Review by · May 26, 2026 · 12:00 pm

Pokémon is a franchise near and dear to my heart and my initial gateway into video games, RPGs in particular. Although my first Pokémon title (and video game) was Pokémon Yellow, the specific titles from my childhood that stand tallest in my memory are Genius Sonority’s GameCube duology: Pokémon Colosseum and Pokémon XD: Gale of Darkness. This pair of battle-simulation/traditional RPG hybrids hit at the perfect time in the mid-2000’s, when I was in my preteen years and beginning to feel I had outgrown Pokémon altogether. I was hungry for experiences with more mechanical depth, a harsher world, and a more mature vibe than what traditional Pokémon games offer. Genius Sonority, a veteran group of RPG developers formed by Manabu Yamana (who cut their teeth on Dragon Quest titles at Heartbeat), tailored Colosseum & XD for an audience that was growing up and demanding more from games, yet not quite ready to let go of their childhood passion.

Set in the new region of Orre, Pokémon Colosseum and Pokémon XD: Gale of Darkness present a harsher, grittier world than the mainline titles. Most of Orre is desert wastes, and the human residents eke out a living in ramshackle shanty towns, massive technologically advanced structures, or in towns built around the handful of oases that can sustain life. The desolate nature of this world means wild Pokémon initially do not appear (Colosseum) or only appear under very specific, man-made conditions (XD), and the lawless Western Frontier-influenced society revolves around Pokémon battling using creatures native to other regions. The games serve a dual purpose as spiritual successors to the Pokémon Stadium battle simulation titles and the first full-length Pokémon RPG adventures for home consoles. There are times when straddling that line undermines either pursuit, but the combination offers a unique experience no other Pokémon title has been able to match.

Screenshot of Pokemon XD: Gale of Darkness showing Michael approaching a ruined cruise ship in the desert.
The desolate wastes and ruined mechanical structures of Orre give the region a unique sense of place.

I’ve been speaking about both games in tandem because they share the same world, many of the same characters, and the same foundational structure and mechanics. However, Nintendo made the odd choice to release Pokémon XD: Gale of Darkness on the GameCube Classics service before its predecessor. XD is a direct sequel to Colosseum, after all, and many characters, locations, and plot points operate on prior knowledge of Colosseum‘s events. That being said, XD also introduces a bevy of mechanical tweaks and improvements over its predecessor, and a general premise and structure more in line with the mainline titles. In that sense, XD is a bit more approachable to newcomers who are fans of the main series.

Instead of playing as older teen anti-hero Wes from Colosseum, who went rogue from a team of villains (appropriately named Team Snag’em), Pokémon XD: Gale of Darkness places you in the shoes of Michael, a young boy whose mother works at a lab dedicated to studying the purification of Shadow Pokémon. Shadow Pokémon are Pokémon corrupted through experiments meant to increase their power, leaving them agitated and dangerous. It’s Michael’s job to don the Snag Machine and “snag” shadow Pokémon from the trainers misusing them and bring them back to the lab for purification. Although Wes defeated Team Snag’em (the group stealing Pokémon) and Team Cipher (the group turning stolen Pokémon into Shadow Pokémon) five years ago, they’ve come back with a vengeance and attack the lab, kidnapping Professor Krane to prevent further development of the Pokémon Purification System.

Michael sets out to save the professor, obtain as many Shadow Pokémon as possible, and defeat Team Cipher once and for all. A good premise, and although the game strikes a darker tone, it doesn’t take itself too seriously. There are many humorous moments in the writing, and fan-favorite characters from Colosseum, like disco-enthusiast Miror B., return to put a smile on your face. I particularly enjoyed old man Eagun’s attempts to send Michael emails, repeatedly cutting off mid-sentence as his old fingers fumble around and hit the “send” button by mistake.

Screenshot of Pokemon XD: Gale of Darkness showing Michael meeting Miror B for the first time.
Disco-enthusiast Miror B. returns, and he’s just as goofy and ridiculous as ever.

Pokémon Colosseum was notorious for throwing the player into the deep end immediately: your starter duo (Espeon and Umbreon) begin the game at level 25, and most trainers have full teams of four to six Pokémon with good type coverage and movesets from the outset. Pokémon XD: Gale of Darkness eases the player in a bit more, starting Michael out with a level ten Eevee (which you can evolve into any one of the five evolutions available in Generation Three) and filling the starting location of Gateon Port with trainers who have low-level teams of just a couple of Pokémon each. This friendlier beginning quickly ramps up once you hit seedy Pyrite Town, and doesn’t let up from there. 

Something that makes Pokémon XD: Gale of Darkness (and its predecessor) more challenging than a typical Pokémon title is that they adapt the double-battle format of competitive Pokémon into the single-player RPG framework. You always have to contend with two Pokémon at once, and trainers have team compositions and move sets to match. It’s not uncommon for NPC trainers to set up simple combos, like pairing a Pokémon using Earthquake (a move that hits the entire playfield) with an immune Flying-type Pokémon, or deploying a Pokémon with the ability Lightning Rod to soak up electricity damage aimed at their more offense-oriented Water-type Pokémon. Some NPCs will use Pokémon defensively, setting up barriers like Reflect and Light Screen for their entire team, or employing weather moves and stage hazards to boost their team or hinder yours throughout the match. These tactics are common in competitive Pokémon battling between players, but rarely exhibited by NPCs in the mainline games. 

Screenshot of Pokemon XD: Gale of Darkness showing a battle between Michael and a rival trainer.
The camera is quite dynamic during battle, panning around the field and zooming in when appropriate.

The downside of this added complexity is that the pace of battling in Pokémon XD: Gale of Darkness slows to a crawl; it’s not uncommon for a battle against particularly tough trainers to last as long as 20-30 minutes. However, what the game sacrifices in concision it more than makes up for in strategic engagement, as every battle demands your full attention, and trainers won’t hesitate to capitalize on even the smallest mistakes. Furthermore, switching is never “free” like it is in the mainline games: any time you swap one Pokémon out for another, you risk swapping into an attack from the opponent. These changes ensure that battles remain engaging throughout the journey and illustrate the depth and complexity of battle mechanics the series is capable of.

Perhaps the most ingenious wrinkle added to the formula is Shadow Pokémon. Shadow Pokémon are locked out of their normal move sets and instead have shadow moves that are super effective against all non-Shadow Pokémon. In Colosseum, all Shadow Pokémon had one shadow move (Shadow Rush), a physical attack with recoil damage. Pokémon XD: Gale of Darkness introduces a wide variety of different shadow moves tailored to each Pokémon’s stats and capabilities, including moves that hit multiple opponents, status moves, stage hazards, and debuffs. This change makes Shadow Pokémon much more useful from the player’s perspective, but also much more dangerous in the hands of a rival trainer.

Shadow moves also mark the first introduction of the physical/special split, as some shadow moves scale off the special stat or physical stat despite sharing the same typing, an improvement carried into the mainline games for Diamond and Pearl. XD also improves the purification process: you can access the Pokémon Purification System from the PC, and direct already purified Pokémon to passively reduce the corruption of stored Shadow Pokémon instead of reducing their corruption through repeated battles.

Needing to “snag” Shadow Pokémon further complicates these encounters, as you need to weaken Shadow Pokémon mid-battle without knocking them out, all while they pummel your own team with super-effective attacks. This transforms the act of catching Pokémon for your team from a perfunctory cycle (weaken a single wild Pokémon, put it to sleep, throw a Poké Ball, rinse and repeat) into a delicate dance that demands a complete shift in strategy and planning. Status moves become immensely important to limit damage from Shadow Pokémon while eliminating the rest of your opponent’s team, freeing you up to focus on capturing that prized new addition to your roster. Late in the game, some opponents will have teams entirely comprised of Shadow Pokémon, forcing you into battles of endurance and damage mitigation where the smallest mistake causes a valuable Pokémon to slip from your grasp. 

Screenshot of Pokemon XD: Gale of Darkness showing the Pokémon purification system menu.
The Shadow Purification System cuts down on the time investment required to purify shadow Pokémon.

Perhaps the greatest benefit from the shift to a home console is the massive upgrade in production values compared to the main series. Each location is fully polygonal and full of fine details, breathing life and vibrance into the otherwise harsh, semi-dilapidated setting. The presentation in battles is particularly impressive, each Pokémon showcasing lively animations and pulling off moves with full articulation and flashy particle effects. Although the generation one and two Pokémon models are cribbed from Pokémon Stadium 2, and thus look a generation behind, all the generation three Pokémon models look fantastic, and the overall quality of the presentation rivals even the Switch Pokémon titles, in many cases even surpassing them. This level of polish extends to the trainer animations as well, with some of the most entertaining defeat animations in the series. The music shifts appropriately from bombastic to moody and eclectic, with a sound much closer to the Square Enix RPGs on the PlayStation 2 than to the bubbly, triumphant soundscape of the Game Boy Pokémon titles.

The main downside to this GameCube Classics release is that it is not compatible with Pokémon Home, so it loses one of the major features of the original (bringing in your Pokémon from the mainline games to duke it out on the big screen). However, this does force you to rely on the smaller roster of available Shadow Pokémon (83) and the handful of catchable wild Pokémon species (9), which provides a unique challenge and encouraged me to use Pokémon on my team I might otherwise never give a second glance.

Revisiting Pokémon XD: Gale of Darkness gave me a new appreciation for this pair of GameCube spin-offs. While XD lacks the grimier edge of its predecessor, the host of mechanical improvements and continuation of the Orre Region’s storyline more than make up for the slightly lighter tone. If high prices on the secondary market or apprehension around emulation have put you off trying this Pokémon spin-off before, now is the best time to jump in. Pokémon is at a bit of a crossroads after the Switch entries left many disappointed; Pokémon Champions seeks to cleave the competitive scene from the mainline franchise entirely rather than integrate the potential depth of its systems with the demands of a single-player RPG accessible to everyone. Pokémon XD: Gale of Darkness took the opposite approach, melding the fundamentals of competitive battling with the structure and progression of a traditional RPG, and ended up one of the most compelling games in the franchise despite its flaws. A glimpse of what could have been, and a reminder that the core mechanics of Pokémon remain strong today.

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

About our grading scale

Review by · May 23, 2026 · 2:00 pm

Traysia is a little-known 1992 Sega Genesis/Mega Drive RPG that I did not expect to be revived in 2026. I knew about Phantasy Star, Shining Force, and even Shining in the Darkness growing up, but I never even heard of Traysia. I don’t even remember seeing Traysia’s cover art (with the cool dragon) on the shelves at video game rental places. Ergo, I went into Traysia as blind as could be. 

Would this be a hidden gem worth uncovering, a piece of junk that should have stayed buried in the past, or something in between? After enduring Traysia’s 5-chapter saga, I’m sorry to say that if not for the cheats and exploits made available via Ratalaika’s porting, I would have shelved this poorly designed game before the first chapter ended.

The one and only positive note is that within Traysia’s soundtrack exist three good pieces of music: the lovely title theme, the evocative end credits’ theme, and chapter 5’s stirring field theme. The rest of the music, be it town, dungeon, battle, boss, shop, etc. themes, is decent if forgettable 16-bit chiptune RPG music. Considering the Genesis/Mega Drive’s sound chip was less powerful than the SNES’s, the music lacks the clarity, fullness, and dynamics of many stronger SNES RPG soundtracks.

I like that a scan of the old instruction manual is included, but its pictures are too small and impossibly blurry to read. Too bad, because that manual explains what happens between the introductory cutscene (where Roy bids his girlfriend Traysia goodbye to travel with his merchant uncle) and when you take control of Roy, lost and alone in a wooded village. What happened between these two points? Well, according to the manual, Roy’s uncle ditched him during their travels.

Roy talking with a villager outside of an inn in Traysia.
Roy is lost, alone, and not getting much help from the townspeople.

With little but his sword, Roy joins an expedition of able-bodied fighters to hunt the monsters terrorizing merchant caravans on a forest path. During that hunt, one of Roy’s companions (a wizard named Floyd) double-crosses the party in the name of a mysterious Master aiming to usurp rule. Now, Roy and his remaining companions have to stop Floyd before he grows from a nuisance to a real threat. The story is far from original, but it does feature a couple of late-game plot twists.  

Each chapter starts with a time skip and zero context of what happened between the prior chapter ending and the current one beginning. Dialogue is minimal as well, making storytelling as barebones as can be. The majority of the game occurs in lengthy, labyrinthine dungeons or wide-open spaces with no landmarks; these could have been cut in half to make more room for much-needed exposition and storytelling. Plot direction is vague as well, and often left me wandering around, not knowing where to go or what to do. And did I mention how fiddly it is to perfectly line up with NPCs, treasure chests, signs, and so on to interact with them?

A higher-quality scan of the manual would also help with gameplay. Controls are unintuitive, the icon-based UI is not self-explanatory, and even simple tasks like shopping for equipment and equipping said items are twiddly processes through menus that offer no information. What do the gemstones I can buy do? What restorative properties do different food items have? Who can equip what? I had to look for online guides to tell me things that should be in shop menus. Not helping matters is that each party member has their own inventory with limited space. This makes buying, selling, equipping, and simply managing items a disorganized mess.

A shop menu in Traysia.
Menus are cumbersome to use and lack information.

The turn-based battle system seems simple enough, but characters’ positions change after each action and get in each other’s way, sometimes preventing them from taking action against foes. It’s basically small-scale SRPG-style skirmishes (similar to Rhapsody’s battles) shoehorned into a basic turn-based interface.

The mismatch between available commands and the nature of battlefields makes battles clumsy and overly lengthy affairs. For example, I only discovered by accident that the defend icon (a helmet) is what can move my character around the battlefield, while the foot icon is to escape. I eventually figured out how to somewhat work the battle system, but I would have preferred a more streamlined turn-based battle system to keep Traysia moving along at a smoother and faster pace. The one consolation is that the random encounter rate is fairly low. That being said, Traysia is still grindy.   

Other unnecessary additions to the traditional RPG formula include delegating healing duties to the medics’ offices and saving to the inns, when one-stop shopping is the more convenient norm. Both facilities charge for their services, so it feels like the game nickel-and-dimes Roy’s party to save and heal.

Making things even worse is that some towns don’t even have medics! After traipsing through multiple overlong dungeons and finally getting to a town for reprieve, I expect there to be a full-healing facility! It’s a good thing this version has save states, because inns in the sparsely located towns would typically be the only places to save. Even in the early going, dying during a random encounter can really set back progress since the prior save in town was eons ago.

A top-down battle in Traysia of four heroes battling robed figures in a castle.
Battles in Traysia are battles of attrition.

The opening and ending cutscenes have decent visuals, but the rest of the game is not appealing to look at. Graphics have that grainy quality with washed-out colors typical of many Genesis/ Mega Drive games. Some of the floor textures are quite busy and actually caused me mild eyestrain. Dungeons and field areas have little textural variation and few, if any, useful landmarks. I made full use of the turbo speed exploit to get through dungeons and fields. Traysia’s dungeon and field areas are not as agonizing as Phantasy Star II’s, but at least Phantasy Star II was appealing to look at.

Traysia is no Phantasy Star or even Vay. It is an absolute slog that’s only playable if various cheats and exploits are used. A few good pieces of music are not enough to save Traysia from itself. Even if you have morbid curiosity about obscure 16-bit RPGs and/or poorly reviewed games, there are far better games to spend your time and money on than Traysia.

  • Graphics: 43
  • Sound: 51
  • Gameplay: 37
  • Control: 37
  • Story: 46
42
Overall Score
(not an average)

About our grading scale

Review by · May 23, 2026 · 8:00 am

Remember Maya, from Shell 2? All of twenty-five years ago?! Starbites wears its lineage on its sleeve, drawing direct inspiration from cult classics like Septerra Core while navigating two decades of JRPG evolution. It delivers a distilled concentrate of everything that makes the genre beloved and occasionally frustrating. Turn-based skills, with a dedicated ‘limit break’ system? Upgradeable and craftable parts? Mechs? Characters demonstrating most tropes you’ve come across in the genre? All present and correct. Starbites rewards curiosity as you traverse the treacherous, expansive wastelands of Bitter, and it mostly succeeds in forging a genuine connection with the team and systems as they fight to escape the drudgery of their lives. There’s nothing new under the sun here, but it’s warm, comforting, and not a little challenging.

The straightforward narrative in Starbites heavily riffs on familiar sci-fi tropes from the outset. You follow Lukida, a down-on-her-luck scavenger desperately seeking a way off the planet Bitter. The dusty, broken terrain is a graveyard of smashed spacecraft and ruined buildings from an orbital battle decades prior, which dragged every ship in orbit down to the surface. Alongside her companions, Gwendoll and Badger, Lukida searches for an escape route while slowly uncovering the secret machinations of the planet’s rival factions.

While the concept of exploring decades-old wreckage for hidden secrets sounds tantalizing, the execution falls short due to some thin characterization. The cast relies entirely on predictable stereotypes. Badger plays the classic role of the big, slow brute who turns out to be calm and gentle, while Gwendoll’s personality begins and ends with revealing outfits and a constant craving for alcohol. Antagonists like the dastardly Ebony—who primarily communicates by shouting in anger—receive the same one-dimensional treatment. Despite a more nuanced narrative shift in Act 3, the uninspired writing inhibits Starbites’ story from landing anything deeper.

Fortunately, the voice acting and soundtrack fare better. There’s a wide range of voice options, and nothing is overtly wooden, even if characters sound exactly as you’d expect. The soundtrack is full of genre staples, from the moody, isolated synth of the mech Library to the typical bombastic percussion of the battle tracks.

Lukida visits a tavern-like settlement, with two bots fighting in a lower pit.
Nice place you got here.

Visually, Starbites feels like a nostalgic time capsule trapped between eras, bearing influences of a high-fidelity PS2 or early 3D-era JRPG. The game manages to establish a distinct, charming identity through its colorful 2D character portraits and detailed, miniature mech designs, but its overland and dungeon locations are more drab and uninspired, with few memorable parts and an overuse of assets. The dusty wastes of Collapsed Sierra don’t look too different from the frigid Corpse’s Cradle. To be fair to the small development team, the few cinematic cutscenes are reasonably well-directed, though a lack of high-resolution textures and occlusion leaves them with an overly simple, flat look when compared to the portraits. Yet, despite this visual simplicity, glitches frequently disrupt the immersion. Local NPCs regularly wander straight through dramatic conversations, clip into the scenery, or vanish entirely due to broken camera angles—technical hiccups that occur most frequently within the central hub city of Delight.

Rather than a seamless open world, the map is split into interconnected zones. Fortunately, a fast-travel system links the major settlements, sparing you from the tedious chore of navigating from one side of the world to the other. World exploration occurs in real-time, requiring you to pilot Lukida’s mech around the locations to solve environmental puzzles, scavenge loot, and navigate around patrolling foes.

Every enemy demonstrates a zone of awareness and will immediately pivot to intercept your mech the moment you breach their perimeter. Unfortunately, the mechanics don’t allow for sneaking up on your targets; even striking an enemy directly from behind yields no stealth bonuses, leaving the resulting combat timeline and damage unaffected.

Lukida explores the drab wasteland and finds an old mechanical construct to investigate.
And investigate I shall!

Aside from the environmental puzzles, your primary overworld activity is a built-in scanner that highlights nearby hidden secrets and points the way to your active objective, provided the selected mission or subquest has a defined destination.

When Lukida collides with wandering enemies on the overworld, the game transitions into a familiar combat system. Everything from the turn order to the game’s version of “limit breaks” feels comfortably intuitive, even if the design itself breaks little new ground. Your combat options split into standard attacks and specialized skills that consume SP. Because you draw from a limited SP pool, you must weave weaker basic attacks into your rotation. This is the main way to restore these points, or you can replenish them with items.

Every offensive action carries an elemental property, which plays a critical role in triggering the Break mechanic. To break an enemy, you target its specific elemental weakness to chip away a set number of shield points. Shattering these defenses immediately shunts the enemy to the back of the turn order and leaves them vulnerable to massive damage. This shield-breaking loop essentially lifts its blueprint straight from the Octopath Traveler series, simply swapping out traditional fantasy elements for sci-fi energy types.

As the squad fights, they each build up a Driver’s High gauge. Once filled, you can activate the gauge any time for a character to interrupt the current turn order and use an empowered skill. There are a few other combat wrinkles as the story develops and new characters are added to the core team, but everything builds from these core tenets.

The party lines up in combat against three mechs, with all relevant UI information clear and familiar.
I challenge you to claim unfamiliarity with any part of this UI.

The strength of all these mechanics is in how they lock together. Success hinges on a delicate balance: weaving basic hits between SP-heavy skills and timing them to either trigger a Break or exploit a defenceless target. Because your party has a small health pool and enemies hit hard, defensive buffs are vital. Deciding when to trigger a Driver’s High injects constant tension—do you burn it to force a Break, or hold it to unleash maximum damage on a vulnerable foe?

Collectible Mech Cores deepen these tactics by adding powerful passive perks, like restoring SP on a kill or boosting defense at critical health levels. The game’s bosses serve as strict exams for all of these mechanics, occasionally flipping the script entirely by punishing break states. Ultimately, while these systems are deeply familiar, their tight interplay creates a steady stream of engaging choices—just don’t expect anything revolutionary.

True to its classic inspirations, the game demands a level of grind and preparation. Bosses are brutal, wielding area-of-effect attacks that can easily slash your entire party’s health in half with a single blow—and early-game healing does little to offset the damage. Playing on normal difficulty, I found at least one squad member was permanently locked into healing or buffing duties, turning boss battles into long, gruelling wars of attrition. While levelling up does raise your core stats, the power curve is quite flat; you won’t feel a tangible difference in combat unless you spend a couple of hours grinding out five or more levels.

A grid of interlocking Talents is how you manage your character development. Most of these nodes boil down to enhancing specific character skills or optimizing how efficiently your pilots gain and deploy Driver’s High. These nodes are locked behind ascending tiers that mirror the skills you unlock in the mid-to-late game, and the grid serves as your primary method for permanently raising core attributes.

Talents can be respecced, which is great, as the game rarely makes it clear which talents become vital later on. For instance, I didn’t realize how essential Lukida’s Reconstruct healing ability would be, so I foolishly pumped my early points into her offensive skills. Resetting and making Reconstruct cheaper and more potent helped alleviate some of the need to grind. Similarly, Mokobo’s party barrier buff is an absolute necessity, one you should prioritize upgrading almost to the exclusion of others.

Makobo deploys one of her special abilities through her mech in combat.

Beyond leveling and Talent allocations, crafting and equipping new weapons, limbs, and frames is a means to improve your mechs. While basic gear is readily available for purchase, superior parts are tucked away in hidden exploration chests or rewarded for completing sidequests. Unfortunately, these side missions are even thinner than the main story, largely consisting of uninspired item hunts. They do skew toward the eclectic and daft—perfectly matching Starbites’ cartoonish tone—but they offer little meaningful narrative weight or world-building.

Ultimately, exploring party combinations and uncovering powerful synergy loops drives the bulk of the engagement. The fun lies in figuring out the best tactical approach as you recruit new characters, unlock fresh skills, and experiment with different Driver’s High and party buffs. While some scattered lore drops in Act 3 attempt to flesh out the universe, they do little to move the needle. If you need a break from the loop, the developers did include a fully playable version of their 2023 game, The Ramsey, tucked away inside the game world as a surprisingly delightful, clever diversion.

Throughout my time with the game, I couldn’t help but think I’d played a better, similar game somewhere, and sometime else. Its systems are solid and there’s a decent challenge inherent in the action economy, with plenty of interlocking combos depending on the makeup of the party. Starbites’ overall world is easy enough to explore; its characters easy enough to get on with and its themes easy enough to place. And maybe that’s the whole problem.

Starbites is derivative, almost to a fault. Much like its protagonists’ scavenged mechs, it finds a way to bolt on different parts from established systems and influences to create a close approximation to many of the original inspirations. But it’s only an approximation, and while imitation is the sincerest form of flattery, Starbites might have had its time in the sun. You might feel the need to explore a fresher experience. But for those who’ve never had the pleasure of bathing in a JRPG light, they could do a lot worse than take Lukida and the gang for a spin.

  • Graphics: 76
  • Sound: 77
  • Gameplay: 80
  • Control: 80
  • Story: 70
77
Overall Score
(not an average)

About our grading scale

Review by · May 21, 2026 · 1:00 pm

When Disco Elysium was released in 2019, it was immediately regarded as a genre-defining work of RPG narrative design. From the way it recontextualized player agency and decision-making, how it represented the various mental faculties and barely-restrained impulses of protagonist Harry Dubois as anthropomorphised residents of his own mind, or its uncanny ability to immerse the player in heady concepts like religion, political ideology, and existential philosophy while simultaneously maintaining an uproariously funny (and deliciously crude) tone, one thing remains true: there has never been another game like Disco Elysium.

I’ve made my love for the game clear across numerous podcast episodes and pieces for the site over the years. I’ve followed the aftermath of the game’s development, including the firing of the creative leadership team (Director and Lead Writer Robert Kurvitz, Lead Writer Helen Hindpere, & Art Director Aleksander Rostov), and the subsequent dismissal of most of the remainder of the original development team (including writer Argo Tuulik) after the cancellation of several Disco Elysium follow-up projects. Suffice it to say, the story of Disco Elysium after its release has been characterized by despair and disappointment. 

However, the studio ZA/UM still exists, under the direct control of investors Tonis Haavel (previously convicted of financial crimes) and Ilmar Kompus. This duo allegedly stole the studio and its intellectual property from under the original creative team and brought us such masterful innovations in merchandising as the $165 plastic bag. Not exactly an auspicious foundation—but I decided to approach ZA/UM’s newest title, Zero Parades: For Dead Spies, with an open mind.

The “espionage RPG” concept was distinct enough to pique my curiosity, and the game certainly looks the part of a Disco Elysium successor. My time with the game has left me torn much the way protagonist Hershel Wilk is between her former compatriots; the core experience remains compelling in much the same way Disco Elysium was, but the game never truly steps out of its predecessor’s shadow and stands on its own merits. Zero Parades: For Dead Spies is ultimately defined by an inherent comparison to what came before, and crumbles beneath that pressure.

Zero Parades follows protagonist Hershel Wilk (cryptonym CASCADE), an Operant (spy) for the Communist Superbloc. She has just been deployed for fieldwork after five long years sequestered at a desk job inside the Superbloc spy agency Opera’s archives department thanks to a botched assignment in the independent city-state of Portofiro. Her new assignment sees her returning to Portofiro (specifically the neighborhood of Quisach) to assist her new double (partner), PSEUDOPOD, with his work, given her familiarity with the location.

Upon arriving at the photo development shop they are to use as a safehouse, Hershel discovers PSEUDOPOD has been zeroed out by the enemy, left in a catatonic state by a mysterious red disc. It’s an intriguing start, albeit similar to Harry Dubois’s disheveled beginnings. It’s up to Hershel to investigate her surroundings, ascertain the details of her assignment, and assemble her previous comrades (The Whole Sick Crew). Doing so requires that you walk around, talk to the locals, and stick your nose where it doesn’t belong, all while avoiding detection.

The new team at ZA/UM wisely set Zero Parades in a new setting, rather than Elysium from the previous game. The world of Zero Parades evokes the Cold War conflict of the 1970s and 1980s: a grand conflict of subterfuge and ideology between the forces of communism (The Superbloc), a techno-fascist expansionist empire (La Luz), and the capitalist neoliberalism of the Developed World (ruled by transnational bank EMTERR, a stand-in for the IMF). Portofiro is caught in the crossfire, similar to various countries in the Non-Aligned Movement, which struggled to develop and thrive amidst the animosities of the multi-polar world established after World War II.

Portofiro is an amalgamation of Italian culture and various South American cultures; the colorful streets full with tourists, the local bazaar bustling with black market goods, the locals eking out a meager living in service roles. Portofiro had previously flourished and then fallen into disrepair under a dictator named Nestor and his “Nestorism” (inspired by Argentina’s Peronism), a nationalist ideology with elements of both socialism and capitalism. 

Screenshot of Zero Parades showing Portofiro's Bazaar.
The colorful bazaar and winding canals give Portofiro a distinctly Mediterranean vibe.

Against this backdrop, the spies of Opera, La Luz’s Weeping Eye, and the hired guns of EMTERR compete for dominance. Each major power has its own methods for bringing countries like Portofiro under its influence. For La Luz, it’s cultural domination, flooding the bazaar with cheap Luzian goods (pop music, fast fashion, and violent animated children’s television), followed by the threat of military invasion if the cultural approach fails. For the bankers of EMTERR, domination is financial: cutting high-interest loans to struggling economies and then enforcing their will when the bankrupt nations cannot keep up with payments.

The Superbloc’s influence is waning in this war waged through financialization and commodification, forcing the communists to resort to disruption tactics. For Opera, gaining influence over Portofiro is a foregone conclusion; keeping them out of the hands of La Luz or EMTERR is the only achievable victory.

The Cold War-style setting is a fitting backdrop for an espionage tale, and it’s clear ZA/UM know their history. Where the game falters is in its adherence to Disco Elysium‘s structure. It made sense for Harry Dubois, a known police detective, to bumble around the streets of Martinaise and engage the various residents in conversation to solve a murder. Hershel Wilk, on the other hand, is a spy trying to keep a low profile in hostile territory, so the main mode of gameplay (open conversation with strangers) feels significantly out of place.

Similarly, the core design elements of scrounging the environment for consumables and equipment are equally ill-fitting; it made sense for an amnesiac with poor impulse control to drink alcohol he plucked from the garbage and wear a strange assortment of secondhand clothes, but it’s strange for a trained assassin (for whom stealth is paramount to survival) to assume the same behaviors and draw attention to herself. 

Zero Parades‘ mismatch of mechanics and narrative carries over into the character-building and roleplaying elements. “Conditioning” replaces Disco Elysium‘s Thought Cabinet, serving the same purpose of internalizing various thoughts and proclivities gleaned from conversations and character backstories. These personality quirks convey various passive bonuses in conversation and boost various stats, broken down into three major categories—Faculty of Action, Relation, and Intellect—with five distinct skills in each category. These skills determine your chance of success in dice rolls during conversations, as well as your options in action segments (Dramatic Encounters).

Apparently, there is only a nominal difference between the skills of an alcoholic police detective and an international spy. Perhaps the biggest diversion from Disco Elysium‘s format lies in managing Hershel’s Delirium, Fatigue, and Anxiety. Conversations or various actions (such as physical exertion) will spike one of these three parameters; when they max out, the player is forced to lower a corresponding Intellect, Action, or Relation skill. In theory, this serves as an additional pressure on the player befitting the high-stakes nature of spycraft. In practice, it serves as a steep punishment at the outset when Hershel’s skills are low, and an easily ignored annoyance later in the game when you have the consumables and equipment to compensate.

One of Disco Elysium‘s foremost innovations in RPG design was its ability to convert failure states into unconventional outcomes rather than simply impeding progress. This naturally discouraged the player from ingrained practices like save scumming, encouraging players to live with their decisions and, in turn, heightening immersion into the world of Elysium. By contrast, Zero Parades is far more reliant on repeatable skill checks, where failure does not permanently impede progression, but also fails to transition into novel states of play, instead prompting players to return to the check when their stats are higher.

For the checks that are single-attempts, failure rarely resulted in novelty, instead forcing the player to achieve the desired result via a different stat check, or another environmental path. In Zero Parades, I never experienced a failure state with an unexpected or heterodox result. This inability to replicate one of Disco Elysium‘s defining design flourishes is accentuated by a Conditionable thought in Hershel that grants significant stat bonuses at the cost of a metatextual restriction on manual saving. Some might see this as an inventive solution to common RPG player behavior, but I found it to be the developers admitting they couldn’t craft significantly interesting failure states such that players would avoid reloading saves of their own accord.

Screenshot of Zero Parades showing the stat screen.
Hershel has a wide variety of skills to tailor to your preferred type of espionage.

As with the mechanics and design philosophy, the writing and aesthetics never step far enough out of Disco Elysium’s shadow. The art style is carried over almost exactly, with spartanly animated 3D character models that contrast with the impressionistic 2D background art. It certainly looks nice, and the change in scenery is appreciated despite it feeling overly familiar. While the NPCs crowding the streets should make Zero Parades‘ Quisach feel alive and bustling, the inability to interact with the vast majority of said NPCs makes the world feel emptier than Disco Elysium‘s Martinaise, where you could talk to nearly everyone.

The writing is engaging, with a general bar of quality above most games. Certain characters, like Petre the Format Fetishist, EMTERR banker Oskar Metamoto, or unlicensed medical provider Doctor Ganza are as fully realized as any Disco Elysium character. The surviving members of Hershel’s Whole Sick Crew are particular standouts, with clearly defined personalities and intriguing backstories. Unfortunately, the quality of writing is inconsistent—many of the characters you can interact with don’t meet this standard, and the internal monologue inside Herschel’s head tries too hard to emulate the esoteric neuroticism of Harry’s various competing psyches. 

Another issue with the writing is anachronisms that don’t fit the setting. I appreciate that the writers wanted to comment on absurd modern cultural and economic phenomena like TikTok shifting or Buy Now, Pay Later microcredit schemes. However, this behavior is synonymous with the digital age, emerging from the social and financial relations created by communication and commerce over the internet. Zero Parades‘ world is decidedly analog and defined by a multipolarity in which communism remains undefeated. Including elements of late-stage capitalist domination, where the free hand of the market has us all in its iron grip, undermines the immersion and authenticity of the setting in exchange for cheap, referential humor. 

The biggest flaw with Zero Parades‘ narrative is Hershel’s characterization. Disco Elysium‘s Harry was a blank slate; he had a set backstory that led him to Martinaise, but due to his psychic break and resulting amnesia, the player could mold and develop his personality as they saw fit. Furthermore, his interactions with other characters and his constant companion, Kim Kitsuragi, provided ample opportunity to get a sense of who you wanted Harry to be and how he related to the world around him.

Hershel, by contrast, has a rigid past and a rather one-note personality. You can influence her skills as a spy, yet she remains utilitarian in expression and persona, without a companion to act as a foil or further develop her sense of self through relationship development. She’s not that compelling on her own, and I never developed a sense of what Hershel was truly like beyond her work as a spy and her regret over her past failures. Her most interesting interactions are with her former comrades, but these are established relationships shown in short glimpses. It’s a poor replacement for witnessing the satisfying development of new character dynamics. 


Zero Parades also fumbles the fundamental lessons for introducing political concepts into the narrative. In Disco Elysium, the characters do not just espouse their political ideology; they embody it. The dense political conversations and musings go down easily because they are rooted deeply in the humanity and personalities of the various characters. The fascists are motivated by a deep insecurity and fear of the unknown, the liberals a sense of moral superiority and rational practicality, the communists by theoretical understanding applied to their material conditions. In Disco Elysium, every character is a true believer; in Zero Parades: For Dead Spies, every character is a cynic.

Characters will explain the political ideology or aspirations of their side, only to undercut those explanations immediately in self-service. Perhaps this is more accurate to a bunch of spies, trained professionals who care more about the execution of their assignment and chasing thrills than the cause they are ostensibly fighting for. Unfortunately, it makes it much more difficult to buy into the political content of the narrative, turning most of these digressions into pastiche rather than genuine insight.

Finishing Zero Parades: For Dead Spies, I had no sense of what the developers wanted me to take away from this story, and felt decidedly empty despite being sufficiently entertained throughout the game’s 15-hour runtime. Disco Elysium spoke to me as a game about broken people in a broken and forgotten place, where a broken man finds community and purpose among the wreckage wrought by vast political forces and his own mistakes. Zero Parades is ostensibly about the people who break places like Revachol and Portofiro, but is so consumed in illustrating how they destroy a community that it offers very little insight into why they risk life and limb to destabilize places already hanging by a thread.

Screenshot of Zero Parades showing a conversation between Hershel and another character.
There are many strange residents in Portofiro, though some are more interesting to talk to than others.

Something I reflected on after finishing Zero Parades is the capital-serving perspective the industry takes toward game development. Players and publishers alike think of gaming in terms of franchises and intellectual property rather than the people who make them. It’s not uncommon for AAA development teams to shed themselves of veteran and rookie talent alike upon completion of a project, scattering the team members to the four winds until they inevitably hire a new crop of exploitable labor and set them hard at work applying the franchise formula to the next entry.

I think part of what made Disco Elysium so innately compelling is that it was developed so far outside of those conditions, by an artist collective who had carefully crafted their world of Elysium over years of communal tabletop roleplaying sessions and other creative pursuits. Disco Elysium represented the culmination of all their creative energies, and the result was almost magical in its ability to speak to the human condition and connect with players. Leading up to the release of Zero Parades, writer and voice-over director Jim Ashivel commented on perceived similarities between Disco Elysium and Zero Parades in an interview with IGN:

“I think it would have made sense for us to go in a completely different direction if the entire team was comprised of new talent. But since such a large number of the key players that built Disco Elysium are here to build Zero Parades, it just didn’t make sense for us to just disregard that part of our experience as amateur game makers and start learning new ways of telling stories. We’re still the same people.”

Current studio head Allen Murray, whose long list of AAA credits includes games like Halo and Destiny, clarified that 35% of the developers on Zero Parades worked on the original Disco Elysium or the Final Cut (dialed in Disco Elysium fans will know the studio scaled up significantly between original release and the release of Final Cut). While these statements from Murray and Ashivel are both technically true, they are also disingenuous.

Of the original core writing team for Disco Elysium (Robert Kurvitz, Helen Hindpere, Argo Tuulik, Cash DeCuir, and Olga Moskvina), not a single member remains. Aleksander Rostov, the art director who painstakingly established the aesthetic identity for Disco Elysium, and Martin Luiga, an original member of the artist collective who helped establish the setting of Elysium, along with too many others to name here, are long gone.

The only names shared between the original core development team and Zero Parades are Justin Keenan (additional writing on Disco Elysium, writing director on Zero Parades), Jim Ashivel (voice-over director on Disco Elysium), Sim Sinamae (additional writing on Disco Elysium, writer on Zero Parades), Kaspar Tamsalu (artist on Disco Elysium, art director on Zero Parades), and Eduardo Rubio (animator on Disco Elysium, principal animator on Zero Parades). These people are immensely talented, as are the rest of the team who worked on this game as their first original project with ZA/UM, and I wish I could see what a truly original vision looks like from them, no longer beholden to the mechanics, aesthetics, and structure intended for Disco Elysium.

What troubles me about Zero Parades is that its journey to release is more typical of the industry: numerous canceled projects, mass layoffs, all culminating in an almost entirely new team building a new game using the tools and design template established by creatives long since disposed of, meant for an entirely different world and built for an entirely different purpose, repurposed for this title. In that context, it’s a miracle the game is as competent, humorous, and well-realized as it is, despite not fully standing on its own or carrying the torch for what made Disco Elysium so special.

The investors want their return on investment, and while they can’t own the people who created what we love, they can own the product of their labor under the guise of intellectual property, and wring out as much value as possible. It’s a reminder to value the people who made the games you love, and hope for the best for those still working within the system. The developers at ZA/UM recently unionized their workplace, a first for the British game industry. Hopefully, that’s the sign of a bright future ahead.

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

About our grading scale

Review by · May 19, 2026 · 2:00 pm

Mechs and anime share a bond as inseparable as Saturday mornings and sugary cereal. Developer DESTINYbit leans heavily into this classic synergy with Nitro Gen Omega, a turn-based roguelike RPG oozing a specific brand of weekend magic. The game thrives on its visual flair, utilizing fluid, stylish animations to breathe life into a timeline-based combat system. These aesthetics do more than just decorate the screen; they evoke the cozy nostalgia of sitting on the living room carpet in your pajamas, eyes glued to the TV while waiting for the next localized giant-robot epic to begin.

However, the experience isn’t a flawless victory. While the combat sparkles, the story remains mostly paper-thin, offering little more than an excuse for the next skirmish. Much like the retro cartoons that inspired it, Nitro Gen Omega provides an immediate, smile-inducing thrill, yet the narrative cracks show through once the initial glow of the art style wears off. It’s a stylish, punishing tribute that mostly succeeds on raw charm and significant mechanical depth.

Nitro Gen Omega establishes a striking visual identity from the very first frame. DESTINYbit delivers the narrative through a polished blend of fluidly animated cutscenes and expressive static portraits. This style extends to the top-down overworld, using a saturated colour palette and heavy shadow contrast to highlight an apocalyptic landscape. The player’s squad treks across a world scarred by massive craters and ridged, distorted earth, where every environmental detail serves as a cryptic clue to the planet’s downfall.

The character and mech designs double down on this punchy aesthetic. Each anthropomorphic machine and pilot feels distinct, bolstered by vignettes that mirror the energy of classic morning cartoons. These brief animations range from light-hearted character pranks to intense combat sequences featuring high-speed dodges, parries, and explosive weapon effects. It’s all accompanied by a punchy, rocking music score straight out of the nostalgia matrix too.

Two giant robots battle in an open plain in Nitro Gen Omega.
“I still functio”—oh wait, wrong series!

The narrative is Nitro Gen Omega’s primary weakness. While the developers clearly prioritized combat mechanics, the lack of context surrounding the squad’s origin—and the exact nature of the threat they face—stifles any real investment in the wider world. Missions often feel arbitrary and disconnected, largely because the gameplay loop revolves around generic requests from various settlements scattered across the map. Although these outposts represent different factions, the script rarely explores their unique motivations or political friction.

The plot eventually settles for a collection of well-worn tropes: an AI went rogue, humanity suffered a near-extinction event, and the survivors retreated to massive towers soaring above the Earth’s surface. Your squad exists by taking contracts to scavenge the wasteland below and destroy any hostile machines they encounter. Unfortunately, this bare-bones setup provides the only justification you will receive for the endless mechanical slaughter. Without a deeper narrative hook to bridge the gap between missions, the war against the AI feels less like a desperate struggle for survival and more like a series of repetitive, context-free skirmishes.

Combat stands as the Nitro Gen Omega’s crowning achievement and is a refreshing departure from standard turn-based mechanics. Your four-person mech squad operates on a timeline split into six distinct segments. Every action—from both your team and the enemy—consumes one or more of these segments. Positioning further complicates the math, as enemies occupy one of four cardinal directions that dictate the effectiveness of your melee and ranged options. Because some abilities trigger instantly while others require specific conditions or multi-segment wind-ups, every turn feels like a high-stakes tactical puzzle.

A gorilla-like enemy faces against the player in Nitro Gen Omega, who decides on an ability choice for the current time segment.

Will I slap, before I get attacked? Will a slap get attacked?

The system thrives on initial uncertainty and wary positioning. Since enemy intentions remain hidden at the start of a round, you must make agonizing choices based on incomplete data. You might spend one segment empowering a melee strike for a massive follow-up in the next, only to watch your target move to a different zone before the blow lands. While the “Scan” ability reveals an enemy’s planned move or attack, you can only use it once per turn, forcing you to save it for the most critical threats, or for when you want to reveal key information before all others.

The complexity deepens as you juggle heat build-up, limited ammunition, and finite ability uses. You cannot simply fire at will; success requires careful cooldown management and precise timing. Furthermore, Nitro Gen Omega’s priority system dictates the order of resolution, meaning a misjudged window can ruin a perfect combo. A quicker enemy might leap away mid-turn, leaving your most powerful attack hitting nothing but empty air.

Admittedly, Nitro Gen Omega’s steep learning curve and cluttered UI—which struggles to clearly display heat levels and movement directions—can overwhelm newcomers. However, once you master the rhythm, the combat takes on a poetic, balletic quality. The beautifully animated vignettes for every ability transform these tactical decisions into a lethal dance. By the time you face the Promethean—an enemy with an attack that circles the map in a fiery four-segment dervish—you will finally appreciate the nuance of positioning and the vital importance of a perfectly-chosen Scan.

Nitro Gen Omega fields an extensive array of enemies and enemy combinations to test your tactical mettle. What begins as a series of skirmishes against basic melee and ranged units evolves into encounters with trickier opponents, such as the Knight, who litters the battlefield with bombs while staying on the move. As the game progresses, the AI deploys pairings and trios that demand far more sophisticated planning to overcome. You are not confined to your starting chassis, either; once you clear specific story milestones, you unlock specialized mechs like the Ocelot and Patriot, each with a distinct slant on the rules of engagement.

The part upgrade system integrates seamlessly with the combat, adding a layer of strategic depth that rewards careful planning. While some components provide standard statistical boosts—such as increased HP or enhanced ranged damage—the most compelling gear introduces utility-focused modifications to fundamentally alter how you outmanoeuvre the enemy.

For instance, enhanced scanning modules grant the ability to read enemy actions both before and after the current timeline segment, providing a massive informational advantage. Similarly, specialized plating can negate all burning damage, effectively neutering enemies that rely on fire-based status effects. These upgrades often turn the tide of difficult encounters; I found that the overwhelming close-combat swarms of Goblin mechs became far more manageable once I equipped a part featuring the Riposte command. This single addition allowed my team to negate incoming melee strikes entirely while dealing devastating counter-damage, turning a defensive struggle into an offensive slaughter.

An enemy mech with long arms deploys an attack in animation in Nitro Gen Omega.
I feel like I should be guarding about now.

Beyond mechanical upgrades, your core squad has specific abilities dictated by their expertise and combat roles. Nitro Gen Omega adopts a management style reminiscent of XCOM-likes, forcing you to balance a roster of pilots who suffer from physical damage and plummeting moods triggered by gruelling combat or random narrative events.

To mitigate fatigue and permanent crew loss, you will hire a larger stable of pilots, drawing on specific talents or fostering internal relationships to keep the machine running. These relationships serve a functional purpose on the battlefield; strong bonds between squaddies unlock the ability to swap command types mid-turn. The open-world structure grants you the freedom to recruit anyone from cheap rookies to exorbitant veterans, provided you can stomach their monthly wages. Between missions, crewmates pass the time with various activities—such as cooking, training, or bonding—all rendered with charming, character-specific animations that reinforce the game’s cartoon aesthetic.

However, unless you manually rename your pilots, you will likely struggle to remember them. Nitro Gen Omega provides no backstories or distinct personalities, leaving the characters to feel like interchangeable cogs that exist purely to serve the combat engine. Even the ability to customize your initial starting squad fails to bridge this emotional gap. Despite the cute vignettes of them sharing a meal or a joke, your pilots remain blank slates whose only real value lies in their stats and their survival.

From the first tutorial battle, Nitro Gen Omega makes its punishing nature clear. This is a demanding experience where a single lapse in judgment—using the wrong skill in the wrong segment or failing to predict an enemy’s advance—can trigger a lethal downward spiral. Losing squad members and sustaining critical damage often occurs at a rate that far outpaces your ability to earn credits for repairs and replacements. Consequently, the early game harbors definitive fail-states where a depleted bank account can effectively end your run before it truly begins.

A splash screen shows a random event of one squad member admiring another in Nitro Gen Omega.

Red jackets are the rage in the team, currently.

Nitro Gen Omega further emphasizes this difficulty through a stingy loot curve. You must grind through multiple side missions to afford the parts and abilities necessary to survive main story encounters. There is no shortcut around this progression wall; the game demands a significant investment of time and resources before your mechs can stand toe-to-toe with its greater threats. There is the ability to save anytime, but there are no options to adjust this difficulty. For players who enjoy a steep challenge, this ensures every victory feels earned, but for others, the barrier to entry may feel like an impassable hurdle.

At its heart, Nitro Gen Omega captures the soul of the best Saturday morning cartoons: it offers bright, breezy, and hyper-stylized combat that demands your undivided attention. Much like those classic series, it provides a high-octane thrill to linger in your visual memory, even if it leaves behind very little in the way of lasting character growth or narrative substance once you’ve binged through a season or two. The anime aesthetic never truly loses its lustre; instead, it flourishes every time you unlock a flashy new skill or trigger a rare narrative event.

The core of the experience is an intense strategic puzzle, even if the game occasionally mumbles its instructions like a poorly dubbed transition scene. If you are happy to forgo a deep plot or memorable characterization in favor of a challenging combat system rewarding meticulous min-maxing, this game could easily become your next obsession. For those who live for the tactical dance and the glow of a well-animated explosion, Nitro Gen Omega is a mecha well worth the investment. PJs and Sugar Puffs optional.

  • Graphics: 85
  • Sound: 75
  • Gameplay: 80
  • Control: 75
  • Story: 65
77
Overall Score
(not an average)

About our grading scale

Review by · May 12, 2026 · 4:00 am

Tension arising from unknown variables. Foreboding atmosphere. Moment-to-moment tactical decision making. These elements form the foundation of any good survival horror game, yet they could just as easily describe the nail-biting experience of playing an engrossing turn-based strategy title. Team Vultures‘ debut title, Vultures – Scavengers of Death, capitalizes on this convergence of mechanics between two otherwise disparate genres to deliver a hybrid survival horror/turn-based strategy title that marries the shared strengths of each without sacrificing the core identity of either. Invoking the experimental ethos of hybrid titles from the mid-90s to mid-2000s survival horror golden age (Parasite Eve and Koudelka in particular), Vultures nails the vital core pulsing at the heart of foreboding, atmospheric horror and tense turn-based tactical combat, faltering only in its technical execution.

Vultures – Scavengers of Death follows the titular VULTURE, a special forces extraction team sent to the Salento Valley to uncover the causes of a viral contagion developed by villainous corporation Eugenesys. A familiar setup for any Resident Evil fan, and the game wears its inspirations and devotion to Capcom’s survival horror classic on its sleeve. The two playable characters, Leopoldo and Amber, mimic Resident Evil‘s protagonist duo Chris Redfield and Jill Valentine. However, the game’s structure differs significantly from its main inspiration; rather than a single set location you explore throughout the game, Vultures is divided into a variety of missions in different locations and assigned to either Leopoldo or Amber. Leopoldo is beefier and can use his superior strength to push enemies or reposition objects in the environment. Amber, on the other hand, is lithe, stealthy, and possesses a grappling hook, enabling her to traverse long distances or gaps in a single turn.

Missions are set to specific characters because the level design incorporates these unique skills, and you can choose the order in which you complete the available missions. There are an equal number of missions between the two protagonists, and the game builds upon these minor differences in move set across each mission. This culminates in the final mission, which you can complete as either character. The story is perfunctory at best, and cutscenes generally consist of mission briefings between VULTURE’s client Alexei, remote handler Satsuki, and the two protagonists. Most dialogue focuses on basic plot progression, with very little room for characters to express personality or develop. Narrative depth isn’t necessary for a mechanics-focused strategy title, but its absence leaves Leopoldo, Amber, and crew feeling like pale imitations of the larger-than-life personalities that populate the Resident Evil universe.

Screenshot of Vultures - Scavengers of Death featuring Amber engaged in combat
Amber and Leopoldo each have their own strengths, but share an inventory and weapon loadout.

Each mission is essentially a small-scale version of the Spencer Mansion or Raccoon City Police Station, where you explore room to room, gathering resources, solving puzzles, and completing objectives, just like you would in any survival horror title. The settings range from spooky mansions and overrun police stations to military facilities, underground laboratories, and abandoned prisons, hitting virtually all of the typical locations from various Resident Evil titles. I appreciated the sense of familiarity and the addictive, room-by-room pace of exploration and backtracking, though I would’ve liked to see more urban or residential locations that show the virus’s impact on Solento Valley beyond the corporate conglomerate’s research and testing sites. The visuals and audio are on point, creating an unsettling atmosphere with the low-poly environments and ominous hum of ambient mechanical sounds. The game employs a visual CRT filter that fittingly obscures the fine details of character models and environments, though I eventually turned it off for sharper visual quality and easier readability during combat.

Movement is grid-based and real-time outside of combat, and the protagonist can run, walk, or sneak through areas. Stealth is a major component of the gameplay, resembling the stealth systems in other strategy titles like XCOM 2 or Mutant Year Zero: Road to Eden. You employ stealth to get into a favorable position in a room full of enemies, perform takedowns, or even avoid enemies entirely. Walking is used most often during normal exploration and combat, and I only saw fit to run when I needed to cover a lot of ground while backtracking through areas cleared of enemies. I appreciate the thoughtful inclusion of multiple movement options with clear strengths depending on the situation at hand.

There is a fog of war mechanic that obscures environments and enemies relative to the character’s line of sight and light sources in each room, ensuring that you must tread carefully as you advance in a mission and load into a new room after opening a door. Old school survival horror games used fixed camera angles to obscure the player’s vision and tank controls to limit their evasiveness and heighten danger during encounters. Vultures employs familiar strategy game mechanics to achieve the same goal, striking a delicate balance of elements common to both genres to create a sense of tension and unease driven by uncertainty. It’s a very unique combination, and Vultures – Scavengers of Death proves that the marriage of strategy and survival horror is ripe for further experimentation.

Screenshot of Vultures Scavengers of Death showing Leopoldo fighting a group of zombies
Careful use of limited resources keeps the Resident Evil spirit alive during turn-based combat.

Combat sees the game transition to an entirely turn-based system, governed by action points (AP) and movement points (MP). Generally, the player has access to 3 AP and 3MP each turn, but these can be increased through consumables or equipment upgrades. Standard zombies have the same limitations, so in combat, I quickly learned to maneuver myself at least four spaces away from enemies to avoid taking damage. Since you only control a single character at once, even a couple of enemies ganging up on you can be disastrous. Many rooms (particularly late in the game) can have upwards of four or five enemies at once, and enemies hit quite hard relative to the player’s health. Combat becomes a careful, deliberate dance of managing AP and MP while keeping out of the fetid clutches of your undead foes. I found the action economy well-tuned, giving just enough room for creativity and expression without leaving the player overpowered.

Most of your weapons are firearms, so there is a focus on ranged combat. You can target certain parts of the body to deal more damage or sacrifice power for the chance to disable a foe temporarily. Enemy variety is not extensive, but I found the enemy types all served a purpose, and that most encounters combined them in clever ways. While most enemies need to be within melee range to strike, some enemies can quickly rush forward multiple tiles and attack, others can burrow underground to avoid damage on their approach, and some even employ ranged attacks. Thankfully, you have access to a wide variety of weapons and tools to dispatch foes, and most missions reward you with a new addition to your arsenal if you explore thoroughly. The trusty pistol and knife are mainstays that cannot be unequipped or removed from your inventory, with other weapons serving situational roles. For example, the shotgun is great up close and can stun enemies, but falters at range. The assault rifle, on the other hand, is great for burst fire over long distances or spraying a wide area against multiple foes, but it applies damage more randomly. Mastering these tools is key to success, and I found that each weapon had clear uses and drawbacks I needed to integrate into my planning.

Screenshot of Vultures Scavengers of Death showing the area map.
Each mission has its own labyrinthine location that evokes classic survival horror tropes.

Resource management is a core pillar of survival horror game design, and Vultures – Scavengers of Death commits to this tenet well. My initial experience with Vultures had me swimming in resources near the beginning, while the later missions required everything at my disposal to survive, winnowing the surplus I’d carefully collected over the initial hours. This difficulty curve is inverted from most survival horror titles, where the game is often hardest at the beginning but gets easier as you acquire more weapons and ammunition over the course of the game. Although I never died during my playthrough, keeping Leopoldo and Amber alive required full strategic engagement and provided a satisfying challenge.

I do wish the game had introduced more variety in objectives, as most missions boil down to finding keys, activating switches and panels, and solving puzzles to open hidden areas. These are all survival horror mainstays, but ultimately boil down to keeping the protagonist alive. The best strategy games offer variable objectives beyond simply surviving, like limited turn counts, shepherding vulnerable NPCs, or defending specific points. I think the decision to limit the game to a single character was a wise choice to maintain the appropriate survival horror tension and atmosphere. However, the focus on one character does limit strategic options compared to turn-based strategy classics like XCOM 2 or Into the Breach, something more objective variety could alleviate.

I’ve been quite positive about the game up to this point, and I firmly believe Vultures – Scavengers of Death is a great proof-of-concept for fusing turn-based strategy and survival horror mechanics. Unfortunately, the game begins to fall apart in its technical execution. I’m not exaggerating when I say that it’s more riddled with bugs and glitches than there are maggots infesting the skull of one of its undead foes. My initial hours with the game revealed a cornucopia of minor issues, from interactive elements in the environment failing to trigger to the odd camera glitch obscuring my viewing area after cutscenes. As I progressed further, more frustrating issues began to arise, like UI elements overlapping in the hub between missions (aptly called The Nest) that prevented me from transferring items from the character inventory to the storage, or stacks of ammunition suddenly disappearing. I could navigate around these minor issues, but the game really began to fall apart at the seams in the last few missions.

In two separate late-game missions, I hit significant progression bugs. One instance was because an existing key item vanished from my inventory, and another was because the objective would not advance despite having already been completed. Both of these bugs happened at the very end of long missions (over an hour of progress each time), and neither loading old saves nor relaunching the game solved the problem. I was forced to choose the “abort mission” option, which resets all your progress and puts you back at the mission hub. It reminded me of playing Baldur’s Gate III at launch, where the first two acts were littered with small annoyance glitches, but then the third act was almost fundamentally broken. Vultures was already delayed once from its original late April release date to mid-May, but honestly, the developers should’ve taken even more time to iron out the issues. I am sympathetic to the fact that this is a small team (only two developers), but having to repeat so many long missions destroyed the tension and unease that the game spent so much time cultivating in its early hours.

Vultures – Scavengers of Death proves that strategy and horror can coexist and even thrive when paired together. The uncertainty derived from hit percentages and fog of war complements the tense exploration and foreboding atmosphere of the carefully crafted horror locations. I’d love to give a firm recommendation to survival horror fans and turn-based strategy veterans alike, but only under the condition that you wait for the technical issues to be ironed out. There is a real diamond in the rough here, but only if you wait for the cleanup crew to wipe away the blood and viscera first.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 90
  • Control: 60
  • Story: 60
75
Overall Score
(not an average)

About our grading scale

Review by · May 11, 2026 · 10:00 am

The evolution of games whose core appeal centres on the strength of their narrative is astounding to me, whose first experiences with gaming involved extremely basic, text-only adventures. Playing Directive 8020 in 2026 feels like magic sometimes, a scientific miracle bringing my disparate interests together into one discrete package. And yet in many ways the experience is the same: the thrill of the campfire ghost tale, but delivered digitally through your fingertips. 

Directive 8020 is the fifth mainline entry in The Dark Pictures Anthology, a series of horror titles that are distinct but take place in the same shared universe. Developer Supermassive Games created them as a successor to their better-known, Sony-published title Until Dawn. I have limited experience with the games, having only played the opening moments of the inaugural Dark Pictures title, Man of Medan, but that was enough to convince me that I needed to get the series in my orbit. This feeling increased when I saw the trailer for Directive 8020, and now I have escaped the gravity well of inaction to reenter Supermassive’s ever-expanding universe of terror.

Two figures walk along the top of the spaceship Cassiopeia in Directive 8020.
Directive 8020 captures both the beauty and hostility of space.

Let me bring you down to earth for a moment, so that I can tell you more about this tale of sorrow in the stars. Directive 8020 takes the formula of the Dark Pictures and adds a layer of science fiction, as you join a group of astronauts onboard the space ship Cassiopeia, which is reaching the end of a four-year-long journey to the planet Tau Ceti f. Their task is to pave the way for the ship that follows them, the Andromeda, which carries colonists looking for a new home.

You swiftly learn that the Earth is suffering from a catastrophic event, the nature of which is not immediately revealed, and the two ships may well be humanity’s only hope for survival. All except two of the brave pioneers are sleeping in suspended animation. Simms and Carter’s duty is to look after the sleeping beauties, who, I’m afraid to say, will not be woken with a kiss on this occasion. They are forced to deal with an emergency as an unidentified object hits the Cassiopeia and the rest of the crew are driven from their slumber straight into a waking nightmare. 

Like its forebears, Directive 8020 is designed as a filmic experience, and its publicity has focused on one actor as the lead: Lashana Lynch, best known for playing Maria Rambeau in the Marvel Cinematic Universe. This is not a true reflection of the experience that the game delivers, as throughout Directive 8020 you take on the role of each of the core members of the crew, barring a few who remain unplayable.

The main thrust of the gameplay revolves around a choice-based system, as Directive 8020 presents you with different scenarios and asks you to make key decisions for the characters. Sometimes this may be as simple as a dialogue choice, whilst at other times you must choose between dramatically different courses of action, the ramifications of which may not be immediately obvious.

It’s a familiar structure, notably found in titles such as Telltale Games’ The Walking Dead series and the various entries that comprise Life is Strange. It is not an easy format to perfect, but there is a strong case that Supermassive has made giant leaps here toward achieving that goal.

The first small step taken in this direction is the introduction of the Turning Points system. By bringing up the menu, you can explore a branching path that illustrates all the possible major choices and outcomes, with your current route clearly visible. At any point, you can choose to revisit a section you have previously played, with the most pivotal moments highlighted. This effectively means you can tailor your experience more to your liking without having to live with an unfortunate choice or action.

I used this option almost immediately at the beginning of the game. It helps to stave off the impression during your first playthrough that you are being punished for not knowing the systems well enough. At the same time, there is something to be said for playing without a lifebelt, and Directive 8020 offers a Survivor mode that keeps the Turning Points system locked until the game is completed. Nearly every choice you make feels consequential, and there were many occasions when I found myself locked staring at the screen, as I tried to deal with the latest impossible dilemma. 

It’s not just the larger moments that engage. Choice is engineered into every aspect of Directive 8020. Each character has three potential traits reflecting aspects of their personalities that you can develop through the dialogue decisions that you make. Do you want them to be kind or logical? Funny or determined? Each exchange drives the characters in a specific direction,and depending on what you do, it unlocks one of two destinies that influence the course of the game.

I appreciated that these traits were not universally shared by the crew, as that would have made distinct characterisation problematic. Instead, it feels as if specific facets exist within each individual, but your choices emphasise the one selected. Your characters have portable communications devices that they can use to speak remotely to each other. These smaller moments serve to bring them closer together, whilst paradoxically underlining the loneliness of the Cassiopeia’s interiors.

Directive 8020 screenshot of a character given the choice to help another person or run away.
Some choices are timed, so be decisive.

Supermassive’s excellent casting choices are the engine behind Directive 8020’s success. Lynch provides a bravura performance as co-pilot Brianna Young. She holds the piece together with her portrayal of Young as she faces down horrors both moral and physical, whilst her dream of space travel slowly unravels.

There is no shortage of acting strength amongst her fellows, though. In particular, Lotte Verbeek’s depiction of Senior Mission Officer Laura Eisele, a seemingly cold and logical individual who is responsible for much of the design of the mission, provides a counterpoint to Young’s more personable demeanour. Additionally, Anna Leong Brophy’s experience as a comedian comes through in her role as Samantha Cooper, the ship’s Medical Specialist, who finds plenty of call for her skills during the trip. 

Directive 8020 never seeks to hide its influences. From the start, as Simms and Carter struggle against unexpected adversity whilst their shipmates rise from torpor, the inspiration provided by Alien is apparent. From the darkened corridors filled with reminders of the ship’s corporate origin, to the isolated environment, which seems even more so when comparing the few passengers with the vastness of the ship, the vision is clear.

Soon after this, the paranoiac chills of the classic movie The Thing dominate, as an alien threat that can appear as any of the travellers makes it impossible to know who you can trust, and who might just be willing to shove an electrified multitool right through your head when you’re not looking. Directive 8020 offers more than a playable version of these cinematic greats, and the later twists in the plot throw a quantum wrench into the works, all to the accompaniment of the immortal song  “Roads” by Portishead. 

Medical Specialist Samantha Cooper  looks back towards the viewer suspiciously with her crew in the background in Directive 8020.
Is this Samantha, or something else entirely?

The rest of the soundtrack, composed by series regular Jason Graves, is good yet unobtrusive; a difficult balance to strike in horror games. It is supported by a selection of licensed tracks from established artists, which only occasionally miss the mark. Nevertheless, the two-piece band Blood Red Shoes hit with each of their tracks, with the dramatic punctuation provided by “Murder Me” enhancing the story beats greatly.  

Directive 8020 is well-paced thanks to the sprinkling of quicktime events throughout the game, which add an adrenaline rush of excitement at points where you may have eased into relative comfort. The quicktime events enhanced the experience and never grew obnoxious or felt unfair. A variant on this is the frequent need to use your specialised tool to open doors, requiring you to match two coloured dials with a button press as one spins quickly around, which is fine until something is hunting you through the dismal hallways of the Cassiopeia.

And you will be hunted: several sections see you take full control of your character as they sneak past enemies, desperately trying to remain unseen as they crawl through death and debris. I found my heart frequently racing as I attempted to find my way out of these areas, as enemies called threats and appeals whilst I hid.

This gameplay element has little of the sophistication of a dedicated stealth title like Metal Gear Solid or the like, but it doesn’t really need it. It is just complex and difficult enough to break up the flow of the calmer parts of the Directive 8020. I would have liked a few more opportunities to distract opponents or otherwise interact with them, but the suspense of fixing power units in the darkness as some indescribable thing stalks after you is truly effective.

Directive 8020 is that perfect short experience that can break up your gaming rut, with its eight episodes of intense storytelling, each around 1-2 hours in length. You can stop there or go back for more, exploring alternate pathways in a way I’m rarely drawn to, but I immediately felt compelled to do after reaching one of Directive 8020’s conclusions. You can play the game multiplayer if you wish, either in couch co-op or online, although the former is obviously the way to go for the ultimate communal horror experience. However you choose to play, please do, as you don’t want to be the one left behind on this doomed planet once the Cassiopea starts its voyage.

  • Graphics: 92
  • Sound: 85
  • Gameplay: 93
  • Control: 88
  • Story: 92
91
Overall Score
(not an average)

About our grading scale

Review by · May 8, 2026 · 12:00 pm

Already considered a modern CRPG classic (and responsible for an underrated sequel and gorgeous spin-off), Pillars of Eternity has been freshened up once more with a new turn-based patch. Almost from the beginning, a decent portion of fans called for such a feature. Given the success of the turn-based approach across all manner of RPG subgenres recently, it’s gratifying to see the developers take on such a project for a decade-old game. Indeed, Obsidian Entertainment ran the entire thing as an extended beta, welcoming player feedback and refining the complex real-time systems into a more ordered approach through players’ class combinations and combat feedback. After ten years, most grizzled warriors would be ready to take it steady at the local tavern, but with these new systems, Pillars of Eternity steps out with a new lease on life. One turn at a time.

As the opening text crawl begins—accompanied by a deep-voiced narrator—the game reveals the detailed sprites and backgrounds of the Dyrwood, along with ancient Engwithan Adra formations. Nothing has changed, yet the hand-drawn environments remain expansive, and the thrill of uncovering darkened areas of the map still holds strong, even when many encounters feel familiar and memories more than a quarter-century old tug at the heartstrings. Even the interface, with its wide dialogue box and brass-embossed buttons, reinforces the warm sense of comfort. It feels timeless, helped in part because modern games have continued to adopt and refine similar designs.

Pillars of Eternity‘s writing is richly novelistic. What begins as a simple tale of survival after a botched ritual quickly spirals into something far stranger and more unsettling. The player, marked as a Watcher with the ability to peer into past lives, is drawn into the hollowborn crisis—an epidemic of children born without souls that has left the Dyrwood fractured and fearful. What follows is less a straightforward quest and more a slow unravelling of truth, as ancient secrets, the manipulation of faith, and the carefully constructed illusions of the gods begin to surface. At the centre of it all stands the Leaden Key, a shadowy organisation devoted to maintaining these deceptions, and its ageless master, Thaos, whose designs stretch back through countless lifetimes. As revelations mount, the story leans heavily into questions of identity, belief, and control, ultimately forcing a confrontation with not only Thaos himself, but with the very foundations of the world’s understanding of souls and divinity.

The story and characterization matches the best in the genre, standing comfortably alongside Baldur’s Gate II and Disco Elysium, and the dense, layered narrative demands focus, often rewarding a second reading of key passages or even entire conversations. Returning to the game after a prolonged break reinforces a key point: to fully appreciate it, you have to commit to it. This isn’t a story that lends itself to casual play alongside other RPGs—Pillars of Eternity demands your full attention, and rewards it in kind.

The party enters a lave-filled cave, starting a combat with xaurips and fire beasts.
It’s getting hot in here.

The sense of depth only intensifies through the companions, who arrive faster than I remembered and rarely feel like simple additions to a party. Each carries a dense mix of flaws and private burdens, and their constant interjections—along with their own quest lines—pull focus in a way that feels deliberate rather than distracting. The Grieving Mother stands out among them, as her fractured psyche overlays present moments with echoes of her work as a midwife, hinting at a tragedy that gradually comes into focus.

Elsewhere, Durance rants and wrestles with his fervent devotion to his merciless goddess, exposing a faith that feels as corrosive as it is sustaining; Edér masks his unease with dry humour, though his brother’s fate and his shaken beliefs constantly threaten to surface; and Sagani presses on with quiet determination, having spent years away from her family in search of a lost soul, her optimism tinged with the creeping fear of being forgotten even by her own family. Taken together, they don’t just accompany the journey. They complicate it, enrich it, and demand as much emotional investment as the central narrative itself.

For all its narrative confidence, reworked combat is the true draw when replaying, and it proves a natural fit. Pillars of Eternity originally framed its encounters through real-time-with-pause systems governed by action speed (Slow, Fast, and the like). This turn-based adaptation smartly preserves the underlying logic. Rather than handing each character a fixed action per round or tying abilities to rigid point costs, the system pivots on speed: of the character, of their weapon, of the action itself. The result feels fluid rather than constrained. Faster weapons and lighter builds can act multiple times within a single round, while heavier options demand more patience. It gives combat a rhythm that rewards positioning and timing without losing the tactical clarity of turns.

In practice, that balance plays out cleanly across the party. Kana Rua, lugging his massive rifle around the map, delivers devastating shots but rarely fires more than once per round thanks to long reload times, each attack feeling deliberate and weighty. By contrast, Sagani’s wolf companion Itumaak darts across the battlefield, acting repeatedly: harrying enemies, blocking paths, and creating space. It’s an elegant translation of the original system, one that doesn’t just replicate the old pace, but reinterprets it into something more readable while retaining its depth.

The party tries to surprise some Wyverns at night in combat.
Now you see me; now you don’t.

This philosophy carries cleanly into abilities and spellcasting, where the revised system builds on familiar foundations without overcomplicating them. In Pillars of Eternity, spells still demand time, measured now in turns and rounds, to cast and resolve. Abilities retain their “per encounter” or “per rest” limits, echoing the original real-time design. The difference is clarity. With everything now visible and predictable, the guesswork falls away and the system encourages more deliberate, tactical play.

That shift makes crowd control and trap-based abilities far more appealing than before. Where real-time combat often muddied positioning and activation timing, especially when kiting enemies around the battlefield, the turn-based structure invites precision. Spells like Warding Seal finally come into their own: once awkward to deploy effectively, you can now place them exactly as needed, with a clear sense of when they trigger. The same applies across a wide range of similar abilities, many of which feel newly viable as a result. Stealth and backstabs benefit just as much. Instead of hurried clicks and uncertain outcomes, the system lets you judge distance, timing, and detection with confidence, turning what was once a slightly clumsy interaction into something far more controlled—and, crucially, far more satisfying.

On the other hand, the absence of real-time exploits, like kiting enemies endlessly or trapping them in broken pathfinding loops, does raise the difficulty in certain encounters. In real time, it’s entirely viable to funnel enemies into narrow doorways or wedge them against scenery to gain the upper hand. The turn-based system strips much of that away, forcing a more honest engagement with each fight.

The Miasma of Dull-Mindedness spell explains how it now affects mental statistics of enemies for three turns.
Oooo, three turns of nastiness here!

There are moments where the turn-based mode reveals its origins as an adaptation layered onto a real-time system. In Pillars of Eternity, I ran into the occasional hiccup—combat locking up with frozen character selection, or combat logs suddenly flooding with what looked like real-time data. They were disruptive, if brief. A reload or restart usually cleared things, and I never encountered a fight that felt completely broken as a result. The overall experience remains impressive for a decade-old game, and likely owes this to the game’s long-term community support as much as its original design. Still, given the sheer scale of the action, a little roughness here and there feels almost inevitable. Both expansions benefit from the same mechanics, and there’s plenty to do across the main story, side quests, and companion stories.

Beyond its expansions and years of patching, Pillars of Eternity remains fundamentally the same game. I still hold it and its sequel in equal regard, for very different reasons. Here, the story stays tightly focused on the “chosen” figure, with a clear throughline built around your awakening and the long shadow of Thaos’s designs. In many ways, it feels like both an homage to—and a continuation of—the kind of narrative Baldur’s Gate helped define, sidestepping the overt faction systems that many modern RPGs (including Deadfire) lean on. The result is a purer, more focused experience.

That same purity, though, carries some of the genre’s older rough edges. Voice acting remains partial, sometimes shifting within a single conversation. Fetch quests and backtracking between areas are common, even with fast animation options. Crafting, too, can feel fiddly rather than intuitive. They’re minor frustrations in the broader context, but clear reminders that this is a game shaped as much by its influences as by its ambitions.

Like any long-running debate, purists will hold their ground on both sides of the real-time versus turn-based divide in Pillars of Eternity. But if this new approach opens the game’s hidden paths, buried secrets, and hard-won rewards to a broader audience, it’s hard to see it as anything but a success. After all, this old warrior still has plenty of stories left to (re)tell, if you’re willing to follow, one turn at a time.

  • Graphics: 90
  • Sound: 87
  • Gameplay: 93
  • Control: 92
  • Story: 95
91
Overall Score
(not an average)

About our grading scale

Review by · May 5, 2026 · 9:00 am

Looking at and listening to Shadows of the Afterland, one may think they’ve traveled back to 1988, to the heyday of point-and-click adventure games from the likes of Sierra Entertainment and LucasArts. The experience of playing it, though, is far smoother and easier than those games it harkens to, for better or for worse. Is this there-and-back-again murder mystery into the afterlife worth the short time it asks of you?

The story begins in Madrid, 1960. Pilar Cuevas is a tired mom, overworked at her job as a maid, who stops by the zoo each night to confide in a caged tiger. Like the tiger, Pilar is trapped in life. She wants more time with her child, less with work. As the zoo is about to close, Pilar’s soul is suddenly ripped from her body, and her incorporeal form is forced to watch as her body inexplicably climbs onto the railing of the polar bear enclosure… only to be struck dead by a lightning bolt.

Her body toast, Pilar’s soul/ghost travels through a portal into the afterlife, which begins in a sort of visa processing office not unlike the afterlife in Beetlejuice. As if being dead isn’t bad enough, Pilar has no memory of that 1960s zoo, nor of ever being Pilar. Instead, she’s adamant that her name is Carolina, a cop pulled back from 1988 whose birth date is several weeks after the zoo incident. The twofold mystery of Shadows of the Afterland involves figuring out what happened to Carolina/Pilar and navigating the oddities of the afterlife.

Arriving in the afterlife in Shadows of the Afterland. Everything looks like a visa processing office.
The colours and jagged angles of the afterlife call back to Expressionist/Cubist Spanish art in the 1960s.

Shadows of the Afterland portrays a very heady mystery that takes an hour or two of rather menial puzzle solving before it starts to make sense. There are a few confusing plot points and character motivations that fell flat (is Pilar’s husband a deadbeat or just down on his luck?), though as a whole the dialogue is well-written and full of personality.

The strongest writing comes when asking other ghosts about their deaths. Given the setting of 1960 Spain, the game’s underlying theme seemed to be martyrdom—people dying for the sake of ethics and progression—as the Spanish Civil War and the Francisco Franco dictatorship are mentioned in hushed passing. However, this compelling background to the story is sidelined by a more straightforward murder mystery and a villain who feels more whiny than fearsome.

Shadows of the Afterland’s visuals are a great mixture of cartoony designs and bespoke pixel art that remind me of Day of the Tentacle. Locales range from the mundane (a library, a gym, an office) to the spiritually exotic: a shop where new baby-souls are made from a cauldron, a reincarnation portal run by a sleazy salesman, a building for “ascension” where pure souls essentially pass through nirvana into whatever lies beyond.

A ghostly woman at what seems to be a reincarnation store in Shadows of the Afterland.
Reincarnating the souls of the dead—it’s a living! *laugh track*

The afterlife looks quirky and colourful, and the ghostly Carolina/Pilar glides around things quickly and smoothly, even in the Switch’s handheld mode. Environmental clues are easy to spot, and text can be resized for easy reading. There’s also a button to highlight all interactable points on each screen.

Shadows of the Afterland can be played like a PC point-and-click game using the right analog stick as your mouse, or via assigned buttons to cycle between objects in the environment. A combination of the standard and console controls is needed, especially for using items in your inventory on the environment. Using the “mouse” is a bit finicky, and touching another button/stick in the slightest resets the mouse, so I found the controls a tad frustrating when there was a lot happening on-screen.

The bulk of the game’s four-hour or so runtime is spent floating back and forth (to call it “backtracking” would be generous) to solve puzzles. The puzzles are among the easiest I’ve experienced in the adventure genre, usually infamous for exceedingly obscure solutions in terms of inventory items. Much of Shadows of the Afterland is remembering a unique item in a certain location and running back for it or for another scrap of conversation with a ghost NPC. The hardest puzzles are in its opening hour—everything beyond will likely have even new players’ brains two steps ahead of Carolina/Pilar.

For example, a newly arrived ghost is upset about how he died and is berating the arrivals clerk, whom we need to ask a question. To soothe the upset ghost, we need a magical microphone to sing a lullaby. To do that, we need a fake mic to replace the magic mic. To do that, we need to convince a wandering soul to reincarnate into his next life. Conceptually, it’s rather ridiculous to have the story come to a grinding halt and to do a multitude of more difficult chores in order to solve an extremely simple problem.

A ghostly woman on the beach near a souvenir cart and several people.
Whether it’s in the lands of the living or the dead, the game looks lively.

When the story does really pick up in the latter half, we experience many of the best moments through cutscenes, and then regain control when it’s time for mundane chores again. Shadows of the Afterland‘s advertised possession puzzles, in which you hop in and out of the bodies of the living, were more interesting but only came into play a few times. I would have liked more single-screen puzzles like this and less bouncing around the world map.

The soundtrack in Shadows of the Afterland, composed by Juan R. Salgueiro, is playful, atmospheric, and unobtrusive, in the way the best LucasArts soundtracks were. The English voice acting is hit-or-miss. Carolina/Pilar makes for a strong protagonist with a bit of a rebellious streak, and some NPC ghosts like the street salesman Gaspar or the retired cop César read their lines with compelling emotion. Other line reads can be strangely wooden or overacted (though I’d prefer that to the wooden reads). Odd, too, are the infrequent f-bombs and other cursing that feel out of place with the game’s visuals and puzzle simplicity.

Shadows of the Afterland is a better point-and-click adventure than many adventure games in the ’80s and ’90s, though it never quite reaches the heights of the giants of the genre. Its puzzles are simple, sometimes to the point of dissatisfaction, but it makes up for this with its setting and, to a lesser degree, its plot. To play it, you’ll think you’ve died and gone to… well, not quite heaven or hell, but a place between.

5/6/26 Update: The original version of this review erroneously attributed some comments on the dialogue to a translation concern, though the devs reached out to us to clarify it was written in English first and then translated to other languages. No other content or scores have been changed. RPGFan apologizes for this error.

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

About our grading scale

Review by · May 1, 2026 · 12:00 pm

Simplicity is a virtue, and one that’s easy to overlook in games where upgrade systems, complex enemy AI, and intricate level design often steal the spotlight. Yet the best games prove that, even stripped of their bells and whistles, strong cores can carry the entire experience. Death by Scrolling is an admirable attempt to follow this philosophy, throwing its hat into the roguelite ring with clear inspiration from Vampire Survivors. Unfortunately, it doesn’t stick the landing. Instead of trimming the fat to keep itself grounded, it overcorrects, trading meaningful depth for a gameplay loop that feels overly bare. 

Death by Scrolling skips narrative and throws you straight into the gameplay loop. After picking a character, run and gun through various levels until you collect enough gold to pay the ferryman to escape the afterlife. Weapon and gem pickups for minor upgrades along the way do their best to help you, but success ultimately comes down to your endurance and ability to read the chaos on screen. 

The player character triggers a series of explosions in Death by Scrolling.
This many explosions should do it.

Unlike Vampire Survivors, where the entire map is open to you, in Death by Scrolling you’re constantly racing upwards as the hellfire rises from below, threatening to swallow you and end your run. Checkpoints at the top of each level offer a momentary reprieve, but they’re fleeting—mere pitstops before the game pushes you back into the upward scramble.

Grim Reapers occasionally appear as invincible, insta-killing enemies to keep you from mindlessly sprinting upwards, but are easy to ignore thanks to their habit of getting stuck on level geometry, undermining whatever danger they posed to the player. 

Sadly, most of Death by Scrolling‘s enemies aren’t nearly as memorable as the Reaper unless it’s for all the wrong reasons (though in fairness, the Reaper is accompanied by a screenwide overlay and a hilariously corny “YOU WILL DIE” voiceline). Engaging with enemies can feel more punishing than rewarding, whether it’s massive, incurable damage over time from a venomous snake bite or a tumbleweed clobbering you with a dash attack that was charged offscreen.

A in-game modal in Death by Scolling letting players choose one of four passive gameplay effects
Is a 5-minute cooldown really necessary?

But perhaps the bigger sin here is the lack of real player agency in well… everything. You have no actions beyond basic movement and a sprint  (which is also gated by a minuscule stamina bar). Though power-ups occupy different colored inventory slots, ostensibly suggesting build variety, the lack of interaction renders the core loop painfully flat. Passive effects you pick up at the end of each level feel minimal or overly restrictive. There are no game-winning synergies to chase in Death by Scrolling, no smart outs you can build toward, nothing that lets you meaningfully shape a run. Just run to the top and pray you don’t get clobbered.

Further reinforcing this is how fleeting most power-ups feel. Many barely last more than a single level, preventing any real sense of build continuity. Some restrictions make sense: defensive blue power-ups, for instance, offer potent effects like temporary invulnerability or invisibility, but applying the same limitations to weapons (orange), their modest synergies (purple), and other offensive options (red) strips the core loop of depth. Instead of encouraging meaningful decisions on the fly, these systems feel overly constrained, lacking the fast-paced, reactive gameplay seen in games with similar mechanics such as Dead Cells.

Your only real incentive to keep playing Death by Scrolling is to unlock permanent bonuses by picking up gems during your runs. While the sheer number of unlocks initially seems impressive, the steep costs relative to how few gems you earn per run, and the rather tepid bonuses to overall gameplay, quickly kill any desire to engage with them.

A menu in Death by Scrolling showing players various powers ups they can buy with their collected gems.
Choices that seem more varied than they actually are.

Death by Scrolling‘s Audiovisuals also unfortunately lack depth, though I did get a good laugh out of the default sound mix; the first time I heard the “KACHING” from collecting gold had me jumping out of my seat like a horror jump scare. The music is stuck in a never-ending 30-second loop, while the sound effects lack any real punch.

Individual biomes are visually distinct and well crafted, but their layouts repeat quickly, to the point where you’ll start recognizing entire sections within just a few runs. Enemy spritework is detailed and varied, but stiff animations, such as charging enemies simply sliding toward you at higher speeds, keep them from standing out.

Death by Scrolling is a functional game. It controls well, is feature complete, and is mostly bug-free, but it lacks the spark needed to make it truly compelling. Recent updates have added new content and breathed some life into the experience, but the core remaining so bare still makes it a difficult game to recommend, unless you’re specifically looking for a stripped-down, low-commitment take on the genre.

  • Graphics: 70
  • Sound: 50
  • Gameplay: 55
  • Control: 85
  • Story: 50
52
Overall Score
(not an average)

About our grading scale

Review by · April 29, 2026 · 12:00 pm

With Starfield finally landing on PlayStation 5, I came into it as a first-time player who had spent the last few years watching the discourse unfold from a distance. Few modern RPGs have been picked apart quite like this, with some calling it a triumph and others treating it like a cautionary tale. It’s been praised, dismissed, defended, and hotly debated to the point where the conversation around it almost feels bigger than the game itself. That kind of split reception makes it difficult to avoid forming expectations, even when you try. Going in, I was mostly interested in seeing where I’d land on it myself.

There’s a version of Starfield that exists entirely in your head. It’s the one where you chart your own course through the stars, seamlessly traveling between planets, uncovering truly unknown mysteries, and crafting an adventure that feels entirely your own. It’s a powerful fantasy. Reality, of course, can be humbling; Starfield isn’t really a space exploration game in the way I expected. It’s a Bethesda RPG that happens to take place in space, and this is a subtle yet critical distinction.

If you’ve spent time with Bethesda’s previous RPGs, the structure here will feel familiar, sometimes to a fault. You pick a direction, find a quest, and inevitably get pulled into three more along the way. You loot everything that isn’t nailed down, upgrade your gear, and tell yourself you’ll stop soon before immediately doing the opposite. The loop is somewhat intact, but it takes some time to settle in. The opening hours are slow, filled with exposition and overlapping systems that don’t come together right away.

Sadly, even once it gets going, the experience doesn’t feel rewarding. The main story following Constellation, a group of explorers searching for mysterious artifacts, never feels essential and doesn’t have the pull you might expect from a game of this scale. Instead, like so many Bethesda RPGs before it, the better moments are found off the beaten path. They’re few and far between. The faction questlines, for example, are more memorable, though that’s not saying much. They give you a slightly stronger sense of purpose, even if the broader world fails to react in meaningful ways to what you do.

Starfield image of New Atlantis with several shops and a tower in the distance.
New Atlantis offers a glimpse of the scale Starfield is aiming for.

The lack of reactivity reveals itself gradually. Starfield gives you a lot of freedom in how you approach situations, but that freedom rarely leads to significantly different outcomes. Dialogue choices often converge into similar results, and key characters remain firmly protected from your decisions. It creates a sense that you’re shaping your own story, right up until the game reminds you where the boundaries are. 

If you try to go beyond those boundaries and visit other planets, you’re met with dreadful procedural generation that makes its thousand worlds feel far less vast than they sound. The scale is undeniably impressive, but it’s also inconsistent. Some locations feel carefully designed, with distinct layouts and interesting encounters. Others feel like soulless filler, recycled across different environments. It doesn’t take long before those patterns become predictable. You can tell which planets are hand-crafted and which are procedurally generated, as the latter are some of the most uninspired worlds I’ve ever seen.

On the other hand, customization goes a long way in establishing a sense of ownership. Shipbuilding is easily one of the strongest systems here. It strikes a good balance between depth and accessibility, letting you experiment without feeling overwhelmed. You can build ships that feel uniquely yours, and end up spending far longer than you planned just adjusting things that were already fine. Outposts and skill progression add to that, giving you multiple ways to define your playstyle. This is where Starfield feels the most flexible.

The problem is that all of this exists within a structure that fails to support the immersion it’s trying to sell. For a game about exploring space, Starfield is surprisingly reliant on menus. Traveling between planets, systems, and even points within those systems often involves selecting a destination and watching a brief transition. You’re not flying through space so much as navigating a series of interconnected hubs. It’s efficient at the cost of immersion. The illusion of being a space explorer starts to fade when you realize how little time you actually spend moving through space.

Starfield protagonist on a planet seeing a gas giant in the distance.
Right there in the sky, just a menu away.

The PlayStation 5 version also includes the Free Lanes update, which introduces a new Cruise Mode aimed at improving space travel. It’s a step in the right direction, letting you talk with your companions and use workbenches while on autopilot. Still, it doesn’t fundamentally change how Starfield approaches exploration. Travel remains largely about selecting destinations and jumping between them, rather than anything you discover along the way. As I’ve never played the original version, it’s hard to say how significant the improvement is, but even here, space mostly feels like something you pass through on the way to the next objective.

Unfortunately, the update also comes with some significant technical issues. I ran into multiple crashes over the course of my time with the PlayStation 5 version, enough that it became a constant concern. In fact, the crashes were so bad that I had to load significantly earlier saves multiple times. Others have reported even worse problems, where the game is almost completely unplayable. It got to the point where loading into each new area felt like a gamble. Bethesda is aware of the issue and plans to release patches, but I can’t overlook how much it gets in the way of the experience.

Visually, Starfield comes closer to selling its fantasy. There are moments where it genuinely looks the part: stark planetary horizons, dense cityscapes, and the quiet emptiness of space all come together in a way that feels convincing at a glance. Lighting does a lot of the heavy lifting here, especially during sunsets or when you’re staring out across a barren landscape that feels just distant enough to be unknowable. But like everything else, that impression isn’t always consistent. The more time you spend with it, especially on the procedurally generated planets, the more you notice how often those elements repeat.

The music follows a similar pattern. Composed by Inon Zur, the score leans into that sense of scale and wonder, with sweeping orchestral tracks designed to capture the vastness and mystery of space. It works well in the moment, especially when you first arrive somewhere new, but it rarely lingers. It’s doing exactly what it needs to, but not quite memorable enough to stand out.

There’s also a pacing issue tied to how exploration works. Starfield encourages you to jump between locations quickly, which can make everything feel a bit disjointed. You’re constantly arriving, doing something, and leaving again before anything has time to settle. It keeps things moving, at the cost of making the world feel more fragmented. In other words, you’re passing through the cosmos rather than inhabiting it.

Starfield your ship landing on an unknown planet.
Landing somewhere new. It doesn’t feel new.

Some of the more familiar Bethesda quirks don’t help in this regard. The interface can be cumbersome, especially when managing inventory across multiple systems. NPC interactions feel stiff, both in terms of animation and presentation, and their behavior occasionally fails to keep up with what’s happening around it. Combat follows a similar pattern. It’s improved, certainly, with more responsive gunplay and a better sense of feedback than previous Bethesda titles, but it never evolves beyond being serviceable. Encounters can feel repetitive, and there’s only so much variety in how they play out.

What holds Starfield together is how all of these systems fit, messy as they are. Like with other Bethesda games, there’s a momentum to the experience. You might set out to complete a single objective and end up experiencing an entire chain of quests along the way. A sense of freedom remains, though its world doesn’t support it.

At the same time, it’s difficult to ignore how often Starfield gets in its own way. It builds up the idea of boundless exploration, then filters it through layers of menus and repeated content. It offers choice but rarely consequence. It presents a massive universe that feels smaller the more time you spend in it. There’s a constant tension between what Starfield promises and what it actually delivers.

So would I recommend Starfield? It depends on what you want out of it. If you’re chasing that perfect, seamless space fantasy, the kind where you lose yourself in the stars and never see the boundaries, this won’t get you there. If you’re here for the Bethesda loop, the busywork, the side quests that turn into five more, the slow creep of “one more thing” turning into another hour, this might help pass the time, though there are far better games for it. It barely gives me enough reason to keep going. It almost works, and then it crashes again.

  • Graphics: 80
  • Sound: 75
  • Gameplay: 60
  • Control: 50
  • Story: 70
60
Overall Score
(not an average)

About our grading scale

Review by · April 27, 2026 · 3:00 pm

The Ys series has garnered significant critical acclaim, with its hero Adol Christin becoming an RPG icon. Arguably, Ys has had a significant impact on the action RPG genre from early on, with exploration-heavy, puzzle-laden games, featuring challenging fights that require quick-footed strategy to overcome. While The Legend of Heroes: Trails might be my personal favorite Falcom series, I still have a special fondness for Ys. The stories are full of heart, the characters are always quite likable, and the gameplay is formidable yet entertaining. So, naturally, when Ys: Memories of Celceta was localized by XSEED for the PlayStation Vita in 2013, I decided to give it a try. I had a fairly enjoyable and rather memorable (hah!) gaming experience. Flash forward to 2026, and we’ve been given a remaster: Ys Memoire: Revelations in Celceta. Is it still a game worth remembering? That answer leans mostly affirmative, but largely because Adol’s adventures in Celceta were solid beforehand. Newcomers should certainly give this version of Celceta a try, but returning players might pause before spending money on a remaster that boasts only minimal upgrades.

Ys: Memories of Celceta was a remake of the previous Ys games that shared the Ys IV moniker. Falcom took plot points from both of those Ys IV titles, altered them to make a more cohesive plot, then added in several new story points to further flesh out the narrative. Ys Memoire: Revelations in Celceta doesn’t alter or add anything to the original’s storyline, though now that Falcom has confirmed that Ys: Memories of Celceta is set after the events of Ys X: Nordics, it has a clearer place in the series proper.

Adol, Karna, and Frieda fight opponents through snowy terrain in Ys Memoire: Revelations in Celceta.
Get ready for action-oriented party combat!

Summarizing the Ys series, it basically boils down to following Good Samaritan Adol as he wanders from region to region, saving the day before leaving to further explore the world, all the while keeping his experiences written down in a journal to share with others. Along the way, he encounters exciting adventures and meets a ton of intriguing people, though none really know much about Adol himself beyond his being a redheaded swordsman yearning for adventure and exploring the unknown. In earlier games, particularly, Adol seems a blank slate for the player. While he often inspires other characters to take action or helps overcome a great threat, he tends to feel slightly like a bystander in the overall plot.

Celceta seems to be Falcom’s attempt at reinventing the series for a newer gaming audience. The gameplay and story are familiar, but have also been tweaked to attract newcomers. The party system from Ys SEVEN returns in full force, and there’s a pretty good level of versatility amongst the various party characters. The game encourages switching between them by having different enemies be susceptible to certain weapon types and the like. While the difficulty is quite present, it isn’t nearly as crushingly difficult as past games in the series. Party members all have specific non-battle skills that play a role in puzzles outside of combat, too: Frieda can seal magic fissures to open up new areas for exploration, Ozma can break apart walls holding back water, Calilica can activate devices causing platforms in dungeons to move, and so on. These dungeon traversing abilities are somewhat reminiscent of the non-combat skills party members often had in the earlier Wild ARMs games.

Adol and Duren approach a statue during dungeon exploration in Ys Memoire: Revelations in Celceta.
Hmm, I can’t help but ponder over what the story behind this mysterious statue is.

The party can equip special items referred to as “Artifacts,” giving them special abilities to help solve puzzles. For instance, the Dwarf Bracelet shrinks the party so that they can get through small openings, the Hydra Bracelet allows them to access underwater areas, the Gale Shoes allow the party to run so fast that they can actually scale walls, the Sacred Beast Collar lets them turn into a creature called a Roo to talk to monsters, and so forth. The game actually has a very traditional RPG feel with multiple towns bustling with numerous NPCs and shops, complete with community boards updated with side quests you can take on for the townsfolk as you progress, making Celceta feel more like a traditional JRPG that just happens to have an ARPG battle system.

A newcomer-friendly approach is also present in how Celceta handles its story. It might not win awards for being incredibly original, but Celceta’s plot is well-written and highly detailed, chock full of the likability one can expect from Falcom’s more recent narratives. It doesn’t take itself completely seriously, and even playfully mocks plot points of past Ys games in a way that’s more fond and celebratory than actually insulting. Truth be told, Adol really has been arrested under false charges quite a bit in the past, and he’s certainly traversed more than one magical tower filled with monstrous creatures, so series fans will probably get a kick out of those tongue-in-cheek asides. There’s an endearing quality to both the story and cast that’s quite fun to see as you progress.

The characters are relatable and quite likable; I grew fond of all of them by the time the game finished. The party characters all have their own interesting backstories, and at times will make you smile or cheer. Non-party characters are memorable: Hopeless rival Leo displays unexpected depth; Remnos plays around with villain tropes; Gruda is great as far as being a snarky manipulative villain goes, and I give the game props for giving him compelling reasons for his actions; Griselda is a strong leader trying to maintain her own beliefs and personal sense of honor despite her people outcasting her, and the Roo can be quite the opposite of what you’d expect cute mascot characters to be. Even the random NPCs in town have their own backstories and amusing personality traits, and their dialogue changes constantly depending on events in the story. Truthfully, the only character I don’t have a strong opinion on is Leeza, and I think that’s because, for as much story importance as she has in the plot, she isn’t present that much.

Griselda chewing the fat with Adol and Duren in Ys Memoire: Revelations in Celceta.
…What could she possibly be referencing, I wonder?

As a fan of Roman history, I quite like the game’s fantasy take on the Roman Empire. Celceta plays around with RPG stereotypes brilliantly. Let’s face it, the amnesia plot-line has been done to death in RPGs, and yet, in true Falcom fashion, Celceta manages to put a fresh spin on a worn-out trope. We get a clearer sense of who Adol is as a character, largely because his amnesia is central to the narrative. It makes sense that losing his memories was the only way to explore his backstory creatively. As mentioned previously, Adol is never a central focus of the other Ys games since he’s always known who he is. Why would he talk about himself when there’s so much else going on around him?

By forcing Adol to retrieve his memories, Celceta also creates a plausible reason why players finally discover his past, too. Adol has to find himself again, and we’re going along with him. The character we see is actually really likable: an intelligent and bright boy from humble beginnings who desires to learn about other cultures and teach others about them. Someone who wasn’t naturally gifted at everything he set out to do, but had to work hard towards his goals and continues to do so. Adol’s personality and backstory seem really fitting, and in a lot of ways, fits how fans have interpreted his character over the years. I also love how you get a sense of his personality and dialogue, yet players feel as though they’re in Adol’s role, even allowing them to choose dialogue options for him during conversations and cutscenes. The dialogue options Celceta gives you let you play the game more seriously or go a little silly, depending on your mood. For example, I love the “Damned straight!” dialogue option they give you at one point. It keeps you feeling involved throughout the poignant story scenes.

Having to find Adol’s missing memories offers insight into his character and further provides an ingenious way to shed light on the story in a unique way. Later on, Adol can actually see the memories of other characters, which moves the plot along without relying on traditional storytelling methods. It makes sense narratively, too, as characters like Griselda or Frieda wouldn’t explain their pasts to people who were relative strangers. The King Lefance plotline happened hundreds of years before the present story timeline, so seeing his memories is the only logical way to know what happened then, since the game explains that historical texts were missing large chunks of data. It’s a clever way to play around with a trope that most people think is incapable of supporting a good story, though trope-playing tends to be one of the things that Falcom does well. I also appreciate that it is the player’s responsibility to discover these memories, tying it into the game design.

Karna confronts Adol over his amnesia in Ys Memoire: Revelations in Celceta.
The crux of the matter!

Aside from its timeline predecessor, Ys X: Nordics, I feel that Celceta is probably the Ys game I’d most recommend for series newcomers. Established fans, fear not: there’s more than enough here from a plot stance to enjoy. Celceta is a Ys game in both gameplay and plot, and Falcom’s rewriting of the two plotlines for Ys IV helps the fourth game find a true home amidst the series’ established canon. As such, there are a lot of references to plot points for other games in the series, most notably, Ys: The Arc of Napishtim and Ys SEVEN, though there are a few references to Ys II and Ys: The Oath in Felghana as well. Fans of Ernst and Geis in particular should like the deeper look into the brothers’ backstories this game provides, and Adol’s longtime friend and partner, Dogi, also makes a surprising appearance. However, the game’s story is self-contained in a way that the references are not vital to your understanding, so familiarity with the series itself is not necessary. It’s nice if you happen to be a series fan and can tell what they’re doing.

Like Ys Memoire: The Oath in Felghana before it, Ys Memoire: Revelations in Celceta does the bare minimum in terms of remaster additions, relying instead on the title’s inherent strengths. The English translation of the script was already phenomenal, so there was no need to tweak it. Now, the 3D graphics show their age, though the gorgeous character art in important cutscenes helps make up for it. New high-resolution HUD imagery and icons help visuals somewhat, but they’re minimal. That said, Celceta is still a vibrant and colorful land that I couldn’t help but get excited about exploring. Partial voice acting is still implemented, but be warned that it is extremely sparse. Perhaps the biggest change is that this version includes an arranged “Memoire” version of the soundtrack, though you can switch back to the original OST if you prefer. A sample track of one of the new arrangements is available online. Considering how incredible Ys music generally is, you can’t really go wrong either way!

From its engrossing and entertaining plot to the detailed and multifaceted gameplay, I had fun throughout my entire playthrough of the original Ys: Memories of Celceta, and I also had fun picking up this enhanced Switch version years later. Adol’s story has always been about the excitement and sense of adventure one gets when losing themselves in a journey, and Celceta captures that feeling poignantly. Ys Memoire: Revelations in Celceta might not be the most extensive remaster, but the original was such a solid ARPG experience that it still stands strong, despite its more dated graphics. Returning players may or may not be convinced to replay the game, but Ys Memoire: Revelations of Celceta is certainly worth newcomers trying out if they haven’t yet experienced the Celcetan journey!

  • Graphics: 65
  • Sound: 81
  • Gameplay: 89
  • Control: 88
  • Story: 83
81
Overall Score
(not an average)

About our grading scale

Review by · April 24, 2026 · 9:00 am

Originally released on the PlayStation Vita in 2018, the historical fantasy otome visual novel Homura: The Crimson Warriors didn’t receive an English localization until 2026 on the Nintendo Switch. Was it worth the wait? Well, despite its somewhat dated visual presentation, Homura: The Crimson Warriors proves that a visual novel lives or dies by the strength of its overall narrative and how compelling its cast is. Fortunately, the title’s overwhelming strengths on both those points make it a standout addition to the Switch’s VN lineup.

Fourteen years after the Battle of Sekigahara, the Tokugawa Shogunate controls Japan but faces opposition from the Toyotomi Clan, who fortify Osaka Castle and call for allies. The plea reaches tactician Nobushige Sanada, under house arrest, who escapes with his ninja allies from Mt. Kudo. They are joined by young shinobi Mutsumi Mochizuki. As the final battle of the Warring States period approaches, Mutsumi must succeed despite the interference of an unknown supernatural force.

Sasuke Sarutobi and Juzo Kakei discuss matters in Homura: The Crimson Warriors.
Sasuke is one of the standouts amongst a memorable cast.

If one examines the premise and visuals of Homura: The Crimson Warriors, they might instantly recall the often-reissued Hakuoki, another renowned supernatural historical otome also illustrated by Shiki Sakigumi. The similarities run deeper than aesthetics—both narratives employ parallel plot points and themes.

Still, this is no criticism of Homura: The Crimson Warriors! Hakuoki is cherished in the otome community for good reason. Homura, in turn, adapts this formula to craft a distinct story set within a reimagined Japanese history. Fans of any Hakuoki version will likely be drawn to Homura. Like Hakuoki, Homura provides an uplifting tale of triumph and tragedy, blending warfare, politics, and fantasy. Both games feature multifaceted, believable characters and unexpected romantic developments. Homura excels at its strengths, echoing its spiritual predecessor, Hakuoki.

Regarding presentation, Homura: The Crimson Warriors is quite a traditional visual novel. Players step into the shoes of earnest shinobi Mutsumi, who struggles to prove herself to Nobushige and his circle. As you sift through text and dialogue, you reach critical decision points. The outcome of these choices shapes how the plot unfolds. Sometimes, affection levels for certain characters rise; in other cases, subsequent narrative scenes change. While an “energy level” meter is present, it still ultimately results in scripted, binary story decisions.

Kamanosuke Yuri and the main character are at a decision point in Homura: The Crimson Warriors.
If you’ve played Hakuoki, this decision point might seem reminiscent to you.

Since Mutsumi is a ninja, certain gameplay features connect to her role. “Mission” segments test your tactical decision-making by having you, as Mutsumi, choose between two options. These segments, graded at a route’s end, mainly influence immediate story scenes rather than the overall game. Those familiar with the genre will catch on quickly enough.

As for extras, Homura: The Crimson Warriors offers what you’d expect from otome titles. There’s a gallery of unlocked CG illustrations and a detailed story map accessible after clearing the game once. This lets you jump to any seen point, pick a character route, and set affection levels for quick replays. You can skip text you’ve already read or leap to the next decision point with a button, and a glossary of important notes is available.

The game’s common route is decently sized, introducing gameplay and characters, while the longer character routes reveal how nuanced the cast and their stories are. With fewer character routes, Homura encourages replayability without being overwhelming. I enjoyed the twists, turns, and character development so much that I eagerly wanted to try every story route!

Nobushige Sanada and the main character's introductory CG illustration in Homura: The Crimson Warriors.
That is some meet-cute!

Visually, this port of Homura: The Crimson Warriors doesn’t do much to “enhance” its PlayStation Vita presentation. Character sprites are static but still manage to convey a sense of expression. The UI is decent and easy to read, but nothing particularly detailed or eye-catching. The color scheme is bright, and a blurred background effect is used at times to create the illusion of swift movement. The CG illustrations are gorgeous, and I do rather like Mutsumi’s design as well. The artwork still manages to showcase its beauty without the bells and whistles sometimes added to newer VNs for extra flair.

Sound-wise, some dialogue is muffled by the background music. Still, the voice acting excels, and the performances are polished. The music complements the game’s theme, with standout BGMs and memorable vocals. Sound effects enhance immersion throughout the story. Script localization is nearly flawless, marred only by minor typos.

Homura: The Crimson Warriors is an otome that Western audiences missed at launch, but it shows how timeless a good VN can be. Even without many extras, the game holds its own among the Switch’s strong otome lineup. If you’re a Hakuoki fan, Homura is worth a look, but it’s also a must-buy on its own merits.

  • Graphics: 87
  • Sound: 85
  • Gameplay: 87
  • Control: 88
  • Story: 90
87
Overall Score
(not an average)

About our grading scale

Review by · April 22, 2026 · 12:00 pm

In 1996, the gaming world was alive with a future offered exclusively through 3D graphics. Technical geometric concepts like polygons and vertices were entering the gaming lingua franca, and from a mainstream perspective, the world was moving on from 8- and 16-bit games.

At this time, however, a cult horror classic was brewing, and on April 22, 1996, players got their first enticing taste of Corpse Party. Corpse Party is a 2D, 16-bit blend of survival horror and adventure, released for the NEC PC-9801, a Japanese-exclusive computer system. Corpse Party’s reputation as a game exploring darker horror themes slowly grew on the Japanese internet. Remakes of the original game for PC and PSP in the late 2000s and early 2010s cemented this reputation. The PSP version was eventually translated into English in 2011, giving us nihongo numpties (people who don’t know Japanese) our first official chance to experience the fear.

Naturally, there are many versions of Corpse Party to play. For this review, I played through the PS4 version on a PS5. I completed the game twice, once in English and once in Japanese. Today, the world of Corpse Party, with its numerous remakes, sequels, and anime/manga spin-offs, offers an experience quite unlike anything else: clever plot twists, gameplay that lies between obfuscatory and monotonous, dark but oddly familiar environments, and levels of grotesque horror rarely matched across all forms of artistic expression.

This image shows Satoshi Mochida from Corpse Party in a darkened hallway. In the hallway there appears to be blood and flesh spread around by an unknown person or persons.
Yeah, that’s not paint, champ.

Corpse Party centers around seven high school students (Ayumi, Satoshi, Naomi, Yoshiki, Mayu, Sakutaro, Seiko), one middle school sibling (Yuka, Satoshi’s sister), and a teacher (Yui) at the end of a stormy school day. Mayu will soon be transferring to a new school, so Ayumi suggests they perform a “Sachiko Ever After” ritual to remain connected forever. This uplifting idea soon turns into a torturous nightmare when the ritual goes wrong and everyone is transported to an unfamiliar, dilapidated school called Heavenly Host Elementary School.

Across five chapters, 15 bonus chapters, and something called a “wrong ending,” you explore Heavenly Host Elementary School through student and teacher perspectives. Each chapter has you play through multiple viewpoints, with the students often appearing in pairs. A particular gameplay loop quickly becomes apparent: an initial dialogue exchange between characters, exploration of the school, finding or using an item, and discussing events with your partner or fellow schoolmates who may drop by.

Within this loop is also the wrong-ending mechanic. This game-over system is sometimes triggered by obvious actions and other times by heavily obscured ones. On the positive side, wrong endings can provide additional lore about Heavenly Host Elementary School and the wider world. On the negative side, obscure trigger points are very frustrating and can send you back 30–40 minutes in playtime—RIP my already limited adult gaming time. Overall, the wrong-ending mechanic is a nice “what if” exploration, executed poorly. This is one area where a future remake or sequel could benefit from refinement.

Character, story, and horror elements are strong areas for Corpse Party, though not without some caveats. Most characters are well interconnected (Ayumi–Satoshi–Naomi; Seiko and Naomi), with the full hormonal hues of adolescence on display—angst is fun sometimes. In other moments, however, the characterization falls apart; scenes that could feel genuine, such as Seiko’s romantic feelings, are cheapened by one-dimensional sexual innuendo.

The image shows a teacher Ms Yu Shishido from the game Corpse Party in a hallway of Heavenly Host Elementary School.
Ms. Yui Shishido: Every school needs one of her.

Corpse Party’s story and plot are somewhat perplexing but ultimately very satisfying. The narrative is enticing enough that you naturally feel compelled to uncover more. Each question you raise is thoughtfully answered by the end. Furthermore, the game includes extra chapters unlocked through normal progression or by achieving specific wrong endings, which are then available from the main menu. These chapters provide additional lore about Heavenly Host Elementary School, allow you to explore alternative perspectives of the main story, and even develop connections between other Corpse Party titles (yeah, there’s a lot of these).

The horror elements in this game are truly on another level. I am an avid horror game player, and some of the content—particularly its descriptions of violence, human suffering, and despair—is unmatched. I felt deeply uncomfortable reading about the nuances of starvation and enduring the length of certain violent scenes (5–10+ minutes). Consider this both a warning and a recommendation, depending on your tolerance for these themes. Finally, it is worth mentioning that the treatment and characterization of women feels somewhat outdated. Given the era the game is from, some of this criticism may be moot, but if you are sensitive to gendered violence, you may want to set aside that critical lens while playing.

The graphics and sound are additional strengths. Corpse Party was made in RPG Maker, so the environments, sprites, and interface give off a very specific early-to-mid 2000s vibe, which I personally enjoy. The character and sprite designs are classically anime-like. What elevates the game above most titles created with the engine is its world design. The school’s layout significantly increases emotional tension—long, sweeping, seemingly endless halls contrast with cramped one-way corridors and maintenance rooms.

A student from the game Corpse Party explores the one of school toilets only to find other students from the school have been hung in each of the toilet stalls.
A “lovely” example of the human suffering on display in Corpse Party.

Sound and music also play a crucial role in horror—think of the movie Psycho. Corpse Party delivers well in this area, featuring brooding atmospheric tracks, energetic pieces, and a main theme that lingers in your mind. A few tracks I’d like to highlight are “The Dark Space,” “Health Room,” “Sword of Steal,” and the chapter opening and closing themes. The voice acting is also strong, though somewhat grating for one younger character (YUKA).

After my first playthrough, I switched to the Japanese version of the game. You can do this easily by setting your console’s language settings to Japanese. As a Japanese language learner, I am always looking for good games to play in Japanese, and Corpse Party includes several helpful features: replayable audio (via an audio log), press-to-continue text boxes, and a very readable kanji font. However, the game does require decent kanji knowledge or a good ear to pick up unfamiliar readings. I only encountered around ten “rare” kanji (outside the jōyō kanji set). If you have completed a substantial portion of kanji courses like WaniKani and have an intermediate understanding of grammar, Corpse Party is an excellent game to try — 出来るよ!

Overall, Corpse Party is a wonderful piece of niche horror content. It harkens back to the days of online message boards discussing a cornucopia of J-horror content, once inaccessible due to our inability to master one of the “Super-Hard” Category IV languages. Nearly 30 years after its original release, Corpse Party demonstrates that good horror lies in subverting the mundane and placing ordinary people in extraordinary circumstances. Draw curtains, don headphones, and let this horrific experience draw you in.

  • Graphics: 70
  • Sound: 90
  • Gameplay: 50
  • Control: 70
  • Story: 90
75
Overall Score
(not an average)

About our grading scale

Review by · April 16, 2026 · 8:00 am

As I’ve grown older, I’ve learned how funny grief can be. You can be sitting at your desk, watching a show, and a thought enters your head: “I’ll never watch this with my dad again.” It doesn’t matter how long it’s been; the passage of time may help grief not dominate your life, but grief has a funny way of appearing when you least expect it. Fishbowl is a game that depicts trauma, grief, and regret, and it’s one of the best to do it.

Fishbowl follows a young Indian woman named Alo, living away from home and grieving the recent death of her grandmother, Jaja. This has caused her significant strife, and combined with feeling like an impostor at her job and struggling to create the poetry she used to love, getting out of bed each day proves to be a struggle in itself.

Alo talks with a toy fish named Paplet in Fishbowl.
Alo’s struggle with grief is the central focus of Fishbowl‘s narrative.

While settling into her new home, Alo spends the next month slowly but surely unpacking her grandmother’s possessions. With each box, the player solves a simple slide puzzle game to uncover everything, journaling about each item. One such item is a toy fish in a bowl that inexplicably speaks to Alo, trying to help her remember happy memories and avoid sad ones—although as anyone who has gone through loss can tell you, happy memories can also be the saddest.

Though her grandmother’s death is the main focus of Alo’s grief, there are many other struggles she has that make it worse, including her fears that she is not good enough for her job and the ongoing COVID-19 pandemic in the game’s story that has everyone self-distancing. Like Alo, a lot of my hardest moments happened during the peak of the COVID-19 lockdown. There’s no worse company when you’re grieving than your invasive thoughts.

The lockdown also manifests in ways outside of Alo’s grief, with one character struggling with the fact that many kids in her town lack the technology to do remote learning, a very real problem in India during the lockdowns. COVID-19 is a subject I so rarely see depicted in video games, so it’s nice to see it executed so well here.

Alo reflects on grief with a friend in Fishbowl.
Fishbowl features a diverse cast in a setting rarely seen in video games.

I appreciate a lot about Fishbowl, but in particular, it’s nice to see more diverse content and creators in the industry. It feels so rare to see a video game focus on Indian people and their culture, and so accurately to boot! Not limiting itself to just the representation of Indian culture, the game features a character with vitiligo. As someone with a similar condition, I do enjoy seeing it normalized in media.

Fishbowl relies on good dialogue, characters, and storytelling to create its intriguing experience, but the two-person development team has done a good job of making an interactive experience out of it. Many actions are accompanied by quick-time events; for example, when Alo is brushing her teeth, you have to hold a button to apply toothpaste, move the toothbrush in a left-right-left-right motion, and then in an up-down-up-down motion. Others have a more complex series of inputs.

Each day, Alo does different tasks to attempt to improve her mood, including brushing her teeth, taking a shower, drinking water, and eating. You can also have her binge-watch television or doomscroll on her phone, though these seem to only have a negative impact, and I’m frankly unsure if there is any reason to do these unless you want her to feel worse! Then again, I still try to have Alo write every day despite knowing it will only hurt her mood more; even if she never got the good feelings from writing again, I would be remiss if I didn’t try my best to give the spark back to her.

A color and symbol matching music minigame in Fishbowl that resembles a timeline-based video editing app.
The editing mini-game is both enjoyable and finicky.

In addition to her self-care, Alo has a job to do: video editing. Each day she works, Alo has at least one vlog that she has to edit. This is done through a cute little mini-game that involves sorting elements into their proper categories as they approach them. It’s nothing incredibly exciting mechanically, but it does well enough to make me feel involved in Alo’s job. The only sticking point I experienced with it is that the somewhat stiff controls can lead to frustrating mistakes, even if the narrative does not treat one or two mistakes too harshly.

Alo has several people she can speak to over video chat, including her mother, childhood friends, and co-workers. These calls can improve Alo’s mood, but may also worsen it. I really enjoyed watching these calls, as it was nice to see how she interacted with different people in her life. Her relationship with her mother was particularly sweet, as their love for each other was evident.

Despite my enjoyment of the game, Fishbowl feels too long. While I never felt weary of its story or characters, Alo’s routine becomes tedious, perhaps intentionally. Early on, I questioned what the challenge was, as the tasks never took long and were simple. Yet, just like in real life, the struggle is motivation, not the difficulty of the task. The fact that more tasks are introduced as the game progresses certainly doesn’t help. There’s no actual punishment if Alo skips showering when her mood is already high, so perhaps it speaks to my attachment to Alo that I had her do them anyway.

Alo, in a dream sequence, standing before her various toys surrounded by numerous grey bubbles on a black background.
Fishbowl’s dream sequences contrast strongly with Alo’s normally colorful home.

In terms of presentation, Fishbowl‘s environment is cozy and colorful. This aesthetic feels like a visual representation of masking, a coping mechanism to blend into the world around you. Alo’s depression manifests either in grayscale nightmares or darkness creeping into the environment, expressing the contrast between between her mask and her true feelings. The music also reflects Alo’s state of mind, its low-key beat and soft melody evoking a sense of melancholy.

Playing Fishbowl caused a lot of uncomfortable memories to emerge, though by the end, I felt thankful to have played it. The game feels like a response to the excellent visual novel To the Moon, an emotionally brutal story exploring themes of struggling to cope with loss and regret. Fishbowl is also an exploration of regret, but instead of Alo fighting it, the game emphasizes the importance of her living with the truth of her regret.

Where To the Moon spoke to me when I struggled with the looming risk of my father’s death, Fishbowl speaks to me as I struggle to come to terms with it. I’m thoroughly impressed that two first-time designers made such a good game, especially during a pandemic, and I hope to see more in the future.

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

About our grading scale

Review by · April 15, 2026 · 11:00 am

Capturing a moment in a photograph preserves a fleeting glimpse, tangible proof that an event occurred or that someone was present. However, photographs cannot keep what we cherish truly close. Instead, they provide a frozen image of a beloved person or memory, prompting us to reflect on and understand our history. Photographs highlight the impermanence of life, yet gain emotional strength by allowing us to hold onto memories, encouraging personal growth if we recognize their significance. OPUS: Prism Peak is a beautifully heartfelt graphic adventure centered on self-reflection, the attempt to understand others through the lens of the camera, and the dual themes of life’s uncertainty and enduring hope as we grow older.

OPUS: Prism Peak starts with forty-year-old Eugene driving back to his hometown for the funeral of a pivotal figure in his youth, his paternal grandfather. Once a photojournalist, Eugene has suffered a series of setbacks. He even sold his cherished camera before heading home, feeling especially disillusioned. As he drives, the weather worsens. When he enters an underground tunnel, he is involved in a terrible car accident and ends up stranded in peculiar terrain.

It isn’t long before Eugene meets a mysterious girl called Ren. Together, they are drawn deeper into a fantastical world of talking animal spirits and places both alien and eerily similar to the real world. Eugene again receives a camera. Ren is determined to reach her home atop a distant mountain few dare to climb, and Eugene agrees to help while searching for a way home himself. Meanwhile, a supernatural force called the Shade is destroying the world around them and seems strongly tied to Ren. Racing against time and equipped with only a camera to unravel the world’s mysteries, can the pair follow in the footsteps of spiritual guide the Seer to the mountaintop before Ren disappears forever?

Eugene and Ren traveling together in a fantastical world in OPUS: Prism Peak.
The dynamic between Ren and Eugene becomes a truly heartfelt one as the story progresses.

I honestly wish I could talk more about the storyline for OPUS: Prism Peak here, because there are so many insights and plot reveals throughout that I could gush about it for hours, which is saying something given that the game is roughly eleven hours in length. The narrative beautifully weaves flashbacks of Eugene’s life into the present-day journey, with the animal spirits he encounters representing people who have influenced him.

Part of the player’s goal of uncovering the story is determining who each spirit represents and whether Eugene ultimately sees and/or comes to understand them through their current interactions. The memories and emotions these individuals bring up are often messy, reflecting life in general. Sometimes Eugene was inadvertently treated badly by someone in the past; other times, he was the one who failed to be there for someone else. It isn’t so much a harsh critique, but rather a reflection on and an attempt to understand the different ways people perceive things.

The characters have astounding depth and are all too human in their reactions. Eugene starts as an outsider but becomes more involved as events unfold, and his connections grow clearer. Ren is an anomaly, with no memory beyond her drive to return home. She can’t be captured in photographs and faces the threat of fading away, underscoring her fragile existence because she lacks an ‘anchor.’ The bond that develops between her and Eugene is a powerful symbol. I’ll just say I didn’t see many of the later twists involving her, which made the ending of their quest all the more impactful.

Eugene sharing a drink with an elderly goat spirit in OPUS: Prism Peak.
Conversing with spirits helps uncover plot points and allows Eugene the chance to better understand them.

From a gameplay standpoint, OPUS: Prism Peak combines elements of the visual novel and graphic adventure genres. Flashbacks are largely presented in black-and-white VN form, while the exploration and story scenes in the fantasy world are 3D affairs. You control Eugene during these segments as you navigate the terrain, every so often coming across objects or characters of interest to interact with. Eugene can access his camera with a single button press, unless the script dictates otherwise. The game switches to a first-person perspective when he prepares to take a photo, and later, you can adjust settings like focus and shutter speed to get clearer shots.

Once a picture is taken, you often have a variety of things you can do with it: “showing” a photo to a sacred flame to see if it fits an earlier clue, using a photo to fill in sections of a game notebook/log to help you keep track of what you’ve uncovered, or showing a photo that reveals a spirit’s true name. Every once in a while, you have to use cleaning kits to maintain your camera, and you later receive equipable camera filters to help you get different types of shots, such as one that allows you to make out more of the faded murals and decoder stones you find.

The photography is a compelling gameplay mechanic that you’ll use quite often. There are even intense “action” sequences where you have to precisely time taking a photo of the Shade in order to temporarily chase it off.

A dog spirit posing for a picture in OPUS: Prism Peak.
Taking pictures of animal spirits will often reveal their true name.

Taking pictures and using them to advance the game and uncover story points through the notebook is reminiscent of SEASON: A letter to the future. OPUS: Prism Peak even includes a bike sequence. The two games share some thematic elements, but OPUS: Prism Peak feels especially personable, even within its fantastical world. Depending on your choices and discoveries, you can unlock different endings, adding replayability. Players are likely to interpret the game’s events and conclusions differently, which enhances the story’s beauty and thoughtfulness.

I’m hard-pressed to find much to critique in OPUS: Prism Peak. You have to rely on auto-saving instead of a manual option, so you might need to play a bit longer than intended if you can’t trigger an auto-save at a good time. There’s no real “game over” unless you flub an important decision point. Even during the “intense chase” scenes, the game loops to an earlier part if you fail.

Some might find this makes the game too easy, but I prefer it over constantly reloading from the main menu and breaking immersion. Reaching a main ending unlocks extra menus with event logs you’ve found so far. My personal favorite is the “Behind the Scenes” audio logs, where the developer explains the creative thought behind the game’s elements.

An important flashback moment in OPUS: Prism Peak.
The flashback memory sequences are insightful and add further emotional layers to the overall narrative.

OPUS: Prism Peak is aesthetically gorgeous. The VN sequences and CG illustrations are beautiful. The visual imagery throughout the fantasy world is incredible. Vibrant, colorful settings and expressive, detailed character models permeate much of the 3D graphics. However, darker, more unsettling imagery sometimes appears, depending on the situation or terrain, with the Shade being sufficiently nightmarish. The character designs, visuals, and symbolic storytelling could even draw comparisons to some of Studio Ghibli‘s more fantasy-based works.

The soundtrack is cohesive in its themes and contains moving tracks, as this emotive sample illustrates. The sound effects are realistic, especially those involving the camera and photography elements. I played the game with English voice acting and found the performances strong and fitting for the characters. Both Eugene and Ren’s voice actors deserve special mention for their deliveries. Despite being a fairly text-heavy game with differing dialogue and responses, the script is also wonderfully translated.

OPUS: Prism Peak is an outstanding adventure. Like its spiritual predecessor, OPUS: Echo of Starsong, it pairs a thought-provoking, emotional story with polished gameplay. At times haunting yet hopeful, it reflects life and reminds us how we grow from experience. I teared up often—sometimes from sadness, and sometimes from the bittersweet yearning to reach for something more, no matter the winding paths we take. The open-ended resolution of Eugene’s journey is moving and lingers with me. Developers SIGONO has once again created an artistic video game masterpiece with OPUS: Prism Peak.

  • Graphics: 93
  • Sound: 93
  • Gameplay: 88
  • Control: 88
  • Story: 97
92
Overall Score
(not an average)

About our grading scale

Review by · April 13, 2026 · 12:00 pm

Cooking and RPGs aren’t something I’d usually pair, but Dosa Divas, a smaller JRPG from Outerloop Games, has tried to change my usual diet. The story of three sisters trying to come to terms with their pasts and their futures attempts to combine deep revelations with irreverent humour and whimsy. Unfortunately, the final mix of this JRPG doesn’t quite come together: the bland world design, and the sometimes-infuriating combat and recipe systems get in the way of this dosa going down smoothly.

Dosa Divas tries to tell a heartfelt story blending elements of sci-fi adventure with themes of food, culture, and family. The plot follows sisters Samara and Amani as they reunite and travel across a fractured world in a sentient food mech, working to undo the damage caused by their estranged sister Lina, whose powerful fast-food corporation, Linaworks, has erased traditional cooking and cultural identity. Along the way, the sisters battle corporate forces, cook meals for communities, and rebuild connections with others while confronting their own complicated past.

Despite its ambitions, Dosa Divas’ story struggles to land. It’s cool that the story tries to use food not just as a gameplay mechanic but as a symbol of memory, identity, and resistance, even if the sci-fi elements involving the food mechs and their history feels tacked on for the sake of a more mythical bent. The script and dialogue never quite reconcile the sisters’ emotional core—particularly the reasons behind their original departure and Amani’s subsequent return—with the game’s more irreverent humour. Scenes often clash in tone: light, playful banter with a boastful elder can sit awkwardly alongside a genuinely tragic situation involving a villager’s family.

Some characters make this worse. The recurring shopkeeper, for example, leans heavily on innuendo and flirtation, and his constant come-ons toward the sisters feel more questionable than charming. He comes across as unsympathetic, despite Dosa Divas seemingly positioning him as comic relief. When the robotic Diva characters take on a larger role, their narrative becomes even more muddled, adding but never fully integrating ideas.

Even the presentation struggles to lift things. Key dialogue receives voice acting, but the uneven script undercuts most performances, making it difficult for any real emotional depth to emerge. The music hints at a more distinct cultural identity in its opening moments, but the soundtrack settles into a loop of light, bouncy rhythms and plucked guitar that rarely enhances the atmosphere.

Goddess, the food mech in Dosa Divas, transports the crew to a lakeside village, meeting a merchant on the way in.
You wouldn’t think he’s a letch just looking at him, would ya?

Exploring the world aboard Goddess—the sisters’ food-themed mech—gives the game’s cartoonish art style plenty of room to shine, but the results feel uneven. Characters lean into exaggerated designs, with oversized limbs and unusual facial features, while the wide, often clashing colour palette makes it surprisingly hard to distinguish one NPC from another. The style is certainly distinctive and may appeal to some, but it often undermines the emotional weight the story tries to build.

The environments in Dosa Divas don’t do much to compensate. You move through a small set of familiar locations—a cliffside village, an underground tree root settlement, and a lakeside area—without much variation or sense of scale. The absence of more expansive wilderness spaces makes exploration feel repetitive, even within the game’s relatively short runtime. As you progress, Goddess unlocks traversal abilities like a hookshot and a drill to open new paths, but these additions rarely lead anywhere surprising. Instead, they loop you back through the same environments, adding utility without meaningfully expanding the sense of discovery.

When the sisters and Goddess face enemies from Linaworks, Dosa Divas shifts into a turn-based JRPG system—with a few added twists. You still select standard attacks and skills, but both offense and defense add timed button inputs. Land these correctly, and you boost your attacks or block incoming damage more effectively. Combat ties directly into the game’s food-based elemental system. Each attack carries a flavour type—Spicy, Sweet, and so on—and enemies show weaknesses to specific combinations.

When you identify and exploit those weaknesses, you deal increased damage and begin to break down an enemy’s shield. Once that shield drops, the enemy enters a “Stuffed” state, dramatically increasing the damage they take. Combat carries a strong sense of pace and visual flair. Watching Amani charge up oversized fireballs or Samara bounce attacks around the battlefield looks great in motion, and the system has a clear sense of rhythm.

Dosa Divas' battle screen shows the party facing three enemies, who have different weaknesses and shield points to exploit.
Enemy design is… different.

Unfortunately, the rhythm quickly gives way to frustration. The constant QTE inputs wear thin, and with no option to automate them, every encounter demands the same level of precision. Some prompts—especially when blocking rapid, multi-hit attacks—are difficult to read or perfect, making success feel inconsistent. I also struggled to initiate fights on my own terms, often taking the first hit before gaining control, though that may come down to unclear input or feedback.

On Dosa Divas’ normal difficulty, missing a block or mistiming a boost can have severe consequences, and the limited healing options only amplify the problem. Recovering small amounts of health from the odd food item means that a couple of mistakes can quickly spiral into a game over, regardless of preparation. Over time, the system starts to feel less like a test of skill and more like a battle against unclear timing windows and underdeveloped feedback. A more readable interface or more generous input cues would go a long way toward smoothing this out. Easier modes soothe the difficulty somewhat, but not the timing frustrations or sense of skill gap.

Dosa Divas’ standard enemies come from Linaworks’ ranks—lawyers, laptop-toting admins, and security staff—which gives encounters a playful edge. Their animations carry a lot of personality, and they consistently raised a smile when they appeared. That said, even these goons can prove awkward to handle, especially when full enemy groups combine with the game’s inconsistent QTE demands.

Boss Divas push the system further. These fights test your ability to break shields, exploit weaknesses, and manage resources with an even smaller margin for error. They introduce more complex and demanding real-time inputs, particularly when it comes to blocking. Unblockable attacks and status effects add further pressure, forcing you to rely more heavily on items and prepared food to stay alive.

The cooking dimension in Dosa Divas has mini games to complete to add to the success of the recipe, such as rounding out dosa shapes.
The cooking dimension is an unusual conceit, for sure.

Ah yes, the food. As Samara et al. travel around the world of Dosa Divas, they constantly find and stock up on different loot components, from produce such as bananas and caught fish, to flavourings such as red onions or rock salt. Once they collect these, Samara and Amani can access Goddess’ dosa-making facilities, presented as a sort of cooking mini-game dimension. Here, produce can be combined with flavours and seasoning to prepare and experiment with different meals, both to fulfil orders for NPCs and to create items to enhance stats in battle or replenish lost hit points and the like.

Much like combat, the actual cooking in Dosa Divas is represented in a series of QTE activities, such as rapidly hitting buttons for shaking salt, or rotating the thumbstick at a given speed for smearing oil over a dosa pancake. More difficult ingredients demand tighter timing, or the UI could fade away, forcing you to memorize the correct timing. Achieving a higher rating produces more of the thing you’re making, so there’s an obvious motivation to trying your best each time.

It’s nice to see how some of the actual recipes, mostly focused on dosas (surprise!), aren’t too far removed from what you’d expect to eat in each dish. As an eater mostly unfamiliar with dosas, or any sort of similar cuisine, I felt at least a little more educated.

The problem remains in the QTEs, which although not as consequential as those in combat, are still quite basic, and creating the same foods, multiple times for quests or items, does become a slog. It’s a pity it’s not more refined, as the actual recipe-building and the degree of customization does show promise.

The Dosa Divas crew boosts their attack, health, and skill potency by defeating enemies and levelling up in a standard manner. However, their core skills and Ultimate abilities remain locked behind village affection. You can raise this level by destroying Linaworks’ propaganda, defeating enemies, or cooking for villagers. Because both powerful abilities and story progression depend on this system, these tasks are somewhat mandatory—and the repetitive cooking to order feels like a chore by the endgame given the issues described above.

Furthermore, the game offers almost no character customization; skills unlock at fixed points and cannot be modified or swapped. Goddess can collect various skins for her mech parts, and these can be swapped in and out individually, but it’s a minor cosmetic.

There are minimal diversions in Dosa Divas. Apart from finding and creating different recipe orders, and completing all objectives for maximum village benefits, the only other options are exploring each area for new pathways once Goddess’ transport options open up. Even this is often done in service of the goals above, although most of these paths contain Legendary scrap boxes for loot too which is needed for unlocking better upgrades.

Unlike the full-fat, meaty behemoths of the JRPG and item-crafting genre, Dosa Divas provides a lighter bite, but in mixing so many different flavours together, it doesn’t quite offer a meaningful memory. The story has real thematic potential, but an uneven implementation sours this aspect. Combat and recipe systems can be infuriating, and given so much of the short run-time is these systems, the frustration never fully disappears. Art and sound direction are mixed, and will be off-putting and samey for some.

Ultimately, Dosa Divas is aiming to be a snack-sized delight, but like an amuse-bouche, it still needs to offer enough flavour and texture for you to come back for more. You may find yourself leaving this one on the plate.

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

About our grading scale

Review by · April 11, 2026 · 3:00 pm

A dark, stormy night. An old plantation house sequestered in a dark swamp. A wheelchair bound colonel sitting on a fortune and hosting a visiting family of opportunistic gamblers, alcoholics, and profligates. Though this could very well be the setup to an Agatha Christie novel, this is how the classic murder-mystery graphic adventure The Colonel’s Bequest opens. And based on that premise, it’s likely that whatever bequest the colonel is bequeathing will not be of his own accord.

As a person who was not yet alive for the 1989 release of Sierra On-Line’s The Colonel’s Bequest and the point-and-click adventure boom surrounding it, I’ve been having a blast learning about games from the likes of Sierra and LucasArts—and, erm, having a slightly less explosive blast actually playing many of them.

At the top, I’ll say that The Colonel’s Bequest fits in that category; the way it fulfils the puzzle, narrative, and conceptual promise introduced in director-designer (and underappreciated auteur) Roberta Williams’ 1980 debut Mystery House is very impressive. It surprised me with its clever and detailed design even thirty-six years on. However, the way the game’s plot progresses, or, more accurately, grinds to halting stops, tested my patience rather than my deduction skills.

Peeping on a conversation in The Colonel's Bequest
Peeping Tom Simulator 1989.

Players control Laura Bow, a twenty-year-old detective and journalist in training. Laura is a guest of her friend Lillian, niece to the curmudgeonly colonel (because who wouldn’t invite their college buddy for the reading of their uncle’s will?). Laura has nearly free rein to explore the mansion and its surrounding grounds, interacting with and eavesdropping on the colonel’s relatives and, soon thereafter, witnessing them mysteriously die one by one.

What surprised me was the clock-based structure of The Colonel’s Bequest. Finding clues and having or witnessing certain conversations trigger the clock to move forward in fifteen-minute spurts, occasionally progressing to the next act, wherein another body is likely to turn up and the cast of characters will shift around locations. In this way, the world and characters of The Colonel’s Bequest felt shockingly alive. Everyone seems absorbed in their own agendas, be it conniving, surviving, or *bites pinky* murdering, perhaps.

There are a handful of frustrating combinations of time progressions that may softlock progression towards getting certain items and clues, such as my endlessly frustrating attempts to befriend the cook to get a bloody carrot (bloody in the cursing sense, mind you). Ultimately, nothing will lock you out of the two possible endings, either of which comes down to a split-second decision involving a loaded gun.

Laura Bow stands in a finely decorated room in The Colonel's Bequest. Her flapper friend, Lillian, sits nearby.
So many things to investigate, so many things to get stuck on!

My main gripe with The Colonel’s Bequest’s structure is that much of the game requires semi-aimless wandering and retreading of the mansion and its secret passages, at first thrilling and soon tiresome. There’s no sense of pathing when you click a spot for Laura to move to. She’ll move straight towards her destination and get stuck on the smallest of furniture or foliage, requiring lots of clicking and repositioning in order to interact with items or navigate screens.

Though there is a certain logic to some of the characters’ movements between acts, The Colonel’s Bequest‘s trim three-hours-or-so runtime can become bloated due to slow, choppy navigation. Sure, you may laugh the first time you get a silly and mostly random Sierra death scene like falling through a rickety balustrade or getting snapped up by an alligator, but as soon as you realize you forgot to save for the past fifteen minutes, hoo boy.

To interact with characters, items, and the environment, players must type verb-dependent phrases like “talk colonel,” “ask ethel about colonel,” and sometimes even “smell colonel.” In a way, I wish these text-parser commands (a remnant of text-adventures) could be used for easier navigation. Half the time, typing “open door” earns a a sassy “Do it yourself!” response, and yet at other times it’s required, provided you’re in the pixel-perfect correct spot.

Generally, though, the logical text parsing was my favourite aspect of The Colonel’s Bequest, with plenty of detail and funny rewards for verbal exploration. Insisting on taking a shower late in the game is met with a death scene referencing the iconic shower scene in Psycho. Then, there are lots of “Chekhov’s Gun” moments of setup and eventual payoff for those who keenly scan each room. Then, too, there are some slightly randomized elements, like multiple possible locations to find certain mutilated bodies. Fun!

The graphics also still impress today, thanks to a colourful palette of greens, purples, and oranges. Small touches, like mysterious silhouettes passing through background windows, add to the chilling atmosphere, and the various screens in and outside the plantation skillfully establish scale and location. Audio touches like bug chirruping, ticking clocks, and thunderclaps maintain the eerie tone, and the soundtrack (however farty-sounding) is used sparingly but effectively to enhance key discoveries. A part of me wishes I could have been a twelve-year-old terrified by this ominous and at first glance impenetrable game.

The results screen in The Colonel's Bequest, with the player earning a "Seasoned P.I." rating.
Would I share this screenshot if I got anything lower than “Seasoned P.I.?” No, I wouldn’t.

For those willing to stick through the dated and often aimless pace, The Colonel’s Bequest offers a delightfully hackneyed 1920s murder mystery that continually impresses with its deep interactivity. Rolling credits and seeing the game hint towards its yet unfound “Super Sleuth” requirements really made me appreciate the experience’s longevity. Whether you pick up the magnifying glass yourself or watch someone else’s playthrough, The Colonel’s Bequest is a significant keystone in PC adventure game history that deserves preservation and play.

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

About our grading scale

Review by · April 9, 2026 · 1:00 pm

In recent years, there’s been an influx of stories across media set in magic academies, where those gifted with magical talent hone their skills. Role-playing visual novel Arcadia Fallen II has players step into the academic shoes of a student in their final year at the fantastical Seven Winds Academy, an institute where mages are ranked by their grades before setting out into the world for the supposed betterment of society. But, in a fantasy realm where captive demons are treated as power sources and magic itself is strictly regulated and monitored, the world is not as peaceful as the students’ isolated upbringing at the academy suggests. With worldwide conflict brewing outside its hallowed halls, it isn’t long before the staff and students of Seven Winds Academy are forced to face it themselves.

Arcadia Fallen II is set seven years after its predecessor. Players with personalized playthroughs of Arcadia Fallen can alter key carryover story data from that game as they wish. The available choices approximate how later Dragon Age titles continue each player’s plot. That’s a nice bonus for returning players, showing how choice-heavy Arcadia Fallen is from the start. At times, the narrative references events in Anemone Valley and features some returning faces. However, it’s equally easy to approach Arcadia Fallen II as a self-contained story. Returning players will love the Easter eggs, but prior knowledge isn’t required to enjoy the game.

The protagonist about to make an important role-play decision while conversing with Nina and Soren in Arcadia Fallen II. Studying or leisure reading?!?
Sometimes, you’ll be given character/personality-defining choices that impact story direction later.

Right from the start, you find detailed customization options for your protagonist. We call them Scarfy in this review, as referenced by a dragon in the game. You select their voice, name, hairstyle, eye color, clothing color, and gender—including a nonbinary option, which reflects the Arcadia Fallen series’ commitment to an inclusive LGBT+ setting. While the character customization is simpler than in games like Code Vein II or Monster Hunter Stories 3: Twisted Reflection, it remains impressive for an indie VN. Next, you select Scarfy’s roommate from two childhood friends: Soren, who is passionate about broadcasting, or Nina, who is interested in journalism. You also pick a magic major for Scarfy. There are four majors in total, but the game offers a choice among three: Tinkers, who invent magical devices; Illusionists, who use magic for creative arts; and Menders, who heal. Scarfy’s chosen major will unlock different dialogue options and branching story paths.

Arcadia Fallen II plays very much like an interactive piece of fiction, with roleplay mechanics and plenty of choices to determine how the narrative unfolds. You often choose where to go from a detailed point-and-click map of the academy, noting the locations of important characters and points of interest. You see a scene play out or talk to characters, and then you choose either specialized reactions to an event (such as attempting to heal someone who is hurt if you’re a Mender) or emotional/personality responses that determine how scenes and potential later events transpire. For example, you can steal an item needed somewhere else in the Academy, or you can come clean about needing it to its owner and why, getting rewarded with very different outcomes.

Elias and the protagonist have a "meet-cute" moment in Arcadia Fallen II.
You have many opportunities to craft your in-game personality.

Most dialogue/reaction choices offer multiple options, so it does not feel overly limiting when approaching issues. Binary choices that might set events on a certain path are duly noted and have no clear “right or wrong” answer either, like forgiving someone or not, or nudging another character towards a future goal they might not have thought of before. The sheer number of permutations and outcomes guarantees that no replay will be exactly the same as the one that preceded it. I was honestly astounded by how even some of my earlier, seemingly insignificant decisions could come back in rather meaningful ways, such as my more civil treatment of three haughty noble mage students dead set on being rivals to my friends throughout the plot’s early stages.

The romance and platonic friendships that can develop between Scarfy and some of their closest companions are believably developed, too, with plenty of realistic hurdles to overcome that showcase how the characters grow. I wasn’t sure at first what to make of flirty Mender Elias or the entrepreneurial Tinker Puk, but later story scenes showing how the initially forced-upon-them group dynamic warmed up won me over by the time the credits rolled.

The rapport between Scarfy and company was great to see, but I also enjoyed how their interactions with other characters in the cast also changed in light of everyone else’s personal developments. I ended up developing a romance with the gentle Nature/Spirit Mage Kim, who might be a familiar face to those who played the first game, and was pleasantly surprised by how touchingly sweet and heartwarming their bond was. I appreciate that you can tailor your romance responses to your personal preferences without settling for a right or wrong answer. You can play it cool or joke if you’d like, or blush and be bashful, with any outcome still advancing the romance.

It's time for a puzzle in Arcadia Fallen II. You are moving through the school with tile puzzles.
Puzzle sequences can be entertaining to figure out.

Alongside the ever-present reaction and dialogue choices, there are also simple point-and-click puzzles. For example, one side quest has you gather data about the academy’s feline residents. You can also return lost items to owners, which may reveal plot details or unlock future dialogue options. Due to dragon Ragnar’s chaotic magic, Scarfy and friends traverse school interiors via directional puzzles. In these, you connect a start and endpoint by sliding tiles or having someone, like Illusionist Hannah, stand in as a “connection point.” Hannah can bridge two otherwise unconnected tiles. These puzzles are enjoyable, provide a break from story scenes, and add interactivity without being too challenging or feeling forced.

All in all, the story and characters of Arcadia Fallen II—and the variety in how they develop—are the game’s strongest selling points. If I had a complaint, it’d be that the narrative is slow to hit its stride. Early on, one might think it’s simply teens facing school drama and studying magic. However, familiarity with the previous game or subtle lore points hint at darker aspects beneath the surface. The story doesn’t truly amp up and take an unexpected turn until nearly halfway through, which can make the initial chapters seem deceptively slow and misleading. Once the game reaches that point, though, momentum truly builds!

Catherine conversing with her friends in a rather telling story scene in Arcadia Fallen II.
You’ll often overhear rather insightful conversations between characters while traversing the school.

Visually, Arcadia Fallen II stands out with bold lines and vibrant colors, similar to The World Ends With You. Its story is a darker fantasy like Dragon Age, but the comic book-inspired color palette creates a distinct contrast, making the visual novel’s darker elements less apparent at first. I enjoy the character designs, CG illustrations, and UI, although the characters could show more varied expressions. The background music enhances the game’s ambiance. There’s a standout vocal track in one fight scene that I wish I could have heard more of, along with more chances to hear the magical “Stepping Stones.” Voice acting is partial: some important scenes are fully voiced, while others use short soundbites. The performances are generally strong, especially the mechanical Librarian’s, though at times, spoken dialogue is delivered unexpectedly slowly. The script has a handful of minor typos, but given the heavy text and scene variations, this is minimal.

An average playthrough of Arcadia Fallen II takes roughly eleven to twelve hours. I genuinely had a blast with mine. Despite a slow start, I find Arcadia Fallen II to be even stronger than its predecessor. It brings us back into an evolving fantasy world where your choices feel impactful. The ending is satisfyingly conclusive and sets the stage for future adventures in a colorful landscape full of memorable characters and heartfelt bonds. Arcadia Fallen II is sure to delight both visual novel and RPG fans.

  • Graphics: 88
  • Sound: 85
  • Gameplay: 86
  • Control: 86
  • Story: 87
86
Overall Score
(not an average)

About our grading scale

Review by · April 7, 2026 · 9:00 am

A popstar, a rocker, a DJ, and a rapper walk into a random encounter… No, this is not the start to a terrible joke, but rather the start of the incredible combat system in developer Iridium Studios’ cross-genre RPG musical People of Note. When I demoed the game and met its director, Jason Wishnov, at last year’s Tokyo Game Show, I was enamoured by its concept and was hopeful the full game would be deeper and more complex. Thankfully, People of Note is a virtuosic harmonizing of a whimsical aesthetic with ingenious turn-based mechanics.

Cadence, an aspiring singer in the pop music-infused city of Chordia, is tired of the same old. For years, bland boyband Smolder has won the citywide music competition Noteworthy, defining the prosaic pop that the citizens of Chordia eat up. When a faulty radio gives Cadence her first earful of rock music, she decides to journey out into the world of Note and amass a band that will bring a new sound to Chordia and break the walls separating genres.

The cities and kingdoms of Note represent supergenres of music, such as the rock-wasteland of Durandis, within which are areas for more specific genres—the metal, punk, and grunge districts. The first half of the game sees Cadence on a simple, if selfish, journey collecting a musician each from the Mad Max-ish deserts of Durandis, the EDM cyberpunk city of Lumina, and the rap kingdom of Pyre. All is not hunky dory, however, as Cadence slowly uncovers a looming conspiracy threatening to throw Note into chaotic disharmony.

Battle scene against a metal-head in People of Note. Rest is highlighted.
Party on, Cadence.

People of Note‘s tone starts somewhere between a Disney film and Kpop Demon Hunters, appropriately shifting into a more mature, introspective mood in the story’s second half. I found the world-threatening stakes a bit too vague in the beginning, though Cadence is an interesting and relatable protagonist who buoys much of the heart. Any creative will empathize with her endeavours towards greatness. The rest of the cast is solid, such as playable rap prince Vox or the periodic boss battles against the four members of Smolder (think airheaded Backstreet Boys), though the highlight for me was the push-and-pull rivalry/romance between Cadence and the furtive violinist Arc.

Dialogue, conveyed through 2D character art, is fully voiced and well-written, striking the right balance between humour and pathos. Some line reads sound a little disjointed between characters, but they hit especially hard towards the game’s coda when the drama matters. Cutscenes in the form of showstopping musical numbers drop in at key moments, with characters belting out their dreams, anxieties, and (my favourite) apologies. These numbers are more theatre-kid approximations of rock, rap, EDM, and the other genres of Note, but there is a string of solid hits here.

The main party holds a conversation with wise sisters in People of Note.  A sister named Adagio is speaking about someone's talent breeding arrogance.
See if you can guess who plays what genre based on their outfits.

The music that soundtracks exploration and combat is consistently catchy for all its eclecticism. A few standouts are the Kpop battle themes in a nightclub in Chordia, the siren-like enemy vocals in Choral Shores, and the bluegrass battle theme of the Homestead, cowboys from the country-country that seem intent on stopping Cadence. Most *ahem* notably, the music in battles shifts and gives buffs to musicians in your band (party) based on genre. Hearing, say, the bluegrass battle tune overlayed with pop vocals or crunchy metal guitars propels each round of battle forward and makes for some very interesting sonic and strategic combinations.

People of Note loves puns, which fits the musical theatre vibe, and I’m here for it. The game’s packed wall-to-wall with winks towards bands, lyrics, and general pop culture, so on-the-nose that it skirts obnoxiousness and goes right to charming. My favourite might be the armour “Simon Cowl,” or the boss battle where a cowboy goes “Super Singin’” and shoots out blasts of “Kamehameyeehaw!” Then, interactions with NPCs during exploration are rife with fourth-wall-breaking jokes poking fun at RPG tropes. People of Note got a lot of laughs out of me, and all of it complemented the musical integrity of its world.

Visually, People of Note imbues each genre with vibrant, painterly colours—you can even see the broad brushstrokes in its environments. Show me a colour and I could probably pin down where in Note it came from. Some side areas, like the woodwind-styled forest, feel a little half-baked, but that’s just a testament to how I want to see more of this beautiful world. Character models in battle jive and bob their head to the beat, though they can look a little stiff in the would-be-epic crossover attacks. Still, the characters look great in their 2D dialogues, and their cartoonish designs convey genre and personality wonderfully.

For all I love in People of Note, the combat takes centre stage. At first, given the Disney vibes, I thought this may be an onboarding RPG for players new to the genre. I had no clue how strategic and challenging the combat would be.

Fret using a Headbang attack in People of Note. The screen displays a "perfect" input for the attack.
Time your inputs to add a little extra oomph.

Stanzas (battle rounds) are composed of numbered measures (character moves) clearly labeled on the bottom of the screen. The interface clearly labels enemy attacks, meaning you know whether to attack, heal, debuff, buff, or defend. Players can command their band in any order, provided every member makes a move. As mentioned, each stanza switches the musical genre and boosts one of your bandmates, meaning you’re better off having other members lay buffs on the current star, who can then attack.

In many RPGs, I strive for the quickest, most direct attacks to topple enemies. In People of Note, this gets you nowhere. Rather than have character classes, each of the four members has equippable and upgradable “Songstones,” some exclusive and others, like a simple heal, shareable. Songstone abilities require in-battle BP, which slowly replenishes each stanza, or with the use of certain abilities. Whereas a standard turn-based round in an RPG may look like “Attack, attack, attack, heal,” a late-game stanza in People of Note may include buffing your attacker, filling up their BP, attacking, and expanding the number of measures you can make in the next stanza.

Even random battles (not so random, as they’re accessible by a button push) feel more like precarious puzzles than a fight. Subtle, randomized elements of battles keep them fresh: the genres the stanzas shift through; varying enemy health; the number of measures allies and enemies can take; bosses gradually ramping up their “Crescendo” bar and becoming stronger like a beast at bay. Then, there are the timing-based inputs for each ability that greatly affect their potency. Each new weapon you find or purchase has a completely new overlay, meaning you’ll be continually reconfiguring your Songstones and moves as you get stronger. All of this to say, I absolutely love how engaging People of Note’s combat is.

People of Note Screenshot 010
The colours in the environment really pop (and rock, and rap, and…)

My feelings about the game’s exploration puzzles are more mixed. Each new genre/land Cadence ventures through brings a new type of puzzle, such as pushing bits of the environment to create a walkable path or bouncing music-ray-beams off mirrors and into receptacles. These start simple enough, but I was getting frustrated by some headier stacked mechanics by the game’s end. People of Note’s lands are rather small, meaning the game introduces puzzles too briefly and ramps up their difficulty before they vanish for the rest of the adventure.

One of the People of Note’s many thoughtful accessibility options is the ability to turn off these puzzles. For the sake of the review, I pounded my head against them, though the slog of puzzles towards the game’s final moments did hurt the game’s pacing. More enjoyable, if a bit underutilized, are the “puzzle battles” throughout Note that require certain conditions like defeating enemies in a set number of moves or simply surviving a punishing stanza. All content included, People of Note takes between fifteen and twenty hours; short but incredibly sweet.

Like a great album, People of Note is all killer, no filler. It’s an excellent antidote for RPGFans who may be tired of repetitive, overly long experiences. Don’t be fooled by its puns and Disney-ish charms—People of Note is thoroughly challenging and thought-provoking with its gameplay. I truly hope that when talk comes about for great turn-based combat, this game is in heavy rotation.

  • Graphics: 86
  • Sound: 92
  • Gameplay: 90
  • Control: 90
  • Story: 83
90
Overall Score
(not an average)

About our grading scale

Review by · April 4, 2026 · 8:00 am

Kingdom Hearts 358/2 Days is something of an odd duck in the Kingdom Hearts series. Taking place directly after Kingdom Hearts and running parallel to Chain of Memories, 358/2 Days instead focuses on Roxas, the briefly encountered protagonist of Kingdom Hearts II’s opening hours. 358/2 Days stands out in part because the full game remains exclusive to the Nintendo DS, releasing in 2009 and never receiving a complete rerelease beyond its cutscene compilation in Kingdom Hearts HD 1.5 Remix.

Today, it remains sort of a forgotten relic, despite its importance to the series’ overarching narrative. That alone makes it worth revisiting, particularly for those who may have skipped it the first time around. From the jump, Roxas awakens in Twilight Town, where Xemnas, the main antagonist of Kingdom Hearts II and leader of the shadowy Organization XIII, takes notice of him. Taken in by Xemnas, Roxas becomes the Organization’s 13th member and is tasked with collecting “hearts” from the various Disney worlds’ Heartless enemies.

Much of the game revolves around Roxas’s growing identity crisis and a pervasive existential monotony, and there is a prevailing sense of isolation as Roxas struggles to find meaning and answers about his life and memories. During these tasks, Roxas befriends the Organization’s eighth member, Axel, and another girl taken in by the Organization, Xion, who is the semi-official 14th member. While I found these overarching themes quite compelling, pacing issues undermine 358/2 Days‘ story, and many of the game’s quieter, more introspective moments are ultimately too few and far between.

358/2 Days also suffers from having one of the series’ least accessible plots. While Kingdom Hearts II benefits from contextual information from the other games, I found myself more frequently questioning whether any of 358/2 Days‘ more esoteric plot beats would make sense without the backstory. Beyond understanding the plot, the worlds themselves are also sadly not interesting, mostly rehashing locations from prior games. This contrast is especially stark in 358/2 Days, as the Disney villains largely take a backseat to the shenanigans of the Organization, making the Disney world backdrops for each mission less cohesive than ever.

A screenshot of the 3 main characters in Kingdom Hearts 358/2 Days
Clock in. Collect hearts. Eat ice cream. Repeat.

The game’s mission-based structure isn’t going to work for everybody, and it can definitely become repetitive, yet the droll monotony of the missions firmly establishes the game’s tone and Roxas’s personal plight, even if the missions themselves aren’t particularly engaging. This is truer for the missions where you collect “heart emblems,” with combat-based missions representing the stronger half of the gameplay.

Combat-wise, 358/2 Days is fairly standard Kingdom Hearts action RPG fare, with Roxas able to attack, sling spells, and utilize a powerful Limit Break attack. What differentiates 358/2 Days from other entries in the series, however, is its Panel system of character building and progression. In essence, Roxas starts out with a preset, empty grid, upon which he can customize levels, abilities, equipment, and even items. Panels are Tetris-like pieces, which you place on the grid and combine; for example, linking the “Fire” spell to Quadcast grants four extra casts, while linking it to Magic LV2 increases its potency.

Not only does the Panel system work wonders in establishing Roxas’s characterization as a blank slate, given his obscure origins, but it highlights the importance of strategically preparing for the particulars of each mission. As you progress through the game, you gain access to Slot Releasers that expand your grid, and gradually fitting as many abilities as possible into it feels immensely satisfying.

The availability, variety, and mechanical design of the Panel system are quite interesting as well. For example, Weapon Panels directly alter Roxas’s Keyblade and its available combos and attacks, rather than allowing you to equip Keyblades separately. Spell tiers, instead of being linearly powerful upgrades of the same basic mechanic, have unique properties: Fire is a homing fireball, Fira is a penetrative, exploding straight-shot, and Firaga is an arcing, homing artillery-like attack. I found experimenting with all of these particularly compelling, and it adds variety to Roxas’s skillset.

Kingdom Hearts 358/2 Days picture of Mickey in the forest with a ray of light
At least Mickey understands the assignment.

On the other hand, the actual implementation of mechanics in combat often leaves more to be desired. Many have criticized the Nintendo DS’s lack of a joystick and the controls in 358/2 Days, but I found them serviceable, with the camera operating just fine. Even better, the game never forces the use of the touchscreen or stylus. The bigger limitation of the DS shows in enemy behavior, with the AI often demonstrating odd lapses in aggression, especially when multiple enemies are on screen.

Despite being on the Nintendo DS, 358/2 Days looks remarkably good for its time. The worlds from Kingdom Hearts and its sequel are adapted quite well, and the 3D graphics are solid and charming. It won’t win any awards for originality or for being particularly impressive, even relative to contemporary competition on other systems, but it’s a great utilization of the hardware and one of the game’s most impressive technical accomplishments. That said, the DS is at its absolute limit, and there are numerous areas, especially in Neverland, where the frame rate absolutely craters when facing large groups of enemies.

358/2 Days struggles quite a bit more with its audio, though it again utilizes the hardware of the system about as well as possible. A handful of cutscenes feature voice acting, which is competently done and effectively raises the stakes of moments when Roxas, Xion, and Axel are all together. The game reuses much of the music from previous entries, and like those games, it is solid to excellent, albeit lower fidelity and noticeably bit-crushed.

Of note, however, is the original final boss theme, Vector to the Heavens, a mournful piano piece with powerful arpeggios, tempo variations, and striking melodic incorporation of several character themes. This theme elevates the game’s finale and its impact into something truly special and is once again a testament to Yoko Shimomura’s compositional prowess.

Kingdom Hearts 358 2 Days Roxas staring into the horizon with Riku behind him
One searching for answers, one carrying the burden of them.

All in all, 358/2 Days is a solid entry in the Kingdom Hearts series, with some neat, if sparse, character and plot moments, even if their inclusion and the focus on the Organization alongside the Disney backdrops are more dissonant and jarring than ever. The pacing is less than ideal, and the mission structure won’t be for everybody, but if you care about the series’ overarching story, 358/2 Days is still worth revisiting for the way it fills in the gaps.

  • Graphics: 82
  • Sound: 83
  • Gameplay: 77
  • Control: 75
  • Story: 75
77
Overall Score
(not an average)

About our grading scale

Review by · April 1, 2026 · 12:00 pm

Ever since playing Phoenix Wright: Ace Attorney in 2005, I’ve been hooked on adventure games and visual novels. Whether it’s Ace Attorney, Monkey Island, or Broken Sword, I can never get enough of them. The best way to make me fall in love with one of these games is by combining a strong cast of characters, a fascinating setting, and a gameplay gimmick that sets your game apart from the rest. Which is why, to this day, Gnosia is my all-time favorite game. So, when I saw the announcement of a mobile port, I stopped everything I was doing and bought it.

For those unfamiliar, Gnosia, set in the far future, puts players in control of a gender-determinate character in a seemingly unending time loop alongside fellow main character Setsu, a nonbinary character. In each loop, the cast has one goal: to identify who among them is the Gnosia, an infested imposter entity, and put them into cold sleep to protect the rest of the crew. Yet, for you and Setsu, the goal is to fill up an object called a Silver Key with knowledge, at which point they will be free.

Setsu explaining to the player that conversations may uncover crucial information.
The Silver Key serves as the focal point of the entire story.

Each time you loop, various details change, most notably who the Gnosia are. Essentially, Gnosia is Among Us in visual novel form, both games sharing the social deduction game Werewolf as inspiration. Like Among Us, you can also sometimes be the Gnosia, aiming to deceive the others and be among the final survivors. The gameplay loop of lying and killing without drawing suspicion is a ton of fun, although just like with Among Us, I couldn’t help but stress out about being caught!

The game starts simply enough, with people working to figure out the identity of the Gnosia by asking questions to one another. The player has six different stats:

  • Charisma: Makes you more convincing
  • Intuition: Helps you detect lies
  • Logic: Makes your statements more believable
  • Charm: Makes people more willing to ally with you
  • Performance: Makes you a better liar
  • Stealth: Makes you more able to avoid suspicion of being a Gnosia and being killed

Each character has a certain value in these stats as well; for example, Setsu has strong charisma, logic, charm, and performance but struggles with intuition and stealth and thus may trust the wrong people and be targeted more often. Your own stats can be upgraded over time, and becoming more adept at identifying liars and deceiving people feels so awesome. The first time I detected a lie was really energizing, though it wasn’t as simple as telling they were lying.

Gnosia's stats screen of character Remnan, showing stealth, charisma, intuition, logic, charm, and performance, as well as his basic details and personality.
Gnosia‘s stat distribution helps tell a story about each character.

While the early game has you relying on hard evidence and the process of elimination, being able to eventually intuit who you can and cannot trust by catching people in lies adds a lot more depth to discussions. Of course, just because you can tell who is lying doesn’t mean you bested that person; there’s even a part of the game where a character tells you they’re the Gnosia and challenges you to get them put into cold sleep, which proves difficult, as pushing too hard on this character without strong evidence backfires very easily.

Gnosia becomes more complex as more roles are added. In most cases, special roles function between rounds. While the Gnosia picks a person to eliminate before the next discussion round, the humans have their own tasks, such as the Engineer, who checks the identity of another player, and the Doctor, who checks the identity of the last person put in cold sleep.

These roles add depth and fun for the human side, and playing the Engineer is particularly enjoyable, as your intel helps you know who to trust and who to accuse. There is also a role called Bug, which belongs to neither Gnosia nor human and whose goal is to avoid being killed or put into cold sleep—failure to do so results in the destruction of the universe. I find this role particularly stressful, as going against the humans and Gnosia makes everything so much more chaotic for me, but it’s fun nonetheless.

One thing I appreciated about Gnosia was its diversity. Not just in terms of having multiple LGBTQIA+ characters (including two nonbinary characters on top of being able to be nonbinary yourself), but also character concepts, ranging from an android to an alien-like human to an intelligent beluga whale. Every character is compelling, well written, and enjoyable in their own unique way. I’m especially fond of Chipie, a man who has a cat built into his neck as part of a procedure to let him inhabit the body of a cat by acclimating his brain to the cat’s.

Comet with her jellyfish-like hat and Chipie with the cat in his neck in Gnosia.
Gnosia‘s cast is among the most conceptually diverse in games.

Gnosia continually surprises by revealing greater character depth, inspiring strong feelings, be they positive or negative, towards the whole cast. For example, Raqio, the haughty elitist, proves themself to be far more than that, particularly in how they treat Remnan, a traumatized young man. We get to see different aspects of people’s personalities play out when they are the Gnosia, notably in one instance where a character proves unable to fulfill their instincts as a Gnosia because they retained their dislike for lying. Interactions like these are among the most fascinating and profound moments I’ve ever experienced in a video game.

As much as I love Gnosia, it’s not all peaches and gravy. One quibble I had, especially around the middle of the game, was just how much of a grind it can be. The gameplay, while enjoyable, can get repetitive, especially when you’re nearing the end of the game and struggling to get all the information needed to break the time loop.

The discussion rounds could also stand to have more depth, as characters between loops have a somewhat limited selection of things they can say, meaning the gameplay becomes less surprising the longer you play. The gameplay also suffers from loops ending prematurely due to the Gnosia targeting you or getting doubted by others for seemingly arbitrary reasons. That being said, every time I replay this game, I find a scene I’d never experienced before, so at least it’s not fully devoid of excitement!

On a technical front, I’m in love with the art style. All the characters have fantastically unique designs, and the execution is perfect, courtesy of Gnosia’s artist, Cotori (who still does a ton of fan art for Gnosia‘s characters, which makes me very happy). The music did not quite live up to the quality of the visuals, but I still enjoyed many of the songs.

Gray-skinned alien Shigemichi holds up a raygun offering an apology to the player.
Shocking though it may be, Shigemichi is among the most normal characters in Gnosia.

Being a visual novel, Gnosia is a great fit for mobile platforms, circumventing the complicated controls that often malign mobile ports. The gameplay involves selecting menu icons with your phone’s touchscreen for the most part, with the only exception being two-finger swipe gestures to navigate menus. Its visual quality remains as strong as on other platforms, with the only limitations depending on the quality of your phone.

If you’re someone who has already experienced Gnosia elsewhere, the mobile port may not be worth it unless you’re looking for an excuse to replay it. $24.99 USD to double dip (or in my case, triple dip) is a steep price for certain, though I was more than happy to pay the price, as being on mobile hasn’t reduced its quality in any way.

For anyone looking to try a visual novel with a unique premise, cast, and gameplay, Gnosia is a great choice. It does require a fair bit of patience to make it to the end, as even if you know how to make progress, actually fulfilling the requirements can be quite difficult. But in my opinion, the highs are much higher than the lows are low.

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

About our grading scale

Review by · March 31, 2026 · 12:00 pm

Sometimes, all a game needs to work is confidence in its scope and vision. That’s the highest praise I’d shower on “15th-century Slovakia JRPG” Felvidek. Sure, it’s another turn-based RPG made with RPG Maker. It’s fairly short and doesn’t bring anything new to the genre mechanically. But what it does manage, I think, is just as special. It knows exactly what kind of world it wants to paint and knowingly plays with its engine’s possibilities and limitations to bring about that world with as much personality and charm as the developers can muster.

You ever hear about the conflicts between the Hussites and Ottomans in Central Europe and wonder: “What was that all about?” Well, Felvidek is the best answer you can get in turn-based RPG form. Not that historical accuracy is the main goal of the plot. The developer duo of Jozef Pavelka and Vlado Ganaj channel this period into a distinct low fantasy aesthetic using cultural panache and creative flourishes that make for a refreshing and memorable experience. What more can you ask from an RPG Maker passion project?

Felvidek’s main selling point is evident in screenshots. The game has an exquisite presentation that blends a handful of retro aesthetics into a look you perhaps wouldn’t think the RPG Maker engine capable of. The isometric viewpoint and character renders you see when exploring feel more akin to old Infinity Engine RPGs or a medieval-themed Hylics than anime-inspired pixel art.

The visuals are saturated in contrasting monochromes of yellows, greens, and purples that make the medieval setting feel slightly surreal and appropriately gloomy. Similarly, the OST’s raw instrumentals move between wacky electronic arrangements and somber guitar melodies. I can’t say I was expecting the game’s music to sound like this, as it certainly isn’t period-appropriate, but it’s a constant reminder that Felvidek is a fever dream variant of historical fiction—like Kingdom Come: Deliverance meets EarthBound.

A Hussite pillager tortures a peasant into accepting baptism near a river in Felvidek.
Sir, do you have a permit for this baptism?

The tone Felvidek establishes is a joy to be part of. The writing fuses crude humor and dark bluntness seamlessly and with purpose. Dialogue blends verbose—sometimes even poetic—medieval dialect with a stylistically modern sense of comedic timing for often hilarious results. Its portrayal of a semi-fictionalized 15th-century Slovakia is one where peasants try to live their banal lives as religious zealots and mysterious cultists vie for power around them.

Felvidek’s world is unforgiving, exploitive, and violent in the local and larger political conflicts it is absorbed in. But the game never indulges in tragic drama or historical lore dumping. The realities of the period are presented wryly, matter-of-factly. The horror of monstrous rituals and relentless oppression is softened by farcical convolutions involving coffee beans and horny priests.

There aren’t many cinematic cutscenes, but the ones present are essential inclusions. They embrace a low-poly PSX aesthetic that melds perfectly with the gameplay’s 2D art. The opening cinematic shows our protagonist—the alcoholic and recently divorced knight, Pavol—sitting at a desk while rocking a wine bottle back and forth until he notices a fire blazing at a nearby ruin. It’s only a few seconds long and lacks dialogue, but it’s such a pleasant and focused mood-setter that initiates the plot’s mystery. These cutscenes don’t need to be anything more than they are. They are visually nostalgic without being referential, and they feel perfectly suited to Felvidek’s scope and atmosphere.

An image from a cinematic in Felvidek where a knight sits at a desk with a bottle of wine and a helmet.
I’d hang screenshots from Felvidek’s cutscenes on my wall.

This is to say that Felvidek‘s scope is modest and the atmosphere is focused. It only takes around 5-6 hours to complete the campaign, but every moment feels purposeful. Each quest segment, NPC dialogue, and combat encounter is an important part of the worldbuilding, which even some top-tier RPG Maker games don’t quite pull off. The use of game space is smartly economical, made up of only 5 locations divided by a small overworld.

Multiple events occur in each of these areas throughout the journey, which helps bring the banal rural setting to life. You’ll revisit the roadside tavern multiple times for progression hint “rumors,” the starting castle to keep your lord updated on happenings, and the town to see how events continually affect the peasantry. There’s also a surprising number of optional events to uncover if you revisit areas more often than you’re directed. These satisfying discoveries can lead to alternative ways of completing a quest and can even result in variations to the game’s ending.  

While the party size has room for four, the story mostly revolves around a core duo. The dynamic between the chaotic Pavol and the mostly straight-laced priest, Matej, immediately brings to mind Disco Elysium’s Harry Du Bois and Kim Kitsuragi. Pavol even seems to rock “The Expression” in his character portrait in what I took to be a knowing wink to newfound demand for stories about divorced middle-aged men with alcohol problems. Pavol and Matej’s verbal exchanges are always amusing and sometimes touching as the bromance develops. Aside from them, your lord will occasionally join the party or at least lend Pavol some soldiers, while other guests will come and go for particular plot beats.

A screen from Felvidek's first-person combat where an arm with a sword slashes towards enemies.
The fantastic battle animations are another way that Felvidek avoids the potential monotony of standard RPG Maker combat.

This being an RPGMaker game, naturally, there are turn-based battles. The welcome difference is that encounters are finite, and most are naturally woven into the story progression. There is no leveling, either, with character growth relegated to new equipment and the occasional stat-boosting item (such as Jam, naturally). Finite battles mean finite funds and items to purchase, so digging through crates and whatnot around the world is important to obtain loose cash and goods. Personally, I love pushing against and mashing A around assets. And the lack of leveling did not at all interfere with a solid sense of progression.

This theme of scarcity supports the game world well and keeps the difficulty right where it needs to be. Felvidek is not a mechanically deep game by any means, but its systems convey the character of the game world. You have HP and Tools, the latter of which works as MP for skills you learn that are tied to equipment. There’s a handful of skills you can gain through equipment and consumable items to use, offering just enough strategic potential to experiment with throughout the relatively short playtime.

You can stun enemies with a Shield Bash, let off a powerful gunshot that takes a whole turn to reload, drink a bottle of Frndžalica and spit fire upon your foes, while Matej possesses an essential Prayer skill that provides group healing and buffs. I died a few times due to a lack of preparation, and there wasn’t a single battle that padded out the experience. I’ll say that again because it’s downright miraculous: this is a turn-based RPG without a superfluous encounter.

Flavor text over a corpse the player examines reads "Wasted life" in Felvidek.
When it isn’t being ridiculous, Felvidek has a contemplative melancholy to it.

Although Felvidek’s design and storytelling are impressively focused, its writing doesn’t clearly communicate next steps. There were occasions where I had to meet with a character name I didn’t recognize or go to an inexact location, only to backtrack through a few areas until stumbling upon the necessary quest trigger. It’s possible the game—or even just the English localization—didn’t get enough QA testing for this. You should also be prepared for a fair amount of typos and a tendency towards proper noun drops that were somewhat impenetrable as someone barely versed in Czech or Slovakian history. And while none of the humor felt mean-spirited, some jokes border on racially insensitive and misogynistic.

As much as I admire Felvidek’s consistency across concept and execution, I do wish it took bigger swings in its design. It’s an RPG for players who appreciate the genre as a basis for vibes over mechanical evolution. This makes it an easy recommendation for such players and a tougher sell for anyone seeking a meatier game. As for me, I knocked it back like a bottle of plum wine, savored the distinct taste, and will look back upon its intoxicating experience fondly.

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

About our grading scale

Review by · March 30, 2026 · 2:00 pm

The journey that the Life is Strange series provides its fans has been a long and winding one, filled with storms both in-game and out. With the IP belonging to publisher Square Enix, we’ve seen development shift from French team Dontnod Entertainment (Life is Strange 1 and 2) to American devs Deck Nine for prequel Life is Strange: Before the Storm and everything since. Life is Strange: Reunion is Deck Nine’s culmination of 11 years of Life is Strange, pulling together characters and player decisions from both halves of the franchise and giving them—thankfully—a proper sendoff.

First, be warned of spoilers for the first Life is Strange (2015) and Reunion’s predecessor, Life is Strange: Double Exposure (2024). Life is Strange: Reunion opens by summing up the stories of these two games and asking players to reselect a handful of key decisions from their endings. Most importantly, from the first game: does your time-reversing protagonist Max Caulfield choose to save her best friend (and optional love interest) Chloe Price or leave Chloe to die to quell the massive storm that messing with time and fate caused? Save the girl, or save the town you both grew up in. Fans argued up and down about what the right call to make was, but that need has passed.

A decade later, Double Exposure saw Max merging two paradoxical timelines her time-reversing caused, setting off the potential that the universes where Chloe died and survived were both true. As its title suggests, Life is Strange: Reunion is the long-awaited return of Chloe Price, now struggling with the hunch that she just may be a walking paradox herself, as she seeks out her long-lost (girl)friend (but let’s be honest, in-game stats show that 95% of fans have Max and Chloe romance each other).

Life is Strange: Reunion Screenshot of Max and Chloe standing side by side looking pensive
Yeah, her hair is green now.

Life is Strange: Reunion is set within the year after Double Exposure and so reuses many environments and characters from Caledon University. The strongest of that game’s cast, namely physics supergeek Moses and femme fatale Safi, feature heavily here as well. It would have been nice to introduce some new characters, or perhaps return to more characters from the first game’s Arcadia Bay (aside from a few passing references in readable text messages). Still, those others would only be overshadowed by the immediate chemistry between Max and Chloe.

Now a photography teacher at Caledon, Max is finally enjoying minor fame and a semblance of normality, only to witness a vicious fire engulf the university and all that she loves. For the first time since losing her best friend/love of her life, Max travels back in time through a photo she took just days before the fire. If stopping Caledon’s imminent destruction weren’t enough, Chloe returns like a literal ghost from the past to Max after years apart.

Despite the story’s constantly high stakes, I loved the cozy feeling I had while playing it, thanks in large part to the warm, autumnal visuals and gentle acoustic score (with some of Max’s favourite indie bands for moments of reflection). Even the pause and menu themes are gorgeously bittersweet. Life is Strange: Reunion is only around ten hours, but it rewards patience. Bee-lining for each objective will make you overlook interactable clues in the environment that may just save a life. More than that, the bulk of the game is hearing Max’s observations of the world around her—band posters, awful open mic performers, public art displays, and listenable podcasts. Though superfluous, they add colour and character.

Max explores a bar in Life is Strange: Reunion
I just wanna click on everything and hear Max’s witticisms!

For the first time, players also control Chloe. Her journal logs are messy, her phone screen cracked; rather than take collectible photos, she scribbles out quick doodles of what she observes. Chloe was a lovable if at times frustrating character in Life is Strange, but here she has outgrown her teenage slang (goodbye, “amazeballs” and “hella”) and most of her impetuousness. Even more than Max and her puns, Chloe is the heart of Life is Strange: Reunion. Fans of the series who were disappointed with how Chloe was cast aside for Double Exposure need not worry.

The slower pace extends to gameplay. There are few puzzles to be found in Life is Strange: Reunion, and I rarely even used Max’s rewind power beyond a few clever story beats. No bottle collecting or knocking over toolboxes here! This made the game rather easy, as even story choices seemed mostly obvious, and I ended the game with what I’d argue was the objectively best ending for all involved.

I’d say this is the most linear Life is Strange game, leaning more towards the writing and dialogue that fans enjoy over interactivity. Beneath its heady time-travel and mystery concepts, Life is Strange: Reunion’s dialogue is well-written, quippy without becoming too twee, and very well-acted. The impressive facial animations return here to breathe life and pathos into Max and Chloe, though some side characters can still come across as plasticky by comparison.

Student characters in Life is Strange: Reunion
If only I, too, could afford a beautiful home by teaching five students once a week…

I love how the game lets its conversations take their time, lingering on and expounding emotions that players no doubt want to feel. Unlike the Twin Peaks-esque way the original game poked fun with its tropes, revealing dark secrets behind seemingly every character, Life is Strange: Reunion is tender-hearted and, as I said before, cozy, and works best on those willing to be lulled into its gentle rhythm.

For scenes where I controlled Chloe, I liked the risky feeling that my choices couldn’t be rewound. She even has a new “Backtalk” debate feature where quick dialogue decisions decide some rather large story revelations, though this feature only appears a handful of times. This could still be frustrating because the dialogue choices, mapped to face buttons, could be a little too vague at times, especially in conjunction with the lack of a readable log. During some important conversations, I froze, unsure how to respond, through no lack of attention on my part.

If I had one glaring complaint about the original Life is Strange, it’s that it was, frankly, ugly as sin. Life is Strange: Reunion looks lovely and runs smoothly. Caledon and The Snapping Turtle bar are thoroughly detailed with the idylls of a liberal arts student. The surrounding autumn foliage consistently gave me pause and made me, as Max, take my camera out to line up a screenshot. There’s just enough painterly flourish in the game’s art direction to eliminate any uncanniness and preserve it with an evergreen beauty.

Max faces Chloe in Life is Strange: Reunion
A tale of two (paradoxical) Chloes.

The character animations, too, finally reflect the impressive cinematography that has always existed in Life is Strange. There is some texture and model pop-in, especially when the camera establishes a new setting, but all said, I’m glad to see the visuals and polish brought up to this standard in Life is Strange: Reunion.

In all honesty, fans were right to be concerned about Deck Nine’s stewardship of Life is Strange after Double Exposure’s disappointing finale and cliffhanger. Thankfully, Deck Nine righted their course and stuck the landing with Life is Strange: Reunion, which takes the best of both, er, dimensions: the beautiful visuals and warm aesthetic of recent games applied to the much-loved dynamic of Max and Chloe. Some may miss the time-bending puzzles, but I preferred the way the narrative threads and character moments pulled me in for an intimate embrace.

  • Graphics: 90
  • Sound: 90
  • Gameplay: 75
  • Control: 85
  • Story: 85
87
Overall Score
(not an average)

About our grading scale

Review by · March 27, 2026 · 9:00 am

Despite how deliciously macabre and heart-wrenching noir can be, we see so few in the gaming landscape. Rich with rain-soaked, harsh realities, a down-on-their-luck detective battles their troubled past when a dame clad in fire-red walks through their door (dames—always dames). Well, have no fear, because Aether & Iron intends to contribute to the genre, though departing from the formula in meaningful ways.

We play as Gia Randazzo, a smuggler struggling to find work after she engaged in a truly heinous act that shot up her reputation like a Tommy gun. As fortune would have it, a notorious yet secretive fixer finds her a cake job: escort a young damsel from the Uppers to the Lowers. How hard could it be? What ensues is a tale of revolution, deceit, conspiracy, and a reshaping of New York City’s past-future.

“Past-future?” What am I even talking about? Aether & Iron takes place in the 1930s, but with groundbreaking technology in the form of a resource called “aether.” Much of New York is flying high up in the sky, and that’s thanks to the Well, a floating ball of tech that consumes aether. Aside from that, much of the setting feels like cliche 1930s fare, from the clothing to the accents. That’s not a bad thing, mind.

Having a dialogue with a "Lower" in Aether & Iron.
What kinda sicko is going to fight this guy?

Yes, we have a female lead in a noir, which, while not the first time it has happened by any means, is certainly not the standard. Gia and her voice actor absolutely knock the story out of the park, too. Aether & Iron is primarily driven by its strong cast, significantly comprised of females. One has to wonder why we don’t see this more often, or why it’s even noteworthy for me to mention it. The story here breathes new life into the gaming landscape.

Without spoiling too much, soon after meeting her escortee, Gia realizes that there’s more to this helpless walking brain clad in white than meets the eye. In fact, so much more that a mysterious bounty hunter in black finds the need to relentlessly pursue her and her research papers. What could possibly be so important? Her client’s nebulous research aside, Gia eventually finds herself working odd jobs for a rebel group to overthrow barons: tyrants who rule the city in the worst possible ways. These two story arcs, combined with Gia battling her own demons, make for a narrative that pivots seamlessly in a delicate dance until its thirty or so hours are up.

The voice actors enhance a script saturated in metaphors, analogies, and poetic descriptions of thoughts, feelings, environments, and observations. Somehow dense, yet accessible, Aether & Iron is one of the most well-written games I’ve played in a long time. Every line bears weight, yet the script never drags. Players’ time is respected, but Aether & Iron makes sure to welcome us into a world worth exploring. Relatable and human, its tragedies make us reflect on our own world. We root for the heroes not just because this is a well-written and acted story, but because we feel the pain of the oppressed.

A skill check during dialogue with a dame in Aether & Iron.
I guess a success means that you persuade her through carefully chosen words, and a failure means actually physically pushing her.

Gia’s voice actor isn’t the only star, though. Almost every character, primary, secondary, or tertiary, enjoys powerful acting that oftentimes made me just want to sit back and listen endlessly. While the varying plots and drivers make Aether & Iron an adventure worth fighting for, some of my favorite moments are when the crew has downtime and all of the beautiful personalities come together at a bar to engage in low-stakes nonsense. If the personalities weren’t powerful and unique, this wouldn’t be so fun.

The music’s no slouch, either. Composed by two-time Grammy-winning composer Christopher Tin, as well as Grammy-nominee Alex Williamson, expect to be enthralled with music reminiscent of noir—lots of strings, horns, and light percussion. Performed by a live orchestra, Aether & Iron’s music would bring one to tears if the gripping narrative didn’t draw so much attention. Unfortunately, not everything meets the standard set by the story, music, and acting.

Buildings whip by during the the visually impressive combat, which uses cars as units on a battlefield-road that must be the longest straight-away in history. The cars are no gimmick: expect to run into passersby just trying to get from A to B during your reckless combat. Not only that, but accelerating takes way more action points than decelerating to the back of the large, grid-based rectangle.

Each car can be outfitted with an engine, repulsor, guns, storage, and armor, as long as you mind the weight limit. Light, small cars have limited cargo space and health, but make up for it with a variety of weaponry and the ability to zip around the field. Tow trucks offer firepower and support abilities, while vans and their ilk tank and dish out collision damage.

Battles on the road with a variety of environmental hazards in Aether & Iron.
In our 1930s future, expect not only for smugglers and gangs to engage in firefights on the streets, but heavy metal to casually rain down from the sky.

So, what’s the problem? As novel and engrossing as this battle system is, it can feel half-baked. Some battles are an absolute pleasure to puzzle out, while one or two offer strange difficulty spikes, and several can be cheesed pretty easily. I also saw little incentive on Normal difficulty to change the gear on my cars. Theoretically, players can buy new cars, but I never saw much of a reason to do this. Money’s tight for the most part, which is great, but I’d rather purchase dialogue rerolls and repair kits than buy minimal improvements or completely re-tool my strategy just to add a point or two of damage to my clunker.

Other gameplay mechanics, like hiding illicit cargo from safety checks, only really come up in the first few hours, and quickly don’t matter. Heat is a mechanically neat stat players build for engaging in loud, risky behavior, but it doesn’t have a substantial impact on gameplay. A storage system exists, but I saw little point in saving anything for later. Aether & Iron‘s gameplay is filled with interesting ideas that ultimately don’t go anywhere or feel tossed at the wayside early on.

Character dialogue frequently requires skill checks, which can be built for each character on a variety of skill trees intertwined with combat abilities, and while it’s fun to roll the dice and see what success or failure results in, I rarely found successes substantially important. Mind, this is all from a gameplay perspective—the joy of seeing what a character says in response to a failure or success is always exhilarating, because the writing and voice acting always impresses.

A car-based battle in the streets of Aether & Iron.
In our 1930s future, expect ice cream for lunch.

One last quibble about the controls and technical issues. First, targeting with a mouse and keyboard feels most intuitive, but the various menus get in the way, giving me my fair share of misclicks. Momentarily frustrating, this is where the control woes end. Now, the technical issues—hoo boy. Aether & Iron is certainly playable, but it’s rough. This list is not exhaustive, but expect: incredibly slow load times, black screens, a bizarre save system that doesn’t actually save your most recent progress, actors misreading lines and then repeating the line with the correct take, and dialogue loops. My hope is that they hammer out these kinks soon after release, but those averse to these initial hiccups should be forewarned.

Aether & Iron rises above its quirks with sheer creativity and artistic expression. I love the hand-drawn world, the characters I wish I could engage with far beyond the credits, and the struggle Gia and New York City’s citizens engaged in. A story worth telling, it’s a cliche noir tale told from an entirely different angle and elevated by a cast that stands above most others. My hope is that we see more tactical RPGs with imaginative systems like this, with their creative visions better realized.

  • Graphics: 79
  • Sound: 89
  • Gameplay: 74
  • Control: 75
  • Story: 89
80
Overall Score
(not an average)

About our grading scale