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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

Review by · October 9, 2025 · 9:00 am

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

Review by · October 4, 2025 · 3:00 pm

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

History

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

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

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

ELA

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

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

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

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

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

STEM

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

And here’s where I have some mixed feelings.

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

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

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

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

Art and Music

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

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

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

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

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

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

Finals

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

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

About our grading scale

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

It’s time for a return trip to New Sieg to hang out with aspiring journalist Teuta Bridges and her colorful found family in new high-stakes situations with otome visual novel Bustafellows Season 2! But does the second season reach the storied heights of the first? Stay tuned for the next episode!

Bustafellows Season 2 is unquestionably a true sequel in every sense rather than the shorter, epilogue-style fan discs otome fans have grown accustomed to in recent years. So much so that I was surprised by the sheer amount of content the game throws at you. Suppose you’re someone who likes seeing your VNs through to completion. In that case, you’re looking at about a forty-five-or-so-hour playtime since you have to play through all of the character episodes to unlock the plot’s final portion, not even considering the many side story extra episodes that reveal themselves as you play. Bustafellows Season 2 is a time commitment, but the overall story and plot execution are worth it.

That isn’t to say that Bustafellows Season 2 is a flawless experience. While the plot is excellent and most of its colorful characters are pretty memorable, I admit that it takes a special type of person to fully enjoy this VN. To start, you shouldn’t overlook the fact that it’s a sequel. While one can technically play this game without having played its predecessor, I imagine some story beats and reveals hit harder if you have prior knowledge about events leading up to them.

A story map screenshot showing question-level detail  from Bustafellows Season 2. According to the map, you get to PROLOGUE #9 whether you answer "I probably smell just as bad!" or "That's not true at all!"
The story map is incredibly detailed and helpful.

The otome element might also be offputting to some because we’re already past the “Teuta picking a boyfriend” stage of the relationships. However, I appreciate the often-overlooked angle of Teuta and her love interests navigating already well-established romances, as it provides a realistic, emotional context not often seen in the genre. What’s more jarring to me about the romance angle is that you have to play through all the character episodes before unlocking the story’s final portion, which is bizarre for a sequel where returning players (like me) undoubtedly have their favorite character arcs already (like Shu or Mozu in my case). That isn’t to say any of the character episodes are weak or inadequate, as they all have great romance and plot moments throughout their lengthy runs. It’s just an odd storytelling approach.

At times, it also feels like the otome element takes a backseat to the crime drama, which could disappoint romance fans alongside those wanting more of the fascinating crime investigation procedural plotline the title presents without romantic distractions. Those disinclined toward the romance portions may be discouraged, as both romance and crime are both integral. Bustafellows Season 2 also doesn’t shy away from dangerous and triggering scenarios, either, which could also limit its target audience. While the game can feasibly appeal to both an otome audience and general VN fans looking for a good mystery, it primarily caters to the undoubtedly smaller crowd who enjoys both.

Still, while those weaknesses are apparent, I can readily overlook them because there are so many strengths in Bustafellows Season 2. The writing is high quality for both the romance and the criminal mystery drama. I appreciate the strong overall character focus in the narrative, amply displayed in how strong and determined a protagonist Teuta is and the memorable the cast of supporting characters. Their relationship dynamics together are engrossing and memorable. Bustafellows Season 2 feels like the second season of an episodic crime procedural that invests you in the plot, characters, and their interactions. Given the game’s obvious homage to investigative TV drama, that’s a massive compliment to its narrative execution.

Limbo asks Teuta a timed question in Bustafellows Season 2. Were they guilty or innocent?
Quick, make a decision!

You assume the role of Teuta when playing through episodes of Bustafellows Season 2, progressing along the story path until reaching a decision point. Some of these choices are simple binary decisions, while others are timed events where even choosing NOT to answer before the meter runs out can be a decision. You continue onward until you reach a branching endpoint based on previous choices. If an outcome isn’t the desired one, the game provides an impressively detailed story map alongside a jump skip option to utilize in replays to reach any decision points again quickly. The decisions aren’t clear-cut, so I ended up relying on these two gameplay features quite a bit.

I played the game on a docked Steam Deck with a controller and encountered no issues while watching for missing text or the like. I do admit that the default controller button layout took some getting used to compared to other VNs I’ve played, but I adapted eventually. The script’s localization is relatively sound, with only a few grammatical errors here and there in what is an extremely text-heavy and lengthy VN.

Visually, Bustafellows Season 2 is a vibrantly expressive game with some excellent character designs and art. I love how incredibly detailed all the artwork throughout was, and I enjoyed the effort that went into creating different CG illustration variations with the illusion of movement as scenes progressed. I did think that some of the character expressions in the CGs looked a little odd, but that was easy to overlook given the art’s overall high quality. The game places character sprites in different angles and positions to help scenes feel less static and adds spatial discrepancy as well.

The group video calls are always entertaining in Bustafellows Season 2.
You’ve been added to the group call.

Sound-wise, the music for Bustafellows Season 2 is impressive and very fitting for a given scene or particular locale. However, I did find the voiced ambient conversations distracting and too loud. I understand the concept of wanting to achieve that “lived-in city vibe” with characters having background dialogue. Still, the metropolis’s ambiance started competing for attention with the translated game script. I also give top kudos to the voice actors for bringing the characters and story to life, as the entire cast gives phenomenal and passionate performances. This title is another rare otome where the protagonist also has a voice actor, which helps further solidify Teuta as a standout character.

For this review, I was very vague on Bustafellows Season 2’s story because it’s such a pleasure to uncover, and I didn’t want to spoil it unintentionally. Suffice it to say, this game is a solid otome VN experience if you’re the right audience! Those who couldn’t get enough of the first Bustafellows will surely find something to enjoy here, and those who enjoy mystery crime dramas and romance should take a closer look. I certainly wouldn’t mind a possible third season in the future or even a localization announcement for the Nintendo Switch port of its connected Side Kicks! game. More of this story-verse would undoubtedly be a plus. Like the citizens of New Sieg, we can only stay tuned to find out what could be in the works!

  • Graphics: 89
  • Sound: 87
  • Gameplay: 85
  • Control: 80
  • Story: 90
86
Overall Score
(not an average)

About our grading scale

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

Do we judge a game irrespective of its peers, or view it within the context of what games currently offer? Naturally, this is entirely up to you, though it’s a question I’ve grappled with while playing Wuchang: Fallen Feathers. A paint-by-numbers soulslike, Wuchang makes no apologies for its similarities to Nioh, Wukong, Wo Long, and, of course, Dark Souls. More copycat than maverick, Wuchang succeeds in one important aspect: fun.

Wuchang: Fallen Feathers is a historical fiction in which China’s Ming Dynasty has reached the end of its prosperous lifespan, in part because of a feathery curse plaguing the people—or as a reaction to it. You, Wuchang, wake up with this devastating illness, though, curiously, you have not succumbed to madness; on the contrary, you seem more powerful than ever. Struck with amnesia, Wuchang ventures to find answers.

Story is a challenge with soulslikes, because Dark Souls cemented the contrast between mysterious and macabre atmosphere in which players are never truly sure what is going on, and the sense that the unknowable lore runs deep. Wuchang‘s similar attempt to play coy with lack of clarity is worsened by large swaths of gameplay between brief dialogue exchanges. Of course, if you can find the patience to stop hacking and slashing as you pick up several different items, the inventory offers some (and I do mean some) insights and flavor into what the hell’s going on.

A feathered enemy jumps at Wuchang, who stands ready with an axe. A bright moon shines behind them.
What’re you gonna do? Flap me to death?

Okay, so, the story’s serviceable—I guess—but what was that I said about fun earlier? Right, so, expect no surprises here in terms of gameplay. Have you played a Souls game before? If so, skip this paragraph. For the uninitiated, this is an action RPG that plays over-the-shoulder in third-person. Equip a one-handed sword, longsword, dual blades, spear, or axe, and mete out justice on Wuchang’s foes while maintaining a depleting-and-replenishing stamina gauge. Light or heavy attack with a couple special abilities per weapon, and you have your combat. Should you dodge, block, or parry incorrectly, a jug of juice allows healing in between shrines, where you refill Wuchang’s jug, level up with red mercury (dropped from enemies), customize gear, and teleport to other shrines (fast travel). Shrines are almost always tastefully placed apart from one another so as not to frustrate players, though far enough to foster a sense of urgency. Expect to find shortcuts to an old shrine in lieu of a new shrine.

Wuchang‘s gameplay boasts novel elements, though nothing that’s going to wow anyone. Still, I enjoyed these asides. For instance, each weapon type has its own skill tree that offers stats relevant to that weapon type (i.e., strength versus agility), as well as unique skills that can modify the two special abilities of the current weapon. Apart from active abilities, most of the tree’s ability nodes passively affect abilities or create benefits should Wuchang’s madness reach a certain percentage of the maximum allowance.

Madness accumulates as Wuchang kills humans or dies in combat. Players drop a percentage of their red mercury on death, depending on how mad Wuchang has become. Madness also impacts damage dealt and received, with higher madness generating greater risk/reward. Should Wuchang die with full madness, she may spawn an Inner Demon that she must defeat before earning her red mercury back, which can have its own benefits to earn in the form of tempering needles.

A many-armed Buddha statue stands in a shadowy temple in Wuchang: Fallen Feathers.
“Thank God these arms are impermanent and I’m not sentimentally attached to them.”

Tempering allows Wuchang to imbue her weapon with an element temporarily, which is critical in toppling mighty foes and bosses. Other needles provide passive benefits, such as improving the stat bonus on a weapon for greater damage or enhancing tempering more directly. Accessories allow players to further customize Wuchang to fit a playstyle. Most trinkets don’t offer much in the way of creativity, typically bolstering an element type, mitigating damage under certain conditions, and so on.

Enemies are the standard fare here: humans and monsters hide behind walls waiting to ambush our heroine, provide different movesets that we have to puzzle out so we can mindlessly thwart them the next hundred times we see them, and drop an excess of near-useless items. Bosses tend to be sword-wielding humans, so expect to memorize six or so attack patterns with a variety of pauses in between slashes so that you can figure out when it’s safe to take a swig or cast a spell.

Spells, on the other hand, make Wuchang feel like a more unique experience. With a well-timed dodge or some other means, players earn fleeting points of skyborn might, used to enhance physical abilities or cast a variety of spells. Initially, Wuchang can’t earn much skyborn might, and perfect timing on dodges can feel like a poor man’s parrying without the benefit of stunning the enemy, but after speccing out Wuchang on the skill tree, spells and unique abilities offer an exciting means of addressing each threat.

A giant flesh monster towers over Wuchang with its tongue lolling out. Wuchang's flaming swords illuminate the dark cave.
Psych quiz: what did you see first?

As I write this, I can’t help but notice how flippant I feel about the design on paper. Nothing here wows, and, honestly, I wish the developers didn’t try to piggyback the success of other franchises so much. That being said, Wuchang is thrilling to play, and after doing a pretty thorough run and finishing at about 48 hours, I can say with certainty that Wuchang held my attention from start to finish. One of the greatest accolades I offer any game is that when I wasn’t playing it, I was thinking about playing it; this is true for Wuchang.

I played on PS5 and ran into some stuttering, though it rarely impacted my success in combat. The seamless controls, with shortcuts that intuitively make sense, and natural flow of combat ensure no hurdles get between you and the thrill of battle. On occasion, I found unusual difficulty spikes from bosses, though this typically occurs at the end of “chapters” set in starkly different locations. Naturally, bosses increase in difficulty as the game continues, but remember that beating your head against a wall’s not going to do you any favors. Take a breath, step away, and come back with a new gameplan; review your armor, try different abilities, and maybe even freely respec the skill tree and try a new weapon.

The Wuchang: Fallen Feathers protagonist steps back to dodge an incoming attack from a red-cloaked woman.
You can just hear the “shing!” coming off this image.

I quibble with the unusual reliance on sworded human bosses which crafts a bland sensation in a game about monsters and corruption, but the colors, flashes, and art in general instill life beyond this lost opportunity. Wuchang’s dazzling environments, attention to detail in the most innocuous walls, and flashy abilities allure the eyes and keep the otherwise repetitive experience fresh. Similarly, the music, with its heavy reliance on befitting Chinese instrumentation complements the cinematic experience nicely. The English voice acting could use some work, with some characters unable to agree on the pronunciation of “Wuchang,” just as an example; the actual delivery of lines is competent, though.

Fans of soulslikes, you may be experiencing the fatigue I hit with metroidvanias. Unless a title really turns the sub-genre on its head, I’m not going near it. I get it. If you’re tired of copycats, maybe this one isn’t for you, because it’s really not doing anything you haven’t played before. On the other hand, if you love this genre and can’t wait for another high-budget adventure, Wuchang will scratch that itch nicely. Newbies to soulslikes may want to look elsewhere, as boss fights can feel extremely punishing, and even with all of the experience I have with these games, I found a few bosses absolutely brutal and ridiculous in their attack patterns. Another way of looking at Wuchang: Fallen Feathers is this: if a Souls game never existed and this hit store shelves, we’d all be clamoring about what a marvel and game-changer this is. Although extremely paint-by-numbers, fun is fun.

  • Graphics: 90
  • Sound: 78
  • Gameplay: 85
  • Control: 90
  • Story: 70
85
Overall Score
(not an average)

About our grading scale

Review by · August 25, 2025 · 9:00 am

Zephyr Town’s bazaar was once a grand gathering of merchants that enticed tourists from far and wide, and it can return to that magnificent state with some hard work. Your day-to-day life in Story of Seasons: Grand Bazaar, a remake of the Nintendo DS title Harvest Moon DS: Grand Bazaar, runs a rhythm similar to other games in the series, with some syncopation created by the weekly bazaar. In conjunction with a welcoming cast and surprisingly in-depth story, Grand Bazaar is a symphony of a delightful farming sim life, with its minor hiccups mostly drowned out. 

You start your day in Grand Bazaar by tending to your farm and animals. To those familiar with farming sims, nothing feels out of the ordinary here. You plant seeds, fertilize them to improve their quality, and water them each day until they’re ready to harvest. As you get further along, you unlock more fields until you have a total of four: three outside and one in your cellar. These are in set locations, as is your barn, with no option to move them around or customize your farm in any way. It’s becoming more common for farming sims to offer fully customizable farms or even towns, like in Rune Factory: Guardians of Azuma. Yet there’s a homely appeal to Grand Bazaar’s choice in keeping the farm layout straightforward, like in the days of the original game. 

After finishing up on your farm, you can head out into Zephyr Town and spend some time with the townsfolk while you finish up other errands. Here is where Grand Bazaar’s forte lies: its characters and overarching story are among the strongest in the series’s oeuvre. Zephyr Town has its fair share of adorably designed characters you can romance, as well as those you can befriend, as is the genre standard. Tons of story scenes and full voice acting help this group stand out from the series’s crowds. 

A Story of Seasons: Grand Bazaar screenshot of Gabriel, Derek, and Arata sitting together eating apple pie. Gabriel's text box reads, "Hey, Arata, mind if I do a sketch of you sometime?"
Characters interact with each other frequently, including during—fully voiced—festivals.

Each love interest has a collection of story scenes that help you get to know them better. They cover the entire suite of emotions, from silly, such as Maple going overboard with cleaning the hotel, to serious, such as a fight between brothers Jules and Derek. These scenes go into far more depth than the events in the original Grand Bazaar, and are more extensive than even some more recent Story of Seasons titles. There’s an appropriate sense of conflict and character growth while maintaining the “cozy” feeling many players enjoy about farming sims. 

The scenes contribute to even greater feelings of comfort thanks to their emphasis on community. Townsfolk will get involved in many scenes, even those centered around a love interest, giving them more opportunities to leave a lasting impression on the player. Non-romanceable characters also have their own dedicated scenes that enhance their personalities and enrich the community of Zephyr Town. There’s an incredible number of these scenes, and they’re all fully voiced, further bringing this charming cast to life. 

It’s easy to get swept up trying to follow each character’s storyline, but don’t forget, you still have work to do. As you slip away from your social obligations, you head to the windmills where you use your crops and foraged goods to produce other items. The faster the wind blows, the quicker each item gets crafted. There are three windmills to unlock, but traveling between them can be awkward due to their positions across Zephyr Town. The most notable example is the blue windmill, the one furthest away from your farm, all the way on the east side of Zephyr Town. This is where you can make your own seeds, which is how you can maintain and increase your crops’ quality. Although you can warp back home once you’ve unlocked the storage box’s teleporting ability at this mill, it still feels like clunky staccato that breaks up your farming routine. 

A Story of Seasons: Grand Bazaar screenshot of the player using the glider to fly southeast through Zephyr Town.
Using your glider to fly across Zephyr Town is exhilarating… but isn’t always possible due to the wind currents.

If you choose to run back home rather than teleport—perhaps for the opportunity to say hello to someone you fancy—you may find yourself running against the town’s tailwind. While moving, you can whip out a glider and get carried by the wind. If the wind is strong and you leap from a high elevation, you travel quickly and far. But if the wind is weak, it’s faster to walk. Appropriate to its name, the wind only blows from west to east in Zephyr Town, so you can only use your glider to travel from your home eastward. Even when it feels like the intensity of the wind is in your favor, you won’t always be able to utilize it for movement.

When you return home after a long day of farming and socializing, you come face-to-face with a remnant of Grand Bazaar’s past: you can only save your game in the comfort of your home. There may be a charm to the simplicity of not being able to customize your farm, but of all the gameplay upgrades not to make, the inability to save anywhere is the most baffling. If you ever want to take a break, you must stop whatever task you’re doing and hustle back home, eating up precious in-game minutes that could have been spent on other tasks. 

Every Saturday, the game’s main distinguishing feature, the bazaar, halts your daily farming routine temporarily. Here, you sell items at your stall and make major purchases from others. This is a departure from the typical Story of Seasons moneymaking method of placing items into a shipping container daily. Making money once a week directs players to be more careful than usual with their spending. There is an option to sell to stores around Zephyr Town during the week, but those profits are paltry at best. To maximize your income, you must sell at the bazaar, where your stall’s decorations can increase your profits, and certain items will sell more easily if they’re “trending” that in-game month. 

A Story of Seasons: Grand Bazaar screenshot of the Nature Sprites cheering as the player sells items to an NPC during the bazaar.
Activating “Cheer Time” during your bazaar shifts can net you even more income.

Many important items are bazaar stall exclusives, including farm animals and farm expansion. This weekly system is an appealing unique feature in Grand Bazaar, but it also has its drawbacks that make it less forgiving than many other Story of Seasons games. If you don’t make enough money during the bazaar to afford a big-investment purchase, you have to wait an entire week for another chance, preventing you from starting on your next goals. 

This drawback is worst when you fail to upgrade your storage space. Grand Bazaar’s inventory system allows the same item to stack up to 99 times, and only if the items are all the same quality. This isn’t as problematic at the beginning of the week, after selling off your excess items at the bazaar, but it can get unpleasant as the week goes on and you receive items at wildly varying quality levels. 

It’s tempting to craft your items as your storage space dwindles away, and sometimes that’s your only option. But the bazaar’s randomized monthly trends paradoxically encourage stockpiling items until they’re at peak popularity. Sometimes evergreen items like jewelry are popular, and other times, crops and recipes that aren’t in season are “in.” If you didn’t save enough ingredients from previous seasons to utilize, this can be a painful blow. The biggest example of this is how all the seasonal tea blends use fruits from their associated season, but not the tea leaves of that season—instead, they all use Autumn Tea Leaves.

A Story of Seasons: Grand Bazaar screenshot of the player on a hill, looking at the bazaar in the distance.
As the bazaar grows, so does your love for Zephyr Town and its inhabitants.

After enough busy bazaar days, you hit the appropriate milestones to reach the next bazaar rank. With each rank-up, you learn more about Zephyr Town and what happened to cause the bazaar to lose its luster. Narratives like these are almost unheard of in Story of Seasons, but Grand Bazaar implements it wonderfully. Not only is the world more interesting, it also compels you to push forward with your farming. And push forward you shall, as the day ends and another begins. 

There are some minor elements of Story of Seasons: Grand Bazaar that feel like remnants from its outdated DS counterpart. But there’s so much more that is lovingly updated, elevating the experience to one that stands out among its predecessors. Grand Bazaar is a grand remake that’s easy to recommend to fans of the series and fans of farming sims in general. Just like the winds of change brought it richer character stories, an emphasized overarching narrative, and voice acting, hopefully Grand Bazaar’s eastward winds carry these new features and concepts into future Story of Seasons games.

  • Graphics: 85
  • Sound: 90
  • Gameplay: 85
  • Control: 70
  • Story: 90
86
Overall Score
(not an average)

About our grading scale

Review by · August 25, 2025 · 9:00 am

Quartet is the latest RPG from Something Classic Games, the studio behind Shadows of Adam. A former colleague penned a lovely editorial about how Shadows of Adam is more than its classic-inspired veneer would suggest. Quartet is an even more ambitious title that shoots for the moon and makes it.

Quartet starts out akin to Wild ARMs, in that players choose one of four protagonists: disillusioned army sergeant Nikolai Proch, disgruntled restaurant cook Ben Balani, dedicated law school graduate Cordelia Helmont, and Alexandra Hin, a teenage shopkeeper desperately trying to keep her life from falling apart. After each of their two-to-three hour-long introductory chapters, Quartet’s middle chapters bring these characters and their traveling companions together into an eight-member fellowship for the final chapters. Every character is compelling and sure to be some RPG fan’s favorite. I only wish all eight received introductory chapters.

Quartet’s common thread is that magic is a powerful commodity everyone vies for. There are also several competing ideologies regarding magic, seeing it as both a resource and a religion—two entities that universally spark sociopolitical unrest and war. Through Quartet’s diverse protagonists, players see war affect everyone from front-line soldiers to civilians who believe themselves too far removed from it. Quartet’s story touches upon serious themes, but also has moments of levity and even some subtle comic relief. I particularly appreciated the small non-sequitur referencing Roald Dahl’s short story “Lamb to the Slaughter.”

The cast of in eight Quartet gather around a giant magical tome being read by a transparent ghost.
Gather ’round, kids. It’s story time!

The well-written dialogue offers insightful worldbuilding without ever going into “expository info-dump” territory. The most entertaining writing lies in the smatterings of character banter. Unfortunately, because the characters are immediately thrust into dire circumstances once they unite into a fellowship, there is not enough time for more frequent and extensive banter. For example, I wanted more than just one “cooking with Ben and Nikolai” moment, especially since Nikolai’s dad is a baker and Ben is a professional cook.

A plethora of optional late-game sidequests flesh out the characters, all of whom have unfinished business. Some of that unfinished business even uncovers new complications. Quartet also has some hidden places only found and accessed via astute airship exploration. I highly recommend exploring Quartet’s side content. Not only does it enhance character development and worldbuilding, but it can better prepare players for the final boss.

Quartet’s combat consists of traditional turn-based battles with intuitive mechanics. When the eight characters come together, four fight at one time and the other four (on standby) can be swapped in without turn penalties, while characters on standby slowly recover. Everyone earns EXP after battle, meaning nobody falls behind. Dungeons are neither too lengthy nor too brief—the only hiccup is that some open paths are obscured by tall or overhanging structures.

Quartet's battle screen, featuring four small sprite heroes facing off against a giant chimera-monster with multiple heads.
Bosses loom large over small hero sprites.

Some dungeons contain puzzles or mini-games to spice things up. One I distinctly remember is running through a gauntlet while avoiding gunfire, figuring out when to take cover and when to run for it. These fun little distractions are implemented well and never stopped me in my tracks. The most challenging puzzles exist in optional dungeons.

Speaking of mini-games, Quartet even has a card game called Oracle, which plays like Final Fantasy VIII’s Triple Triad. Players select five cards (each of which has numbers on all four sides) and take turns placing them on a 3×3 grid. If player 1’s card has a higher number than player 2’s card adjacent to it, that card is flipped to player 1’s color. Once the grid is filled, the player with more cards in their color wins. Quartet does not have as many card players in its world as Final Fantasy VIII does, but it’s fun to seek them out.

Quartet only has one difficulty level, best described as fun-challenging. The default hack-and-heal battle strategy longtime RPG fans utilize does not work here. Figuring out enemy weaknesses and utilizing status ailment skills (they work on bosses, too), as in Shin Megami Tensei games, is the best approach for Quartet.

Quality-of-life features, such as adjustable difficulty parameters or the option to skip puzzle sequences, are absent in Quartet. I can live without those, but the feature I truly felt the absence of is auto-save. Recovery points do not occur often in Quartet, so reminders to manually save (which can be done anywhere outside of battle) are few and far between. In addition, there were times I was going along at a great clip, too engrossed to remember to manually save, until enemy encounters party-wiped me. 

The party screen in Quartet, featuring the eight playable heroes and their various levels and stats.
Does it matter that Quartet has eight heroes in it?

Enemy encounters are visible in dungeons, occur infrequently, and do not respawn unless the party exits to the overworld. Fighting every enemy encounter ensures adequate leveling for boss battles. Do note that leveling up does not replenish HP and AP (Quartet’s equivalent of MP). In addition, the low encounter rate means that money is often tight for equipment and healing items. Ergo, resource management is important, especially during lengthy sections when characters cannot access shops to replenish healing supplies.  

Quartet’s music may not impress right away, but over time its brilliance shines through. The narrative’s myriad layers peel back like an onion and the music follows suit. Hearing different styles and genres of music when visiting new locations makes them feel like unique places and not copy-paste towns. For example, the lively city of Seren has fun New Orleans-style jazz music, the hard scrapple city of Luskiya has brassy Eastern European music in a minor key, rugged frontier settlements have music befitting televised westerns, and the list goes on. Interestingly, battle and boss themes lack the punch of proverbial combat themes, but they grew on me over time, and now I cannot imagine Quartet with anything different.     

Similarly to the music, Quartet’s visuals grow more attractive over time. First impressions show a vibrantly colored 2D “sprite and tile” game inspired by 16-bit classics, but the game’s real beauty lies in the small details. Sundry architectural details and thoughtful layouts make each town feel unique and as diverse as the real-world places that inspired them.

The heroes of Quartet stop a train robbery in a Western setting, including a dry desert backdrop.
What’s more classic than a train robbery chase?

The distinctive playable character sprites stylistically represent the regions they hail from and have wonderful animations. The painstaking care put into the sprites’ various facial expressions is quite evident. The sprites themselves have that classic squat “super deformed” look on both the field and in battle. This makes the bosses loom larger and more impressively, but I would have liked to see larger or more proportional versions of the hero sprites in battle. Speaking of battles, the vivid battle backgrounds look great. A few backgrounds even animate, such as the battles that take place atop a moving train. The Chrono Trigger-style overworld has the least impressive graphics, but it looks fine and evokes the nostalgia of something classic.

My only caveat with Quartet’s visuals is that the default pixilated default font is straining to read. There are options to switch to narrow or HD fonts for better readability. I chose the HD font, which dramatically improves readability. Even the smaller text in the battle menus pop thanks to the HD font’s clarity. The menus themselves, be they field menus or battle menus, are intuitive to use and do everything an RPG fan needs them to.

Quartet not only excels with its fantastic ensemble cast, eclectic music, colorful visuals, engaging gameplay, and engrossing story, but its intangible “x factor” made my twenty-eight-hour or so jaunt a special experience. I would love to see character-centric post-ending DLC in the future, because Quartet’s cast is too cool not to revisit. I have nothing negative to say about Quartet beyond its lack of an auto-save. If this review does not put Quartet on RPG fans’ radars, then perhaps the notion of adventuring with Juna—a sage, sassy, and supportive talking hippo—will. 

DISCLAIMER/NOTE: In the spirit of transparency, please note that an RPGFan staff member created this lovely art piece used on Quartet’s official site, Steam page, and social media pages. This has no bearing on the review as none of that art was used in the game.

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

About our grading scale

Review by · August 21, 2025 · 8:00 am

Ten years ago, The Witcher 3: Wild Hunt graced our gaming platforms. It was an overnight smash hit, becoming the best-selling game of 2015 in the UK alone by its first week. CD Projekt RED, its developers, went from a rising star to a household name in a flash. It introduced millions of people (many of them casual gamers) not only to the Witcher universe, but to RPGs as a genre.

Since its release, it received two lengthy DLC expansions, Hearts of Stone and Blood and Wine. Both were released to critical acclaim, with the book series that the games are based on getting a high-budget Netflix series off the back of the games’ rampant success. This, in turn, boosted sales of the games, thanks to newfound interest in the universe and word-of-mouth about the series.

To celebrate this Witcher fever going around in 2022, CD Projekt RED released a lucrative next-gen update for The Witcher 3 for PS5, Xbox Series S/X, and PC that boasted a veritable laundry list of graphical improvements, bug fixes, and quality-of-life additions. Such features are relatively standard fare for remasters and major updates; however, what sets Witcher 3‘s apart is that it incorporates several community-created mods into the game, with the original developers of said mods working with CD Projekt RED to make them compatible with the update in some instances.

Suffice it to say, the next-gen update for Witcher 3 is functionally the most robust and feature-rich version of the game to date, with the PS5 and Xbox Series versions being dubbed the “Complete Edition” to signify this. But are the next-gen versions of The Witcher 3 indeed the richest and best way to play this game? Having spent about 100 hours with it on the PS5, I’m inclined to say yes, absolutely.

Screenshot from The Witcher 3 Wild Hunt Complete Edition, depicting Geralt and Ciri sitting by a tree
Geralt and Ciri having father-daughter bonding time.

Despite being the third entry, The Witcher 3 was the entry point into the wider Witcher universe and lore for a lot of people (myself included). To that end, one of the best aspects of Witcher 3 is how masterful it is at onboarding newcomers. It doesn’t front-load you with long expository dialogue about the minutiae of the setting, nor does it require frequent visits to the in-game codex to get a grasp of the geopolitical happenings at the time the game is set. It certainly helps, don’t get me wrong, but it’s not strictly required reading.

This is entirely thanks to the game’s incredible writing, narrative, and cast. It takes a very “show, don’t tell” approach with a lot of the series’ core themes and concepts, which is great for newcomers, since a lot of the exposition is contextual within the scenes. You feel like a genius when you piece together the who, how, and why of every interaction in the story.

Of course, the phenomenal voice acting all around helps, with nary a dull performance in earshot. Doug Cockle and Denise Gough as Geralt and Yennefer, respectively, are perhaps the best of an already stellar bunch, lending great drama to the story and establishing a troubled yet loving connection between two people who have been adrift from each other for many years.

You don’t just get one story here, you get three for the price of one, since the Complete Edition also comes with the two expansions: Hearts of Stone and Blood and Wine. You may feel differently, but for my money, both of these expansions have better storylines and are better overall writing than the main one, and I love the main story. They’re no short adventures either; they encompass approximately the same length as the base game content-wise. This is doubly impressive, given the relatively quick turnaround to release them since the original launch.

When it comes to the Complete Edition, narrative is the area with the least change compared to the rest of the package, which makes sense. I mean, why improve upon (near) perfection? While a lot of games show their age as anniversary milestones go by, at least where storytelling and writing are concerned, Witcher 3 delivers truly timeless tales, from its main plot to the expansions and all of the side stories that are arguably just as compelling, if not more so.

Screenshot from The Witcher 3 Wild Hunt Complete Edition, depicting Yennefer, her face half hidden by her dark hair.
Team Yennefer, by the way.

Visuals are, of course, the area with the most improvement for the Complete Edition. Across PC, PS5, and Xbox Series S|X, Witcher 3 has been touched up with more detailed textures for its environments, characters, and enemies, which naturally is most noticeable when playing in 4K (which I recommend). For the console versions, the Performance Mode is actually closer to 4K than the Quality Mode, and features nearly all of the same graphical advantages at 60fps, albeit without ray-tracing.

I found myself switching between the two modes constantly for the first ten-or-so hours of Witcher 3 on PS5, since there are some environments, particularly Velen, where the ray-traced reflections and lighting really pop. However, the lure of being able to play in 60fps on Performance Mode won me over in the end. It’s not like there’s a major downgrade in choosing Performance either; Witcher 3 is a stunning game regardless of how you play it. Heck, even the Switch version is capable of looking gorgeous under the right conditions.

Personally, the gameplay changes in Complete Edition far and away embody my favorite areas of improvement, with some incredible quality-of-life changes that make a ton of difference to the overall experience when returning to this game. For instance, you have Quick Sign Casting and the ability to automatically apply oils in combat. The former all but eliminates the need to use the radial menu for switching your Witcher signs. Instead, they’re each assigned to different button combinations that you can access at will. This makes a huge difference in ensuring combat is much more seamless and fluid.

The latter change is optional, but it’s one that I am very grateful for. Since certain monsters require you to use various oils to exploit their weaknesses, you previously had to refer to your codex on how to best take each monster down. For many, this was a huge boon in regards to immersion and helped to sell the fantasy monster hunter wish fulfillment. For me personally, it was more tedious than anything. With “auto-apply oils” enabled, the game does this part for you, so you only need to focus on actual combat.

Combat was a sticking point for many people in the original version of Witcher 3, with many regarding it as the worst part of an otherwise incredible game. Many felt it merely amounted to mashing the attack buttons and dodging occasionally in a very basic hack-and-slash manner. For the Complete Edition, though the mechanics of combat are functionally the same, CDPR has incorporated Full Combat Rebalance 3, a very popular mod for the original version made by one of the developers in his spare time. This mod makes numerous background changes to the numbers and stats in the combat and leveling systems, adjusting them to be more challenging and rewarding across the board.

Whether it’s the changes from this mod or the addition of having an optional new combat camera that’s closer to Geralt and shifts dynamically depending on who he’s focusing on in an encounter, combat feels much better in Complete Edition. I didn’t take umbrage with it in the original version, but I can’t deny that it could feel very “button mash-y” at times. While that’s arguably still true to some extent, I personally enjoyed combat more in this playthrough than I ever did previously.

Screenshot from The Witcher 3 Wild Hunt Complete Edition depicting Geralt fighting a large beast
Geralt meets a mildly irritated moose.

Like every one of the best RPGs, The Witcher 3 is one of those games where you discover something new every time you play it. Whether that’s a certain character or quest that you wrote off before, or a detail in the background that you hadn’t noticed until that playthrough, this game is a gift that keeps on giving. It’s wild to me that, all told, development on it only took CD Projekt RED four years and change to complete from start to finish. For such a timeless and deep game, that’s an incredibly fast turnaround.

One area that I definitely neglected in every playthrough of Witcher 3 until now, where I forced myself to get stuck into it, is probably what you’ve been screaming at me to mention: GWENT. I’m not even into card games, but dang it, when they’re right, they’re right. Gwent is too much fun to ignore, and I kick myself for being such a fool up until this playthrough. Yes, I now see what all of the fuss was about. I could dedicate another review entirely to Gwent, but it’s already beloved enough that I wonder what more is there to say. I mean, there’s a reason they spun it off into two other games. Not since Queen’s Blood in Final Fantasy VII Rebirth (or vice versa for most people) has a minigame, let alone a card game, grabbed my attention so firmly.

It may be a decade old now, but The Witcher 3: Wild Hunt hasn’t aged a day, in my opinion. After all, there’s a reason it’s become a north star for AAA RPGs in the years since, in the eyes of fans and developers. Even CDPR themselves failed to live up to their own expectations with Cyberpunk 2077, though, of course, they rectified this not long after.

The feeling of happening upon a village in your travels and discovering a whole questline that takes up hours of your time alongside a compelling story fraught with dicey moral dilemmas is truly unmatched, even now.

Happy anniversary, Witcher 3. Thank you, truly, for everything you are and everything you’ve done.

  • Graphics: 95
  • Sound: 100
  • Gameplay: 95
  • Control: 98
  • Story: 100
96
Overall Score
(not an average)

About our grading scale

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

For many years, System Shock 2 was one of gaming’s white whales, at least where digital distribution was concerned. A combination of rights issues and a hunt for the source code spearheaded by dedicated fans meant that the game would not see an official release, digital or otherwise, until 2013. At this time, Stephen Kick of Nightdive Studios acquired the rights for it and negotiated to get the game put onto GOG, a store that is famously the home of older, previously forgotten classic PC titles.

Since then, Nightdive went on to release an ‘Enhanced Edition’ of the original System Shock, followed some years later by a full-on Unreal Engine 4 remake, to moderate critical and commercial success. Meanwhile, fans of the second game eagerly waited to see it get a similar treatment, as Nightdive promised in 2019. Though it took a couple more years to finally come to fruition, the System Shock 2: 25th Anniversary Remaster (technically 26th, but who’s counting?) has landed!

So, is it the best version of this game? Well, it certainly seems that way! Truth be told, System Shock 2 has been my personal gaming white whale as well. I bought and played the re-release on GOG as a teen, way back when it came out, but I was a little too overwhelmed by the game’s systems and gameplay to fully engage with it properly. I put it on the back burner for many years.

Cut to now, and having just completed my first ever playthrough, I can safely say that System Shock 2 holds up in 2025, and then some. What’s more, Nightdive’s 25th Anniversary Remaster does a (re)masterful job of preserving the original look and experience while adding more than a few little touch-ups here and there.

Screenshot from System Shock 2: 25th Anniversary Remaster, showing the villain Xerxes and a dead body next to the words 'Remember Citadel'.
They didn’t. Sorry, buddy.

System Shock 2 takes place 42 years after the events of System Shock, with the destruction of Citadel Station and the supposed defeat of the rogue AI, SHODAN. While on its maiden voyage, the starship Von Braun, accompanied by a UNN military vessel, the Rickenbacker, responds to a distress signal on the planet Tau Ceti V. There, they encounter a parasitic alien collective who call themselves “The Many.” The Many then proceeds to infect almost the entire crew of both ships, even the Von Braun’s onboard AI, Xerxes.

You play as an unnamed soldier, whose training and assignment(s) you choose during the game’s opening act. As one of the last remaining people on the ship unmolested by The Many, the Von Braun’s lead scientist, Dr. Janice Polito, tasks you to excise this threat before it has a chance of using the ship as a conduit to infect nearby human settlements.

As you journey through the ship’s many steel corridors and weave through sections of dangerous machinery and scattered debris, all the while fighting or fleeing from the mutated hordes, you hear the stories of the ship’s once-human crew before, during, and after the discovery on Tau Ceti V.

These audio logs are, for the most part, well told and well delivered, with a few sketchy performances here and there. You may get attached to certain crew members and their stories, and can potentially even find them (or what remains of them anyway) during your travels across the ship, which makes the logs all the more captivating to hunt down, floor by floor.

There is, however, one especially notable point, besides the fact that the Von Braun is an excellent setting to inhabit. It is, after all, one of the most, if not the most, famous things about System Shock 2, so much so that I was already aware of it before playing. That is, of course, the story’s big twist.

As it turns out, Dr. Janice Polito, the woman who has been guiding you and chaperoning you throughout the Von Braun, has been dead the whole time. The voice on the other end of the comms belongs to none other than SHODAN, the rogue AI that terrorised Citadel Station in the first System Shock and who was presumed destroyed.

It truly speaks to the quality of System Shock 2‘s narrative that, despite being aware of that twist ahead of time, it didn’t lessen my enjoyment of the story, nor the impact of that reveal. If anything, it only highlights how cleverly and sneakily they hide it from the player, leading up to that moment. Since you’re hearing audio logs from the ship’s crew, that also includes Janice herself. You start to notice that her voice on the tapes sounds starkly different to the voice that is guiding you over your comms, which may well clue you in ahead of time, or just slip by you and make the reveal hit harder.

Screenshot from System Shock 2: 25th Anniversary Remaster, showing the player, armed with a wrench in the game's opening chapter.
Don’t knock it ’til you try it! The wrench, coupled with the right build and upgrades, is one of the most effective weapons in the whole game.

There are a lot of systems and mechanics at play in System Shock 2, a fact that initially intimidated me and prevented me from playing it for many years. Now, with more RPG and immersive sim experience under my belt, especially having just played the remake of the first game, I came to see that, while playing System Shock 2 may seem like jumping into the deepest end of a freezing cold pool, once you adapt to how it feels, you’d be surprised at how quickly you become acclimated to it.

The opening hour of the game is tutorials and building your character in a very immersive, diegetic way. Since you’re a soldier stationed on the Von Braun, you’re taken through several training courses, easing you through the three main pillars of gameplay: Weapons, Technical, and Psi Skills.

The first is your standard first-person shooter crash course, acclimating you to the game’s arsenal, how weapon skills feed into your proficiencies with them, and explaining functions of the different types of weapons you may find throughout the Von Braun (Standard, Energy, Heavy, and Exotic). The second is a crash course in hacking, which allows you to bypass keypads and access locked rooms, hack vending machines to give you discounts and/or more items, and let you break into locked chests to (very occasionally) get lucrative loot.

The third and final training is a crash course in Psi abilities, which are new to the sequel. Using a strange metallic orb that’s hooked right into your arm, you can use psionic abilities like telekinesis, or you can conjure an energy shield around you for temporary protection. Psi skills are quite the investment, with a very involved, multi-tiered skill tree attached to it, so it’s generally recommended you either specialise in armaments or abilities for maximum enjoyment. You can, of course, mix and match, but you may have more fun going all-in ahead of time.

At least, that’s what I did. I played just under two hours of the game at first, specialising in Psi skills, before starting over and changing gears to weaponry. Not that the Psi skills didn’t seem fun to play with, far from it. It just seemed to me like more of a second-playthrough investment, and I was seeking more of a basic boots-on-the-ground gunplay experience for my first run.

Right after getting acclimated to the game’s systems and mechanics, you have the choice of which branch of the military you’d like your character to be a part of: Marines, Navy, or O.S.A. (Orbital Systems Agency). To put it plainly, they break down into gunplay, hacking, or psionics, respectively, as to what your character will get a head start in. Outside of the initial gameplay elements, it’s a largely arbitrary decision, serving mostly to fuel further roleplaying for the protagonist, if that’s your jam.

I initially chose the Marines, but changed to the Navy after realizing that hacking was much more my speed and seemed lucrative, aligning with the immersive sim experience I preferred to achieve in System Shock 2.

Screenshot from System Shock 2: 25th Anniversary Remaster, depicting the player, armed with their psionic device, facing off against mutants.
It’s just you, me, and my arm orb. Make your move.

I would be remiss if I didn’t talk about what is perhaps my favorite, and the most consistently high-quality, part of System Shock 2: the atmosphere. If we’re talking about immersive settings in video games, where everything comes together in such a way that you cannot tear your eyes away from the screen for a single second because you’re so captivated by what’s fed to you, then the Von Braun in System Shock 2 would be near the top of that list, and I say so boldly, proudly, and with no hyperbole.

The sound design in this game is immaculate, from the terrifying screeches and groans that the mutant cyborg enemies in this game make as they come charging towards you to the unnerving creaks, bumps, and eerie ambient humming that the ship makes as you navigate its corridors, unsure of what horrors await you around every corner. This is further enhanced by Xerxes’ occasional announcements over the ship’s intercom, either eerily reading off bulletins as if nothing’s going on, or pleading with remaining crew to join The Many and become part of their hive.

Top it off with a toe-tapping, pulsating techno-synth-drum & bass score that matches the intensity of the game’s look and gameplay, composed by Eric Brosius, Josh Randall, and none other than Ramin Djawadi (who would go on to craft the iconic scores for Game of Thrones, Westworld and the Fallout TV series), and it becomes all too clear why System Shock 2 has been revered over the 26 years since its release, and why it’s re-release was the subject of such high demand and fervor once upon a time on the internet.

Screenshot of System Shock 2: 25th Anniversary Remaster, one of the RPGs coming this week
You also have to contend with the ship’s malfunctioning maintenance robots, who will not hesitate to attack you if you run into them.

With all of these intertwining gameplay elements combining, it might surprise you that this remaster is compatible with controllers, which is how I played it. Yet, full credit to Nightdive here—despite a few hiccups along the way, they do manage to make it mostly work. There are quite a few UI elements to keep track of in System Shock 2, and it can be a chore to cycle through to the one you want, especially in tense situations. However, I still enjoyed their translation of the original’s mouse-and-keyboard experience to the controller experience.

The game’s crummy weapon degradation system highlights the mild frustrations. It still feels like a chore, even if you’re maxed out in the maintenance skill. It’s not exactly game-breaking by any means, but it can be irritating to constantly re-up your weapons’ condition, especially since they don’t last quite as long as you’d like them to last at full condition.

Visually, it still looks like a game from 1999, but in the best way. I wouldn’t have complained if it were a straight port and it looked exactly the same, but it seems Nightdive spent a lot of time and energy making System Shock 2 look fresh and crisp, while still unmistakably like a first-person RPG from the turn of the century. As I understand it, they even incorporated fan-favourite mods of the original game into the remaster to help achieve this nouveau-retro look, which is a decision that I’m always a huge fan of (provided there is respect to and permission from the original mod authors).

It’s truly a wonderful feeling when you get around to a game that you’ve put off for so long, especially one as revered as this, and come to find that it is every bit as incredible as you’d been promised for all these years.

Cheers to you, System Shock 2, for living up to your own hype. And cheers to you especially, Nightdive Studios, for bringing it back in such a loving, passionate way so that others may experience such a titan of gaming once again, or for the first time.

  • Graphics: 98
  • Sound: 95
  • Gameplay: 88
  • Control: 84
  • Story: 100
93
Overall Score
(not an average)

About our grading scale

Review by · August 19, 2025 · 12:00 pm

After 15 years in the making, Freehold Games’ Caves of Qud finally left Early Access in December 2024. After half a year of playing, I finally finished the campaign and feel qualified to review it. Many reviews I’ve seen of Caves of Qud begin similarly: the writer tells a fun anecdote particular to their playthrough. Such stories help highlight the game’s complex emergent and procedural systems, the breadth of gameplay possibilities it offers, and the variety of original experiences that can stem from that.

Caves of Qud is not the only game to captivate players in this way. Some obvious comparisons include titles like Kenshi, Noita, and of course Dwarf Fortress—games that a player might have barely scratched the surface of after fifty-plus hours of investment, but seem to become “Overwhelmingly Positive” (in Steam parlance) for those able to break past the enormous and intimidating tip of the iceberg.

I have a complex relationship with games like these. When I read anecdotes like the ones I mentioned, or see how people create full-fledged fiction based on Dwarf Fortress instances, I want nothing more than to experience that appeal for myself. Then I try the game. I get overwhelmed by the sheer number of immediate options, lose motivation from the lack of direction and necessary time commitment, or even struggle to figure out how to interact with the damn software. “Maybe I’m an idiot,” I think. But then I remind myself that not all games are for all people, and that it’s no sin not to gel with ones that require extensive research just to get started.

Word on the digital streets was that Caves of Qud is different. More accessible. Could be enjoyed simply as an RPG. I wanted to believe this, and I’m delighted to report that this is a (mostly) fair assessment. After getting used to the wacky control scheme—whether playing on keyboard or with the arguably superior(?!) gamepad controls—you can quickly get going on seeing what the richly imaginative yet apocalyptically hostile world of Qud has to offer. Like the original Ultima games, game objects move and react in tandem with your actions. You melee attack by bumping into enemies and can mix in skills or ranged attacks. The basics are simple enough. Thing is, you have a lot to learn beyond the basics, and you will do so by dying.

Smoke flies around Qud's overworld screen as fighting takes place.
Things can quickly get hectic on the battlefield with the way objects and elements react to one another.

In its default setting, Caves of Qud is a roguelike. I imagine this is the default because the developers want players to treat death as a beautiful oops. For example, if you receive a message that an enemy on the screen has started “sundering your mind” and you do not immediately rush to kill it, your head will explode. Oops!

Death is a way to gain knowledge of Qud’s fascinating alien logic. It’s also an opportunity to try something new through the phenomenal character builder. In terms of vast and tangible variety, Caves of Qud is a contender for the best character-building I’ve seen. Beginners can try out the many thoughtfully crafted presets while veterans can get as weird as they want with it.

Alongside weapon specializations and the potential of non-weapon skills like Tinkering and Cooking, the key element of most character builds is their mutations. Mutations can involve anything from extra limbs (with equippable slots), status-inducing excretions, teleportation, mole-like digging claws, and about 70 other wildly creative perks. Say you want to play a gunslinger: how about one holding pistols in each of their four arms with the ability to unload full clips in tandem through a forcefield? Or an axe-wielder that shoots a freezing ray, rushes in for close-quarter combat, and starts savagely dismembering your enemy’s limbs? Every character I tried in Caves of Qud felt distinct and playable, although some builds were certainly easier to get started with than others.

The player is presented a three new mutations to select from on level up. These include a sleeping gas, a second heart, and a force field.
All mutations are fun to experiment with, but some of their usefulness certainly stands out more than others.

You can get new mutations as you level, but RNG will decide the limited selections to prevent players from reusing the exact same busted build they discover every time. This also helps ensure every run and character you play with feels uniquely memorable. There’s also a second character type, True Kins, who have compelling lore and gameplay differences from Mutants. Instead of mutations, you build your True Kin by finding cybernetic implants that you can modify yourself with. It’s a cool, alternative playstyle, but I wouldn’t recommend starting with it.

I know there are RPG fans out there who get more out of frequently restarting a game with a new build over focusing on completing a campaign. Caves of Qud is built with them in mind. And yet, as someone who falls into the completion camp, I never felt like I was playing the wrong way by opting for the alternative Roleplaying mode. This setting is exactly what it sounds like: playing the game as a more conventional RPG.

Instead of starting anew when you die, in Roleplaying mode you end up back in the last settlement you visited. This helps immensely if you want to prioritize getting through the game’s difficult main questline. Yet there’s still enough punishment for death to make every step you take (“every move you make~”) a thrilling, involving affair. While the world of Qud features virtually endless explorable dungeons underlying its surface, each main quest features unique challenges that test your knowledge of the game’s logic and systems. The deaths you face when first confronting these challenges will sometimes feel cheap. However, persevering through them with creative workarounds provides a novel sense of reward.  

A conversation with Mayor Haddas, a tree. The window provides an evocative description of them and below is a list of the factions they are loved and hated by.
Now this is a political candidate I’d vote for.

But Caves of Qud isn’t all about the creativity and variety of the gameplay. It won this year’s IGF award for Excellence in Narrative against some worthy nominees, and I can understand why. Behind the labyrinth of space, systems, and procedurality is a carefully crafted main story, set characters, and expansive lore. A salt-and-chrome-drenched world where rare fresh water is both a necessity for survival and the main currency. A world where species of humanoids, robots, plants, animals, and everything in between have their own sense of cultural identity and make up factions you can win the favor of or become despised by. It doesn’t feel quite like any fantasy or sci-fi world I’ve engaged with before, and that’s a remarkable achievement.

Visually, the world of Qud feels Ultima-like in its minimalist graphics, Night Mode aesthetics, and grid-based layout. Even with these graphical constraints, though, the atmosphere oozes character and arcane intrigue. It helps when the writing is so original and evocative. NPCs and lore texts will describe aspects of the world to you with word combinations that are based more on stimulating your imagination than logical exposition. And yet these descriptions don’t feel completely illogical either. There is tangible worldbuilding here, don’t get me wrong. It’s just based far more on vibes than the plainspoken (and often boring) writing you’ll find in so many other RPGs.

Another contributor to the dense atmosphere is the bonkers OST. It’s like the composer learned about music composition by listening to nothing but the original Fallout soundtrack on repeat until they spiritually transcended. The soundscapes range from the psychically violent to the anxiously serene. Alongside the writing, the OST does some heavy lifting in providing the world its aesthetic flair to compensate for the necessarily simple graphical style. I only wish there were more tracks, considering how much game is here.

These stable narrative elements join the developer’s innovative approach to proceduralizing history. Freehold Games invented code to modify the descriptive text of certain bits of the world of Qud’s history every playthrough. For example, there are always five sultans that are foundational figures in Qud’s past, but their names and historical achievements are malleable. Conflicting accounts can also exist across sources—lending an aura of historical mystery and authenticity. Each run therefore results in a new gameplay and narrative experience. This system leads to discovering evocative and amusing flavor text like, “The villagers of Damor laid offering at the feet of Batul, legendary feral dog, in exchange for wisdom about finding the ideal place for hissing under the Beetle Moon.” The developers have essentially executed the peak creative function of GenAI for videogame storytelling without even using GenAI.   

The city of Yd Freehold has frog-like citizens, underground shops, and a fancy water filtration system.
Settlements like this one are fixed and help make the world feel curated, while others are procedurally generated for variety and replay value.

Despite the degree of care that went into the main story progression, some unavoidable truths come to light when looking at the Steam achievements. Less than 20% of players completed the first main questline. The second main questline? Less than 10%. And less than 2% have earned the achievement for completing the game. Granted, much of the community likely got sidetracked having the kinds of experiences covered across the other 140 achievements—like “Wear your own severed face on your face,” or “Project your mind into a goat’s body.” Fair enough. But it highlights what is simultaneously the game’s greatest strength and weakness: there’s a lot to take in. 

Of course, an essential part of the appeal here is that each player, and each playthrough, really will result in unique stories to tell. You don’t have to dig deep on the net to see a community full of fans excitedly narrating a unique, amusing, and/or tragic experience that Caves of Qud’s deep simulation allowed to happen. This procedural brilliance, combined with the lovingly vibes-based worldbuilding, leaves the door open for endless possibilities of emergent gameplay moments and narrative interpretation alike. Caves of Qud understands and confidently leverages the unique strengths of this medium towards its own ends.

As someone generally more motivated to complete a playthrough than get caught up in a cycle of experimenting and restarting, I’m not sure I’m the main audience for Caves of Qud. This makes me even more impressed by what a good time I had with it. Whether you’re signing up for one playthrough or one hundred, it’s hard not to be captivated by its depth and imagination once you get a sense of how the world works. And if I were the type of player who liked to invest the bulk of my gaming time in one single-player experience, this would be a rabbit hole worth falling into.

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

About our grading scale

Review by · August 15, 2025 · 3:00 pm

Sometimes, a name hides far more than it suggests. Dice Gambit sounds like a modest, digital board game built around simple bets. So imagine my surprise when close inspection uncovered a cleverly designed tactical RPG packed with interlocking dice-based mechanics, sharp class-based combat, and nuanced visual flair. Though the game offers a limited variation in level scenarios and a fairly basic story, Dice Gambit brims with dense decision-making that encourages experimentation with strategies and combinations, accompanied by the satisfying clack-click of virtual dice. Ready your bones—this gambit is well worth the risk.

Dice Gambit unfolds in the Italian-esque city of Neo-Talis, where three ruling families each control a different aspect of urban life. You play as a custom-created scion serving as an Inquisitor: a member of the city’s security force tasked with clearing out Chromatics. These mischievous, amorphous blobs of color wreak havoc among the city’s residents whenever they spawn. Most of the narrative centers around running missions for each faction as they gradually pull the Inquisitors into their political schemes and personal agendas. The story holds together well, written with a comic, tongue-in-cheek tone that keeps things brisk. While family members can die permanently, individual losses carry little dramatic weight, akin to a rogue-lite. Narrative certainly is not the highlight of Dice Gambit although the level of customization (including different positive and negative traits) for each family member is impressive, as is the dynamic portrait art.

The Inquisitor’s home base functions as a hub for selecting quests and managing character progression. From there, you use the city map to choose missions aimed at clearing Neo-Talis of its chromatic infestations. Most missions unfold in the three main factions’ territory, ranging from bustling docklands and gritty city streets to sleek corporate high-rises. Dice Gambit shines with a distinctive art style that favors bright colors and exaggerated character expressions, giving each faction a unique visual identity through their livery and trim. Combat maps follow a painterly aesthetic, reinforcing each faction’s theme with similar, cohesive color palettes. The soundtrack mixes perky R&B, lite techno, and synthwave to keep the energy levels light, while scattered voiceover work adds some character.

One of the fighting characters appears on screen to indicate a critical hit, saying "This'll hit where it hurts."
Methinks this might be a critical hit…

All of this serves as flavorful side dressing—the Dice Gambit main course is the class and combat systems, which fully capitalize on a smooth, satisfying dice-rolling mechanic. Missions play out on hex-based grid maps, with characters and enemies acting in turn order based on initiative. To take any action, you roll dice to generate icons: Movement, Defense, Attack, Chroma, or Signature. Your available actions depend entirely on the results. Rolled a bunch of Movement and Defense? Maybe it’s time to reposition and play it safe. Movement and Chroma? That’s your cue to either dive into the fray or hold off—Chroma can substitute for any icon, but comes at a cost. It gradually empowers enemies. Bad roll? Use one of your limited rerolls to shift the odds. The system is fast, intuitive, and surprisingly deep. Even in its simplest moments, the decision-making feels empowering, and the complexity that unfolds only makes it more rewarding.

This core system ties seamlessly into character progression, where active and passive abilities unlock over time to use in battle. Each character has a set of stats to upgrade, directly influencing dice outcomes and ability effectiveness. For instance, Dice Power determines how many dice a character rolls per turn, and reaching each multiple of ten adds an extra die. Attack Power and Buff Power increase the potency of offensive and support abilities through a percentage of their value. In addition to a class-defined Signature ability (more on that shortly), characters can learn up to three active abilities and a variety of passives, assuming they survive. Active abilities require specific dice combinations to trigger. The devastating Lethal Strike, for example, demands four Attack icons, while the armor-boosting Inspire needs just a Movement and Signature die. It’s a smooth, elegant extension of the core dice mechanic, and one that enriches strategy without adding friction.

Stamina works differently from other stats and can’t increase in the same way. It measures a character’s level of exhaustion, and all stats take a percentage-based penalty as it drops. Overusing the same characters significantly lowers their combat effectiveness, making frequent rotation essential. Regaining Stamina also costs more than restoring Health, so swapping characters strategically becomes key to their survival and effectiveness. That said, the Stamina loss mechanic can feel overly punishing, even with a decent-sized roster. Don’t be surprised if the developers adjust it in the first few weeks or months post-launch.

The battlemap shows a player character carrying out an attack on a Chromatic enemy, whilst others lurk nearby.
Just cleaning up a lil’ Chromatic incursion downtown.

Things get even juicier when you start combining interlocking abilities. Some attacks ignite the terrain or stack damage based on how far an enemy moves. Pair that with a character who can forcibly reposition enemies, and you can rack up serious damage, during and outside of their turns. Another strategy involves stacking armor buffs from one character onto another who deals damage every time they receive armor. Once again, damage can be outside the usual turn order. And that’s just a glimpse of the many combinations you can create.

Each family member’s ability and class progression depends on their core character class. You unlock these classes by raising reputation with different factions, so your choice of missions directly affects which classes become available and when. Early classes focus on simpler roles. The Berzerker excels at dealing heavy damage to multiple enemies and can restore health through active and passive abilities. The Vanguard specializes in defense, with smart ability synergies that reward stacking Armor. Later classes introduce more tactical depth. The Sniper deals high damage from long range, but often at the cost of movement or a wait time to the trigger, while the Translocationalist thrives on mass mobility. From the mid-point of the game, matching the right class to the right mission becomes essential. Once a character maxes out their first class, they can take on a new one. With careful planning, you can create hybrid builds like a glass-cannon Sniper who later pivots into a more defensive Vanguard.

Missions in Dice Gambit unfold as branching encounter points once you select them and choose the team. Each mission map is procedurally generated, giving the experience a rogue-lite feel. You encounter a mix of combat nodes, health recovery points, wealth nodes, and map-reveal nodes along the route. On larger maps, planning becomes increasingly important, since your party has a limited amount of Energy to move before reaching the final encounter. While some nodes can replenish Energy, finding them depends on the path you choose. Unfortunately, running out of Energy starts means losing character Stamina in order to move, or potentially leaving the mission early and wasting a week of time.

A player character activates an attack to encompass a circular area of effect on several Chromatics.
Ouch. That does not look good for those Chromatics.

Chromatics make up most of the enemies in the game, appearing in mission types like clearouts, escort runs, and timed “grab-the-macguffin” objectives. Since the original demo, the developers have introduced a variety of new opponents. Now, you face chromatics that summon swarms of smaller units to overwhelm you, mobs that retaliate against melee attacks, and others that boost their allies’ armor. While the tactical variety keeps combat engaging, many enemies and maps start to blur together and lose their distinctiveness by the second act. This is partly due to their design—amorphous, chromatic blobs don’t naturally lend themselves to highly unique or visually striking appearances, but identifying their type is difficult on a busy battlefield. Would a little more distinctiveness hurt?

Dice Gambit deserves significant credit for its difficulty options, especially in supporting the game’s relatively short campaign and encouraging multiple playthroughs. While default settings exist, the developers built a nuanced system of customizable modifiers to allow players to fine-tune the challenge. These settings contribute to an overall difficulty rating and let players tweak specific aspects, such as increasing XP gain, weakening enemies, adding more dice, or boosting the number of rerolls. Players can activate any combination of these and the dozen or so further options, offering many permutations. Easier settings make it much simpler to build and maintain a consistent core family team. In contrast, higher difficulties require careful management of the family bloodline and a strong grasp of class synergies to succeed.

There’s much more worth a quick shoutout: the faction relationship awards to unlock classes and boost new character development; the way chromatics mutate with each Act, ramping up the difficulty as the story moves forward; and the terrain effects that can either teleport you across the battlefield or grant extra dice if you land on them. Once again, everything feeds smoothly into the core mechanics—it never feels like something thrown in just for the sake of complexity. And like the rest of the game, these elements roll out gradually, giving you time to adapt your strategy and learn each new twist as it comes.

A menu from Dice Gambit displaying a family tree with five rows, and illustrations indicating whether the family member's status.
Welcome to the family! Those that are left, anyway!

A few criticisms arise from Dice Gambit’s ambition and complexity. While the tutorial covers the basics, it doesn’t offer much guidance on family or stat development. It’s easy to overextend by recruiting too many scions or, conversely, over-invest in just a few while still learning the systems. Mission crew requirements only appear once the missions show up on the map, so early runs can leave you over- or under-prepared without realizing it. Another issue is the environments. By Act Two, the same office floors, Renaissance-style streets, and docklands start to blur together. They look great, but the repetition makes them forgettable. More variety in map design or art assets would go a long way, in the same manner as the Chromatic enemy design. The randomization system is a barrier in this, but greater terrain variation would really help. Finally, I ran into the occasional soft-lock during turns, usually after alt-tabbing. These weren’t frequent, but when they happened, I had to restart the encounter from the beginning.

Honestly, these areas aside, Dice Gambit is a near-jackpot for me. With its combination of rich character and ability design and the smooth way it integrates rolling and manipulating dice, it’s proven an addictive presence. The original Italian Renaissance art style is the finishing touch that drives home Dice Gambit’s unique style and approach, even if it does outstay its welcome. Excited as I am to see where the developers and the game go next, I’m off to try a new run where, whenever dice are spent, all remaining dice are rerolled. Crazy! But hey, this is the way Lady Luck dances; let’s roll the bones.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 90
  • Control: 90
  • Story: 82
84
Overall Score
(not an average)

About our grading scale