entwined with that of her erstwhile savior, a friendly enough self-proclaimed amnesiac named Yashiro, as well as several other interesting characters from various walks of life. Together, they uncover several mysteries and conspiracies surrounding Itehari, revealing that the perpetual paradise might not be as idyllic as Hinagiku grew up believing it to be.

I want to sing praises for Illusion of Itehari‘s narrative, but need to keep it brief to avoid spoilers. The lore and worldbuilding are fascinating and thought-provoking, delving into heavy matters such as the effects of pollution, drug trafficking, isolationism, and classism/discrimination on individual people and society as a whole. Since this is an otome, there’s definitely romance that’s often expertly written, but there’s much more depth to the plot than its multiple love affairs. What’s memorable is the outstanding presentation, with each character’s story arc/route building upon reveals and insights gleaned in others, helping to shape the final route’s culmination as the aptly named Truth Route begins after playing through the previous five routes’ “good” endings. Playing each route thoroughly to grasp the complete plot is very similar to the completionist narrative presentation found in Collar X Malice, awarding players with a thoroughly engaging and compelling conclusion.

Yashiro and Tsuyukusa discussing the goings-on in the city of Itehari in Illusion of Itehari.
Tsuyukusa has some of the best reactions to things!

Of course, the best story in the world still falls flat if the characters conveying it aren’t memorable. Fortunately for Illusion of Itehari, that’s not the case. The cast, main and supporting, has depth. The five love interests are incredibly fleshed out and intriguing, with often believable romances that realistically develop with Hinagiku depending on their initial interactions. My favorite romance routes were Yashiro’s, childhood friend Tsuyukusa’s, and the head of the entertainment district, Tobari’s, given how believably they develop over time.

Still, I also enjoyed the sincerity and trust that tinted the interactions between Hinagiku and her attendant, Awayuki. The only real problematic romance was with the very prejudiced and manipulative nobleman Yori. The relationship develops as well as it can under the circumstances, but it still has many red flags and uncomfortable moments throughout. Interestingly enough, I actually like the snarky Yori as a “you kind of love to hate” character outside of the romance angle, as his voice actor, Takuya Eguchi, delivers his lines perfectly, and his observations are often amusing. Still, it’s not a romance I particularly felt much for when compared to the others.

Illusion of Itehari‘s side characters and antagonists are also exceedingly memorable, with lots of flourishes to their personalities. I enjoyed playing the game not only for the love interests but also to see how the secondary characters evolve and grow throughout the routes because a reveal in one route helps shed light on why a character reacts the way they do in another, adding further layers to their nuanced characterization. As far as otome main characters go, Hinagiku also deserves some praise. She’s unvoiced and often out of view beyond key CG illustrations, yet her character still stands out. As a noblewoman past the typical marriage age, trying to manage her own territories without relying on a male relative, she’s considered an outlier in Itehari’s society. She initially comes across as sheltered and naive. Yet, she shows a willingness to grow, never merely accepting that “that’s how it’s always been” is a justification for continued wrongdoings. Hinagiku isn’t just a blank slate for the player; just like the rest of the believable cast, she has realistically conveyed strengths and weaknesses.

Hinagiku prepares for the day with Awayuki's assistance in Illusion of Itehari.
You can view collected CGs and important glossary terms anytime you wish after unlocking them.

Illusion of Itehari is a traditional VN that avoids gameplay gimmicks, making it accessible to fans of a more conventional presentation. Instead, the “gameplay” focus remains steadfastly on reading copious amounts of text or dialogue, followed by a decision point that can potentially change the story’s outcome. Sometimes that just means raising the affection of one of the love interests (you can toggle a visual indicator for these types of choices via the options menu), though other times you have to hope a narrative choice doesn’t bring you to a bad end. Fortunately, you can save anywhere you like, fast forward through previously read text, and use a detailed story map to guide you through the various routes. A VN needs an engaging plot and likable characters to provide a compelling playthrough, something Illusion of Itehari excels at.

Playing through a character’s route to the good ending also unlocks an epilogue short story for that route, along with all collected CG illustrations, a glossary of key terms, music tracks, and a progress chart in the game’s title screen menu. Illusion of Itehari also features “extra content” in the form of additional short stories meant for after a route’s good end. Playing through Awayuki’s route initially opens up Yori’s, and playing Tobari’s route opens Tsuyukusa’s. Playing all four of those routes opens up Yashiro’s, who, in turn, unlocks the final Truth Route, ensuring quite a bit of replayability!  Fortunately, the routes don’t overstay their welcome and are decently-sized without being too short or too large.

Visually, Illusion of Itehari is a stunning game in terms of its art direction. The expressive character designs and CG illustrations are impressive. The backgrounds are incredibly detailed and gorgeous, too, and I enjoy the storybook presentation of some of the introductory movies that help to explain the history of both Itehari and the surface. There’s even movement with characters simply talking, which admittedly can get distracting, and there are some odd poses at times, but those two factors don’t detract from a very eye-catching game. Most of the tertiary characters, even when mentioned extensively in the plot, don’t tend to have artwork. If anything, I wish there were more art throughout the title, given how gorgeous what we have is.

Hinagiku tells Yori like it is in Illusion of Itehari.
This line of dialogue would be even better if it happened to be voiced.

The game’s music, such as its opening theme, is also quite catchy and fits Illusion of Itehari‘s tone. The voice acting in particular is top-notch, as the actors utilize their emotional ranges throughout their performances. This feat is especially impressive given how multi-faceted most of the characters are and how they can provide recognizable but different presentations depending on narrative reveals and events in a given scene. However, the overall high caliber of the acting makes Hinagiku’s lack of a voice actor comparatively jarring. The localization does have some typographical and grammatical errors at times, but given the size of the script, it isn’t too noticeable and is easy to correct as you read.

Illusion of Itehari is a narrative-heavy otome VN with beautiful artwork, excellent voice acting, a good English script translation, memorable characters, and some phenomenally written romance. So far, it’s probably my favorite otome of 2025. I enjoyed it so much that I sincerely hope its fan disc might also see an English localization in the future. A perfect utopia floating through the clouds might be just an illusion, but the entertainment gleaned from playing Illusion of Itehari is very much real.

  • Graphics: 88
  • Sound: 89
  • Gameplay: 90
  • Control: 90
  • Story: 91
90
Overall Score
(not an average)

About our grading scale

Review by · October 7, 2025 · 12:00 pm

There’s no shyness in Lucy Dreaming regarding its influences. When I’d wake from slumber as a teen in the nineties, my remembered nighttime gaming visions looked like this. Back then, the quality of video game storytelling drove many of us away from action titles and towards more accommodating forms, like JRPGs. However, players also found solace in the burgeoning adventure game genre, which placed an eccentric and comedic spin on narrative-based interactive experiences.

During this period, LucasArts, the undisputed titan of the field, built on the success of eighties titles such as Maniac Mansion by creating enduring classics, like The Secret of Monkey Island. These games inspired the small team at developer Tall Story Games, who obviously have the same affection for those days that I do.

Lucy stands outside of an English corner shop next to a rubbish bin with the words "wasp magnet" close by in Lucy Dreaming.
There’s nothing funny about wasps.

Lucy Dreaming follows in LucasArts and its contemporaries’ hallowed footsteps, attempting to replicate the experience of booting up one of those legendary titles. It tells the story of Lucy, a young English girl who lives in the small town of Figgington, a bizarre hybrid of a seaside postcard, a British rural detective drama, and The League of Gentlemen.

Lucy suffers from nightmares that make it impossible for her to sleep, so she turns to one of her father’s psychology books for advice. It advocates creating a dream box and filling it with inspiration, along with an appropriate companion. If you think Figgington sounds odd, just wait until you see the outlandish worlds that await Lucy when she pops on her pyjamas and takes the plunge into her unconscious.

Lucy Dreaming adopts a simplified variation on the SCUMM control system developed by LucasArts for Maniac Mansion. You have four commands that you use to interact with objects: Look At, Pick Up, Talk To, and Use. From these limited options spring a multitude of possibilities, but the cursor defaults to “Look At.” You press a button to scroll through the others, which feels like a legacy of its pre-console origin. I believe a better choice would be to allow the mapping of the options onto different inputs, but even so, cycling through to find what you need soon becomes second nature.

You use the commands to explore the environment, examine artefacts, hold conversations, and merge items. As any keen adventure game player will tell you, the primary purpose lies in finding the silliest combinations of instructions that you possibly can just to see what happens. If this sounds appealing, then Lucy Dreaming has you covered, as nearly everything you can think to do results in a witty response, or at the very least a groan-inducing pun.

Only every so often do you come up against the dreaded stock phrases prevalent in the genre, with Lucy saying something along the lines of “I don’t want to do that.” This happens much less than in other, similar titles, sometimes sounding as repetitive as that time you played Tomb Raider and kept trying to make Lara do something unpleasant.

Lucy is in a dimly lit cave talking to a giant crab named Sgt. Crabulous in Lucy Dreaming. He has a magnificent moustache.
Bad cheese before bedtime will do this to you.

Lucy Dreaming gives you many incentives to explore. With its pixellated graphics, it has a wonderfully retro look that transported me straight back to rainy afternoons after school, marvelling at the sophisticated graphics of the new age. It could be the nostalgia talking, but its muted palette, which blends a gritty, down-to-earth look with a comic-book aesthetic, perfectly suits the project. Lucy Dreaming’s style captures the run-down banality of Figgington’s environments but adapts nicely to the more fantastical dream worlds that Lucy travels to. This makes sense, as things drawn from Lucy’s life populate the dreams, and subtly linking the dreams in this way really works.

Lucy Dreaming takes place in a relatively small number of environments, but each makes a distinctive impact. In Figgington itself we have Lucy’s home, which, despite only having a few rooms, still manages to feel large and imposing, emphasising Lucy’s relative isolation. Other areas include the town centre, consisting, like many English high streets today, mainly of a charity shop and a run-down pub. The library appears very traditional, except for the addition of some rather odd retro-futuristic machinery. The dream lands, unique zones of surreal hilarity, present the player with extended skits that could be drawn straight from the minds of the best of the Python era comedians.

Tall Story Games populates Lucy Dreaming with characters ranging from the outright disturbed, such as Lucy’s twin brother Lloyd, who performs twisted experiments on animals of both the living and the stuffed variety, to hilarious caricatures of English life. The latter includes a jam-obsessed vicar, a charity shop worker with little to no interest in the charity they work for, and the hard-pressed owner of the worst English corner shop you could possibly imagine. In Lucy’s sleeping world, we encounter friendly carnivorous plants and trolls who love baking more than bludgeoning.

Many of these creatures have a generally gloomy disposition, something almost required in humorous point-and-clicks. There’s something immensely fun about seeing these creatures’ reactions to the ridiculous things that you make Lucy do throughout the course of the game. Lucy herself recognises this, commenting on her own ethically dubious behaviour, providing some of the funniest moments in a very funny game.

The full voice acting also impresses in this indie title. The husband-and-wife team behind Tall Story Games, Emma and Tom Hardwidge, decided that Emma would provide the voice of Lucy to save on cost. What could have been an unfortunate compromise turns out to be a complete triumph, as Hardwidge puts in a magnificent performance. Her soft Midlands accent and droll delivery ensure that nearly every gag lands, even when they really shouldn’t. She doesn’t try to sound like a child, but even so, we soon accept the premise, drawn in by the absurdity of it all.

The rest of the relatively small cast also perform admirably, with a manic-sounding Lloyd elevating the early moments of the game. Lucy’s primary dream companion Fumbles the Bear sounds suitably depressed, and a wonderfully clichéd take on the Igor archetype entertains in the later stages of the game. The team also secured the services of Dominic Armato, the iconic voice of Guybrush Threepwood from the Monkey Island series, who gives an entertaining performance as a local food critic. Whilst relatively brief, it’s a great callback to those earlier days of adventuring.

The puzzling, forming the core of the gameplay, delights in its construction. The challenges have the right level of difficulty; not so easy that you will breeze through them, but not hard enough to cause frustration. With logically built puzzles requiring only a little experimentation and thought to solve, the joy in finally working out a tricky conundrum cannot be understated. Only on one occasion did the game truly stump me, which I believe lies more in my failings than the game’s.

Difficulty can be an issue for point-and-clicks, as encountering an intransigent problem can result in a player tossing a game aside. Recent titles and remasters have dealt with this issue in different ways, with some opting for a hint system that becomes increasingly explicit according to player needs. Tall Story Games have adopted a more subtle approach, with a button on screen that you click on to reveal the key items in a scene that you can interact with. This provides just enough impetus to help surmount potential roadblocks without removing the sense of achievement so crucial to the experience.

In Lucy Dreaming, Lucy stands next to a food trailer, which is selling chips (fries.) The seller is a human-like crab. A dejected bear stands nearby.
Lucy lives in England, so it’s chips, not fries. Also, chips are not crisps.

The music in Lucy Dreaming again calls back to the golden age of adventure games with enjoyable tunes that fit the situations Lucy finds herself in. The nature of the game means you will be spending large amounts of time in singular locations attempting to solve difficult dilemmas. Composer Bertrand Guégan and the creative team decided on a relatively unobtrusive musical style, though individual tracks can be repetitive in consequence.

You may be asking yourself whether such a game appeals to modern tastes as well as to more vintage gamers like myself. In answer to that question, I played Lucy Dreaming with my own children, and my youngest so loves Lucy’s story that he demands a sequel immediately. On the same subject, if you feel like letting the younger folk loose on Lucy Dreaming, you will be glad to know about the option to turn the swearing off if desired, although none of it would upset your grandparents, even at its most expletive-filled worst.

Lucy Dreaming represents an astounding achievement when you consider the size of the development team and the results they achieved. Playing feels like chancing upon long-forgotten memories of better days. Despite this, the game pushes forwards, making these narrative adventures no longer just abandoned nocturnes summoning dreams of the past, but hopes for what we might see again in the future.

  • Graphics: 84
  • Sound: 72
  • Gameplay: 82
  • Control: 75
  • Story: 86
84
Overall Score
(not an average)

About our grading scale

Review by · October 4, 2025 · 3:00 pm

Disgaea has had a bit of an odd journey as a franchise over the last few years. After the monumental success of Disgaea 5 Complete on Nintendo Switch, developer Nippon Ichi Software made some pretty significant changes to the series with Disgaea 6, much to the chagrin of the series’ fanbase. Performance was rough due to the move to 3D models, especially on the Switch; half of the character classes were removed, and the game design focused on auto-battling instead of direct control over encounters. Needless to say, many series fans (myself included) were quite frustrated with these changes. I’m happy to report Disgaea 7: Vows of the Virtueless is a return to form for the series, bringing back all the classes from 5 (plus a few new ones), limiting the auto-battle functions, and featuring a cast and story that harken back to the best the series has to offer. While Disgaea 7 isn’t fully a triumphant return, it does return the series to its roots and provides what fans have come to expect from a journey into the Netherworld.

Disgaea 7 is set in Hinomoto, a new Netherworld based around feudal Japan. Hinomoto is a land famous for its warriors and their bushido code, but it has recently come under the oppressive control of the demon Opener, who has outlawed all bushido. Our protagonist duo this time around is Pirilika and Fuji. Pirilika is a demon from another Netherworld who comes to Hinomoto as a tourist obsessed with the culture and practices of Bushido (essentially a weeabo). Pirilika ropes Fuji, a wandering samurai who has become disillusioned with bushido and the warrior’s way of life, into her quest to return Hinomoto to the idealized form she imagined. Along the way, the two defeat and recruit a cast of kooky characters, such as Yeyasu, a self-absorbed and womanizing noble hiding an immature side; Higan, the most powerful warrior in Hinomoto and Yuji’s former mentor; and Ceefore, an aptly named ninja obsessed with blowing things up. 

Disgaea 7 protagonist Pirilika holds a cat-themed ray gun in a battle stance.
Characters like Pirilika are suitably quirky and liven up the banter between the cast.

Initially, the back-and-forth bickering and comedic tension between the cast reminded me fondly of the how the colorful cast of antiheroes in the first Disgaea were constantly at each other’s throats. Unfortunately, as the story progresses, Disgaea 7 devolves into a more typical shonen anime save-the-world-with-friendship plot. By then, the contrasting personalities and tension that drove the comedy in the early chapters fade away. While this shift has worked well in past series titles, Disgaea 7 is unable to execute on a more optimistic and heartfelt tone with the same exuberance and sincerity as Disgaea 4, and it loses steam by the story’s end. While I enjoyed the characters and narrative more than those in, say, Disgaea 5, I feel the cast and story were a missed opportunity, especially considering the potential in this new setting. 

On the gameplay front, Disgaea 7 is close to what I expect for the series. The previously missing generic unit classes and weapon skills have returned, and monsters have unique weapons again. Some of the more fan-favorite features from Disgaea 5, like Magichange, are still missing, and there are changes to item and character reincarnation that some may not appreciate. Personally, I didn’t mind these changes, and there were some nice quality-of-life additions (such as the gachapon in the Netherworld Hospital or stage bonuses for completing chapters in a certain way) that were very welcome. 

Screenshot of Disgaea 7 showing the character and item screen.
The character progression is just as deep as ever, especially with the return of series stalwart classes.

One of the most divisive aspects of Disgaea 6 was the emphasis on auto-battling. While the system did allow you to program a wide variety of behaviors for units, I didn’t have much interest in letting the game play itself. Auto-battle returns in Disgaea 7, but in a much more limited form. You can only use auto-battle on certain completed stages, and using it consumes a new resource called Poltergas, acquired through completing stages manually. I found this to be a healthy compromise, allowing players to automate some of the more grindy aspects of the game while still requiring that you actually play out your turns the first time around. I have to admit that I didn’t use the feature much, but this refinement of the system allows for some automation without turning the strategy RPG into an idle game.

The other major way that Disgaea 7 improves upon its predecessor is the visual experience and performance, especially on Switch. Disgaea 6 was a disaster on Switch, constantly dropping frames and looking like a muddy, low-resolution mess. Disgaea 7, on the other hand, looks great with refined 3D models contrasting nicely with the stage elements and backgrounds, and runs at a stable 30 frames per second. 

The biggest new mechanic is the Jumbification system, which sees the player filling up a rage meter through combat and then expending that rage to expand one of their characters into a giant Kaiju-like monster who towers over the stage. Your blown-up character can then perform big area-of-effect attacks that hit multiple enemies and provide stage-wide passive bonuses to your army. The flipside of this is that enemies can employ this technique as well, and bosses will often use this ability to replenish their health right before death in an attempt to turn the tables on the player. While this feature initially seemed intriguing, I came away from the game considering it to be more of a gimmick than an interesting wrinkle to the combat. It tended to make boss fights into a slog, and many of the passive bonuses it granted through certain characters or classes paled in comparison to others. It simply wasn’t as fleshed out as I would’ve liked, and I only ended up using it when it was mandatory to defeat a Jumbified enemy.

Screenshot of Disgaea 7 showcasing the introduction of Jumbification.
Jumbification is a neat idea, but it fails to add much depth to the strategy.

The most important factor for any Disgaea fan is the amount of content on offer, and Disgaea 7 is no slouch in this department. The game features fifteen story chapters, each with multiple stages, and a hefty postgame once the story is finished. There is also the item world that lets you keep grinding your characters and their equipment to your heart’s content. Unfortunately, NIS America is only localizing the expanded Complete version on Switch 2, despite it being available on Switch, PS4, and PS5 in Japan. However, upon finishing Disgaea 7’s postgame content, I more than had my fill with the game, so if you only have an original Switch or only play on PlayStation platforms, I think the content on offer will more than satisfy even series diehards.

Disgaea 7 is a mixed bag: while it addresses many of the issues present in its predecessor, it also fails to match the sereis’ best games it is trying to emulate. I enjoyed my time with the game, but I’m left wondering where the series can go from here. Disgaea 7 does what it needs to, but I feel the series has exhausted the concept and taken it about as far as possible without a significant shakeup.

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

About our grading scale

Review by · October 3, 2025 · 12:00 pm

No matter how far apart they become, wandering stars will always seek each other out. Indie RPG Wander Stars tasks players with embarking on their own sci-fi action anime adventure using the power of words to battle opposing forces encountered along the way. A delightful homage to classic anime, manga, and JRPGs, Wander Stars is a true gaming gem for those in its target audience.

Wander Stars‘ main protagonist is fourteen-year-old martial artist Ringo. She dreams of becoming a Kiai champion to go on an adventure looking for her missing brother. Ringo lives a relatively quiet, sheltered life with her adopted grandmother, Anzu, but all that changes when a scrupulous beastman from the stars named Wolfe visits their island. Together, the two form a reluctant partnership to search for the pieces of the legendary Wanderstar map that allegedly lead not only to epic rewards but may also be connected to Ringo’s brother. Because they aren’t the only ones searching for the map pieces, the duo must contend with all sorts of dangers.

That’s only the beginning of Wander Stars‘ plot. This RPG tale is surprisingly nuanced, both parodying classic anime and embracing what makes those stories timeless in a very heartfelt and original manner. Ringo is a sincere and determined main character, and Wolfe acts tough and like he’s a good-for-nothing ne’er-do-well, but he’s not so secretly a softie underneath the fur and claws. The sibling partnership that develops between them is delightful. Space pirate Ax and the young singing witch Canela round out the main cast, with both characters being excellent additions to the party’s roster. There’s also a complicated history, as well as a later evolving relationship, between Ax and Wolfe, which is one of the most well-written and believable dynamics I’ve encountered in an RPG this year. I also love the friendship that also develops between Canela and Ringo. The entire party has a found family dynamic that truly warms the heart: the further along the martial arts action drama goes, the more motivation there is to push forward.

Ringo, Wolfe, Ax, and Domino have a chat together in Wander Stars, with Ax stating "Look what the cat dragged in."
Ax is referring to the big guy behind him here.

Wander Stars has ten individual story arcs, or episodes, each featuring maps that guide you from one point to an eventual goal. There are many branching paths throughout the map when traversing from point A to point B, littered with NPC dialogues, story events, treasures to uncover, and, of course, combat. Since it isn’t possible to see or experience everything on a map in a single playthrough, the game encourages replayability. After completing an episode, you can increase the challenge level for future replays.

The turn-based combat in Wander Stars is perhaps its biggest draw beyond the story and characters. Once a fight begins, Ringo faces off against enemy combatants using Kiai. The power of words becomes abundantly clear once fighting starts: you pick an action word such as the basic punch or kick and combine that with a descriptive element word such as fire (” fire punch” would give fire damage to the attack, for instance) or a modifying word such as radical to increase damage output (a “radical punch” does more harm than just a punch). If enough word slots are available, you can even add modifying words and elemental words to an attack (a “radical fire punch” does considerable damage while adding a flame attribute, and a “very radical fire punch” adds even more if you have the spaces for it). The combat system is deceptively simple on paper, but it gets more complicated as you acquire new words. Plus, the party members teaming up with Ringo bring even more word types to the table: Wolfe has words like claw, Ax has ones like bomb, and Canela has both offensive and support magic.

Ringo is engaged in combat in Wander Stars. The word "smash" is selected to create an attack, with "lullaby" currently displayed to add.
Choose your words carefully!

All words have different attributes, take up a specific number of your limited action slots, and have differing cooldown periods before using them again. Specific modifiers can break through an opponent’s guard, target multiple opponents, increase the damage intake of specific action words (such as “sharp” when combined with “claw”), or reduce cooldown periods (like “explosive” with “blast”). One of Canela’s action words can put an opponent to sleep, while another attaches a forced weakness to its connected element for a specific number of turns. It takes strategy to figure out what words are best to string together to bring an opponent to the breaking point, and you can create some truly potent combos if you have enough action slots at your disposal. It’s creative and clever, and the closest combat system I can think of for comparison’s sake is the combo-based fighting system from the Legaia games.

Often enough, if you lower an opponent’s health down and manage not to knock them out entirely, you can end battles using “Peace Out,” which earns you more honor points (experience) upon finishing a fight. It also sometimes nets you a Pep Up, which is an equippable passive bonus that’s helpful both in and out of battle. Boss battles can only end in KOs, though, with all the HP and battle phases a boss fight entails. It is essential to be wary/more defensive when you get into the Danger Zone phase of a boss fight.

A list of acquired Pep Ups in Wander Stars,, with a description of the "Big Vocabulary" pep up.
Pep Ups are great incentives for trying to end fights more amicably.

Once you’ve finished all of an episode’s acts and stages, you have the option to replay the entire episode or progress to the next. You enter an episode select menu where you can also level up Ringo using any honor points collected, which raises stats like health or the number of items or words she can use/equip at a given time. You can also spend honor points to permanently acquire new Kiai words that you can then bring into an episode playthrough if you so choose. It’s a fairly robust skill tree system. Once you’ve selected the episode you want to play through, you can choose which words to bring with you and the difficulty level you’d like to play at.

There isn’t much to complain about from a gameplay perspective, except perhaps that I wish there were a manual save option during a given episode. The episodes themselves are easily digestible, but the game only autosaves whenever you progress to a new map stage. If you get knocked out, you have the option to restart that map from the beginning with full health, but you lose half your accumulated honor points in doing so. Since boss battles are the likely point to experience game overs, their placement at the end of a map stage means you restart the entire stage instead of trying the boss battle again right away, so it’s mildly frustrating.

Canela and Ringo are talking while traveling by map in Wander Stars.
Taking some time to talk to your friends while traveling by map is always a delight.

Wander Stars‘ art direction and UI will resonate with those who appreciate classic anime, manga, and JRPG designs. I love the character designs and how expressive they are during story scenes, as well as how the game’s presentation cleverly weaves in animation. It’s a true visual treat to behold! The only graphical hiccup is that enemy designs during battles remain static, whereas Ringo and her friends have more animated poses and moves. The script work is pretty excellent, with only one or two noticeable typos. I think the biggest critique I have with Wander Stars is that it lacks a cheesy dub (or any spoken dialogue voice acting of any kind) to really capture the feel of watching old-school anime, which is something of a missed opportunity. Still, that’s definitely more me nitpicking than anything else. The sound effects are fitting, and the soundtrack is absolutely superb, such as this amazingly catchy battle theme.  The music definitely captures the feel of soundscapes from classic titles that the game references!

Wander Stars proves to be a major delight, especially if you’re a fan of the classics that the developers obviously have a lot of love and respect for. Yet, being a phenomenal RPG with an innovative turn-based combat system and a found family of characters you can’t help but grow to love for their own merits makes it a worthwhile experience on its own. While I find the ending satisfactory, much like many classic anime season closings it honors, I wouldn’t mind seeing further adventures of Ringo and company either. The stars may be far apart, but given constellations and the like, they can always find each other again. The creative Wander Stars is one of the brightest video game stars I’ve played this year so far.

  • Graphics: 90
  • Sound: 90
  • Gameplay: 92
  • Control: 89
  • Story: 93
91
Overall Score
(not an average)

About our grading scale

Review by · October 1, 2025 · 10:00 am

The Digimon anime franchise will always hold a special place in my heart: I grew up watching the shows and found their stories about the importance of bonds and connections to be genuinely heartfelt. While the plots lean towards a younger audience, there’s also a universal and timeless quality. My exposure to the Digimon RPGs was severely limited by comparison until monster-taming turn-based RPG Digimon Story: Time Stranger. After spending time with the game, I found a title that plays much like an interactive narrative arc of the beloved series, attempting to grow up alongside its original, mature audience. Time Stranger largely succeeds, providing countless hours of entertainment, yet it’s not without some audience dissonance.

Digimon Story: Time Stranger tells the tale of a secret agent from an agency called ADAMAS, tasked with keeping the world safe from dangerous anomalies. Upon starting, you pick between a male or female protagonist (narratively known simply as “Agent” regardless of how you name them). This decision is essentially superficial, as the plot remains as gender-neutral as possible. While on a mission, Agent encounters strange digital beings described as electron phase lifeforms, better known by the moniker “Digimon.” It isn’t long after that Agent gains the ability to partner with various Digimon they encounter that a disaster occurs, spanning both the human realm and the conflict-soaked Digital World of Iliad, alongside the very fabric of space and time itself. Together with their Digimon partners and a colorful assortment of allies from both worlds, can Agent prevent a reality-ending tragedy?

Walking through the Warrior's Watering Hole filled with people and Digimon in Digimon Story: Time Stranger.
A tale spanning realms and time awaits!

I don’t want to spoil too much of Digimon Story: Time Stranger‘s plot, as it goes through some pretty hefty twists and reveals that players should experience first-hand. The main characters and their supporting cast of allies, both human and Digimon alike, are largely likable and memorable in various ways. Even many of the antagonists have surprising depth or a compelling reason behind their actions. Time travel tales are often convoluted, and I wouldn’t say Time Stranger differs in that regard, but things manage to play out in a surprisingly satisfactory way despite that.

From a concept stance, Digimon Story: Time Stranger takes the Digimon franchise formula of humans forming bonds with Digimon while going on an adventure to save all existence and runs with it to new heights. Throw in some reality-breaking elements like a Persona Velvet Room-esque area in-between time and space, and the morally complex/ambiguous anti-war messages found in Bandai franchise line Gundam, and you have a rather interesting narrative. In a lot of ways, I appreciate that the story doesn’t dumb down its serious messaging or tone, seemingly matured with the no doubt aging original audience of the Digimon franchise; however, it’s within that very aspect that the title suffers its biggest weakness: the dissonance of just who this RPG means to cater to.

Aegiomon is about to discover the Digital World of Iliad in Digimon Story: Time Stranger.
Aegiomon is a very important character in the game’s plot.

Digimon began as a family-friendly series that could appeal to adventure-seeking children without completely losing its appeal to older audiences, which is why it continues to have a devoted fan base. Digimon Story: Time Stranger approaches its multi-layered tale of bonds, time travel, and conflict with a more mature mindset. In many ways, this is the continuation of a franchise that returning fans have aged alongside. Yet the shadows of its initial, family-friendly form remain. The Digimon themselves often appear cutesy and childish, which could lead someone to dismiss the RPG as kids’ fare. However, the subject matter it covers is far from kid-friendly, with several later plot twists that are triggering and disturbing even for adults. Those wanting the nostalgic adventures of youth will only find slivers here, while those wanting more mature storytelling will similarly only find slivers. Given that, I feel like the actual audience for Time Stranger will be severely limited.

From an RPG stance, Digimon Story: Time Stranger provides a richly detailed and in-depth monster-taming experience. Upon selecting a starting Digimon to help get through the first dungeon, you can add several to your initially limited roster. This addition is initially accomplished by encountering various types of Digimon and fighting them on the field, scanning the digital beings each time you battle them. A higher percentage scan means stronger Digimon once you’ve enough of a percentage to add them to your roster. You can create a party of up to six active Digimon with three actually fighting and three in reserve, switching between them at any point during your turn. Combat is a straightforward, traditional turn-based affair, yet it feels like it goes at a breakneck pace given all the skill-slinging that occurs.

Digivolution screen for Gomamon in Digimon Story Time Stranger
The permutations with digivolution can be numerous.

Certain types of Digimon have their own strengths and weaknesses alongside innate skills and stats, though you can provide them with additional skills and stat-boosting gear to help fully augment and customize their arsenal as you see fit. Essential to this is the combat’s Rock-Paper-Scissors type triangle between Digimon: Vaccine type Digimon deal extra damage to Virus, who are effective against Data types, who in turn beat Vaccine types. Once a Digimon reaches specific goals, it can also digivolve to a stronger form (or, if it is a particular Digimon you’re after, you can de-digivolve and attempt a different digivolution phase). Numerous permutations are available depending on a Digimon’s stats, their base personality, and Agent’s rank. As you advance in the game, Agent gains anomaly points, which you can then spend on fairly extensive skill trees that help unlock a new super move during combat or boost stats of the differing Digimon personalities. With so many different approaches to how a Digimon can advance, one could spend hours simply experimenting with the system to gain potent allies.

To further strengthen Digimon, the In-Between Theater you can visit also allows you access to additional Outer Dungeons for experience and awards. You can also place Digimon you aren’t currently using at a digi-farm to undergo training to help further strengthen them or alter personality traits, which in turn changes their stats. It’s a nice touch, albeit perhaps more superfluous than not, depending on your chosen difficulty settings. Aside from advancing the main storyline, you can also partake in numerous side quests. These side quests are of the fetch or battle variety, but offer pretty decent rewards as incentives for completion. Again, you could spend hours attempting to do everything this title offers, especially with its various replayability features. Because there’s so much to see and do, a way to travel between the realms easily without backtracking would’ve been welcome.

Renamon is about to take a turn during battle in Digimon Story: Time Stranger.
Various Digimon from throughout the franchise’s history are yours to command!

Visually, Digimon Story: Time Stranger isn’t terrible-looking, though it does suffer from some budgetary issues. This issue is, namely, apparent in the limited animations for the various Digimon you encounter. I must admit that I’m not the biggest fan of the character designs by Suzuhito Yasuda, but that’s more a personal preference than anything else, and I think they transition well enough to the game’s graphics, regardless. The game’s artwork and its visual presentation are certainly eye-catching!  However, the dialogue subtitle UI font can be challenging to read at times, depending on the background’s color and lighting.  Soundwise, the English language voice work is decent enough to carry the narrative, and the music effectively bolsters pivotal moments and battles. I especially like the instrumentation and lyrical message behind the sentimental theme song. The script works, and the localization is superb. I only noticed two spelling errors, which is impressive given the amount of dialogue.

Digimon Story: Time Stranger has a lot to offer as a monster-taming RPG. A heartfelt story lies at its core, despite some dissonance regarding its target audience, and the gameplay mechanics are polished and thoroughly entertaining. You could find yourself spending hours and hours playing the game and experimenting with customization alone! I had a great time playing the primary story campaign in particular, and found myself growing to care about the characters. As far as an interactive Digimon experience goes, I think that sentiment proves just how much Digimon Story: Time Stranger ultimately delivers.

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

About our grading scale

Review by · September 26, 2025 · 12:00 pm

For years, I’ve felt a palpable sense of FOMO regarding Nihon Falcom‘s Trails / Kiseki series. Many of my peers are avid fans of it, and their praise inevitably left me with a voice inside my head yelling to stop dawdling and see what all the hype is about. As a longtime sucker for a good JRPG and a fan of Trails‘ sister series Ys, this voice has never stopped its pestering.

However, deciding where to start created serious decision anxiety in me. Even ignoring my extensive backlog, this is a continuity-heavy series with multiple, interlocking plotlines, an expansive world, and an absurdly large cast. Choosing to play one of the later games first risks ruining some of the fun. As such, starting from the beginning with Trails in the Sky FC and playing chronologically is the sensible choice, but with so many entries of intimidating length, my plans for a Trails marathon have repeatedly fallen through. The last one I played to completion was Trails of Cold Steel more than half a decade ago. But now, I’ve finally started my journey through the Zemurian continent in earnest.

Trails in the Sky 1st Chapter arrives just over twenty years after the series’ beginning to remake Sky FC from the ground up. It has completely reworked graphics and aesthetics, modernized RPG combat, and fully-voiced cutscenes for the first time in English, but in many ways it is still the same game. The story beats and dialogue structure are as close to the original as can be, the sidequests are intact, and even specific items remain in the same areas. Having only played through the prologue of that original game, the opportunity to play a version with an identical story, modernized gameplay, and conveniences like fast travel is much appreciated.

While some changes complicate appraising it as a straight vertical upgrade, 1st Chapter is still a strong, well-made game with an enjoyable cast, a gripping story, and a fascinating setting to explore. That it’s only a taste of what’s to come for the nation of Liberl and also standalone enough to feel complete is an accomplishment for a series this massive in scope.

Estelle walks down a road, staff at the ready, while monsters attack her in Trails in the Sky 1st Chapter.
Welcome (back) to Liberl. You’re gonna be here a while.

1st Chapter retells the story of Estelle Bright and her adopted brother Joshua, the children of renowned warrior Cassius Bright. Both aspire to follow his example by joining the Bracer Guild, an international organization dedicated to serving the civilian populations of the Zemurian continent. However, when Cassius goes missing during an important mission, Estelle and Joshua follow his trail and stumble upon multiple interlocking plots with devastating implications while fighting sky pirates, mysterious black-clad agents, and lots and lots of monsters.

Between all that fighting, they also take time to work towards a promotion from Junior to Senior Bracers. Sometimes this means fighting threats that imperil the populace, though it just as often means contributing in more mundane ways, like finding lost items or running deliveries. At a surface level, this suggests that the game spins its wheels on busywork. While it’s true that many of these jobs are optional, the player is substantially rewarded for completing them, and they’re better telegraphed than ever before. Even big portions of the main story, such as Chapter Two, can seem fairly low-stakes at first glance. What makes it all work is the way it interacts with the larger world.

One of the core themes explored by Trails is the value in learning about and interacting with other people. Estelle and Joshua encounter multiple new perspectives and charming personalities across their journey, and come to learn that Bracers serve a vital community role beyond mere mercenary work. One of the most memorable sections in the game sees them assist with a play, and surprisingly enough, it ends up being both a fun comedic diversion and a meaningful part of the more serious central plot.

This is also why such a large focus is placed on giving each major location its own atmosphere and history. A great balance is struck between giving Liberl’s various locales a unified sense of culture and distinct economic and social idiosyncrasies, not to mention the subtly brilliant way each location builds on the last. Rolent, the Brights’ hometown, is noticeably rural and isn’t too far removed from most other fantasy RPG towns, but the subsequent cities show increasing levels of modernity and technological development that gradually pull the setting’s deliberately anachronistic style into focus. Even when the capital city, Grancel, subverts this pattern, its position in the plot gives that subversion dramatic weight.

All of this adds up to a satisfying story that simultaneously works as a singular narrative and as a 50-hour prologue for both its direct sequels and the gargantuan saga to follow. And just to make sure you’re hooked, 1st Chapter hits you with a powerful cliffhanger ending on the way out. Any minor conveniences or catches aside, it does its job masterfully.

Estelle chases a furry monster while Joshua stands at the ready in Trails in the Sky 1st Chapter.
Despite their aptitude for ultraviolence, Bracers are more than just exterminators.

That being said, there are two notable catches to Trails in the Sky 1st Chapter‘s story. The first concerns Estelle and Joshua’s relationship, which, while I don’t object to the surprising place it goes given their circumstances, could probably benefit from some very slight alterations in how it gets there. The other is a more general complication: the dialogue. It’s not outright bad, though it is nonetheless a sore point.

Checking it against the XSEED’s Sky FC script, the two share their general content, and 1st Chapter still conveys the appeal of the cast. But even before looking at the two releases in comparison, I found 1st Chapter slightly lacking in personality, and comparison to XSEED’s punched-up script only solidifies this assessment. Even though the character voices certainly aren’t written interchangeably, they do feel somewhat restrained. Some frequently awkward phrasing and word choice definitely doesn’t help. While I doubt this is a major problem to any newcomers, it is still noticeable despite my having barely played the original, and Trails die-hards have much to discuss.

It’s a relief, then, that 1st Chapter‘s cast boasts so many talented performers who are able to work with most of those faults. The dialogue’s weaknesses do occasionally manifest in vocal performances, but it is mercifully competent enough that they still come out well overall. Stephanie Sheh and Johnny Yong Bosch reprise their roles as Estelle and Joshua, and given the remarkable frequency with which these two actors star opposite one another, their chemistry here is only to be expected. It’s especially refreshing to hear Sheh in the lead, given that Bosch is usually playing that role.

The supporting players are no slouches either; Matthew Mercer as Olivier, Michael Allen Schneider as Nial, and George Peter as Colonel Richard are only a few of the top-notch actors on display, and I’d go on save for the cast’s size. Even comparatively minor characters like David Lodge’s Professor Alba are well-acted enough to leave huge impressions.

English vocals aren’t the only aesthetic overhaul, and the new models and environments are debatably an even bigger deal. These are probably Falcom’s best-looking 3D models thus far, and the cinematography and animation of key cutscenes and special attacks are genuinely superb, though I do think the original top-down perspective and how it emphasized the characters’ small size compared to the world around them still deserves acknowledgment. Likewise, the environments have a pleasant, welcoming feel, meshing perfectly with the plot’s road trip vibe. Topping it off is an update of an already strong soundtrack that feels right at home with the new look, complete with an all-timer basic battle theme.

Estelle uses a large burst of fire magic on an enemy in Trails in the Sky 1st Chapter.
Reworking the Orbment system to learn new magic is remarkably addictive.

The most significant deviation, however, is the combat, which integrates the Brave mechanics from the Cold Steel games and the hybrid combat system from the Daybreak games. While it’s easy at first to avoid using the turn-based Command Battles in favor of real-time Quick Battles, 1st Chapter gradually strikes a good parity between these two systems. And with the Quick Battle mechanics being fairly simple, the nuances of the Command Battles shine even more, with the largely unchanged Orbment customization system allowing for a fun degree of modular character building.

The addition of Daybreak‘s task-based reward system does give access to a lot of useful items earlier than normal, which is thankfully measured enough for the game to maintain a reasonable level of challenge on hard mode. Just keep in mind that this is the rare JRPG where at least half of its playtime is spent without a full party, so I hope you like how the Brights play.

I’m still impressed by how at home Trails in the Sky 1st Chapter feels in its new form two decades down the line. It’s the opening act of an epic, long-running narrative and yet manages to feel down-to-earth and personal. It maintains its tone while updating it to a modern standard of presentation, and despite the stumbles in its dialogue, its characters are relentlessly charming. It’s more than just a great game—it’s a great starting point for a celebrated series, and that’s an utterly invaluable quality for one as daunting as this.

  • Graphics: 86
  • Sound: 90
  • Gameplay: 92
  • Control: 93
  • Story: 94
91
Overall Score
(not an average)

About our grading scale

Review by · September 24, 2025 · 11:00 am

Making a sequel to a hit game is never easy, and following something as beloved as Hades is even tougher. The inevitable question is: can it live up to the original? Right from the start, Hades II has to show it belongs alongside one of the most influential roguelikes ever created. As someone who never played the early access version, reviewing Hades II for the first time in its full release was an exciting opportunity.

First, I have to admit I’ve never been a huge fan of roguelikes. Whenever I engage with them, it’s usually as a side activity in a larger game, such as soloing the deep dungeons in Final Fantasy XIV or making the trek before the Nightlord in Elden Ring Nightreign. Even then, I finished those runs only for the achievements in the former and as a prerequisite to the actual boss in the latter. I never felt real enjoyment from the process, even when the accomplishment itself was impressive. Sure, I can concede there’s a certain satisfaction in a run where everything lines up, but the randomness at the heart of the genre has never appealed to me.

That’s why the first Hades surprised me. It took the structure I normally avoid and turned it into something I couldn’t put down. Despite its relatively short main arc, there was just enough progression and variety between runs to keep you playing for hours on end. Hades II builds on that same design philosophy and proves the formula still works. 

This time, the journey splits in two; you can descend through the dangers of the Underworld or climb toward the heights of Mount Olympus, each path offering distinct encounters, bosses, and rewards. Both follow the simple, addictive loop that the original Hades perfected so well. My only minor criticism is that the first route feels far too easy in comparison, and it takes quite a few runs to unlock the second route. Specifically, the Underworld took me only a couple of attempts to complete, meaning I still had to grind through several more runs before I had the materials to enter Mount Olympus. By the time I reached it, I was already growing tired of the Underworld.

Hades II rival Nemesis talks to main character Melinoë about training for the next task
Every RPG needs a good rival.

The gameplay in Hades II is just as strong as its predecessor, but in a different way. Here, the game leans less on fast-paced action and more on the depth of its mechanics, both in your moves and the bosses you face. For example, you now have Omega moves, which are powerful attacks that must be charged before use. To wield them effectively, you need to spot openings and “punish” the boss at the right moment. 

Bosses themselves also lean more on mechanics than pure reaction time, reminding me of raiding in Final Fantasy XIV. If you’re familiar with MMORPG raid mechanics, you might be able to take down many bosses on your first attempt. Their patterns are fairly predictable, but the fights remain engaging nonetheless. What impressed me most, however, is the sheer amount of dialogue from them. Even after defeating a boss several times, they always have something new to say, and they’ll comment differently if you beat them without taking a single hit.

Our review of the first Hades considered the story fairly average, and I feel the same about Hades II. It takes place some time after the original and centers on a new protagonist, Melinoë, a witch and princess of the Underworld who seeks to confront the Titan Chronos. This sequel shifts focus onto fresh character relationships, while keeping the world connected to what came before through the return of familiar Olympian gods (like Zeus, Artemis, and Poseidon) and narrative threads that reference Zagreus and his legacy. The premise keeps you moving forward, even if it isn’t especially unique.

That said, the sheer attention to detail elevates the story into a far more enjoyable experience. Each character feels active in their own way rather than remaining tucked away as background NPCs. For example, your rival Nemesis can appear at any point during a run, influencing it in a variety of ways. When you return to the Crossroads (the starting location) afterward, she will comment on your progress. In fact, even minor support characters that appear randomly during runs can show up later in the Crossroads.

Hades II truly shines once you finally unlock the Olympus path, where gameplay takes on a different rhythm. Rather than breezing through runs by picking random boons (power-ups), you’re encouraged to select ones that complement your chosen build. Early on, you’re presented with a selection of rooms offering different boons, letting you shape your run as you see fit. Normally, I would critique other roguelikes for overreliance on randomness; I was occasionally disappointed when my favorite builds weren’t available. Still, the core mechanics here are remarkably balanced, and I enjoyed experimenting with a completely different build each run.

Hades II taking the path on a ship between bosses that leads to Mount Olympus
No two runs on Olympus feel the same!

As I understand it, the primary difference in the full release is the addition of a true ending. When Supergiant Games first released the early access version in May of 2024, they hadn’t yet decided how to conclude the game, opting to wait until the full release to implement one. Personally, after experiencing the ending, I’m not entirely convinced by its execution. Without spoiling anything, this route doesn’t offer any additional gameplay compared to a normal run, and it feels like the game is rushing to a conclusion while giving you a reason to keep running. To be fair, designing a proper ending for a roguelike is difficult, as they’re meant to be endless by nature.

Beyond its gameplay and story, Hades II also impresses visually. The colors really pop, giving each area a vibrant, distinct feel, and the art style continues Supergiant’s signature hand-painted aesthetic. The framerate is flawless on my Switch 2. My only minor issue on a smaller screen is that particle effects can occasionally blend together, especially when using new skills against new enemies. This isn’t a problem on a monitor or TV, which I also used for comparison.

The soundtrack by returning composer Darren Korb is another perfect example of Hades II’s attention to detail. In one early boss fight, the music syncs perfectly with the action: you are essentially fighting a band, and each time you defeat a band member, their instrument disappears from the track. Although the fight itself is relatively simple, the music elevates it into something much greater. The Olympus path, in particular, is filled with epic music, even in the random rooms between bosses.

So does Hades II live up to the original? Absolutely. It retains much of what made the first title great while offering a different kind of gameplay. With Hades II, Supergiant Games proves that even Zeus can’t claim a monopoly on lightning striking twice.

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

About our grading scale

Review by · September 24, 2025 · 9:00 am

Having a “favorite game of all time” can feel like a trite, tedious topic of conversation, especially amongst groups who spend a lot of time together. Most of my gamer friends know that I put Final Fantasy Tactics on a bit of a pedestal, though I know I’m not alone in this. I’ve done full playthroughs of this strategy RPG more than I have almost any other game, thanks to its gripping narrative, enthralling music, and highly customizable gameplay. One would assume the genre has moved forward since 1997 and this classic, while worthy of its place in history, has weathered over time. I am here to tell you: not so. Somehow, no game—that I’ve played, anyway—has surpassed FFT’s unbeatable combination of story, gameplay, and presentation. Now, we get to enjoy this timeless work of art with a fresh coat of paint, full voice acting, a rewritten script, and some adjustments to gameplay.

FFT follows Ramza Beoulve who, in present day, fights with a band of mercenaries doing odd jobs, though we learn immediately that he’s taken a fateful job involving a princess that somehow reconnects him with a childhood friend. After a well-constructed tutorial battle, we cut to a year earlier, wherein Ramza and dear friend Delita fight off bandits right outside their academy. Only squires learning how to become full knights, the two venture off to meet with Ramza’s father on his deathbed, as he has fallen ill. His father, a knight of legend from a war that lasted fifty years in this kingdom of Ivalice, shares precious words of encouragement with Ramza, who is nobility and carries a name with legacy of protecting the weak. As his older brother, Dycedarg, begins to lead the family, Ramza gets tasked with slaying rebels who resist the aristocracy and nobility. Alongside Delita, Ramza learns that the definition of “right” and “wrong” blurs for all, perhaps even himself.

The ensuing story continues like this with sophistry, moral greys, commentary about leaders and who writes history, and religion. All tightly compact with little clutter. While by no means a short game, FFT respects the players’ time with meaningful engagements and dialogue that drive the story forward while simultaneously characterizing the cast. With almost no humor or romance, FFT maintains its mission as a grim, serious narrative that defines what true heroism is.

TG Cid's (likely) signature ability in The Ivalice Chronicles.
Lavender in high def.

I cannot think of one title that crisply, without waste, tells an epic narrative over years’ time and offers a weighty sense of place, atmosphere, and urgency from start to finish without relinquishing my attention. Japanese-style RPGs, like the rest of the Final Fantasy series, Dragon Quest, and the SNES and PS1 games of yore all have a certain feeling to them that marries light-heartedness with robust David-and-Goliath yarns emphasizing friendship. While many of them vary, the feeling they convey and tone remain largely consistent. Next, we have Western-style RPGs that favor dense, gruesome stories in worlds where living is akin to suffering. Prose goes on and on as grand, fantastical worlds appear on our screens, impress upon our minds, and are elaborated on seemingly endlessly. Then there’s FFT, which somehow blends these two feelings; it lacks the teenager-esque breeziness we get from JRPGs, but favors a sense of hope and drama we don’t typically encounter in WRPGs. In fact, that drama occurs as if on a stage as we hear poetry expressed through the lips of actors who seem to have waited their entire careers for this one script.

And I do mean poetry. The language here borders on melodramatic, but the weight of the War of the Lions, plight of the common folk, and unbridled arrogance of the nobility and church demand such intensity. Characters speak as if using a language akin to English with grammatical structure reminiscent of times long past. Words are used in ways no modern person speaks, yet the writing is almost always intelligible and rarely causes confusion. I consider myself as having a decent vocabulary and love of words, though there were times I heard a line spoken, read that sentence or two again, and still had no clue what the person said. I imagine folks who prefer grounded, concrete words may roll their eyes throughout, but for those who love flowery expressions and exchanges almost never stated plainly, the emotions evoked by each cast member ignited feelings I never felt before in the five or so times I completed this game.

I honestly can’t pick a stand-out performer here. The entire cast, including no-name passersby, absolutely kill their lines. While Ben Starr will earn accolades with his outstanding performance as Dycedarg, every other actor deserves as much—or more—recognition. Joe Pitts as Ramza acts as if playing five different characters as we witness Ramza grow from ignorant boyhood to angry outcast to bold hero. Timothy Watson’s Cidolfus expertly communicates as a not-too-old, grizzled knight of legend who stands by principles alone, yet simultaneously delivers terrifying lines during ability scripts in battle. Then there’s the guy at the poacher, who is easily the star of the show with the absolute creepshow he has no business putting out there in the universe.

Tactical view of the battlefield, with a highlighted blue grid.
Not a feature I used because of how important height is, but someone might like it.

Oh my God, I haven’t even talked about the gameplay yet. So, strategy RPGs take place on grids—usually squares—wherein characters take turns all proper-like before initiating attacks. In FFT, characters move on rotatable maps in isometric view as they get one action and one move. Most battles task players to eliminate all enemies, while some require meeting an objective or protecting one person. Place four or five of your characters on the battlefield and whack enemies, sling spells, and exploit auto-potion. (Because how else are you going to beat Tactician difficulty?)

Character customization is one of the best aspects of FFT, and something only executed as well in Fell Seal, which, let’s face it, was completely inspired by FFT. Each character, story-driven or no-name recruit, levels up to get stronger (as usual), but also accrues job points to develop their current job class. Jobs are exactly what you think they are: knight, white mage, black mage, dragoon, orator—you know, the basics. Over twenty basics, in fact. Each character not only learns abilities accrued through job points, but can adopt another job class as a sub-class, as well as equip reaction, support, and movement abilities. This means a character could potentially harness abilities from five different jobs, making experimentation an exhilarating prospect. Of course, some combinations are more intuitive than others, but don’t think it’s that simple, either. FFT, while a notoriously breakable game, has dozens of legitimate playstyles. Though, those daring enough to attempt Tactician mode may need to discover some of those aforementioned game-breaking strategies.

I played (most of) the game through Tactician difficulty, because after five playthroughs, I wanted a challenge. Yes, I employed some strong strategies I’ve learned over the years, but that seems required on Tactician. The original difficulty felt as if playing on easy mode. Then again, don’t expect any revolutionary game balancing or surprises on Tactician difficulty; for the most part, this feels like a numbers game, though I will say arithmeticks (math skill), as an example, was surprisingly nerfed on Tactician. Flip the switch to Knight (default difficulty), and you can cheese every battle in the game. Tip: think of arithmeticks more as a support tool than a damage cannon.

The quality-of-life job progression tree.
Honestly (honestly), I kinda miss the mystique of the first iteration…

Going back to what makes FFT great: the maps! Several of the maps are so incredibly imaginative, as if painstakingly handcrafted to create a sense of place while simultaneously generating a strategic landscape. Height matters not just in terms of positioning and how characters can move, but also the range available when using abilities. Some abilities are irritatingly precise (looking at you, monks), while others are appealing simply for their flexibility. Do I surpass the cheaper job ability in favor of the more expensive, slower one simply because of its range and area of effect, or do I work up to it, forcing myself to build this character up more? Fortunately, grinding has never been easier.

I don’t like the word “grinding,” though, because it implies the battles aren’t fun. The battles are always fun. However, not everyone likes fighting battles for the sake of leveling, so in that case, the fast-forward feature on R1 makes leveling a breeze. What’s more, if you’re sick of fighting at Zeirchele Falls (why do I always get battles there?), you can simply choose the “flee” option on the world map to ditch the fight and move on with your life. You can also click your current node to generate a battle automatically, in case you’re hunting for rare fights (I still have never beaten the one at Barius Hill…) This also means that engaging in errands in towns is easy, because you can just bypass all of the random fights as you walk around spending days, waiting for your allies to get back.

Errands allow players to pull three no-name characters out of their party to engage in some mini-story (without you) and come back after eight to fifteen days. After returning, the characters talk about what a great success or failure the errand was, and provide some gil, which is plentiful even without errands. Sometimes, a rare trinket or wonder surfaces that has no in-game effect, but serves as a reference to other Final Fantasy games (think Matoya’s Cave as a lost wonder). Wink wink, nudge nudge, etc. For the fans.

Anyway, The Ivalice Chronicles introduces reading material, which players can actually read, but there are only a few of them. And—they’re not great. These books, while not poorly written, are poorly delivered. The scripts are hard to follow, and they frequently offer a basic choose-your-own-adventure style of minigame that is long and tedious. If you “win,” then you get a credits screen with the contributors of the book, and that’s it. These reading materials are truly for diehard fans, and even then, I can’t say they are worth my time. They only vaguely reference the FFT world, and the tone doesn’t match the game whatsoever.

A helpful guide to how the story unfolds, with small portraits on a map view.
I thoroughly enjoyed the visual display and timeline offered in the Chronicle.

Other furnishings I’ve noticed—or are openly publicized—in The Ivalice Chronicles include new visuals, rebalanced charge times and ability costs, and quality-of-life improvements regarding sidequests. While I find the visual “enhancements” a bit disappointing, I’m not sure what else they could have done without stripping FFT of its core identity. Further, I will say that I stopped caring about or noticing the visuals after a while, and they kinda fell to the background. Also, characters’ mouths move in dialogue, which, if you stare at it, is not great. I might even say terrible. I think you’re not supposed to be staring at the black line that widens and shrinks awkwardly—read the words along with the actor and take in the moving mouth with your peripheral vision; this actually enhanced my experience. I think.

Retooled charge times make classes like mages accessible and useful. Gone are the days in which black mages rely on Fire or maybe Fire 2 (now “Fira”) because higher-tier spells are impossible to cast before enemies act. This makes black mages way more powerful, even on Tactician difficulty. Further, powerful abilities, like Teleport, have increased job point costs to learn. Teleport, in particular, is a lot more. Like…a lot more. Frustrated with how to adopt <secret character>? Not anymore, because The Ivalice Chronicles painstakingly announces with a giant, bright blue marker where the next side quest is.

I could complain about how The Ivalice Chronicles doesn’t have a revamped soundtrack like we got with the Pixel Remasters, that the PSP content wasn’t included, or that it didn’t have new cinematics, but you know what? This is an outstanding remaster with a subtle touch to rebalancing that fans—and newcomers—will clamor for. Having Final Fantasy Tactics accessible on modern hardware with all the furnishings Square Enix was kind enough to bestow upon us—all I can say is “thank you.” In truth, while an updated soundtrack would have been my biggest ask, I still cannot believe how good this voice acting is. The localization team and actors have absolutely done us a service with this masterpiece, treating this title with the respect it deserves. This epic fantasy that tonally draws from different styles into one coherent, beautiful voice is available to all of us, and if communication from its creators is to be believed, we might see more of this world if we support Ivalice Chronicles. Do yourself a favor and enjoy what is, without question, one of the greatest tales ever told. One of the greatest RPGs ever created.

  • Graphics: 95
  • Sound: 99
  • Gameplay: 97
  • Control: 100
  • Story: 100
99
Overall Score
(not an average)

About our grading scale

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

I went into Varlet with high hopes, desperate to like it because the most recent FuRyu RPG I played, The Caligula Effect 2, was a pleasant surprise. It also didn’t hurt that Varlet’s graphics and UI visually reminded me of indie action RPG Eternights, a title I also enjoyed for its Persona-esque style. Sadly, while not a horrible game by any stretch of the imagination, Varlet is a primarily average, middling experience. While the story picks up enough steam at the very end to stop me from completely bemoaning the time I put into it, that narrative push comes understandably too late for anyone not wanting to invest excessive time to receive any semblance of a payoff. It’s a shame that, like so often with FuRyu games, there’s potential in Varlet that frustratingly never comes to fruition.

The plot of Varlet takes place in a technologically advanced city called Meifu City. The digital advancements infused into the daily aspects of life in Meifu City stem from the implementation of Johari, a cross-reality network. Unknown to most of the populace, though, is that the widespread usage of Johari is causing Glitches, actual dimensional spaces that open up between reality and cross-reality. Glitches are home to monstrous entities known as Desires, the will and wishes of a human being made manifest. 

Our largely silent protagonist, quickly nicknamed Alt (short for “Alternate”) by his growing number of new friends, transferred to a Meifu City school that’s particularly dependent on Johari usage. He’s encouraged by his caring cousin Yuri to join the school’s Student Support Services (SSS for short) guild, which serves as a safe space for students to bring their troubles to for advice or problem-solving. Joining Alt in this endeavor are the responsible Noa, the carefree and laid-back Sota, the surprisingly sharp-tongued idol Aruka, the scholarly and artistic upperclassman Taki, the expressive-minded cinema expert Taiga, and the painfully shy first-year, Ema. As the guild tries to assist other students, they not only uncover Glitches but also gain a strange power allowing them to combat hostile Desires along the way. As conspiracies begin to take shape and the dangers escalate, what mysteries will they uncover lurking at the very heart of the Johari network, and will their combined might be enough to keep everyone safe?

The SSS crew taking a bit of a breather in Varlet, each is occupied with an activity, from writing to snacks, around a table.
The SSS crew assembled!

It’s understandable if you find that plot summary somewhat familiar. A brief look at titles such as Persona (P4 especially, given the Glitch concept), The Caligula Effect games, and Eternights reveals similar narrative threads. Varlet’s story and its characters aren’t the most original, and one could argue that many of the archetypes found here were better executed in other RPGs. I didn’t hate the characters by any stretch, and I actually regretted that two in particular, Ema and Taiga, joined the party so late that you don’t get too invested in them, despite being two of the more interesting characters. Side note: I rather like Ema’s cyber samurai design when she fights! Aruka also stands out from other idol characters in similar games, given her snark in the English language version in particular. But most of the characters aren’t particularly memorable, remaining simply inoffensive and tolerable. Given Alt’s mute hero status for most of the game — an attempt to help players self-insert into his character — I struggled to understand why he was regarded as a leader, with everyone else frequently talking over him or even leading.

Alt only really has a significant impact when tasked with taking Johari’s personality tests throughout the game. You receive a surprisingly varied number of questions that you’re encouraged to answer honestly, which then rewards you with your dominant personality traits at that point in the game. These personality traits not only give you “hidden” dialogue options instead of limited default ones during some story scenes, but they can also impact battles by providing status boosts and effects. It’s an interesting concept, though I wish it found better overall utilization in terms of both plot and gameplay. As it is, the personality test questions feel like an unnecessary addition that doesn’t go as far as it could. Most dialogue options for Alt aren’t that different either, so I can’t say there’s much in the way of branching paths based on choice, which is something of a missed opportunity.

Alt and Sota are deciding where to hang out together in Varlet. The shopping center is highlighted in a menu on the left.
Where you decide to go on outings together will change the dialogue you see.

Personality tests aside, relationship-building mechanics are an expected part of this game type. Varlet also has a bond system, where Alt gets to hang out with other members of the SSS. Beyond seeing some slight expansion on their individual backstories through the character episodes and hangout dialogues, there isn’t much narrative impact to these events. The game encourages you to build up and maximize one character’s relationship over the others, becoming “partners” with your chosen party member. Doing so grants you the max number of Trust Points, which you can then spend on their personal skill tree: a chart where you spend points on stat-enhancing skills like raising defense or health points outside of standard leveling up. You can also enhance a character’s special skills so that they have added range or increased effects in battle (like turning Aruka’s heal ability into a groupwide one, should you acquire the Trust Points to do so). You can make your partner character a true powerhouse by maximizing the relationship, but this comes at the cost of raising the other characters’ Trust Points, making them arguably weaker than Alt and his partner in fights. Unlike games such as Persona or Eternights, the relationship-building doesn’t tie back into the main story, which is again something of a letdown. It isn’t the worst type of bonding system, but Varlet‘s is definitely not one of the best.

When you encounter a Desire in the Glitch dungeon map, a turn-based battle takes place in which you control three party members at a time. It’s pretty standard fare for a turn-based combat system, with you gaining access to skills, such as an attack with the Guard Break effect allowing you to break through a guarding enemy’s defenses to increase damage output and have them lose a turn. You can enter into a powerful combo chain at points depending on enemy status, and you do gain the ability to “interrupt” and skip ahead a turn if you have enough points for it. It can be strategically engaging, but again, there’s nothing particularly groundbreaking about the combat, either.

Alt discovers a Stray Glitch while on a SSS outing in Varlet. It's level 12.
Yes, that is a Glitch.

Once they encounter a Glitch in the main story, the SSS enter it to fight against hostile Desires. This portion of the game is often a multi-layered event spread out over a chapter or story arc’s episodes. The party progresses through a Glitch, fighting and solving map puzzles along the way. Glitch exploration typically unfolds in three segments, punctuated with save points at the start of the subsequent dungeon segment before encountering a boss at the final stage of the Glitch’s map. Dungeons aren’t exceedingly long compared to other comparable games, and the puzzles aren’t frustrating either. They can even be somewhat fun in later chapters as you receive more options when solving them, such as projecting temporary bridges to cross over space or even distracting Desires using a fake phone call. Still, the dungeons don’t necessarily stand out when compared across games, and the three-segment routine gets repetitive.

Speaking of repetitive, when not going through obligatory story dungeons, you usually have a portion of the game day devoted to helping Yuri with SSS tasks. This part of the game requires the party to navigate the campus’s limited areas, engaging in various mundane tasks such as setting up virtual posters for school events or searching for lost items. I’m genuinely surprised by how many students seem to be missing their shoes on this particular campus, given how often you uncover them! You can also enter random “stray” Glitches for small dungeon areas or puzzles to earn extra items or experience points.

However, since there isn’t much design variety, you can spot that the same trick that solves one stray Glitch repeats. You can also listen in on conversations between characters, updating your student records as you go with new tidbits of information from your outings. Beyond the SSS members and some of the central secondary characters in the main plot, it’s hard to remember or care much about the random NPCs in the halls, no matter what drama is going on with them. Once you’ve completed the tasks assigned for that outing, you can end it to receive a ranking for the thoroughness of your process. This setup then repeats constantly over the course of playing Varlet. I wouldn’t say this portion of the game is terrible, but it’s not really necessary and can feel tedious. It’s more akin to padding to make the game longer.

Visually, Varlet doesn’t sport the best 3D graphics and looks like it may have had a limited budget because it relies on gimmicks like only showing silhouettes of non-important background characters, having very similar enemy designs, using sound or narrative description to describe something happening off-screen, and other things of that nature. I didn’t mind that so much, though, and the visuals grew on me in an almost nostalgic way as I played. I also greatly liked the character artwork used for more story-relevant characters when they were speaking, especially how expressive they could be. The use of pretty CG illustrations at specific points was also a neat touch, especially since you can view them alongside movies through the Gallery after you’ve beaten the game.

Alt, Taki, and Aruka take on a Desire boss fight in Varlet--a colorful skull octopus monster.
Attack skills can have numerous effects added to them.

Varlet’s biggest strength is probably its use of music and sound. The sound effects help convey scenes that might otherwise have no impact whatsoever, given the limited visuals, and the Japanese voice acting for the characters is also quite impressive and dynamic. The music tracks, particularly vocal songs like the opening and the final Glitch boss battle themes, were also notable. The English localization’s script-work is relatively good in terms of readability and is overall consistent in quality, even though I sometimes suspected that the English script might’ve been given a more peppery flavor to some of the original Japanese lines.

Truthfully, the biggest issue I had with Varlet was time management. It tries to cover a lot of ground in a short amount of time in its main story, often causing plot points that could’ve been explored more deeply to feel less interesting. The SSS quest segments felt like pointless filler, rather than strengthening the main plot. Additionally, the bonding mechanic felt wasted narratively. The final two chapters actually manage a surprisingly decent conclusion with some memorable plot reveals and developments, but it comes across “too little, too late,” given just how long it takes to get there. It’s a shame, as I actually did like the ending when I reached it. Still, I can’t imagine too many people having the patience to play through the rest of the game’s repetitive, mostly middle-grade loops to get there.

Varlet could’ve been another pleasant surprise by FuRyu, similar to The Caligula Effect 2, but sadly, it doesn’t reach that level. There’s some mild enjoyment here if you can temper expectations and be patient, but that isn’t something everyone can or should have to do. I think there’s potential here, should FuRyu decide to explore Varlet further in future game projects, but as it stands now? I’d advise waiting to get Varlet on a discount, even if you think you’re the target audience for it.

  • Graphics: 69
  • Sound: 85
  • Gameplay: 70
  • Control: 71
  • Story: 70
73
Overall Score
(not an average)

About our grading scale

Review by · September 16, 2025 · 4:00 am

Hyke: Northern Light(s) sits at an increasingly common crossroads for smaller-scale JRPGs, with one foot turned towards adventure and the other towards cosiness. Sometimes it just isn’t enough to send your party out on a quest to save the world: you’ve also got to find a little time to relax.

Life-sim games such as Stardew Valley and Animal Crossing planted this seed and watered it with the potential profitability of the template. Hyke: Northern Light(s) emerges from that trend, although there’s no farming involved here. Instead, it emulates their cosy vibe to varying degrees of success.

As the game begins, we see the fallout of a confrontation between a witch named Aurora and her opponent, Wiseman, which takes place in a ruined landscape. Unfortunately, it doesn’t end well for Aurora, as Wiseman gets a young girl named Neir to do a little weeding for him. We then jump into the future and step into the shoes of Aurora’s daughter Hyke as she travels the country with her best friend Riko in search of her missing mother. When her mother disappeared, her father raised her alone, but now he has passed, it becomes even more important to find Aurora.

This plot frames the journey that follows, as Hyke continues her search for her mother while being led by a mysterious voice from a portable radio. Hyke inherited her mother’s witchy powers, and during her travels, she meets other young women with unique abilities of their own.

Hyke attacks her enemies in an autumnal forest in Hyke: Northern Light(s).
A nice walk in the woods: more dangerous than you might think.

Of course, journeying the wilds of the semi-apocalyptic environment of Hyke: Northern Light(s) isn’t safe, and Hyke must learn to defend herself. You’ll view Hyke’s world from a top-down perspective reminiscent of the 2D Zelda games. You have access to a melee attack, which has the advantage of not being on a cooldown timer, unlike everything else. Your other options include a dodge and Hyke’s sorcery, with two magical abilities equipped at any one time. Your spell choices start off limited, but later expand, with the same being true for the other girls who join your party.

One of the strengths of Hyke: Northern Light(s) comes from the mechanical diversity of the characters in your roster. Hyke’s powers feel the most straightforward of the bunch, with a mix of long-range and close-range attacks, her simplistic design works well as an introduction to the core gameplay loop. When you get the chance to play as Riko, things take a left turn.

Riko’s basic attack restores her health when her blows connect, with the trade-off that they land weakly, doing very little damage. However, by charging up her attack, she can transform into a hideous pink bunny, whose features make a Labubu’s look positively normal. This form sees her unleashing deadly attacks, although it only takes a couple of hits before it’s back to plain old Riko again.

The other characters also demonstrate this variety of approaches. These include the android character Mother Brain (undoubtedly a reference to the classic Metroid villain), whose controls turn the game into a twin-stick shooter, flipping everything on its head in a delightful fashion and bringing me back to long-gone days playing Smash TV in the arcade.

Although Hyke: Northern Light(s)’s visual presentation sometimes lacks consistency, Hyke’s party members have beautiful character portrait art, which look like they come from a good shojo manga. Their in-game pixel art equivalents keep the distinctive looks, but feature the occasional odd disconnect between the two; for example, Mother Brain’s pixel incarnation has a face resembling the robotic aesthetics of Astrobot, whilst the standard portrait art makes her look more human.

Hyke: Northern Light(s) gives us a range of environments to explore, and this helps to refresh the experience upon completion of each section. You start in Neverland, an irradiated forest landscape with a Ferris wheel at its heart, its autumnal air establishing an atmosphere of loss and reflection. You’ll later visit Savage Island, a robot-infested paradise, and Fifty-One, a comical version of the fabled Area 51, complete with squishy-looking aliens and a crashed spaceship.

Rabby, a pink, scary-eyed, giant, stuffed rabbit in Hyke: Northern Light(s).
Rabby: Not at all cute like everyone supposes.

In every realm of Hyke: Northern Light(s) you will meet a new member of the cast; each thematically linked to her zone. In Neverland you’ll encounter Fall Out, a softly spoken girl who can summon animals to assist her, and Fifty-One has Extra, an eccentric ET with a metallic tail. The girls initially oppose Hyke and function as boss characters before finally agreeing to join in her quest.

Hyke: Northern Light(s) divides its realms into several levels, each covered by a “fog of war” that dissipates as you adventure further in. You hack and slash at the numerous area-appropriate beasties that inhabit these places, discovering chests and collecting currency until you reach a green glowing exit, which signals the end of the ordeal. Whilst initially attractive, these levels feel repetitive in their design, with elements such as crashed planes in Neverland and various buildings elsewhere subject to frequent reuse.

You also won’t be doing a lot of varied activities whilst you complete your traversal. Although inspired by Zelda (Riko even says that it’s “dangerous to go alone” at the start of the game), the game doesn’t offer puzzles or other diversions to break up the flow. At most, you get the challenge of locating treasures off the beaten track, but you won’t find this especially difficult to achieve.

Between these excursions you return to your campsite. Hyke loves camping, as reflected in Hyke: Northern Light(s)‘ cosy gameplay elements that I mentioned earlier. You can fill your camp with items that you obtain through adventuring or from shops. You rotate and place them as you wish, although within a very limited space. You also choose which of your characters inhabit the space, and once placed they wander around, sometimes sitting in the chairs you may have put down. You have the option of choosing the background music from tracks you accumulate through play, and you can photograph the scene for posterity if you so choose.

Here you also engage in cooking, which I found essential for beating the game’s most difficult areas. Whipping up a recipe on your portable stove affords you bonuses to your attacks, magic, or movement speed, which wear off after a time or when you complete the level. You can experiment with cooking equipment and ingredients, but I just followed recipes provided and never felt the need to do anything else.

I like camping as much as anyone, so I can appreciate Hyke’s enthusiasm for it. However, the cosy camping elements of Hyke: Northern Light(s) did very little for me. The activities have no real hook to them; none of that addictive quality that other games in similar genres offer. The campsite’s size ensures that any additions to it automatically clutter up the space provided. It all feels tacked on and superfluous.

Combat forms the true centre of Hyke: Northern Light(s). Fast-paced and frenetic, the game hurls tentfuls of terrors at you, which can sometimes be overwhelming. To be successful, you will need to activate your skills effectively. The combat occasionally reminded me of roguelites like Hades in this respect and in the need to constantly keep moving to keep on top of the situation. Having the dodge on a cooldown felt frustrating, though, and dampened my ability to form effective strategies on the fly. Furthermore, Hyke: Northern Light(s) doesn’t have the tight precision of Hades, with battles feeling chaotic and uncontrollable.

Hyke stands on a river bank looking at  a partially submerged boat and car in Hyke: Northern Light(s).
Hyke stops to reflect in her fallen world.

Some of the powers can be a tad unbalanced, too. One of Hyke’s abilities sees her project a ring of force around herself which not only deals damage but heals Hyke as it does so. This often meant that Hyke was my default choice, allowing me to cheese through enemies for most of the game.

The boss fights redeem this somewhat, changing things up when they arrive and featuring enjoyable set pieces; again, I would highlight Mother Brain who turns the whole arena into a weapon to crush Hyke.

Hyke: Northern Light(s) has towns that you can visit, one for each location. Here you can buy camping equipment and ingredients. Disappointingly, towns feature very little interaction, which reduces the impact and sense of exploration of Hyke’s travels. The feeling of living in a unique world unlike our own and the sense of discovery this brings make the best JRPGs so special, and I was very much looking forward to getting that from this game, but sadly, it did not deliver.

In the towns you can sign up for sidequests, but don’t expect much from them. They drop your chosen character into an arena and ask you to defeat a specific number of creatures, or to survive for a set period of time. As in the main game, enemies seem like reskins of each other, so boredom quickly sets in.

The same can be said for the story. Although you’ll encounter a few intriguing twists and turns in the plot, Hyke: Northern Light(s) places most of the emphasis on its characters to drive engagement. This approach falters due to the lack of time we spend with these girls, with their personalities mostly being one-note. For instance, Extra says crazy, “fish out of water” things, and Hall Keeper expects everyone to love her.

They expand upon this in the camp events you activate, which show conversations between party members, but they don’t last long and leave no lasting impressions. The presence of voice acting elevates them, and bizarrely, the camp events have more voicework than you find in the main questline.

Despite not living up to its potential, Hyke: Northern Light(s) still has its charms, and I don’t regret the time I spent hanging out under the stars with Hyke and her friends. Hopefully, if she gets another outing, she will pitch up on more pleasant ground and serve us a meal we can properly enjoy.

  • Graphics: 76
  • Sound: 75
  • Gameplay: 78
  • Control: 75
  • Story: 72
73
Overall Score
(not an average)

About our grading scale

Review by · September 12, 2025 · 12:00 pm

Sultan’s Game defies comparison. In 2025, that’s like striking gold. What’s more, the innovation pairs beautifully with a wealth of quality content that’ll give the literarily inclined much to chew on. Mind, this tabletop-meets-roguelike game isn’t a tome of writing, but every event and action tends to include a couple short paragraphs of description. Get ready to set your morals and sensibilities aside, because it’s time to play a ruthless game at the hands of a bored and psychopathic sultan.

The tutorial’s delivered straight, as if implying how the whole game will be played. We witness the origins of the sultan’s game; a leader of an empire who has grown tired of the lavish rule he enjoys, the sultan meets a mysterious magician who offers him a game in which the sinful card the player draws determines what they must do to continue the game—and continue living. Pulled an extravagance card? Prepare to spend that ill-gotten coin. Bloodshed or carnality card? Well, you see where this is going.

After completing the well-constructed tutorial, we meet our hero: us! The protagonist we play is one of many nobles who have been pulled into the sultan’s game, with failure resulting in an untimely demise. In seven days, we must not only satisfy the type of card we pull, but also match the gravity with its tier (stone, bronze, silver, gold). Naturally, carrying on like this comes with consequences, but even traditionally illegal acts—murder, for starters—are allowed for the sake of the sultan’s game. In fact, Sultan’s Game goes to some harrowing places, with players forced to make decisions that may make them uncomfortable. The opening of the game even comes with a warning about this. Rest assured, the writing maintains a modicum of tact and never goes to extremes in terms of description, even if the act itself is reprehensible.

The game map. A rug-like map shows the layout of the sultan's kingdom and a countdown of how much time there is left to meet the sick demands of the sultan's game.
Get ready to stare at this. A lot.

That’s part of the beauty of Sultan’s Game: the writing. It’s tight and impactful, making me buy into this fictitious world and develop an addiction for every new event—at least for the thirty hours or so the main game offers. Even if characters reside on a flat piece of cardstock, I grew attached to them and enjoyed unraveling their stories. Script aside, I attributed a connection with them through gameplay alone. I saw how the character’s attributes—such as a “book lover”—contributed to their development and value as a member of my entourage over time. Certain kinds of events played to specific characters’ strengths, and that alone builds their identity.

So you gotta be asking at this point how this allegedly unique game plays. Sultan’s Game offers a swathe of potential events on a map that players can click on. The resulting pop-up includes a description of what the titled event entails, followed by empty card slots—some necessary, most not. In addition, we see relevant stats for the event that’ll guide our character placement. Most events only factor in one or two stats, and depending on how many fifty-fifty chance successes we roll, we can earn a reward or meet defeat.

Once the character or characters are confirmed for the event, we can click on other nodes and insert additional characters. Sometimes, no character is necessary and we can use accrued items, but most of the time, people lead the charge. Once all characters have been expended, we end the day and see how everything plays out. Various tools in the game allow us to re-roll or add a success, but the bulk of the game lies in character placement, how we outfit them, and, most importantly, resource management.

Using a tablespread of scrolls, cards, and coins, the player assigns resources to increase their passive income in Sultan's Game.
“Honey, did you remember to get more camel milk from the store?”

Initially simple, Sultan’s Game quickly spiders out into a whole web of choices, characters to manage with their own goals and desires, and mysterious treasures we’ve earned through sometimes odd means. For the most part, this isn’t a game in which you go to a bar and try to win a drinking game with four successes. No, the events range from the nefarious to the otherworldly. Prepare to read descriptions thorough enough to whet your curiosity, yet vague enough to instill curiosity; the outcomes sometimes only fan that mystique.

I won’t get into all of the bells and whistles of Sultan’s Game, but rest assured that its options are wonderfully overwhelming as we have to prioritize our life-or-death tasks, with satisfying the sultan’s card always being the chief priority: remember, that card’s mission must be completed in seven days or less. Intuitively, one might figure that building resources for six days and completing the task on the seventh day is the most efficient way to play the game—and you’d be right—but also note that spontaneity and untimely events may trigger on the final day and upend your plans.

Some events are time-sensitive, meaning they will disappear after a day or three, while maladies may crop up that bar our protagonist from acting. Since he is the one playing the sultan’s game, he typically has to be the one completing sultan cards. This can feel unfair and unnecessarily random to some extent, though the game also forecasts that some hardship weighs on the protagonist’s mind, which may inconveniently pre-occupy him at just the right moment. Or an untreated injury may flare up. All this to say that maybe a greedy approach isn’t always the best way.

On the other hand, failure and an early death may be what you need. With two hundred possible endings, death may be just as entertaining as the nihilistic struggle of life. Also, Sultan’s Game boasts an in-game achievement system in which players earn points for meeting certain milestones. These points can be spent for minor or major permanent perks in between games. The cheapest options offer a couple permanent stat buffs on our hero at the start, while the much more expensive choices grant us a whole extra character to play with. Some even do some more oddball things that you can discover for yourself.

An in-game visit to the bookstore becomes an existential pontification. Character and item cards little the playing table.
Man, game, stop being real.

Sultan’s Game has been out for a few months at this point, but part of the impetus for this review is the most recent major update that boasts ten new cards—equipment, for the most part. Some even have their own questlines. Although these ten new add-ons certainly expand on the significant volume of content, know that Sultan’s Game is so brimming with imaginative writing and scenarios that this feels like a drop in the bucket. I’ve put in over thirty hours, and I have only recently begun to feel like I’m spinning my wheels a bit. While I’ve technically “beaten the game,” I have a couple specific goals and hard-to-reach feats to meet, because why should I do what this lunatic on the throne wants, anyway?

Although Sultan’s Game is primarily played on a map and box of text, these are pretty maps and boxes of text! The music and visuals are Arabic in nature—even if the world is a fictitious blend of cultures—which is yet another refreshing departure in the gaming landscape. Most titles seem to fall into the Western world or East Asia, so having a taste of the Middle East feels like finding an oasis in a desert. The music also consistently and capably contributes to the atmosphere, with some events having their own unique tracks to accentuate the brief tale told. Similarly, if one isn’t looking closely enough, the illustrations enjoy layered, sometimes strange coloring that are likely best taken in passively. Rather than artwork that is to be stared at and admired—and one could easily do that here—Sultan’s Game’s flair lies in its framing and subtle touches that bring the story to life, even if unconsciously.

Strategic yet led by its narrative and decision-making, Sultan’s Game sinks its venomous fangs in, forcing addled players to say: just one more turn. I had several instances in which I wanted to set up my team’s positions so that I didn’t forget what I wanted to do before I quit for the day, but I was so curious about the outcomes that I clicked to end the day and see the events play out, telling myself that I’d save right after the stories finished. Then the next in-game day rolled around and four new events popped up with their dazzling clinging sounds. I hovered my cursor over just to see the titles. That title! I just had to see what that title meant for the event. Before I knew it, I was placing characters into a whole new set of events. That’s the kind of game this is. Of course, like any venom, a little bit over time builds a tolerance, and while the content in Sultan’s Game may feel endless, there is, indeed, an end. Two-hundred, in fact.

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

About our grading scale

Review by · September 10, 2025 · 12:00 pm

Sometimes, final messages to a loved one aren’t just about closure. They’re about providing someone with the means to carry on living. Visual novel Upwards, Rain! The Post Office of Farewells beautifully conveys that sentiment throughout the puzzle adventure’s sensitive narrative by creating a heartfelt yet simplistic gaming experience that manages to bring both tears and smiles.

Upwards, Rain! The Post Office of Farewells is set in a fantasy world where magic is woven into people’s everyday lives, allowing the deceased to leave a final message to a loved one upon departing from this mortal coil. In a small seaside village known as Vitae, a post office fittingly called Mortem Post handles the receiving and delivering of these special letters to their intended recipients. A winged and clumsily eager rookie courier named Rain handles front desk duties at Mortem Post, and for the past three weeks, a meek girl from Vitae named Mila has visited in search of a letter from her best friend. Rain is always the one to tell her the bad news, that they don’t have a letter addressed to Mila. Mila’s despondency tugs at Rain’s heartstrings, so Rain offers a helpful wing to Mila by bending the rules of Mortem Post. Together, the two girls venture deeper—or rather, higher—into the inner workings of Mortem Post than most ever dare to see in search of Mila’s missing mail. What secrets will the pair uncover in their journey upwards?

Upwards, Rain! The Post Office of Farewells‘ story is of friendship and healing, carried by a memorable small cast of key characters who all breathe life into the game’s narrative: the kind and gentle courier botanist Mizore, the capable and teasing big sister figure Neve, and the harsh but thoughtful mentor Caile. Mila and Rain’s tentatively developing rapport serves as the story’s vital heart and soul, with both girls drawing strength and comfort from one another throughout their journey. The plot is insightful and heartwarming without being overly preachy, and I enjoyed how diverse-friendly and downright wholesome the story-verse it takes place in is.

A puzzle segment commences in Upwards, Rain! The Post Office of Farewells. Rain and Mila search a treelike room in the post office.
You use Rain’s helpful stamp collection to solve the puzzles you encounter.

At its core, Upwards, Rain! is primarily a visual novel that you advance through by completing interactive puzzle segments. These puzzles are relatively easy to piece together and figure out, but they help keep investment in the story. As a courier and avid stamp collector, Rain has an impressive collection of stamps at her disposal that help her and Mila figure out how to solve the puzzles they encounter. For instance, “Inspect” allows you to carefully investigate points of interest on a screen to potentially uncover clues as to what to do to advance. “Trust” enables you to switch between controlling Rain or Mila at specific points when necessary. No two puzzles are alike, offering players different and creative ways to complete them. For example, one puzzle requires you to figure out how to get both girls safely over an intimidating chasm. At the same time, another needs Rain to distract someone from seeing Mila rummaging through shelves using coded wordplay.  The puzzles provide diversionary fun, managing never to overstay their welcome or border on frustrating.

Upwards, Rain! The Post Office of Farewells never drags on, with a short playtime of roughly two to two and a half hours. However, it still feels complete and successfully tells a satisfactory tale. There isn’t a ton in the way of replayability, but Extras do unlock after completing the game. Like Rain herself, you earn a “stamp collection” to peruse at your leisure, allowing you to see all of the achievements you’ve gotten through playing the game in stamp book form. There’s also a handy Records section covering worldbuilding lore in impressive detail to look through if you’re so inclined. My personal favorite unlocked Extras option was Stories: illustrated and well-written short stories set before and after the game’s narrative that delve more into the characters and their various dynamics together. They were a delight to go through, and you even earn an extra stamp for doing so!

Neve talks to Rain about a very serious matter in Upwards, Rain! The Post Office of Farewells.
The mystery deepens!

Visually, Upwards, Rain! The Post Office of Farewells is a very pretty visual novel adventure with an artistic, almost dreamy storybook aesthetic. I love the detailed and expressive character art throughout, as well as the colorful and picturesque backgrounds. There’s a clever creativity to the visual presentation that captures the eyes. Sound-wise, the sound effects are extensively utilized and realistic, and while the OST is somewhat limited given the length of the game itself, it’s very moving and fitting for event scenes such as with the ending theme “Onwards, Upwards.” The voice acting for all of the characters is top-notch and quite emotive as well! The script is near flawless, which is impressive when you consider just how much text there is, not just in the main game, but in the Extras as well.

I have nothing but praise for Upwards, Rain! The Post Office of Farewells. If I had one critique, it’s that the game does such an excellent job building up its fantasy world setting and the characters who inhabit it that I simply wish there’d been more time with them! But I can’t say that the game doesn’t offer a satisfactory and heartfelt conclusion, despite its shorter length. Upwards, Rain! The Post Office of Farewells‘ underlying message is hopeful and healing, one that I hope many others experience for themselves.

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

About our grading scale

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

If you’ve seen anything about the new Idea Factory title, Mado Monogatari: Fia and the Wondrous Academy, and you’re wondering whether that name sounds familiar, then you are my kind of gamer. Because, frankly, that was my immediate thought as well. It required a brief history lesson, and I have to say, it was worthwhile. And, given that this particular game takes place inside an academy, we may as well start with a little history lecture.

History

Mado Monogatari was first released on the MSX computer system in 1989 by developer Compile. You play as a young wizard in training named Arle Nadja, who managed to pass a written exam despite being only six years old, and must now take on the practical portion of the exam: scaling a labyrinthine tower filled with monsters. The gameplay features random encounters with turn-based combat and exploration in a first-person perspective similar to the first Phantasy Star. Elements of The Tower of Druaga and Wizardry seem to have influenced this game heavily at the time.

This dungeon crawler achieved moderate success and saw ports, sequels, and spin-offs for the NEC PC-98, Super Famicom, and even Sega Saturn. All of these games stayed Japan-exclusive, even as a puzzle series spin-off based on the Mado Monogatari‘s cast of characters and monsters (Puyo Puyo) had some entries localized.

The series developer, Compile, went bankrupt in the early 2000s. Much of Compile’s key staff and many of its IPs (such as Mado Monogatari) reformed as a subsidiary under Idea Factory called Compile Heart. That’s right, the folks behind Agarest, Neptunia, and more have connections to a classic RPG franchise. Said franchise reared its head again in the form of Sei Mado Monogatari in 2013. And guess what? This is actually the first time the series had an English localization! In doing so, they dropped the romaji title and called it Sorcery Saga: Curse of the Great Curry God. This spiritual successor revamped the formula of the early series, now a top-down, roguelike title (tiles, simple maps, like a Chunsoft Mystery Dungeon title). The game met with middling reception, and I’d personally forgotten about it… until now.

ELA

Idea Factory International decided to stick with the Mado Monogatari moniker for its English language release in this case! So here we are, with the second release in the long-running franchise to find its way stateside. Mado Monogatari: Fia and the Wondrous Academy tells the story of a young woman named Fia who goes to the Magic Artes academy. Fia befriends four other students who act as the other characters in the party: sword-wielding wannabe hero Will, bookish and snobby Leena, mysterious and money-hungry Totto, and the lovestruck Eska. Yes, there is something Sapphic going on in this cute story, even if it appears to be one-sided. After a combat trial early in the game, Eska falls head over heels for Fia. Her being a kind of magical demi-human known as a Dragonewt results in some strange social and cultural dynamics, and her devotion to Fia is just one of them.

Mado Monogatari Fia and the Wondrous Academy Screenshot -- Fia and Eska smiling, heart bubbles floating next to Eska.
Eska’s affection for Fia cannot, and will not, be denied.

The antics between the five students and their professors at the academy make up the majority of the game’s dialogue. The introductory hour was painful to slog through, but once you’re up to speed on how the game works and what story the developers are trying to tell, the story itself is fun and leisurely, even if it’s a bit too trope-heavy. Do not expect much in the way of depth or surprises that you couldn’t predict a mile away. But, for what the story is? I can’t complain. Hardcore fans may also notice an implied connection between the original games starring Arle Nadja and the characters of this generation.

And for those of us in the classroom experiencing eye strain, good news: the font size is ideal, even for those of us with smaller televisions, or playing handheld on a Switch. Maybe it’s just my own eyesight that is the problem, but tiny text is becoming more and more frequent in gaming. Being able to actually read the words on the screen without issue was a blessing.

Now you may be asking: what exactly happens over the course of Fia and the Wondrous Academy? Glad you asked!

STEM

The new Mado Monogatari sticks to its dungeon-crawling roots, even taking a page from the PS Vita Sorcery Saga entry to incorporate a few roguelike elements. Alongside the starting/tutorial dungeon “The Mage’s Tower,” about a dozen other dungeons become accessible throughout the course of the game. Each has a maximum floor level, unique visuals, hazards, specific monster encounters, and item drops. The floors of each dungeon are randomly generated, typically a series of rooms and hallways similar to typical roguelikes. However, combat does not take place in the dungeon, and your character is not moving on fixed tiles. Monsters that appear in the dungeon start a separate combat scenario upon contact, within a circular combat arena.

And here’s where I have some mixed feelings.

The combat in Mado Monogatari: Fia and the Wondrous Academy is complicated. Movement in the circle occurs in real-time, and basic physical attacks can occur at will. All other actions (Magic Artes, weapon skills, even items) depend on what is essentially an ATB bar. Your attacks come in a variety of basic shapes (areas of effect) on this condensed field, while healing tends to be auto-targeted to the party. Your party consists of three characters: always Fia, plus two of the other four characters. However, you only control Fia; the other characters operate based on one of a handful of command settings (“all-out attack,” “support and healing,” “target who I target,” etc).

Mado Monogatari Fia and the Wondrous Academy Screenshot showcasing combat, with a character executing a Grass Arrow attack.
Battles are frenetic. Can you keep up?

Systems and mechanics pile on top of one another in a bit of a convoluted mess. On top of everything I’ve already described, there is the five-element system, special attacks (using a match-three system, a nod to Puyo Puyo), equipment synthesis, fishing minigames, and cooking. Sometimes, as I look at everything that went into building this game, I feel like I’m staring at a “design by committee” monstrosity. And, when I notice that Compile Heart, Idea Factory, and Sting (how I long for more Dept. Heaven games) are all credited as developers, it’s no wonder!

However things came to be, the overall flow and gameplay loop of “accept quest, climb tower, fight enemies, survive, fight boss, return to base, prepare for next quest” works well. I attribute much of the success here to what happens back at the Magic Artes academy itself. Alongside the main quest, there are loads of side quests to unlock skills, obtain special equipment, learn new curry recipes, and even boost base stats. There is plenty to do, and even if the design isn’t sleek or flawless, I enjoyed what I experienced as I played through the game. And for those wondering, my own playtime was somewhere in the 20-hour range to see the end credits, though I was skipping most side quests because I just wanted to learn what happens to Fia and crew near the end.

Art and Music

One thing I must give this new Mado Monogatari props for: a decent opening animation sequence and accompanying music track! Since the days of the original PlayStation, I have adored good opening videos. Lately, I have seen developers skimping on production value here or entirely tossing out the idea of an opening video. And sure, there’s nothing wrong with that. But, let’s be real: Wild Arms is a decent and memorable RPG, but what’s the thing we most remember about it? It’s the intro, right?

Granted, I don’t think you want an intro so good that it outclasses the entirety of the game beneath. That would be like, in the metaphor of “judging a book by its cover,” buying a book because it has really awesome cover art, only to discover the book itself is gibberish. Fair enough. Part of me does want to argue that Fia and the Wondrous Academy‘s best feature is its introduction animation sequence, however. I love it so much!

The introduction paints a lovely picture. We’ve got bright, fun, stylized characters and monsters. And we’ve also got super fun, catchy, big band/jazz/pop music? “ASOVENTURE,” the opening theme song, has this killer fiddle running throughout, performed by Mai Ohtani (whose credits include Final Fantasy VII Rebirth and multiple SaGa titles). Vocalist Shachi Tsumugi brings a lively, bubbly sound, proving an expert at a bouncy staccato, especially in that surprising scaled-back outro! Fun fact: Shachi Tsumugi also recently recorded vocals for Atelier Yumia, so that’s a cool connection!

In-game, things are markedly less impressive. While the animation is smooth, the overall 3D character design and rendering look dated. PlayStation 3 dated. What Mado Monogatari lacks in technical prowess and performance, however, it makes up for with fantastic 2D character art and surprisingly catchy music. Alongside the happy-go-lucky vibes of the intro, which carry over into much of the academy music, there are some impressive tunes happening in each of the game’s dungeons. Some reminded me of the more intense puzzle music from the Zero Escape series. Others reminded me of the soft, breezy music of the forested areas in the Etrian Odyssey series. I wasn’t expecting this music to hit so hard. But it did.

Mado Monogatari Fia and the Wondrous Academy Screenshot showcasing character Will making a statement about heroism
Will is BURNING! He is ready to be BURNING for justice!

Additionally, I have to offer praise to the game’s voiceover artists. This is Japanese-only audio, so if you were looking for English dubs, you’ve come to the wrong place. But the VA in this game was exactly what it needed to be: over the top, expressive, but not so silly as to make the experience unenjoyable.

Finals

Mado Monogatari: Fia and the Wondrous Academy earns a passing grade, but just barely. Honestly, I did have fun playing through this one… most of the time. But in a market saturated with clever and impressive games of a similar vein (say, Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island), there was no way I could allow Fia and her friends a spot on the honor roll. If you can’t get enough of anime-infused dungeon-crawling adventures, the latest in the Mado Monogatari series might be for you.

  • Graphics: 70
  • Sound: 88
  • Gameplay: 75
  • Control: 70
  • Story: 62
73
Overall Score
(not an average)

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